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A ''fleg'' is a kind of small insect-like List of animals|animal known to the Sangheili. During the Battle of Netherop (2559)|conflict on Netherop in 2559, Worldmaster Nizat 'Kvarosee unfavourably compared the act of using the Divine Hand to destroy a handful of communications satellites to the act of swatting ''fleg''s out of the sky. Later in the engagement, Arbiter Thel 'Vadam wondered whether Crei 'Ayomuu had used a spy ''fleg'' to track 'Kvarosee and the Defenders of the Sanctum without his consent; though the Oath Warden had instead used a tracking ''tetht'' planted on Rosa Fuertes.
List of appearances
''Halo: Outcasts''
Sources
Category:Animals
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Fletterbugs are insectoid List of animals|creatures known to humanity. During the Battle of Netherop in 2526, John-117 noted that the destruction of 's point-defense guns meant it now lacked the capacity to swat away a fletterbug.
List of appearances
''Halo: Oblivion''
Sources
Category:Animals
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A flex card is an archaic form of human currency that remains in circulation on Venezia. Small in size, a flex card is a slip of bright orange plastic. A piece of a flex card can be broken off along a stress line and used for spending. Flex cards remain in circulation on Venezia as physical currency is desirable over an electric banking system which would be subject to power outages due to the colony's outdated technology. On Venezia, a flex card is exchangeable for several alcoholic beverages from any bar in New Tyne.Halo: Mortal Dictata, ''pages 94-95''
In 2553, Venezian Militia member Nairn gave a flex card to Vasily Beloi and Naomi-010, who were undercover acting as UNSC defectors. The two later spent the card at a bar to buy beverages and appetizers at Stavros' Middle East Asian Cuisine and Bar.Halo: Mortal Dictata, ''page 96''
List of appearances
''Halo: Mortal Dictata''
''Halo: Fractures''
*''Into the Fire''
Sources
Category:Currency
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|manufacturer=
|testsite=
|type=Sangheili harness
|role=Pilot harness
|weight=
|features=Specialised interfaces for starfighter control
}}
The Flight harness is a specialized Sangheili Sangheili harness|harness developed for use with Covenant Space fighter|strikecraft such as the and .
Overview
While structurally similar to the Assault harness, the helmet features a hyper-wave link for cleaner craft interactions and a mouth piece that retains a multi-port for use with older ''Tarasque''-class heavy fighters and ''Gigas''-class fighter-bombers. The eye pieces are thinner, flatter, and are a light-sided blue or cyan instead of yellow and are farther back in the helmet than that of the Assault and Combat harness|Combat harnesses. The reason of being back farther along the helmet is akin in usage to that of EVA-class Mjolnir, as it is used in space. It features a pair of joined conspicuous gray circular plates located at the rear of the helmet, and a flexible neck guard, which is most likely vacuum sealed.
The Flight helmet's mandible guards are larger, feature bolts, and are fused together with a chin guard. Missing neck rings at the back of the neck. The helmet is more angular and shorter. Missing articulation lights at the back of the helmet by the cheek bone. The helmet has a pyramid shape if viewed from a certain angle.
The more compact deltoid armor has less of an impact on the elite's range of motion in the cramped compartments of subluminal space craft and reduces overall fatigue in multi-phase interdiction missions - this shoulder pauldron is truncated and has a circular device at its center. The thoracic cage features an "I" shaped metal plate with a series of V shaped blue/cyan lights running down its length. The less cumbersome cage utilizes aligned composites to postpone the onset of fatigue and the explicit primary environment multi-port is less restrictive than older helmet multi-port.
The Flight harness is used by Sangheili Space fighter|strikecraft pilots.
In-game information
The Flight harness is unlockable as an Armor customization (Halo 3)|armor permutation for Elite characters in ''Halo 3''.
{| class"width: 75%;"
! style="width: 15%"|Helmet
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements (''Halo 3'')
! style="width: 15%"|Unlock requirements (''Halo: MCC'')
|- align="center"
|rowspan=4|File:HTMCC H3 Flight Menu Render.png|100pxFlight
|align="left"|Helmet: Sealed helmet equipped with hyper-wave link for cleaner craft interaction; mouth piece retains multi-port for use in older TARASQUE heavy fighters and GIGAS fighter-bombers.
|align="left"|Earn the ''Campaign Complete: Heroic (Halo 3 achievement)|Campaign Complete: Heroic'' achievement.
|rowspan=4|Unlocked by default.
|- align="center"
|align="left"|Chest: Less cumbersome cage utilizing aligned composites postpones onset of fatigue: explicit primary environment multi-port less restrictive then the older helmet based multi-port.
|align="left"|Complete Tsavo Highway on Heroic difficulty.
|- align="center"
|align="left"|Shoulders: Compact deltoid protection has less impact on range of motion in cramped crew area of subliminal military craft: decrease overall fatigue during multi - phase interdiction missions.
|align="left"|Complete The Ark (level)|The Ark on Heroic difficulty.
|- align="center"
|align="left"|MCC: Retains multi-port for use in older TARASQUE heavy fighters and GIGAS fighter-bombers.
|align="left"|N/A
|}
Gallery
File:FlightArmor.png|The Flight harness. File:H3_Construct_FlightElite.jpg|A player with the Sangheili Flight Harness during an Oddball match File:H3_Foundry_AssaultFlight_Front.jpg|Assault Harness|Assault and Flight Harness fronts compared File:H3_Foundry_AssaultFlight_Side.jpg|Assault and Flight Harness side comparison File:H3_Guardian_FlightElite.jpg|The Flight Harness, in action.
List of appearances
''Halo 3''
Sources
Category:Covenant armor Category:Sangheili armor Category:Halo 3 multiplayer armor permutations
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Flim was an Unggoy stationed on the ''Rapid Conversion'' and was taller than an average Unggoy. He suffered from pockmarked skin caused by barnacles. Flim lacked belief in The Covenant religion|Great Journey, and he wasn't friendly to Dadab, who felt he disrupted his preaching to other Unggoy onboard.
Biography
Flim served aboard the Covenant cruiser ''Rapid Conversion''. When Deacon Dadab was rescued and brought onboard, Flim disapproved of his religious teachings and made it hard for other Unggoy to follow along.Halo: Contact Harvest, ''page 307''
Later when the Unggoy were given stations aboard the Tiara, a station orbiting Harvest, Flim was in charge of one.Halo: Contact Harvest, ''page 309'' When Flim left his post in search for food, he was scowled by Dadab.Halo: Contact Harvest, ''page 328'' Flim and some of his compatriots began looting the Tiara for supplies, looking for Forerunner relics.Halo: Contact Harvest, ''page 338'' When the Harvest militia attacked the Tiara, Flim was placed in charge of the group defending the control room. Flim had made numerous barricades to defend his post and him and the other Unggoy were holding their position.Halo: Contact Harvest, ''page 368''
Flim was either killed by humans or angered Yanme'e towards the end of the battle. The last surviving Unggoy is mentioned to have pitted skin similar to Flim. This Unggoy is impaled by Avery Junior Johnson|Johnson with its own cutlass after trying to stab Jenkins and puncture Forsell's jugular vein with its teeth.
List of appearances
''Halo: Contact Harvest''
Sources
Category:Unggoy characters Category:Covenant military personnel
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Flip and Sizzle is the eighth track in ''Halo Wars: Original Soundtrack''.
Overview The track opens with ambient synth and bass guitar as the background. Digital notes and guitar fade in as accompaniment, followed by a playful melody on piano. The melody slows down, replaced by a second melody by vocals and strings. The piece ends with a reprise of the first piano melody before fading out.
Appearances The track plays randomly as a backing track during gameplay on any campaign or Skirmish levels in ''Halo Wars'' set on Harvest and within the interior of Trove, including:
Campaign
''Alpha Base (Halo Wars level)|Alpha Base''
''Relic Approach''
''Relic Interior''
''Repairs''
''Beachhead (Halo Wars level)|Beachhead''
''Reactor (Halo Wars level)|Reactor''
''Escape (Halo Wars level)|Escape''
Skirmish
''Blood Gulch (Halo Wars level)|Blood Gulch''
''Chasms''
''Frozen Valley''
''Labyrinth''
''Repository''
''Terminal Moraine''
''Tundra''
''Barrens (Halo Wars map)|Barrens''
''Memorial Basin''
''Blood River''
''Glacial Ravine''
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Flip music is a genre of music created and performed by humans.
Background The "slam-bam" beatHalo: The Flood, ''page 187'' of flip music is descended from 21st century heavy metal.Halo: First Strike, ''page 55'' By the 2520s, flip music was popular at dance clubs, which are common destinations for UNSC Marine Corps|Marines and Orbital Drop Shock Troopers on leave.Halo: Evolutions - Essential Tales of the Halo Universe|Halo: Evolutions, ''Dirt'', ''page 116'' Avery Johnson had an odd fascination with the genre.Halo: Combat Evolved, campaign level ''343 Guilty Spark (level)|343 Guilty Spark'' Many people dislike flip music, including Captain (Navy)|Captain Jacob Keyes, SPARTAN-II Program|SPARTAN John-117, Locklear|Corporal Locklear, Private First Class Wallace A. Jenkins|Wallace Jenkins, and Privates Riley, Manuel Mendoza|Mendoza, and Bisenti.
Trivia The flip music heard in the "Jenkins' helmet cam" cinematic is a song called "Shreddin'". This song was created for ''Halo: Combat Evolved'', although it is not present on the Halo: Original Soundtrack|retail soundtrack. It was later released as a free download on Bungie.net. According to Joseph Staten in the ''Halo: Combat Evolved'' cinematic documentary found in the Legendary Edition Bonus Disc of ''Halo 3'', the development team originally planned to license ''Paint It Black'' by ''The Rolling Stones'' for the Pelican scene in ''343 Guilty Spark''. It was instead decided to use an original song before the game's release. List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo: The Cole Protocol''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Dirt''
''Halo: Combat Evolved Anniversary''
Sources
Category:Music
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Swords of Sanghelios
|rank=Unggoy Mule
|sn=
|notable=
}}
}}
Flipflop is an Unggoy self-proclaimed entrepreneur that attempts to give gifts to various beings. He seems to hold fellow Unggoy Yapyap in high regard. Gallery
File:HTMCC-Reach-Flipflop.jpg|Flipflop during the Fall of Reach. File:HTMCC-CE-Flipflop.png|Flipflop during the Battle of Installation 04. File:H2C-Flipflop-HighCharity.png|Flipflop in ''High Charity'' watching Thel 'Vadam's punishment. File:HTMCC-H3ODST-Flipflop.jpg|Flipflop during the Battle of Mombasa. File:HTMCC-H3-Flipflop-FinalGrunt.jpg|Flipflop during the Raid on Installation 08. File:HTMCC-H4-Flipflop-Dawn.jpg|Flipflop onboard the during the Battle of Requiem. File:H5G-Flipflop-Locke-Sanghelios.jpg|Flipflop alongside Jameson Locke on Sanghelios. File:HINF-Flipflop01.jpg|Flipflop with an MA40 assault rifle and Mk50 Sidekick. File:HINF-Flipflop02.jpg|Flipflop carrying gifts. File:Yappening1.png|Flipflop attempts to share his gifts with the UNSC. File:Yappening2.png|Flipflop getting gifts out of his box. File:Yappening3.png|Flipflop is escorted off the property. File:WCII Flipflop 1.png|Flipflop infiltrating a UNSC Base to share more gifts. File:WCII Flipflop 2.png|Flipflop hiding a skull in a locker.
Sources
Category:Unggoy characters
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The flipping a Phantom glitch is a glitch found in ''Halo 2'' and ''Halo 3''. One should be aware that in ''Halo 2'' the Halo 2 skulls#Sputnik|Sputnik Skull is necessary to perform this trick.
Walkthrough
In ''Halo 2'', start the level Quarantine Zone and continue through the level until you see Zurdo-pattern Wraith|Wraiths attacking other enemies; destroy them so that they cannot kill you. Once you see a small tunnel with mini pillars, Flood combat form|Combat Forms ride Type-32 Rapid Assault Vehicle|Ghosts through the tunnel. Try to hijack one and destroy the other one. If you see Sentinels attacking you or the Flood forms, destroy them and travel to their location. There you will see a hole; go over it and you will see an empty part, maybe with a destroyed or a piloted Wraith. Get out of the Type-32 Rapid Assault Vehicle|Ghost and throw a frag or plasma grenade at the bottom of the Ghost. Immediately get back in and you will be propelled to the higher platform. Once there, go to the mini bridge made of sand and go over it. After that go to the highest part you can get to and you will see the big area just after the steep hill. Go there and in the left corner you will see a Kez'katu-pattern Phantom|Phantom that is in the same situation like the D77-TC Pelican|Pelican that flips in Metropolis. Like the Pelican, it says "Press X to flip Phantom ".
In ''Halo 3'', on the level Crow's Nest|Crows Nest, in the hangar where you must clear it for the Pelican to launch, the Phantoms that drop off the troops can be boarded by jumping into their troop bays. First, jump on to one of the first yellow walls. Then, as the Phantom flies over, jump and hold RB to board the unmanned turret. After successfully on board, press RB while jumping backwards to land inside of the Phantom's cargo area. You must run to the front right corner of the ship (towards the Op Center) and be in the corner of the invisible walls present there. If you do not do this you will be thrown from the Phantom as it turns. Get back on a turret, then wait for a little while and the ship will begin to free fall. You might be ejected upside down while it is tumbling, but the Phantom is flippable (hold RB to flip); however, no message is shown.
Category:Halo 2 glitches Category:Halo 3 glitches
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Flipping Warthog is a glitch from the ''Halo 2'' campaign level, Quarantine Zone. This glitch uses the doors on the level to make the Warthog flip end over end and, if done right, will make the player in the Warthog as well as the warthog itself fly a long way.
Walkthrough
Begin the level Quarantine Zone, and continue past the first fight to the room with the Flood fighting the Sentinels trying to contain it. Once there, run forward to under the table like structure behind the wall when you first come in. There is a Warthog under it. Claim the Warthog and go back to the door you came in from. From there, aim straight at the door, and back up until it stops. Now go full throttle ahead trying to ram the door before it opens. You will hit it and, when the door opens, you will be propelled into the air quite a ways.
This glitch can also be performed with a Type-32 Rapid Assault Vehicle|Ghost. Simply steal the Ghost from your allies in the beginning and boost until you reach the door. Now go through it and boost at the door. The second you hit the door, press the spacebar on PC or A on xbox once and you will maximize flight height.
Trivia The Warthog can go farther, but the Ghost will go higher.
Category:Halo 2 glitches
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Flipyap is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by listening to a Unggoy|Grunt talk about Flipyap and his brother, Yapflip. The achievement is worth 5 Gamerscore.
In order for the achievement to unlock, the player must trigger the quote. It is not necessary for the quote to finish, or even be heard by the player; as soon as the sound file is triggered, the achievement will unlock. The quote will only be triggered with the IWHBYD skull (Halo 3)|IWHBYD skull turned on, and most often occurs when the player kills a Grunt while another is nearby to say the quote. Even then, the quote is triggered randomly. As such, some players may unlock the achievement very quickly, while others are forced to wait a frustratingly long time.
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Flipyap is a Unggoy|Grunt mentioned by another Grunt in a long comment that can only be heard with the IWHBYD skull (Halo 3)|IWHBYD skull. According to another Unggoy, he and Flipyap went to "Nipple Academy" together and that Flipyap was the brother of Yapflip.
Flipyap is only mentioned in a piece of random humorous dialog in ''Halo 3'' and ''Halo 3: ODST'', as is "Nipple Academy", which refers to the food nipple feeding tubes used by the Unggoy.
Trivia The quote can be heard . There is also a chance with the IWHBYD skull (Halo 3)|IWHBYD skull on that you can overhear Grunts talking, saying, "Cover me, I'm going in." "I'm not going to cover you, it's your fault Flipyap got killed."
List of appearances
''Halo 3''
''Halo 3: ODST''
''Halo Infinite''
Sources
Category:Unggoy characters Category:Covenant military personnel
|
Floatfighting is a combat sport that is engaged by the Sangheili inhabitants of the Refuge, in the colony's Combat Section.Halo: Broken Circle, ''page 225'' The sport occurred in the Combat Section's zero-gravity environment. Champions of floatfighting were known as "floatfight heroes" and some were given the Relic Medal to wear for one Refuge year. Notable floatfight heroes include Norzessa, Xelq 'Tylk, Z'nick 'Berda, and V'urm 'Kerdeck.Halo: Broken Circle, ''page 227''
History At some point in the Refuge's history, the artificial gravity nodes of one of the Refuge's storage section collapsed in on themselves. The section was used to allow Sangheili Ussans to legally exercise their thirst for combat and athletic competition without killing each other. Combat that was not ordered or initiated by the kaidon of the Refuge was considered illegal, so floatfighting was formed to allow Sangheili to maintain their warrior culture and identity. Floatfighting became an established sport and the section was renamed the "Combat Section". The sport successfully served to satisfy the thirst for combat and battle for the Sangheili that watched or participated for numerous centuries.Halo: Broken Circle, ''pages 262-263''
In 2553, Kaidon Bal'Tol 'Xellus challenged Oska 'Meln|'Kinsa to a floatfight competition; ten Ussans against ten of 'Kinsa's men. 'Kinsa's growing rebellion and revival of the 'Greftus Faction led to the loss of several of the Refuge's sections and the capture of C'tenz, a close friend of 'Xellus. If 'Kinsa won, he would be given control of the Refuge, but if 'Xellus won, the 'Greftus Faction would be killed and C'tenz would be freed. In addition, 'Xellus would have the match broadcasted to the entire Refuge to show all Sangheili inhabitants which faction was more competent. Reluctantly, 'Kinsa accepted.Halo: Broken Circle, ''pages 273-274'' On the day of the match, 'Kinsa showed up with an additional fighter and a mec-missile launchera weapon that was considered untraditional in the sport. Although they were outnumbered, 'Xellus and his fighters were able to hold their own. During the fight, one of 'Kinsa's floatfighters, V'urm 'Kerdeck, nearly killed Bal'Tol, but 'Kerdeck was killed by the recently repaired Enduring Bias.Halo: Broken Circle, ''pages 279-283'' The monitor ended the match by using gravitational technology to hold all the surviving floatfighters in place. 'Kinsa attempted to kill Enduring Bias with his mec-missile launcher, but was easily killed by the monitor. The rest of 'Kinsa's floatfighters surrendered and C'tenz was freed.Halo: Broken Circle, ''pages 284-286''
Rules Floatfighting involved grappling techniques and free-fall acrobatics in a zero-gravity environment. It was often a very violent sport and death would sometimes occur. A floatfight match may consist of several competitors in a free-for-all. The objective of each fighter was to eliminate the others by wounding them or rendering them unable to fight. The floatfight commission would attempt to avoid deaths, although occasionally the remaining two competitors would kill each other. The Combat Section was lined with flexible, vertical bands that allowed for Sangheili combatants to realign their trajectory or position themselves to attack. A net protected the audience from injuries. Burnblades, throwing blades, curveblade|quartermoon blades, and spiked gloves and cudgels were used by the Sangheili in the sport. Sangheili participants were protected by chest armor and a helmet.Halo: Broken Circle, ''page 279''
Floatfighter judges were used to determine when to end a matchusually when a floatfighter was too wounded to fight or near death. However, if a judge decided that a competitor was too wounded, a powerful beam of red light would be projected onto the injured Sangheili. The injured floatfighter would then be required to enter the Wikipedia:fetal position|fetal position and they would be deemed irrelevant to the rest of the match. Referees, propelled by jetpacks, would then pull the injured floatfighter out of the competition. The audience would either mock or groan with sympathy for the injured floatfighter, depending on their popularity.
List of appearances
''Halo: Broken Circle''
Sources
Category:Gaming
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File:Floating_Rifle.png|thumb|200px|A floating assault rifle. The floating assault rifles glitch can be seen in the level 343 Guilty Spark (level)|343 Guilty Spark on ''Halo: Combat Evolved'' and ''Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC''.
Walkthrough It should be noted that unlike the floating plasma grenade glitch, the actual presence of floating MA5B assault rifles is not a glitch. The fact that the player ''sees them'' is the glitch. Bungie added the floating assault rifles to imply a UNSC Marine Corps|Marine or Flood presence inside the structure that was scaring the Covenant troops away. The most likely reason why the rifles are floating instead of being wielded by non-playable characters is that the NPCs would have built-in A.I. personalities, causing them to move around and spout combat dialog, thus alerting the player to their presence. The fact that there is no combat dialog or movement of the rifles adds to the mystery of the level.
Use the "Stay in the Pelican" glitch to remain in the D77-TC Pelican|Pelican that drops you off at the level's start. Remain seated until the Pelican comes to a full stop at the top of the level. After you get off the Pelican, quickly run to the area in which you go into the structure with the Flood. When playing the level normally, you would eventually see several Covenant running from assault rifle fire coming from inside a structure. Head towards the structure while remaining on the high ground. When you are nearly above the structure, jump down in front of the entrance, and you will find that no one is holding the assault rifles. The explosions are not caused by M9 High-Explosive Dual-Purpose Grenade|frag grenades either; rather they are spawning|spawned effects. This saves time, instead of going through the entire swamp.
For those that like a challenge, exit the Pelican normally and head towards the front of the Pelican. There should be a big rock. Jump on the rock, and from there jump onto the nose of the Pelican (do this quickly before the Pelican flies away). Now try to stay in the middle of the top of the Pelican because as it flies away, your character will not always stay in the same spot and be pushed off by the physics engine. Keep moving around the Pelican so you do not fly off. Wait until the aft nacelle is close enough to the cliff nearest to the Pelican, (this will take a few tries so just keep respawning back to your last checkpoint if you fail) and crouch Jumping|crouch jump onto the cliff. If timed correctly, you should not slide down the cliff, and can now walk around the top of the level.
Category:Tricks and cheats Category:Halo: Combat Evolved glitches
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The Floating in Relic glitches|glitch is a collision-related phenomenon present in the ''Halo 2'' multiplayer map Relic. The error allows players to float in the air.
Walkthrough Simply head to the ramps near the underground teleporter, nearest the beach. Get on the rails and jump repeatedly while looking left to right. On about the tenth try (maybe on the first try, maybe never, usually about the tenth), you will land on air approximately one SPARTAN-II|Spartan/Sangheili high and will fall if you move, are moved, or die.
Category:Glitches Category:Halo 2 glitches
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Floating lotus refers to a type of vegetation found on the Forerunner world Genesis.
Gallery
File:H5G - Floating lotus 1.png File:H5G - Floating lotus 2.png File:H5G - Genesis flora.jpg
List of appearances
''Halo 5: Guardians''
Sources
Category:Plants
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The floating Mantis glitch is a glitch present in Forge in ''Halo 4'' which causes the HRUNTING/YGGDRASIL Mark IX Armor Defense System|Mantis to slowly fall to the ground after being destroyed by the The Guardians.
Method In order to perform this glitch, a Mantis must be spawned, on any map. It must then be destroyed by the guardians. This may be achieved by moving the Mantis in to a kill-barrier or a kill ball. After it is destroyed, the Mantis will then slowly float down to the ground, ignoring regular gravity. It will continue to fall like this regardless of being shot at and stood on; however, because of the geometry of the Mantis, it is slightly difficult to stand on it.
Sources
Category:Halo 4 glitches
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Floating objects are objects that hover in the air. In ''Halo 2'''s campaign, there are at least three such objects.
Floating Cover This glitch occurs on the Cairo Station level. After the first cutscene, as you descend the stairwell, you will turn and there will be several M7/Caseless Submachine Gun|SMGs and Battle rifle|Battle Rifles. Adjacent to this is a crate where Sergeant Major Avery Junior Johnson|Avery Johnson has left his cover. Melee the crate with his cover on it repeatedly. The crate will eventually slip from under the cover, but the cover will remain motionless in the same position. It cannot be moved; it is just a minor programming error by Bungie.
Floating SMGs File:H2 Floating weapon.jpg|thumb|A lone SMG, left to imply that Marines were still alive. This glitch can be done on Quarantine Zone (level). Several methods can be used to witness this glitch, the first being to simply walk into the Index chamber|Index Chamber normally and stay on the far left of the wall. You will pass architectural outcroppings to your left, and several small structures in the middle of the area to your right. Slowly advance until you reach the area just before the 'Human' gondola entrance, after passing several lifeless Flood combat form|Elite Combat Forms. Note that you should still be relatively close to the wall separating the actual chamber area from the area you are currently in. Activate your zoom, preferably the default zoom, as the lack of a reticule makes it easier to see. You should see at least one SMG floating in midair under an architectural outcropping similar to one you passed beneath on your way over. Due to the rendering limitations of ''Halo 2'', the SMGs can only be seen while zoomed in, as they will not be rendered when zoomed out (you are too far away). Moving closer will cause the SMGs to disappear.
Another method requires the Halo 2 skulls|Sputnik skull. Proceed through the level like you normally would, until you reach the Anti-gravity gondola|Gondola. At the end of the ride, get off and walk to the right until you reach the wall. Grenade jump on the wall and jump off at the other side. Now you should be in front of the Anti-gravity gondola|Gondola Avery Junior Johnson|Sergeant Johnson and Miranda Keyes|Miranda used, but you have not yet entered the Index Chamber. Head towards the Activation Index|Index, but before you go through the small corridor where the cutscene starts, there will be two floating M7/Caseless Submachine Gun|SMGs shooting at empty space. You can pick the SMGs up, and they will keep firing; you can be wounded by the bullets. They have 60 bullets each in them. Even if you drop them, they will keep firing.
Much like the floating assault rifles|floating Assault Rifles glitch from ''Halo: Combat Evolved'', this glitch is actually intended, though the fact that the player is able to see them was not. The SMGs were left floating to imply that some Marines survived the Gondola ride and were in the process of fending off the Flood. Had Bungie elected to use Marines wielding the SMGs instead of leaving them in midair, the AI characteristics would have caused the Marines to move around and communicate, thus alerting the player to their presence. The fact that the SMGs float adds to the mystery of the level.
Floating Ammunition This glitch can be performed on the level Outskirts. Play through the level until the part just before the tunnel. There is a structure before you enter the tunnel with a rocket launcher on it. Go to the top of this structure and look for the thing that looks like a very tall antenna. There is a box right next to it with ammunition on it. Melee the box away and the ammunition will stay there, floating in the air. You can still use the ammo if you need it.
Category:Glitches Category:Halo 2 glitches
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The Floating plasma grenade glitches|glitch is an error found in ''Halo: Combat Evolved'' and Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC. The error causes Anskum-pattern plasma grenade|plasma grenades to hover in the air.
Walkthrough
On Assault on the Control Room, when you get to the first lift, stand behind the sign that says "Press X to activate lift" and throw a plasma grenade into the center of the lift. The lift will go down, but the grenade will float in front of you. The grenade will harm you, so you will die after it explodes if you have low health.
On The Pillar of Autumn (Halo: Combat Evolved level)|Pillar of Autumn, after Jacob Keyes|Captain Keyes gives you the m6D Personal Defense Weapon System|pistol, kill the Unggoy|Grunts and return to the bridge. Kill one of the crewmen or Jacob Keyes|Captain Keyes, and the invincible Marines will enter the bridge. Let them attack you until you have low health, and throw a plasma grenade when -- not beforeyou die. The grenade shouldn't leave your hand when you die; it will float in the air for a while and explode.
You need two players, one with a M41 rocket launcher|rocket launcher (''Person A'') and one with plasma grenades (''Person B''). Have ''Person A'' stand still and look straight ahead, and have ''Person B'' throw a plasma grenade onto the tip of the rocket launcher. Once the grenade stops moving, have ''Person A'' back off. The grenade will float until it explodes.
Explanation These instances of the glitch all have the same cause. When a plasma grenade sticks to an inanimate object, such as a wall or a weapon, the game stops calculating physics for the objectthis is done under the assumption that the inanimate object will not be moved. The problem happens when a grenade is stuck to an inanimate object that ''does'' move, such as the floor of an elevator or the tip of a held weapon. When the object moves, the grenade does not move with it, because the game does not synchronize the two items' movements.
Category:Halo: Combat Evolved glitches
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The floating shot glitch is a Glitches|glitch in ''Halo: Reach''. The glitch causes the fired shots and bolts from specific weapons such as the M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser and Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher to remain floating above the ground and not injure the target.
Walkthrough To perform this glitch, start a Forge match with at least two players on separate teams. Have one player pick up a Plasma Launcher and have the other player stand still. Lock the Plasma Launcher on to the player and fire the bolts at them. Once the bolts stick, have the stuck player enter monitor mode. The bolts will stay floating in the air where they stuck to the player. They will not move or explode unless the stuck player leaves monitor mode. This glitch can be performed by a single player by creating a shield door or one-way shield and angling the shots to bounce off and stick the player.
For the Spartan Laser, charge it, but do not fire it. When it's about to fire, enter monitor mode. There should be a red dot floating where the Spartan Laser beam was charging. It will stay there until you return to player mode.
This glitch works with any Energy Weapons that require charging.
Gallery
File:reach_1228807_Full.jpg|Floating Plasma Bolts File:reach_1228814_Full.jpg|Floating Laser Shot
Category:Glitches Category:Halo: Reach glitches
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"Floating vehicles/player glitch" actually refers to two wholly separate glitches present in ''Halo 3'': The Covenant Invisible Floor through Campaign mode, and Temporarily-Floating Objects which is replicable through Forge mode.
The Covenant Invisible Floor On The Covenant (level)|The Covenant, fight your way to the Deutoros-pattern Scarab|Scarab Tank battle and destroy both Scarabs. After that, instead of following the Thel 'Vadam|Arbiter into the Installation 00 Citadel|Citadel, take a vehicle (a Type-32 Rapid Assault Vehicle|Ghost or a M12 Force Application Vehicle|Warthog will do) over the artificial cliff behind the Citadel. This can be a little difficult, due to a ridge at the bottom of the upward slope; however, you can get over the ridge by using one of the sloping ramps attached to the side of the Citadel.
As you go over the cliff, you'll find that instead of falling to your death, you and your vehicle remain suspended in mid-air. Additionally, if you did this with a vehicle with no passengers, you can get out of the vehicle, and you will remain floating in the air while the vehicle falls; you'll find yourself in a falling pose, only able to move quite slowly. In addition, in campaign#Cooperative|co-op, you can get a companion to shoot the vehicle you're in, causing it to spin around.
This will also work with the two flying vehicles (AV-14 Hornet|Hornet and Type-26 Ground Support Aircraft|Banshee); just let them settle on the invisible floor over the artificial cliff and get out.
To get out of this status, either kill yourself by throwing a grenade against a wall or return to a previous checkpoint.
The explanation is actually very simple: your character is simply positioned atop an Invisible Walls|invisible surface. The collision detection engine realizes this (which is why the surface stops you from falling), but other parts of the game don't (which is why you remain in a falling pose, and can only move very slowly).
Temporarily-Floating Objects The Temporarily-Floating Objects glitch is a phenomenon that causes undisturbed objects, like Fusion coil|Fusion Coils, List of UNSC crates|Crates, or even the John-117|Master Chief himself, to remain in the air after the surfaces underneath them have been removed. It is most commonly used in Forge, as a means of making immovable Forge objects float.
Start a Forge session with at least two players, who shall be referred to as ''Person A'' and ''Person B''.
''Person A'' needs to stay in Player Mode, while ''Person B'' enters Edit Mode. ''Person B'' should place some solid object onto the groundone that ''Person A'' can jump on top of. ''Person A'' should then jump on top of the object, and remain completely stationary from this point on.
''Person B'' should, from here, delete the object that ''Person A'' was standing on. ''Person A'' will not fall; instead, they will remain floating in the air until they are disturbedthat is, until they are damaged, destroyed, shot, touched, or move of their own accord.
This also occasionally works by "Person A" standing on "Person B" (who should be in Player Mode), then shooting and killing "Person B".
The glitch is the result of an optimization trick in the Halo 3 Engine. Like several physics engines, ''Halo 3s engine saves time on physics calculations by ignoring inactive objects. Specifically, if an object stops moving for a few seconds, the physics engine will stop paying attention to it. So long as that object is not disturbed -- that is, so long as it is not shot, touched, damaged, or destroyed, and so long as it does not move of its own accord -- it will not move. As briefly mentioned before, the glitch affects all movable objects, including Forge Objects, players, and even enemies -- when Time travel glitch|"time traveling" forward in ''Halo 3s Campaign level The Covenant, players may spot Jiralhanae|Brutes that are floating in the air because they spawned in the air, and were not disturbed and did not move since their spawning.
Category:Glitches Category:Halo 3 glitches
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Floats Low But Steady is a Huragok engineer in the service of the Banished, named as such for its habit of skimming near the ground as it works.''Halo Wars 2: Operation: SPEARBREAKER'', Phoenix Logs - Floats Low But Steady
Biography During the Second Ark Conflict in 2559, Floats Low But Steady was part of a complement of engineers commanded by Colony to oversee the restoration of a Forerunner . The Sangheili Val 'Telram was assigned to oversee and communicate with Floats Low But Steady. Within a day, Floats Low had already started "talking" to the ship's design seed.
List of appearances
''Halo Wars 2''
*''Halo Wars 2: Operation: SPEARBREAKER''
Sources
Category:Huragok characters Category:Banished members
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Floats Near Ceiling was a Huragok that served with the Covenant during the early years of the empire.Halo: Broken Circle, ''pages 78-79'' (Google Play edition)
Biography At some point, Floats Near Ceiling had been taught to pick up repair request signals from Forerunner artifacts through an "Engineer communication frequency". However, he had forgotten about the skill for a time.Halo: Broken Circle, ''pages 100-103'' (Google Play edition) Following the creation of the Covenant, Floats Near Ceiling worked together with Sangheili Sangheili Ranger|Ranger Vil 'Kthamee several times. In 850 BCE, the Huragok was assigned to Covenant corvette|corvette ''Vengeful Vitality'' with Vil for Mission to Janjur Qom|a mission to Janjur Qom to retrieve Forerunner artifacts and San'Shyuum Stoic females.
Upon arriving at the planet, the Huragok, along with Vil, Trok 'Tanghil, Loquen 'Nvong, Captain Vervum L'kosur, and the Mken 'Scre'ah'ben|Prophet of Inner Conviction traveled to Janjur Qom's surface in a dropship to begin the expedition. While passing through the planet's atmosphere, Floats Near Ceiling suddenly picked up several repair request signals from the various broken Forerunner artifacts scattered around Janjur Qom. He was initially confused as to what the signals meant, but soon remembered being taught. While the Huragok desired to fix the machines, Vil reminded him that the team needed to acquire the artifacts that they had come for. While Trok remained with the dropship, the rest of the team departed for the grotto of the Great Transition. The team came across the grotto and an apparent dead end, after traversing through a dense jungle. Floats Near Ceiling approached the wall and inserted one of his finest cilia into it and eventually opened a hidden doorway. The Huragok activated a device inside the hidden room and a holography|hologram played that showed the Halo Arraythe Purifying Vision of the Holy Path. At that moment, Loquen spotted a patrol of Stoic warriors and their folasteed mounts waiting outside the grotto for the team. Inner Conviction had Floats Near Ceiling activate another device that presented a Luminary, and the Prophet took both devices himself. However, Vervum and Loquen betrayed the team and held them at gunpoint. As a firefight began, Floats Near Ceiling closed the door between the Treason|traitors and himself, Vil, and Inner Conviction. As the passage closed, Vil fired at the entrance of the grotto to attract the attention of the Stoics.Halo: Broken Circle, ''pages 106-114'' (Google Play edition)
The Stoics attacked Loquen and Vervum, and the latter was killed while Loquen was captured. As the Stoics departed the grotto, the Floats Near Ceiling reopened the door and the trio left. The three returned to the dropship and the Forerunner artifacts were safely stored inside the craft's storage compartments. The team then piloted the dropship to the village of Crellum to retrieve the females.Halo: Broken Circle, ''pages 117-123'' (Google Play edition) After the females were acquired, the team returned to the corvette. As ''Vengeful Vitality'' prepared to leave Janjur Qom's orbit, the vessel was struck by a Stoic missile. Floats Near Ceiling quickly worked to repair the ship's power lines, and the vessel soon gained full power. Although the corvette managed to return to ''High Charity'', the Luminary was destroyed during the attack.Halo: Broken Circle, ''pages 152-154'' (Google Play edition) When Inner Conviction was put on trial before the Hierarchs for the loss of the Luminary, he mentioned the possibility of using Floats Near Ceiling as a witness. This suggestion was turned down, as the Hierarchs believed Huragok to be too easily influenced.Halo: Broken Circle, ''page 160'' (Google Play edition)
Personality and traits Floats Near Ceiling was an efficient worker and very trustworthy. Like most Huragok, Floats Near Ceiling had no agenda other than to repair and maintain equipment, and follow directions. Having worked together several times, Sangheili Vil 'Kthamee had formed a bond with the Huragok. Vil eventually learned to quickly translate for the Huragok. Vil found Floats Near Ceiling's presence to be "curiously comforting". He was recognizable from other Huragok by the mottling of his air sacks. Floats Near Ceiling was protective of Forerunner artifacts; he felt the need to repair the damaged Forerunner technology on Janjur Qom, and later attempted to protect a Luminary from traitor Loquen 'Nvong. He also wanted to repair Captain Vervum L'kosur's anti-gravity chair after it was damaged when the San'Shyuum was killed.
List of appearances
''Halo: Broken Circle''
Sources
Category:Huragok characters
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Flollo is the fifth track in the ''Halo Wars: Original Soundtrack''.
Overview The track is an ambient track with basses playing its main melody, accompanied by synthesizer patches like Wikipedia:Lead instrument#Digital music|leads and pads. The play in ambiance, with short snippets of soft percussion near the end.
Appearances The soundtrack's bonus DVD includes a Wikipedia:5.1 surround sound|5.1 channel surround mix.
The track plays randomly as a backing track during gameplay on any campaign or Skirmish levels in ''Halo Wars'' set on the surface of Trove (though with exception of two campaign levels), including:
Campaign
''Anders' Signal''
''The Flood (level)|The Flood ''
''Shield World (level)|Shield World''
''Cleansing''
''Repairs''
Skirmish
''Exile (Halo Wars level)|Exile''
''Release''
''Repository''
''Barrens (Halo Wars map)|Barrens''
It is the third track to play during the ''Halo Wars credits'', after ''Money or Meteors''.
Production notes
''Flollo'', along with ''Bad Here Day'', were the first two tracks to be completed during composition. Certain elements of ''Flollo'' originated from some ideas developed by Rippy in the months after he completed his previous work on Wikipedia:Age of Empires III|Age of Empires III and Wikipedia:Age of Empires III: The WarChiefs|its first expansion pack. Stephen Rippy made stems (including basses, percussion, leads, pads, and synthesizers) of the track, along with ''Best Guess At Best'', available for download on his personal website.
Sources
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|attacks=Lunging at a victim, whipping with appendages and using held weapons.
|notable=
Bero 'Kusovai Wallace A. Jenkins Manuel Mendoza Jacob Keyes
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Attackers are the most basic kind of Flood Flood combat form|combat form, serving as the parasite's primary combatants. While combat forms can be created from both sapient and non-sapient hosts, attackers are solely formed via the infection of sapient victims. This is accomplished through exposure to the Flood Super Cell, generally via a pod infector. Attacker forms are commonly referred to simply as combat forms, as the other combat form variants are significantly more uncommon during Flood outbreaks.
Pathology
File:Flood Cell Division.jpg|thumb|250px|Flood Super Cells dividing while within a host. Like other combat forms, attackers are typically created when a pod infector burrows into a host, though this can also be caused by Flood spore|spores or other microbiological vectors entering the host body. As attacker forms naturally produce the Flood Super Cell (or FSC), even coming into contact with one can result in infection for an unprotected potential host. Given the combat forms' preference for melee combat, this makes even non-fatal strikes a death sentence, though such infections may progress slowly. However, infection by spore inhalation or infection form is extremely quick, with a host succumbing often in as little as a few seconds.
When infected by a pod infector, the infector latches onto the host and dig into the host's flesh with a razor-sharp barb-like appendage, injecting the FSC. Typically, the pod infector burrows itself into the chest cavity of the host. As it gains control of the host and tranforms it into an attacker form, the pod infector will dislodge any bones and organs to make room for itself, resulting in extreme pain and disfiguration such as dislocating the host's jaw or, in the case of infected Sangheili, completely snapping their necks. This process can be performed on living or recently-deceased hosts, though often results in the "death" of a living host prior to their re-animation once the FSC takes hold. Some hosts may be attacked and infected by multiple pod infectors. Even if the infection form is removed, the injection of FSC into the victim's bloodstream results in those wounds becoming spore-filled blisters, and the host cannot be saved from infection.
File:Flood Eat.jpg|thumb|250px|left|Pod infectors attempting to convert a UNSC Marine into an attacker form. Once the sapient host is infected, the FSC begins to consume and convert sections of the host body, creating growths and new appendages formed by the FSC itself. These growths appear randomly, and appendages produce whip-like tentacles that can be used by the attacker form for striking enemies. As this process occurs, bodies take on the appearance and smell of decay. Some limbs and sensory organs are preserved in the transformation, and are used to operate tools, equipment, weapons, vehicles, and even ships. Infection forms will often augment a host's body to better serve as a living weapon, and damage taken during fighting and infection can be repaired by the controlling infection form, though the attacker form is ultimately disposable. Any damage that the attacker form receives ultimately creates more vectors of infection as the chunks of infect flesh it leaves behind are scattered throughout the environment. The FSC is able to arrange itself to mimic any organ needed to keep the host working, while other internal organs are replaced with accretions containing a sickly green liquid full of spores in suspension. Spore-filled polyps also often cover the exterior of attacker forms. Even once the FSC has taken control of the victim, the controlling infection form can often be seen buried within the victim, with the infection form's red sensory appendages poking out of the flesh. Until the body is completely subsumed by super cell growth, these appendages are maintained as an impromptu central nervous system. Some attacker form super cell growths may take on a more chitinous appearance, akin to armor plating, helping protect to the attacker form from enemy retaliations.
Attacker forms can be created from living or recently deceased hosts, though the infection process typically kills living hosts. Regardless, the process of infection and reanimation is extremely painful and victims writhe in pain as the Flood takes control irrespective of if they were previously dead or not. The victim may still attempt to cry out from what remains of its mouth and throat even while being controlled, though it is also possible for the infection form to do so using the host's thoughts and memories as a psychological weapon. In some circumstances, a victim may remain fully aware of their present status, unable to do much but watch as their body is controlled by an outside force.
In the case of Private Wallace Jenkins, an infection form had been weakened by eons of stasis and failed to completely take over Jenkins' body as it tried to create an attacker form. As a result, the Marine was able to watch and listen as his body was driven to try and kill or infect those he once considered allies. Jenkins described the presence of the infection form controlling his body as the "other," a strange being without any thoughts and seemingly unaware that the host consciousness was still active inside its body. Jenkins was able to retain a limited amount of motor control of his body, and was able to mime a request for a mirror while in captivity, though the infection form was also able to take back control to attack the Marines surrounding him.
The infection form controlling an attacker does not feel pain or fear, though the host is able to feel the physical effect of attacks rendered upon it if they are still conscious. In extreme cases, the infection form will resort to self-mutilation of the host body if it needs to, such as breaking its own arms to use the snapped bone as an impromptu weapon. However, in an isolated case, pain inflicted on the host body has been observed to weaken the controlling infection form. However, this may have been a result of the unique circumstances of Private Jenkins' infection and not representative of all attacker forms. The attacker form is reliant on the infection form for all bodily and motor functions, and shooting the infection form will "kill" the attacker form, though the body can be re-reanimated if another infection form is able to reach it. As such, an attacker form can be resurrected as many times as is needed, provided that enough of the body remains intact. To properly kill an attacker form, it must be dismembered or disfigured to the point at which it is no longer a suitable host body for an infection form. This can be accomplished through the use of explosive force, Gravitics|gravitic blasts such as those from a Gravity hammer (fiction)|gravity hammer, cutting the body up with a weapon such as an Type-1 energy sword|energy sword or combat knife or simply incinerating it with plasma or Incendiary weapon|fire.
Once infected, the infection form is able to absorb all of the host's knowledge and memories, a trait which makes attacker forms particularly dangerous. Because of this, they are capable of operating the same firearms, vehicles, tools, and even starships that their host was familiar with. During the Skirmish on Infinite Succor|outbreak on the ''Infinite Succor'' in 2552, infected warriors were able to set up patrols of the ship's corridors to guard the Proto-Gravemind growing in the ship. The Flood's possession of an individual's body allows it to speak with the host's tongue. This memory-absorption extends critical knowledge such as command codes or colony locations. As such, when critical personnel are infected, they are contributed to the construction of a Gravemind.
In combat, attacker forms use their whip or scythe-like growths to attack their opponents in melee combat, and are capable of performing impressive feats such as leaping large distances to cover ground. Even if a melee strike is not fatal, the imparted Flood Super Cell is enough to ensure the target's infection and death. As the infection forms do not typically feel pain, attacker forms are undeterred by enemy attacks and will not stop until they are destroyed, or their enemy is killed. Ballistic weapons are notably less effective against attacker forms because of this, with SRS99C-S2 AM sniper rifle rounds passing through attacker forms with virtually no effect. Targeted shots against the limbs and embedded infection form are effective ways of neutralizing attacker forms.
File:TFS-Likeafrog.png|thumb|220px|An attacker form, turned carrier, spawning pod infectors aboard the .
Attacker forms make up the majority of the Flood's combatant forces, particularly during the Feral Stage of the parasite's development when it has yet to acquire enough raw biomass for the creation of a Gravemind or Flood pure form|pure forms. During this stage, attacker forms are not centrally controlled, and will begin to gather bodies for conversion into more Flood forms.
When a local biosphere has been completely assimilated into the Flood, typically once the Flood has entered the Coordinated Stage, new attacker forms cannot be created due to a lack of viable hosts. Because of this, the Flood moves onto breaking down raw biomass into Flood Super Cell, thereby creating Flood pure form|pure forms wholly from collected biomass. Once the number of pure forms reaches a sufficient equilibrium, existing attacker forms are relegated to defensive roles or added to the hive's raw biomass and calcium reserves. Otherwise, aging or damaged attacker forms eventually turn into Flood carrier form|carrier forms, growing infection forms within a large, bulbous mass on their back.
Kinds of attacker forms
The human attacker form is significantly smaller than other forms due to their hosts' smaller stature. As with other combat forms, it is capable of sustaining massive physical damage before being unusable to the Flood. Although they cannot take as much damage as attacker forms created from larger hosts, human attacker forms have some advantages. They are more agile, smaller targets, and have quicker reflexes in combat. During the infection process, the head of the attacker form is pushed to one side of the body to make room for the pod infector.
Humanflood.png|A human attacker form in ''Halo 3''. File:HW_FloodMarine_Concept.jpg|Concept art of a human attacker form for ''Halo Wars'' made canon in the ''Halo Encyclopedia (2022 edition)''. File:Anniversary, FloodCombatForm.jpg|A human attacker form in ''Halo: Combat Evolved Anniversary''s Terminal (Halo: Combat Evolved Anniversary)|terminals. File:HW2-FloodMarinemodels.jpg|Human attacker form models for ''Halo Wars 2''.
Spartan form Some Spartan-IV personnel volunteer for assignment to Flood containment Fireteams, specialized teams that have dealt with several Flood outbreaks in the Post-Covenant War conflicts|post-war era. Should a Spartan become infected by the parasite, UNSC cryptonym CORRUPTER is declared, authorizing weapons of mass destruction for immediate release should less-destructive means of containment fail.''Halo: Official Spartan Field Manual'', PART 09: ALIEN FACTIONS, The Flood (p. 172-175) In the event that a Spartan is compromised by the Flood, modern MJOLNIR Powered Assault Armor incorporates several containment failsafes. These include pressurizing the armor's hydrostatic gel layer, severing connection to its Visual Intelligence System, Reconnaissance|Gallows Datalink, and attempting to detonate its fusion reactor. Only a single instance of Spartans becoming infected by the Flood has been confirmed. In 2556, a Flood containment fireteam at Site 22 was compromised, leading Captain (NAVCOM)|Captain Pedro Alvarez of the to declare CORRUPTER and Emergency Contact Protocol Upsilon|UPSILON protocols before destroying the site with Shiva-class nuclear missiles.
Following the war, Spartans train in War Games combat simulations that feature Spartan attacker forms, the appearances of which may be based on conjecture or on information from actual encounters.''Halo 4'', multiplayer - Flood (gametype)|Flood gamemode''Halo 2: Anniversary'', multiplayer - Infection game mode Some Spartan attacker forms, as simulated in War Games, feature a pincer-like, bladed appendage in place of their right arm, while the left leg is similarly deformed. Exposed parts of the body are covered with what appear to be calcareous plates, and red "muscle" tissue can be seen in the gaps between the plates. A large hump or tumor-like growth on the back is apparent and the head is disfigured with a grotesque smile-like expression. Notably, none of the typical sensory tendrils can be seen protruding from the body, perhaps indicating a different means of infection rather than by pod infector. Although most of the Spartan's armor is discarded, the components responsible for generating the energy shield are retained. War Games simulations have also depicted infected Spartans as featuring mostly intact armor plating except for the neck and head region, where the helmet is cracked and the remains of the victim's skull are visible. These infected Spartans have large a growth around their head, with their jaws dislocated to allow the emergence of sensory tendrils. Other War Games simulations have depicted infected Spartans as retaining virtually all of their armor, with biomass taking over various armor components and also breaking through the armor in certain places such as the helmet and chestpiece.
File:SaturnDevouringHisSon Artwork.jpg|A close-up of a Spartan attacker form. File:H4-MP-Flood-Complex.jpg|Spartan-IV attacker forms in War Games. File:H2A-InfectedSpartan.png|A Spartan-II attacker form in War Games. File:HINF FloodSpartanForbidden.jpg|Another Spartan-IV attacker form in War Games.
The Sangheili attacker form is agile, resilient, and capable of utilizing its host's armor abilities such as active camouflage and Energy shielding|energy shields to assist them in combat. The head of the attacker form is typically slung over the shoulder, the neck bones having been broken during infection.
File:H2_SangheiliCombatForm_Weaponless.jpg|A Sangheili attacker form in ''Halo 2''. File:Elite Flood Combat Form (Very Angry).jpg|A Sangheili attacker form in the ''Halo Graphic Novel''. Eliteflood.png|A Sangheili attacker form in ''Halo 3''.
The Jiralhanae attacker form is a formidable enemy and is more aggressive in combat than other attacker forms, as it will charge towards an opponent recklessly, a holdover from the Jiralhanae's savage nature and preference for close combat. However, it is bulkier and slower than other attacker forms. During infection, the pod infector often burrows into the mouth of a Jiralhanae, pushing the lower jaw and rest of the head apart to fit into the body. This is in contrast to the infection process of humans and Sangheili, where the pod infector typically burrows into the chest of its victim.
BruteFloodCombatForm.png|A Jiralhanae attacker form in ''Halo 3''. File:H3-BruteFloodCombatForm.jpg|A Jiralhanae attacker form in ''Halo 3''. File:HW2-Unleashed.png|A Jiralhanae attacker form roars in ''Halo Wars 2''.
The Kig-Yar attacker form is rarely seen as infected members of the species are commonly converted into carrier forms or processed for their biomass. These building blocks can be used to add to a Gravemind's superstructure or be molded into Flood pure forms. However, Kig-Yar attacker forms were witnessed during the Battle of Trove in 2531.
File:Kig-Yar_Combat_Form.png|A Kig-Yar attacker form.
The Unggoy attacker form is also rarely seen for the same reason as Kig-Yar attacker forms. Unggoy are generally used to create carrier forms or transformed into biomass that can be contributed to the expansion of a Gravemind or the creation of pure forms. Unggoy attacker forms been witnessed on two occasions, during both the Battle of Trove and the Second Ark Conflict.
File:Unggoy_Combat_Form.png|An Unggoy attacker form. File:HW2 - Flood Unggoy form.jpg|An Unggoy attacker form.
Forerunner attacker forms were described as sickly green with a blotchy hide and long limbs. Remnants of the host's Forerunner personal armor|armor could still be found lodged in the attacker form.Halo: Fractures, ''Defender of the Storm'', ''page 231''
Gameplay File:HTMCC-H2A Flood Combat Form on Ghost.jpg|thumb|300px|A Flood attacker form piloting a Ghost in ''Halo 2: Anniversary''. Attacker forms can take extensive and sizable amounts of damage before being neutralized. Arms, legs and even heads can be dismembered before they are incapacitated. The weak areas of an attacker form are its sensory appendages that normally develop on the upper chest. This is where the pod infector has nestled, and the body is incapacitated if this area is destroyed by a projectile weapon. In ''Halo: Combat Evolved'', an attacker form may fall only to stand up again and keep fighting. This can only happen if it is not damaged enough. In ''Halo 2'' and ''Halo 3'', if the body is not destroyed, attacker forms can be revived if another pod infector crawls into it. Human weapons are generally more effective against the Flood, as Covenant plasma weaponry is designed to debilitate targets by causing burning pain and structural damage to bodies, and the Flood cannot feel pain or be crippled.Halo: Evolutions - Essential Tales of the Halo Universe - ''The Mona Lisa'' However, In ''Halo 3'', plasma-based weaponry and melee attacks, formerly weak against the attacker forms in the previous two games, are now highly effective. Piercing weapons such as the Sniper rifle|Sniper Rifle and the Type-50 particle beam rifle|Beam Rifle have little effect on attacker forms, as both are designed to cause damage to internal organs, which the attacker form does not require. At a distance, explosive ordnance such as grenades, rockets, and fuel rod gun projectiles, and ranged weapons such as the Battle rifle|Battle Rifle or the Type-51 Carbine|Covenant Carbine can perform well against attacker forms. Do note that Plasma and Spike grenades should be used with caution, as the attacker form will sometimes ignore all other targets and charge players using such weapons at high speed. The Type-33 Guided Munitions Launcher|Needler can be devastating, as the supercombine explosion will prevent it coming back to life in ''Halo: Combat Evolved'', and will shatter it in ''Halo 2'' and ''3''. In addition, the Needler's explosions will destroy an entire horde of charging Flood attacker forms, similar to grenades and rocket launchers, minus the chance of self-injury. For ranged weapons, it is recommended for players to focus their fire at the sensory appendages that are visible on attacker forms as successfully firing at one will immediately bring down an attacker form. Dismemberment with ranged weapons is also recommended to prevent attacker forms from firing their held weapons. At close combat, it is recommended that individuals acquire close-quarters weapons such as the Shotgun, Energy Sword and Gravity Hammer as they perform exceptionally well against attacker forms. The melee attacks from the Brute Shot and Spiker will also do impressively well, no doubt due to the large bayonets that each weapon possesses. Burning attacker forms with sufficient amounts of heat (such as that generated by the Sentinel Beam) is one of the most effective methods in any situation, as is the destruction of the torso. Automatic weapons are also effective, though ammo inefficient (it can take up to an entire magazine of assault rifle ammunition to kill a single attacker form).
Trivia
In ''Halo: Combat Evolved'', attacker forms will not disintegrate from successive melee hits when they are dead like in ''Halo 2'' and ''Halo 3''. In ''Halo 2'', all attacker forms are also capable of driving and boarding vehicles and are able to do so in ''Halo 3'', though the ability to drive vehicles is lost. They still retain the ability to board slow moving vehicles however. In ''Halo 2'', all of the Sangheili forms encountered use one armor palette; the Sangheili Minor|Minor Combat harness|Combat Harness. In ''Halo 3'' however, the Sangheili Forms will retain its host's armor palette. Strength of each Sangheili Form will be dependent on the ranks of its host; an infected Sangheili Major will be considerably harder to kill than a Sangheili Minor. Killing a Sangheili attacker form is often more difficult than killing a human or Jiralhanae attacker form, due to the fact that the infected Sangheili often retain their Sangheili personal energy shield|personal energy shielding. Flood attacker forms seem to take on physiological and biological changes throughout the Halo trilogy; these changes from game to game could be due to the Gravemind's influence in attempting to create a better Flood soldier or they could simply be graphical updates. While most Flood attacker forms wield the weapons of their host's former species, it is not uncommon to encounter them using weapons that their hosts never could have or would have used - human forms with Covenant weapons, Sangheili forms with Jiralhanae weapons, Jiralhanae with human weapons, and many other strange combinations exist, all of which would be rare for their 'living' counterparts. In all of the ''Halo'' games, Flood attacker forms always hold certain two-handed weapons with one hand, and can actually reload them without doing a reload animation. These weapons include the M90 Close Assault Weapon System|Shotgun, the M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher, the MA5B Individual Combat Weapon System|Assault Rifle and others. They can also use the M6D Personal Defense Weapon System|Magnum with one hand and reload it without doing any animation for it. While never shown, it is entirely possible that, in the case of the shotgun, that the flood created a "tentacle" that extended from the host's forearm to pump the weapon.
Attacker forms will run towards the player when armed. Both human attacker forms and Sangheili attacker forms will berserk when they have their arm that holds a gun shot off and will rush the player. Attacker forms that are unarmed will rush the player by default. Sangheili attacker forms can have their head and arms shot off while human attacker forms can have their head, arms and chest cavity shot off. In the campaign level 343 Guilty Spark (level)|343 Guilty Spark, if you stand on a light bridge, the Flood attacker forms will leap onto the bridge and get stuck. They will only be able to move by jumping at you. If you shoot both arms off an attacker form in ''Halo: Combat Evolved'' it will not be able to attack you and will simply follow you around. Players have dubbed this instance as creating a ''"Flood Friends|Flood Buddy"''. This is the only game in which a pod infector cannot revive a dead attacker form; instead they may just get back up. Striking an attacker form with a vehicle (even a small touch) will result in an instant kill. This is due to the game's physics engine, where a collision with a moving vehicle would kill characters instantly, regardless of the vehicle's speed. All human attacker forms are barefoot. This is strange because they wear shoes in ''Halo 2'' and ''Halo 3''. This may however been a design choice to make them look menacing.
When using the Grunt Birthday Party skull against the Flood in ''Halo 2'', the effect of the skull will cause the plasma grenade explosion to occur when you shoot the attacker form in the chest, where the pod infector is. Reflecting their enhanced intelligence, human attacker forms still wear the armor they had on when they first transformed making it significantly harder to shoot the pod infector in their chest. Sangheili attacker forms can now often have shields which recharge over time. Once the shield is taken down, though, they are very easy to incapacitate. The attacker form's performance in close quarters combat has improved. They now attack much faster than in Combat Evolved, deal more damage and can hit enemies behind them with a backwards melee strike. If their tentacled arm is shot off and they don't wield a weapon in their other hand, they will try and melee enemies with their remaining arm, however this attack does no damage. The attacker form can sprint towards enemies at a distance (unable to shoot while sprinting). In ''Halo 2'', Flood attacker forms can be disintegrated, leaving only pieces of their limbs and shards of armor. This occurs if an attacker form is hit by an Energy Sword, blown up by grenades, after many successive melee attacks, if splattered by a fast-moving vehicle, if both of its arms are shot off or if the attacker form falls far enough to hit a death barrier.
Attacker forms can pick up any weapon should it be near them when they "resurrect". They will also pick up two handed weapons such as the Pek-pattern plasma cannon|Plasma Cannon and M7057/Defoliant Projector|Flamethrower if close by. Like other weapons, they will wield it with only one hand. Probably to prevent the player from getting a big combat advantage from Jiralhanae attacker forms during the brief time they are allies in The Covenant (level)|The Covenant, or perhaps to prevent enemy Flood attacker forms from overwhelming the player, weapons that would normally be picked up when a Jiralhanae attacker form "resurrects" are deleted by the game's code, rendering them unusable. An infected Jiralhanae Chieftain will turn into the generic Jiralhanae minor attacker form character model, which is used for all Jiralhanae that become infected, regardless of rank or armor type. This is a pattern shown throughout the games; attacker forms are all portrayed with a singular generic character model, depending on the species that is infected. The Jiralhanae attacker form is the only attacker form in Halo 3 which the host's original head cannot be shot or meleed off. Regardless of gender, an infected human becomes a male attacker form. There are no variations between an infected male or female Marine, because there is only one character model for the human attacker form in the game. Attacker forms are capable of speech in an echoing voice. They usually speak for the Gravemind or quote their host.
''Halo 3'' is the only game in which an attacker form can be killed instantly by meleeing them with something other than an Energy Sword, Gravity hammer (fiction)|gravity hammer or Brute Shot. It is far easier to disintegrate attacker forms in ''Halo 3''. Often one or two melee strikes is enough to disintegrate them, compared to the upwards of a dozen successive melee hits required to achieve the same effect in ''Halo 2''. Any attacker forms that is killed without being disintegrated can be revived by pod infectors. The best way to discourage this is to always destroy the bodies. It is noted that using the Flamethrower against pure forms is more effective than attacker forms. Pure forms will die almost instantly from the flames, while attacker forms may charge at the player while its still on fire.
Human attacker forms receive a graphical update while Sangheili attacker forms appear to be using the models from ''Halo 3''. This is most noticeable at the legs, which do not end with ''Halo: Reach''-styled feet. Additionally, all the Sangheili forms appear to be Sangheili Ultra|Ultras.
Both human and Sangheili attacker forms retain much of their host armor. Human forms have the body armor of former UNSC Marines while Sangheili forms all have Sangheili Minor|Minor Elite combat harnesses, much like in the original game.
Gallery
File:HCE EarlyCombatForms Concept.png|Early concept art of attacker forms for ''Halo: Combat Evolved.''
File:HCE_GruntCombatForm_Concept.jpg|Early concept art of an Unggoy attacker form for ''Halo: Combat Evolved''. File:HCE_EliteCombatForm_Concept.jpg|Concept art of an infected Sangheili for ''Halo: Combat Evolved''. File:HCE_HumanCombatForm_Concept.jpg|Concept art of an infected Human for ''Halo: Combat Evolved''. File:H3 HumanCombatForm Concept.jpg|An early, 2006-era sketch for the ''Halo 3'' attacker form iteration. File:Halo 4 Flood concept art 2.jpg|Concept art of the Spartan-IV attacker form in ''Halo 4''. File:H4 FloodCombatForm_Concept_1.jpg|More concept art of the Spartan-IV attacker form. File:H4 FloodCombatForm_Concept_2.jpg|More concept art of the Spartan-IV attacker form. File:H4 FloodCombatForm_Concept_3.jpg|More concept art of the Spartan-IV attacker form. File:H4 FloodCombatForm_Concept_4.jpg|More concept art of the Spartan-IV attacker form. File:H4 FloodCombatForm_Concept_5.jpg|Render of a Spartan-IV attacker form. File:H4 FloodCombatForm_Render.jpg|Render of a Spartan-IV attacker form. File:H4 Flood Claw.jpg|Render of the Spartan-IV attacker forms' claw. File:H2A_FloodInfected_Concept_1.jpg|Concept art of an infected Spartan for ''Halo 2: Anniversary''. File:H2A_FloodInfected_Concept_2.jpg|Concept art of an infected Spartan for ''Halo 2: Anniversary''. File:H2A_FloodInfected_Concept_3.jpg|Concept art of an infected Spartan for ''Halo 2: Anniversary''. File:H2A_FloodInfected_Concept_4.jpg|Concept art of an infected Spartan for ''Halo 2: Anniversary''. File:H2A MP InfectedFlood Concept.jpg|Concept art of an infected Spartan for ''Halo 2: Anniversary''. File:HW2-AltFloodmarine.jpg|Alternate human attacker form models. File:HW2 - Flood Unggoy form models.jpg|Unggoy attacker form models. File:HINF Concept FloodCustomization1.jpg|Concept exploration of Flood-infected customization in ''Halo Infinite''. File:HINF Concept FloodCustomization2.jpg|More concept exploration of Flood-infected customization.
File:HCE Human Flood Combat Form.png|In-game view of a human Flood attacker form in ''Halo: Combat Evolved''. File:Warrior Form Human2.png|A human attacker form from ''Halo: Combat Evolved''. File:Warrior Form Covie2.png|A Sangheili attacker form from ''Halo: Combat Evolved''. File:Flood human form.jpg|A human attacker form in ''Halo 2''. File:H2 Human Flood Combat Form.png|Human Flood attacker form in ''Halo 2''. File:H2 Elite Flood Combat Form.png|Sangheili Flood attacker form in ''Halo 2''. File:HGN-FloodCombatForm.jpg|Two human attacker forms in ''Halo Graphic Novel'': ''Breaking Quarantine''. File:Halo3 51016200 Full.jpg|Human Flood attacker form in ''Halo 3''. File:H3_CombatForm_Spikers.jpg|A Jiralhanae attacker form and a human attacker form in ''Halo 3''. File:Halo3 61026908 Full.jpg|Sangheili attacker form wielding a fuel rod gun in ''Halo 3''. File:1216051647 Infected.jpg|A Marine transforming into an attacker form after getting infected by a pod infector in ''Halo 3''. File:Flood Marine 01-horz.jpg|A Marine killed mid-transformation. File:FCFelite.jpg|A Sangheili attacker form in ''Halo 3''. File:H3 - Sangheili Major combat form.jpg|A Sangheili Major attacker form. File:HTMCC Avatar EliteCombatForm.png|Render of a Sangheili attacker form in ''Halo: The Master Chief Collection''. File:HTMCC Avatar BruteCombatForm.png|Render of a Jiralhanae attacker form in ''Halo: The Master Chief Collection''. File:Flood.jpg|A human combat form action figure. File:Old HW Infestation.png|A Sangheili attacker form in ''Halo Wars''. File:HW FloodElites.png|Sangheili attacker forms in ''Halo Wars''. File:HW floodhellbringers.jpg|Hellbringer attacker forms in ''Halo Wars''. File:HTMCC-H3ODST-FloodGhost.png|A human attacker form driving a in the ''Halo: The Master Chief Collection'' version of ''Halo 3: ODST''. File:HTMCC-H3ODST-Floodhog.png|Human attacker forms driving a Warthog. File:H Evol - Mona Lisa Flood Combat Forms.png|A horde of attacker forms onboard the prison ship ''Mona Lisa''. File:CEAhumancombat.png|A human attacker form in ''Halo: Combat Evolved Anniversary''. File:H4-FloodCombatForm-Spartan.png|Detail view of the Spartan attacker form in ''Halo 4''. File:H2A-InfectedSangheili.png|Thel 'Vadam battling Sangheili attacker forms on the Threshold gas mine in ''Halo 2: Anniversary''. File:H2A-InfectedHumans.png|Thel 'Vadam battling human attacker forms on Installation 05. File:H2A-Floodcomparisson.png|A comparison between a Spartan attacker form and an unknown Flood form on Lockdown. File:TFS-Combatform.png|A human attacker form in ''Something has Happened''. File:HW2-Combatforms.png|A human, Jiralhanae, Sangheili, and Unggoy attacker form in ''Halo Wars 2''. File:HW2-Brutecombatform.jpg|A Jiralhanae attacker form on Installation 00. File:HINF-MyBackTurnedandDefensesLowered.png|A Spartan attacker form slicing a Mgalekgolo's back with a Meluth'qelos-pattern energy sword in ''Halo Infinite''.
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo 2''
''Halo Graphic Novel''
*''The Last Voyage of the Infinite Succor''
*''Breaking Quarantine''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Mona Lisa''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo: Spartan Assault''
''Halo 2: Anniversary''
''Halo: Fractures''
*''Defender of the Storm''
''Halo: Tales from Slipspace''
*''Something Has Happened''
''Halo Wars 2''
''Halo: Fireteam Raven''
''Halo Infinite''
*''Season 05: Reckoning''
''Saturn Devouring His Son''
Sources
Category:Flood forms
|
Flood blistersHalo Wars 2, ''Phoenix Logs'' - Flood blister also referred to as Flood EggsHalo Wars or Flood Growth PodsHalo 3 are large, bulbous Flood growths that form on walls and floors, and particularly on surfaces covered with Flood biomatter. They are only seen during advanced stages of Flood infestation, when a Gravemind has formed and consumed enough flesh to create a Flood hive and support Flood pure form|Pure Forms.''Halo 3'', ''Floodgate'', ''Cortana (level)|Cortana'' They have no means of defense, but if ruptured, they explode and release their infectious spores and their Pod infector|Infection Forms. Non-sentient animals or corpses not harnessed for Flood combat form|combat forms are seeded with Flood cells and transformed into infection form-filled sacs. These diseased growths are one of the most pernicious aspects of the Flood, and a single spore could potentially transform an entire planet's biosphere into quivering masses of diseased mucus and bile if left unchecked.
Gameplay In ''Halo 3'', blisters were encountered in the Campaign levels Floodgate and Cortana (level)|Cortana, and in the multiplayer maps Isolation and Cold Storage, though the multiplayer blisters do not release Infection Forms.''Halo 3''
In ''Halo Wars'', the Flood blisters are called Flood Eggs. They serve as double-edged swords; shooting these pods will sometimes releases precious resources but other times, they will release either a swarm of Infection Forms or a Flood Spore cloud, both of which can destroy infantry squads in seconds.
In ''Halo Wars 2'', Flood blisters can be encountered in the ''Awakening the Nightmare'' campaign. They will detonate if any units get near them, releasing their payload of Pod infectors, but can also be destroyed from afar with weapons fire.
Trivia Hitting the pods with flame-based weaponry will cause the pod to burst, but not release Infection Forms. It could be possible that the Infection Forms that are supposed to emerge burst along with the pod but it is so quick that it looks like one simultaneous explosion. On Cold Storage, it can be seen that they adhere to surfaces using suction-cup-like appendages. If a pod carries enough Infection Forms, then each individual flood can be seen on your motion tracker. Flood blisters were first named in the Phoenix Logs of ''Halo Wars 2: Awakening the Nightmare''. Prior to this, their only known name had come from ''Halo 3'' concept art, where they were referred to as Flood Growth Pods.
Gallery
File:H2A - Flood sacks.jpg|Flood sacks in Halo 2 Anniversary. File:H3 - Flood growth pods concept.png|Concept art for the growth pods in ''Halo 3''. File:Floodgate - Flood biomass.jpg|Growth pods within the crashed ''Indulgence of Conviction''. File:HW FloodEgg Render.jpg|A render of the Flood Blister model for ''Halo Wars''. File:HW Flood Egg.png|A Flood Blister in Trove's exterior surface ''Halo Wars''. File:HW flood blister.jpg|A Flood Blister on the ''Spirit of Fire''s hull in ''Halo Wars''. File:HW FloodBlister.png|A Flood Blister within Trove in ''Halo Wars''. File:HW FloodBomberEgg.png|A Flood bomber form dropping an egg in ''Halo Wars''. File:HW2_FloodEgg_Concept_SFW.jpg|Concept art of the Flood egg for ''Halo Wars 2''. File:HW2-Blister.png|The Flood Blister in ''Halo Wars 2''.
List of appearances
''Halo 2''
''Halo 3''
''Halo Wars''
''Halo Legends''
*''Origins''
''Halo Wars 2''
Sources
Category:Flood
|
|species=Flood
|subspecies=
|diet=
|height=
|weight=
|distinctions=*Airborne Large, bulbous abdomen
|lifespan=
|homeworld=
|techlevel=
|notable-person=
|othernames=
|languages=
}}
The bomber form is an airborne Flood Flood carrier form|carrier form created through the infection of an airborne pseudo-Wikipedia:Cephalopod|cephalodpod. It attacks by dropping Flood blister|blisters full of pod infectors and Flood spore|spores onto enemies from above. Numerous bomber forms were encountered during the Battle of Trove|Battle of Trove in 2531#February|February 2531.
Overview
With an non-sapient airborne pseudo-Wikipedia:Cephalopod|cephalodpod serving as its orignal host, the bomber form is a variation of Flood Flood carrier form|carrier form that uses its host's gas bladders to stay aloft. The bomber form bears a strange and haunting shape, with a large, flesh-bound mouth and long, finger-like tendrils. Its "head" is set at the front of a bulbous rear section that is used to incubate pod infectors and Flood spore|spores.
The bomber form floats around the environment, incubating Flood blister|blisters within its body and dropping them onto victims below, effectively seeding areas with the parasite with much less risk of being damaged in retaliation.
History Numerous bomber forms were created by the Flood during the outbreak on the Forerunner shield world of Trove. These were encountered by the crew of the during Battle of Trove|a battle between them and the Covenant led by the Prophet of Regret.
Gameplay In the mission Beachhead (Halo Wars level)|Beachhead, bomber forms are spawned from both Flood dens and flood colony|colonies.
Trivia The Halo Wars skulls#Pain Train|Pain Train skull on the level ''Beachhead'' requires the player to kill ten bomber forms.
Gallery
File:HW_VariousFlood_Concept.png|Concept art of a bomber form (top-middle), among other Flood forms. File:HW FloodBomber 2.png|Bomber form side profile. File:HW Flood Bomber form.jpg|Flood bomber form in-game. File:HW Flood Bomber Bombing.jpg|Flood bomber form dropping a Flood blister. File:HW Flood Bombers alt angle.jpg|Two bomber forms. File:HW FloodBomber.jpg|A Flood bomber form.
List of appearances
''Halo Wars''
Sources
Category:Flood forms
|
|species=Flood
|subspecies=
|diet=
|height=
|weight=
|distinctions=Subterranean, squid-like body with numerous tendrils
|lifespan=
|homeworld=
|techlevel=
|notable-person=
|othernames=
|languages=
}}
Bursters are a kind of Flood carrier form|carrier form used by the Flood.
Overview Bursters differ from their carrier form cousins in one primary aspect - they tend to burrow underground and travel via subterranean means rather than walking upon it. Upon reaching a target, they emerge from beneath and explode to release their cargo of infection forms - Flood spores and pod infectors. Because of this behaviour, they are most commonly found within the blightlands which have already succumbed to Flood infestation as opposed to regular terrain.
It is unclear whether bursters are converted from other existing organisms, or whether they are a kind of Flood pure form|pure form specifically designed for the task which they are given.
History Bursters were encountered by Banished and UNSC forces on Installation 00 in 2559. During the Second Ark Conflict, Voridus and Pavium were assigned by Atriox to investigate the crash site of the Covenant holy city High Charity. Voridus would breach the site, Outbreak on Installation 00|unleashing the Flood on the Ark. The infection would rapidly spread, eventually spawning Bursters in the blightlands.
In-game information
Bursters appear as enemy forces in the ''Halo Wars 2: Awakening the Nightmare|Awakening the Nightmare'' expansion for ''Halo Wars 2'', in both the campaign and Terminus Firefight modes.
Phoenix log
{| class"margin-left: auto; margin-right: auto; border: none; width: 45%"
|+ Phoenix Logs|Phoenix Log - Bursters
| |
|}
List of appearances
''Halo Wars 2''
*''Halo Wars 2: Awakening the Nightmare''
Sources
Category:Flood forms
|
|distinctions=Large, bloated with two tentacles and short, stubby legs
|attacks=Explodes near a potential host
|notable=
}}
The Carrier FormHalo: The Flood, ''page 239'': ("''The Spartan'' [...] ''sidestepped to evade a charging carrier form.''") is a The Flood|Flood form used to incubate and spread pod infectors.Halo: Combat Evolved, campaign level ''343 Guilty Spark (level)|343 Guilty Spark''Halo 2, campaign level ''The Oracle''Halo 3, campaign level ''Floodgate'' Carrier forms are formed from older Flood combat form|Combat Forms, or from infected bodies that are unsuitable for combat.Halo: First Strike, ''page 47'': ("''The Infection Forms rewrite a victim's cellular structure and convert him into a Combat Form, then later a Carrier Form''")
The carrier form has a variety of forms, such as the Flood spawner form|spawner form, the Flood burster, and the Flood bomber form|bomber form. The spawner form can spawn Flood forms anywhere it wishes without killing itself in the process, while the burster spawns a variety of Flood forms once its internal pressure has reached a certain point.Halo Wars 2, campaign level ''Light the Fuse'' The bomber form floats using its gas bladders, dropping Flood blister|blisters full of pod infectors and Flood spore|spores onto enemies below.
Overview The Flood carrier forms have two types: converted and demoted. The converted carrier forms are hosts with little offensive capabilities, and transformed into carrier forms inmediately. The demoted carrier forms are combat forms that have outlived their usefulness or become too damaged to fight. In both cases, the carrier form will begin to spontaneously generate Pod infectors within their host bodies. As the upper body swells to grotesque proportions, the limbs of the combat form wither away into stumpy legs and flailing tentacle-like appendages. The Flood form is now unable to defend itself, but still retains enough mobility to move toward potential hosts.
Carrier forms perpetuate the Flood species by acting as mobile incubators for newly created Pod infectors. If potential hosts are detected, the Flood form will simply waddle within range of them, throw itself on the ground, and expand its incubation sac with gases until it explodes. This detonation scatters the Pod infectors and can injure or kill potential hosts, with the explosion being comparable to that of a M9 High-Explosive Dual-Purpose Grenade|fragmentation grenade. Early sightings state that the carrier form can produce short bursts of speed once it spots a target. Later sightings claim they can also jump.
During the Battle of Installation 05, Carrier forms were utilized as "Naval boarding|boarding parties" by the Flood. They are ejected from an airlock of an infected ship towards an uninfected ship.Halo: Ghosts of Onyx, ''page 197''
Gameplay Carrier forms are usually considered slow and of little threat unless they are close to the player. However, one particularly dangerous trait of exploding Carrier Forms is the explosive chain reactions they can cause. A Carrier explosion will cause any other Carrier Forms close enough to explode also. They also cause any nearby explosives or objects to explode. This means a single Carrier can cause a massive explosion through a chain reaction filling much of a small area. This can be used to a soldier's advantage if there are Combat or Pod infectors surrounding the Carrier(s). They are sometimes considered a "Flood grenade".
Any direct explosion eliminates the threat of the Carrier, as well as any Pod infectors that were incubating inside of it. This means that enough needles from a Type-33 Guided Munitions Launcher|Needler will kill it, or one can throw a grenade at it.
Carrier forms are one of the easiest enemies to take down. One shot from any weapon, say the Type-25 Directed Energy Pistol|Plasma Pistol, will force it to explode. However, there is not a single weapon that can actually blow it up, not even a direct M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher. Therefore, this has to be taken into account, strategically. For example, when confronting a large number of Flood, one may wish to destroy the Carrier forms, which in turn will kill all nearby Flood. First, allow the Combat forms and other to get reasonably close. Then, use any weapon - preferably one which has ample ammunition - to kill it.
It is not recommended to use sniper rifles against the Flood; it is simply a waste of valuable ammo. In any case, sniper bullets simply pass through Carrier forms, dealing virtually no damage.
In ''Halo: Combat Evolved'' a good tactic is to hook one with a Anskum-pattern plasma grenade|Plasma Grenade and shoot it with the M90 Close Assault Weapon System|Shotgun; this will kill the Pod infectors inside. Another good tactic is to splatter it with vehicles since it does not explode directly upon contact. If there are several Flood Combat Form nearby, taking down the Carrier Form should eliminate most of the threat. Players often call it ''Flood Grenade'' due to the explosion function similar to a grenade that can harm anyone nearby.
In ''Halo 3'' it is a good idea to individually lure a Carrier form away from the rest of the Flood forms and then shoot it down, if its done right one can take down a Carrier form with an assault rifle and the Pod infectors inside just needs accuracy and very good timing. The luring bit needing patience as its quite tricky to lure them out as if one gets too close they'll explode, if one gets too far they'll just walk away. A M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser beam can only penetrate two Carrier forms. In turn, this will make the Carrier forms explode without releasing any Pod infectors at all, similar to sticking a Carrier form with a grenade or killing it with a Needler supercombine explosion. A M7057 flamethrower|Flamethrower has a chance to kill the Carrier form along with the Pod Infector if aimed and used correctly with just one shot. Flame Grenade is also useful since burning the carrier form can result in instant kill due to heavy damage over time.
Running over Carrier forms by a vehicle, on the other hand, is a very bad idea. Their explosions will easily flip the vehicle, wasting precious time, especially on a level like Halo 3's final level.
In ''Halo Wars 2'' prioritize destroying Flood Spawner, since it can produce units to counter any units and buildings that player uses to attack it.
Trivia Carrier forms have a slight similarity in physical appearance to the Flood Juggernaut. Carrier forms are sometimes nicknamed "popcorn", due to how they "pop" and release Pod infectors. The title has also been applied to the Pod infectors themselves. The Carrier form of Flood is the List of Marathon references in the Halo series|successor of the marathongame:Simulacrums|Simulacrums, from the ''Marathon'' series. The Simulacrums were cybernetic humans made to look like the crew of the UESC ''Marathon'', the only flaw was that they all wore green jump suits, making it easy to distinguish which humans were actually Simulacrums. As soon as you were three meters close to them they would explode, heavily damaging or killing the player. In ''Halo: Combat Evolved'', the level "The Maw" contains a glitch in which the Carrier form explodes, but the Pod infectors do not move. The Carrier forms in ''Halo: Combat Evolved'' and ''Halo 2'' would release between 4-6 Pod infectors when they explode, but the ''Halo 3 ''Carrier forms would release dozens, but this is leveled out by a smaller and less extreme damage radius. On rare occasions in ''Halo 3'', the ''Carrier's'' arms and legs will be left behind upon death. However, this is exclusive to ''Halo 3'' as the arms and legs completely vanish upon exploding in ''Halo: Combat Evolved'' and ''Halo 2''. Strangely, when shot by the M7057/Defoliant Projector|Flamethrower, the Carrier form will explode and release the Pod infectors, which seem to survive the fire. Possibly the Carrier form's explosion puts out the fire. This is strange considering that an Incendiary grenade will kill the Carrier and the Pod infectors. The Incendiary grenade does, however, seem to have a small explosive force used to scatter the flames. In ''Halo 3'', sticking Carrier Forms with Plasma or Spike Grenades prevents the Pod infectors from being released, presumably because the grenade destroys them within the Form. In ''Halo Wars 2'', Flood spawners and Flood bursters are a more advanced type of the Flood carrier form.
Gallery
File:HCE_EarliestFlood_Concept.jpg|Earliest known concept art of the flood, depicting what later became the Carrier form. File:HCE EarlyCarrierForm Concept.png|Concept art of the Carrier form. File:HCE_CarrierForm_Concept.png|Concept art of the Carrier form. File:Carrier1.png|Carrier form in ''Halo: Combat Evolved''. File:H2_FloodCarrierForm_2.jpg|Carrier form in ''Halo 2''. File:H2_FloodCarrierForm_1.png|Closeup of a Flood Carrier Form in ''Halo 2'' on Gas Mine. File:1216051145 Carrier form.jpg|A Carrier form in Voi, Kenya. File:H2ACarrierForm.png| A Carrier form in Halo 2: Anniversary. File:H3 Flood Carrier Form.jpg|Carrier form in ''Halo 3''. File:CEACarrier.png|Carrier form in Halo CE: Anniversary File:Flood carrier in Halo Wars.jpg|Carrier form in ''Halo Wars''. File:HW CarrierForm_Model.jpg|Carrier form artwork from ''Halo Wars''. File:TASRepro.png|A human infected Carrier form from ''Halo: Tales from Slipspace''.
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo: Ghosts of Onyx''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Mona Lisa''
''Halo: Combat Evolved Anniversary''
''Halo 2: Anniversary''
''Halo Mythos''
''Halo: Tales from Slipspace''
*''Something Has Happened''
''Halo: Fireteam Raven''
Sources
Category:Flood forms
|
The Flood colony is a Flood structure that gestates Flood Pod infector|infection forms and stores Flood combat form|combat forms.
Overview The Flood colony is large Flood biomass that has numerous large tentacles attached to it. Despite its similar physical appearance to the Gravemind, it has no ability to speak or attack in any way.
The Flood colonies' only known use was during the Battle of the Trove|battle on a Trove|Flood-controlled Shield World in 2531#February|February 2531, when several such colonies were used to empower the local proto-Gravemind. These colonies were killed when the proto-Gravemind was destroyed by the UNSC forces from the .Halo Wars, campaign level ''The Flood (level)|The Flood'' When the UNSC ''Spirit of Fire'' was pulled into the Shield World's interior, a Flood colony was in the area where the Marines were left on the surface, and thus preventing Bravo Platoon from being evacuated. This colony was destroyed by the UNSC forces as well, and the Bravo Platoon were escorted back to the ''Spirit''.Halo Wars, campaign level ''Shield World (level)|Shield World'' The Shield World's interior, which is somewhat less infested by the Flood, also had another Flood colony, located near the exit passage. All of the Flood colonies present in and on the Shield World were eliminated when the artificial sun went into an early supernova.Halo Wars, campaign level ''Escape (Halo Wars level)|Escape''
Gameplay In the campaign, the colony form cannot be completely destroyed; it can only reduced to a "dormant" state, from which it will soon recover. They can be killed in the level ''The Flood (level)|The Flood'', if the Proto-Gravemind is in the level, as destroying it will kill all the colonies, but this will mean little as the player will have completed the level by doing so anyway. However, in the Skirmish maps ''Release'', ''Barrens (Halo Wars map)|Barrens'', and ''Exile (Halo Wars level)|Exile'', colony forms can be permanently killed. When destroyed, they leave behind a base site for the player to place a Firebase|UNSC Firebase or Covenant citadel. It is the Flood counterpart of the Forerunner fort and the Unidentified insurrectionist group|rebel base.
Trivia On the campaign level ''The Flood (level)|The Flood'', the "Sweet Naptime" achievement can be unlocked by putting all the colony forms into hibernation status simultaneously.
List of appearances
''Halo Wars''
''Halo Wars 2''
Sources
Category:Flood
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|distinctions=
|attacks=Lunging at enemies with claws and whip-like tendrils, biting, and/or firing infectious barbs.
|notable=
Flood attacker form|Attacker form Flood thrasher form|Thrasher form Flood swarm|Swarm form
|notable-title=Notable types
}}
The Flood combat form is the primary form used by the Flood to overwhelm and decimate surviving populations, and one of the most common forms found in Feral Stage|early stages of a Flood outbreak. Combat forms can be created using either sapient or non-sapient hosts infected via means of the Flood Super Cell, typically by a pod infector. They serve as the Flood's primary combatants, defending the Flood against attack and securing additional hosts for infection. The most common variation of combat form is the Flood attacker form|attacker form.
Pathology
Combat forms are typically created when a pod infector is successfully able to enter a host's body, though this is not the only vector by which hosts can be infected. Flood outbreaks can often be caused by Flood spore|spores or other microbiological vectors entering the host body, or by contact with other forms that include Flood Seeder infector|Seeders or Flood infester form|Infesters. In more advanced stages of infection, the need for specific infection forms is decreased as the Flood-infected area converts to a Blightlands|Blightland or Flood hive. By this point, the Flood presence makes up the majority of the terrain in the area, making contact with the Flood Super Cell and the naturally-generated spores an inevitability. Some Flood structures such as the "Flood launcher|launcher" specialize in firing clouds of spores at uninfected forces, causing them to succumb to the infection without any kind of infection form involved.
As Flood forms, including the combat form, naturally produce the Flood Super Cell (FSC), even being in contact with one can result in infection for an unprotected potential host. Given the combat forms' preference for melee combat, this makes even non-fatal strikes a death sentence, though such infections may progress slowly. However, infection by spore inhalation or infection form is extremely quick, with a host succumbing often in as little as a few seconds.
When conventionally infected by a pod infector, the infector latches onto the host and dig into the host's flesh with a razor-sharp barb-like appendage, injecting the FSC and proceeding to burrow themselves within the host. Typically, the pod infector makes its home within the chest cavity of the host life form, though depending on circumstance this is not always the case. Depending on the host in question, the pod infector will dislodge the host's bones and organs to make room for itself, resulting in extreme disfiguration such as dislocating the host's jaw or, in the case of infected Sangheili, completely snapping the neck. This process can be performed on living or recently-deceased hosts, though often results in the "death" of a living host prior to their re-animation once the FSC takes hold. Some hosts may be attacked and infected by multiple pod infectors. Even if the infection form is removed, the injection of FSC into the generated wounds results in those wounds becoming spore-filled blisters, and the host cannot be saved from infection.
Once infected, the super cell begins to consume and convert sections of the host body, creating growths and new appendages of new super cell. As this process occurs, bodies take on the appearance and smell of decay. With sapient hosts, some limbs and sensory organs are preserved in the transformation, and are used to operate tools, equipment, weapons, vehicles, and even ships. Infection forms will often augment a host's body to better serve as a living weapon, and damage taken during fighting and infection can be repaired by the controlling infection form, though the combat form is ultimately disposable. Any damage that the combat form receives ultimately creates more vectors of infection as the chunks of infected flesh it leaves behind are scattered throughout the environment. The Flood Super Cell is able to arrange itself to mimic any organ needed to keep the host working, while other internal organs are replaced with accretions that function as support lattices containing a sickly green liquid full of spores in suspension. Spore-filled polyps also often cover the exterior of combat forms. Even once the FSC has taken control of the victim, the controlling infection form can often be seen buried within the victim, with the infection form's red sensory appendages poking out of the flesh. Until the body is completely subsumed by super cell growth, these appendages are maintained as an impromptu central nervous system. Some combat form super cell growths take on a more chitinous nature, akin to armor plating, helping protect the combat form from enemy attacks.
With sapient hosts, the victim may still attempt to cry out from what remains of its mouth and throat even while being controlled, though it is also possible for the infection form to do so using the host's thoughts and memories as a psychological weapon. In extremely rare circumstances, a victim may remain fully aware of their present status, unable to do much but watch as their body is controlled by an outside force.
The infection form controlling a host body does not feel pain or fear, though the host is able to feel the physical effect of attacks rendered upon it. In extreme cases, the infection form will resort to self-mutilation of the host body if it needs to, such as breaking its own arms to use the snapped bone as an improvised weapon. However, the pain inflicted on the host body may also weaken the controlling infection form, provided that it was old and weak prior to infecting the host. Combat forms are reliant on their infection form for all bodily and motor functions, and shooting the infection form will "kill" the combat form, though the body can be re-reanimated if another infection form is able to reach it. As a result, a combat form can be resurrected as many times as is needed, provided the body is still intact enough to be a viable host. To properly kill a combat form, it must be dismembered or disfigured to the point at which it is no longer a suitable host body for an infection form.
When a sapient host is infected and made into an Flood attacker form|attacker form, the infection form is able to absorb all of the host's knowledge and memories. As a result, attacker forms are capable of operating firearms, driving vehicles, operating tools and even starships. In the case of the ''Infinite Succor''s Skirmish on Infinite Succor|infection, infected warriors were able to set up patrols of the ship's corridors to guard the Proto-Gravemind growing in the ship. The Flood's possession of an individual's body allows it to speak with the host's tongue. This memory-absorption extends critical knowledge such as command codes or colony locations. As such, when critical personnel are infected, they are contributed to the construction of a Gravemind.
Attacker combat forms use their whip or scythe-like growths to attack their opponents in melee combat, and are capable of performing feats that their hosts previously could not, such as leaping large distances to cover ground. Even if a melee strike is not fatal, the imparted Flood Super Cell is enough to ensure the target's infection and death. As the infection forms do not feel pain, combat forms are undeterred by enemy attacks and will not stop until they are destroyed, or their enemy is killed. Ballistic weapons are notably less effective against some combat forms because of this, with SRS99C-S2 AM sniper rifle rounds passing through combat forms with virtually no effect. Targeted shots against the limbs and embedded infection form are effective ways of dispatching combat forms.
Combat forms make up the majority of the Flood's combatant forces, particularly in the Feral Stage of the parasite's development in which it has yet to acquire enough raw biomass for the creation of a Gravemind or Flood pure form|pure forms. During this stage, combat forms are not centrally controlled, and will begin to gather bodies for conversion into more Flood forms. If a location cannot be immediately secured, multiple combat forms may merge to create the Flood Juggernaut|Juggernaut and Abomination keymind forms, able to direct local forces in the area until a permanent presence can be established.
When a local biosphere has been completely assimilated into the Flood, typically once the Flood has entered the Coordinated Stage, combat forms cannot be created anymore due to a lack of viable hosts. Due to this, the Flood moves onto breaking down raw biomass into Flood Super Cell, thereby creating Flood pure form|pure forms of wholly Flood biomass. Once the number of pure forms reaches a sufficient equilibrium, combat forms are relegated to defensive roles or added to the hive's raw biomass and calcium reserves. Otherwise, aging or damaged combat forms are turned into Flood carrier form|carrier forms, growing infection forms within a large, bulbous mass on their back.
Types of combat forms Virtually any creature with sufficiently complex nervous systems can be infected and made a combat form, but the most commonly-seen hosts are those of sapient species such as humans, Sangheili, and Jiralhanae. Kig-Yar and Unggoy can also be made into combat forms, though are seemingly more rare. Sapient hosts such as these are generally made into the most basic version of combat form, simply known as an attacker form. Non-sapient animals can also be made into combat forms provided they have sufficient calcium reserves and neuro-complexity.
All victims of infection via pod infector, regardless of their physiology, will undergo a similar mutation process. The skin decays rapidly, and changes to the color and texture of Flood biomass as the Flood Super Cells overtake the body. In the case of attacker combat forms, the host's arm bones elongate and grow into whip or claw-like appendages, which serve as their primary melee weapon in close-combat situations. As the pod infector now serves as the host's "brain," the head is usually forced aside, and can be severed without any effect on the combat form.In ''Halo 3'', the reanimation process can be witnessed; the host will twitch around in pain, and eventually collapse on the ground. Afterwards, the whip appendages will force itself out of the host's left arm, and the pod infector will force itself out of the host's chest.
The most common and basic combat form is the attacker. These forms are created solely from sapient hosts bent to the Flood's will. As the parasite takes over their thoughts and memories, it uses this information to allow the attacker to use weapons, equipment, and vehicles to further the Flood's reach and overall threat level. Given the intelligence of the host, occasionally the victims can manage a whisper pleading for mercy or simply cries of pain. However, the parasite will more often speak on their behalf using their stolen thoughts to terrorize both the host and any nearby survivors. Potential hosts used for attackers include humans, Sangheili, Jiralhanae, Unggoy, Kig-Yar, and Forerunners.Halo: Fractures, ''Defender of the Storm'', ''page 231''
File:Anniversary, FloodCombatForm.jpg|A human attacker form. File:H4-FloodCombatForm-Spartan.png|A Spartan-IV attacker form. File:H2A-InfectedSpartan.png|A Spartan-II attacker form. File:FCFelite.jpg|A Sangheili attacker form. File:HW2-Unleashed.png|A Jiralhanae attacker form. File:Kig-Yar_Combat_Form.png|A Kig-Yar attacker form. File:HW2 - Flood Unggoy form.jpg|An Unggoy attacker form.
Thrashers are a hulking, vicious variant of combat form created through the infection of certain non-sapient animals with sufficient neuro-complexity. Limited in intellect compared to attackers, thrashers are used as simple weapons in early stages of Flood infiltration and expansion. They have whip-like barbed tentacles and toothy maws suited to gorging on the flesh that fuels their violent rampage. Bearing resemblance to Flood tank form|some Flood pure form|pure forms, thrashers are primarily employed to defend existing Flood hives.
File:FloodThrasher 1.png|A model of a thrasher form. File:HW thrashersrunning2.jpg|Several thrasher forms on Trove. File:Enc22 Thrasher.png|A thrasher form in the ''Halo Encyclopedia (2022 edition)''.
Swarm forms are flying combat forms made via the infection of certain non-sapient avian predators with sufficient calcium reserves and resilient neurosystems. Despite their large size, swarm forms are remarkably swift and capable of performing coordinated attacks from the air with others of their kind. In addition to their sharp talons and teeth, swarm forms can fire infectious barbed projectiles at enemies.
File:HW FloodSwarm Concept.jpg|A swarm form. File:HW FloodSwarmForm 1.png|Another view of a swarm form.
Production notes Prior to the ''Halo Encyclopedia (2022 edition)'', all human, Sangheili, Jiralhanae, Kig-Yar, and Unggoy combat forms were simply referred to as combat forms. While the Encyclopedia does not dispute this, it further clarified that these kinds of Flood forms are all part of the "Flood attacker form|attacker" subset of combat forms.
Notes
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo 2''
''Halo Graphic Novel''
*''The Last Voyage of the Infinite Succor''
*''Breaking Quarantine''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Mona Lisa''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo: Spartan Assault''
''Halo 2: Anniversary''
''Halo: Fractures''
*''Defender of the Storm''
''Halo: Tales from Slipspace''
*''Something Has Happened''
''Halo Wars 2''
''Halo: Fireteam Raven''
''Halo Infinite''
*''Season 05: Reckoning''
''Saturn Devouring His Son''
Sources
Category:Flood forms
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File:343GS lvl 01.jpg|thumb|300px|The Flood containment facility on Installation 04. Flood containment facilities were facilities used by the Forerunners to contain the Flood while studying them. The Flood specimens themselves were held in stasis in the wake of the Forerunner-Flood war.Halo 2 Instruction Manual, ''page 2''
Installation 04
File:HCEA-terminal-flood escape.jpg|thumb|250px|Marines fight off Flood in Alpha Halo's containment facility. The Flood containment facility on Installation 04 was hidden deep under a swamp. During the Battle of Installation 04, it was secured initially by Covenant forces, who, upon discovering the Flood, were massacred and forced to lock down the facility. In the ensuing melee, (what appears to be) all Sangheili were either killed or infected, with only a few lances of Unggoy and Kig-Yar remaining.
Later, Captain (Navy)|Captain Jacob Keyes, in desperate need of weapons to arm his troops for their potentially long guerrilla war, went to the facility with Avery Junior Johnson|Sgt. Johnson and a part of Fire Team Charlie under the assumption that it was a weapons cache after the UNSC forces had interrogated a Sangheili named 'Qualomee, who had lied to them that it was. After losing two UNSC Marine Corps|Marines, the first squad with Captain Keyes and Johnson continued until they found a locked door, which they eventually got through. All team members were directly infected by the Flood except Sgt. Johnson. The routine recovery mission was tossed into utter chaos, with both human and Covenant forces being destroyed by the horrors that had been imprisoned for countless centuries.Halo: The Flood
By the time John-117 arrived at the location, the initial battle was over, with the remaining Covenant forces scattered and disorganized and the remaining human forces holed up in the entrances, lashing out at anything that came near. The Flood itself, as if sensing a potentially new victim, quietly withdrew to the hole in which they sprang and prepared to attack their new enemy, leaving only hideous remains of their earlier killing spree. After the Master Chief made his way through the swamp and into the facility, he encountered scattered Covenant, grisly remains of a terrible battle, a crazed Marine who was scared out of his mind and a single recording chip that told the entire story.
Inside the facility, a small three-man Marine fire team was found. They were the only other Marines to leave the main containment building besides Sgt. Johnson. They were found by the Chief, but immediately came under attack by the Flood.Halo: Combat Evolved, level ''343 Guilty Spark (level)|343 Guilty Spark''
After fighting back the Flood and making his way back to the surface, the Master Chief regrouped with what remained of Corporal Lovik's Second squad (Pillar of Autumn)|second squad and valiantly led them to the center of the swamp, fighting back Flood by the dozen. As he reached the center, the Monitor of the installation, 343 Guilty Spark, who was patrolling the area with Sentinels in an attempt to contain the outbreak of Flood, came across the Chief and his Marines. Identifying him as a Reclaimer, he abducted him, Slipspace translocation|teleporting the Chief away from the swamp into the Library to retrieve the Activation Index|Index.
This area was destroyed, along with the rest of Installation 04, when John-117 detonated the crashed 's reactor cores.
Threshold During the Sesa 'Refumee's heretic faction|Heretic uprising, the Thel 'Vadam|Arbiter, while on the Threshold gas mine|gas mine in the atmosphere of Threshold, came across a Flood containment facility which had been compromised by the Heretics. This explained the presence of Sentinels, which had previously been unexplained. The Sentinels at this facility were under the command of 343 Guilty Spark, who had escaped the ''Pillar of Autumn'' mere moments before it and Installation 04 detonated.Halo: Combat Evolved, last scene The Flood at this facility were presumably killed when the facility went into Raid on the Threshold gas mine|free fall.Halo 2, campaign level ''The Oracle''
Other appearances File:Cold Storage v2.jpg|thumb|250px|Cold Storage|A Flood containment facility on Installation 05. Flood containment facilities appear in copious locations. It is also likely that there is a Flood containment facility at each ring, as there was one on both Installation 04|Alpha Halo and Installation 05|Delta Halo; however, the one located on Delta Halo had a massive Flood outbreak, spawning the ''Halo 2'' campaign missions ''Sacred Icon'' and ''Quarantine Zone'', as well as the ''Halo 2'' multiplayer maps Lockout, Backwash and Containment.
The ''Halo 3'' map Isolation also features contained Flood, but rather than being inside a containment facility, it is instead inside a part of the land that has been blocked off with a small Sentinel Wall. The ''Halo 3'' map Cold Storage is also located in a cryogenic containment facility located on Delta Halo. The ''Halo Wars'' Skirmish map Release (level)|Release is located in an area that has a containment facility being overrun by the Flood, evidenced by the external Flood biomass. This facility can be exploited by the players by releasing the Flood against the opponent's base.
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo 2''
''Halo Graphic Novel
*''Breaking Quarantine
''Halo 3''
''Halo Wars''
''Halo: Combat Evolved Anniversary''
''Halo 2: Anniversary''
''Halo: Official Spartan Field Manual''
Sources
Category:Forerunner buildings
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File:HTMCC-H3_Hivemind_Closeup.jpg|thumb|300px|The HIVEMIND-class Mjolnir|Hivemind suite of MJOLNIR Powered Assault Armor (GEN2) was developed and tested aboard ANVIL Station for use by Spartans tasked in combating Flood outbreaks. Flood containment Fireteams are an all-volunteer force of specialised SPARTAN-IV program|SPARTAN-IV fireteams employed for containment of the Flood parasite. These units have seen action in the Post-Covenant War conflicts, having executed their job successfully enough that most people haven't heard of a Flood outbreak in the interim. Should a Spartan become infected with the Flood, code CORRUPTER is declared and weapons of mass destruction are deployed to contain the threat. Such infected Spartans have been simulated in War Games. The Flood containment fireteams have employed specialised anti-Flood equipment such as the Hazops Cyclops or the HIVEMIND-class Mjolnir|Hivemind and OSTEO combat engineering suit|OSTEO armors. Several Visual Intelligence System, Reconnaissance|VISR variants developed for the GEN2 platform were created with the Flood's potential infection in mind, with eponymously-named ''Flood'' visor being designed specifically for such teams, while the Gallows visor equips the helmet with failsafe charges for use in the event of a suit compromise.
Flood containment teams have been deployed in live operations, including at least one event at Site 22 in which the team in question, Fireteam Leviathan, was compromised and the necessary CORRUPTER and UPSILON protocols declared and enacted by the team's support ship, .
List of appearances
''Halo: Official Spartan Field Manual''
''Halo Infinite''
''Saturn Devouring His Son''
Sources
Category:SPARTAN-IV teams Category:Flood Category:UNSC organizational military units
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"Flood Control" is the second episode of the ''Halo 3'' Alternate reality game Iris.
Overview The second episode of Iris began with mysterious postings on several job listing sites and MSN, leading to the discovery that a group named Flood Containment Control was hiding data about something on several kiosks behind a "false menu item". The information on these kiosks lead to the discovery of a report named "Report 206" which assisted people finding the second server. The second server detailed the Flood, revealing information about the initial thoughts the Forerunners had about them.
Summary
Flood Containment Control On July 6 ''nattyhaze'' on discovered via Google numerous classified postings for a company called Flood Containment Control (text displayed on the Slide_Ref070107.jpg), containing an image with the original 'closed' version of the glyph. The ads contain the phone number, (888) 778-5672, which has an interesting recording.
On July 7, the message on the Flood Containment Control call number has changed to a conversation between two men. Of note is a reference to "402-K-07-002". ''suitedjock'' Googled the number, which lead to an referring to a booklet "EPA 402-K-07-002", ''Flood Cleanup and the Air in Your Home''. The National Institute for Occupational Safety and Health (or NIOSH) is the United States federal agency responsible for conducting research and making recommendations for the prevention of work-related injury and illness. NIOSH is part of the Centers for Disease Control and Prevention (CDC) within the US Department of Health and Human Services. The new recording says this:
{|class="quote"
|
Op (British Female): (echoed by two different calls)'' Welcome to the {garbled, possibly "Server" or "Strema"} Conferencing center. Please enter pin number followed by the pound sign. Caller: #### ''(201#?)''
Op: Password accepted. Now accessing conference archive number 16180, participant 1-2. Man 1: ...isn't necessary, and neither is the doc download. Man 2: I agree. This isn't going to be a public resource. Uh, pass on the document number so I can delete it.
(pause, three seconds)
Man 1: There's no way to tell yet, {"Jamie" or "Jim"} is looking into the records to find out how many {"closed" or "cloned"} sites there are, but as for active clean up, somewhere around three-four thousand. Oh here it is. Uh, hold on. 402-K-07-002 and in terms of numbers most of these are past the {"50b"} stage.
(pause, four seconds)
Man 2: With a few exceptions: site 34. . . . (3 + 4 = 7)
Op: --Thank you for calling. Goodbye.
|}
On July 8, the recording changed, and the following was recorded:
{|class="quote"
|
Man 2: ...site 4, 107 and 37.
(pause, 1.5 seconds)
Man 2: The center usually goes in before we do, that's been my experience. Man 1: By the time we have the site clean, they've moved on to more pressing needs...after all, we've had some extremely unpredictable seasons lately.
(pause, four seconds)
Man 2: ...no need, their rep is available anytime we need her.
(pause, four seconds)
Man 1: ...on everything we still need to look into.
(pause, three seconds)
Man 2: Eh, we're working on it. For the moment now we're simply hiding the data behind a false menu item. Man 1: Security will be updated before the next system approaches.
(pause - 15 seconds, interlaced with one of the men coughing)
Man 2: Okay, great. Bye, (Mel or Bill). Man 1: Thanks. Op: -- Thank you for calling. Goodbye.
|}
Server 2
On July 10, opens at Halo3.com. The "Servers" have been renamed to "Episodes". One of the files that you can download from episode 02 is a .wav file entitled 719 Hz. The sound file contains garbled noise, but if you run it through a program called Spectogram, then it creates a picture of what appears to be a melting and misshapen clock. The image can also be attributed to look like a blurry version of "The Device", which can be accessed through the ''Halo 3'' website. It is hidden inside the concept art section, which could be the reference to being "''hidden behind a false menu item''" from the Flood Containment Control call number.
Category:Iris
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File:H4-Floodconversion.png|right|100px
The Flood Conversion medal is awarded for converting a SPARTAN-IV Program|Spartan into the Flood in the ''Halo 4'' gametype Flood (gametype)|Flood.
Sources
Category:Halo 4 multiplayer medals
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The den is an organic structure that gestates various The Flood|Flood forms. Such structures are only known to have been used during a Battle of the Trove|battle on a Trove|Flood-controlled Shield World in 2531#February|February 2531.
Gameplay In ''Halo Wars'', Flood dens ceaselessly produce Flood forms. Flood dens can not be destroyed, but the player can damage them enough to force them into a withered, dormant state. The effect is only temporary, and, given enough time, a den will recover and begin producing more Flood forms. However, they can be destroyed by Sentinels.
Gallery
File:HW_VariousFlood_Concept.png|Concept art of dens, among other Flood forms.
List of appearances
''Halo Wars''
Category:Flood
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File:Floodpod closeup.JPG|thumb|250px|A Flood dispersal pod shortly before impacting the surface of Installation 08. The dispersal pod,Halo 3: The Official Strategy Guide|Halo 3: Official Strategy Guide, ''page 107'' also known as a spore capsule when used to disperse Flood spore|spores in particular,Halo: Silentium, ''pages 231-232'' is a Flood dissemination mechanism. In essence, and in practice, the Flood dispersal pod is the equivalent of the Single Occupant Exoatmospheric Insertion Vehicle|SOEIVs used by United Nations Space Command|UNSC Orbital Drop Shock Troopers, and the orbital insertion pods used by Sangheili Special Operations Sangheili|Special Forces. The dispersal pod uses hardened Flood biomass to shape the pod and protect the occupant from the stresses of orbital deployment.Halo 3, campaign level ''The Covenant''Halo 3, campaign level ''Halo (Halo 3 level)|Halo''
History
When the Flood invaded the planet Nomdagro circa 97,445 BCE, millions of dispersal pods were deployed to the surface. Their numbers were so vast that they darkened the sky. Many of the pods broke apart in the upper atmosphere, while others landed in the oceans or land, covering the entire biosphere of the planet in Flood spores|spores and thus quickly altering it to suit the Flood's purposes. Spore mountains were generated within moments, expediting the infestation of the planet. Many of these pods landed near the Ur-Didact and IsoDidact beside the planet's only Precursor artifact, putting an end to their confrontation and prompting the two, along with the Librarian, to escape to the greater Ark.
Large numbers of dispersal pods were deployed from ''High Charity'' as the Gravemind arrived with its army at Installation 00, scattering Flood forces all over the artificial world, delivering significant numbers of Flood combat form|combat forms to the surface. The Flood infestation was also spread across the unfinished Installation 08. Later, after the destruction of High Charity, more pods were used to deliver combat forms to the control room of the new Halo built by the Ark, in an attempt by the Gravemind to stop the Halo's activation.
Design Dispersal pods are misshapen lumps of Flood bio-matter roughly the size of a human SOEIV. The pod bears several spikes on its front, while the rear trails several tentacles and what appears to be a stream of exhaust. It is possible that the pod is capable of limited self-propulsion, expelling gases from the rear and adjusting the stream of exhaust using its tentacles.
Each pod can carry one or two combat forms, which emerge from the pod upon impact after the outer casing shatters.
Trivia On rare occasions in ''Halo 3'', a pod may land on the ground but will not open and release its occupants.
Gallery
File:H3 Flood dispersal pod opening.jpg|A flood combat form|combat form getting out of a Flood dispersal pod. File:HWFDP.png|A Flood dispersal pod in ''Halo Wars''. File:Halo flood dispersal concept art.jpg|Multiple concepts of a Flood dispersal pod for ''Halo 4''. File:Halo flood dispersal concept art 2.jpg|Concept art of a Flood dispersal pod for ''Halo 4''. File:H3 - Flood pod.png|Flood dispersal pod arriving at Installation 08. File:H3 - Flood dispersal pod.png|Flood dispersal pod for ''Halo 3''. File:H3 - Flood Pod.png|A closeup of a flood dispersal pod.
List of appearances
''Halo 3''
''Halo Wars''
''Halo: Silentium''
Sources
Category:Flood
|
File:H4-Floodexterminator.png|right|100px Flood Exterminator is a ''Halo 4'' multiplayer medal exclusive to the Flood (gametype)|Flood gametype. It is awarded for killing ten Flood in a row without dying. It is the ''Halo 4'' counterpart of the Hell's Janitor'' medal.
Sources
Category:Halo 4 multiplayer medals
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File:Armless flood.jpg|thumb|An example of a Flood Friend. This is seen in the level Keyes (Level)|Keyes. Flood Friends, also referred to as Flood Buddies or Pet Flood, is a phenomenon found in the Campaigns of the Halo universe|Halo Trilogy. It is a design flaw that allows The Flood|Flood Flood combat form|combat forms to be made into harmless "pets" that follow the player around. Such "pets" can also be used as shields and distractions.
''Halo: Combat Evolved'' and ''Anniversary''
Play a Campaign level in ''Halo: Combat Evolved'' or ''Halo: Combat Evolved Anniversary|Anniversary'' that contains Flood forces. You can use the MA5B assault rifle|assault rifle and M6D magnum|pistol for the glitch, but the Type-25 plasma pistol|plasma pistol and Okarda'phaa-pattern plasma rifle|plasma rifle are more recommended.
When you spot a Flood combat form, shoot off its tentacled arm. If the combat form is carrying a weapon, shoot off its right arm as well. When dealing with unarmed combat forms, only the left arm must be amputated.
At this point, the combat form will have been rendered harmless, and will simply follow the player around.
The number of Flood Buddies you can make is technically indefinite, but on a slow computer, the game will begin to slow after 6-7 Flood Buddies are acquired, and will lag severely when more than 12 are present. Flood Buddies are very hard to get rid of, because they run very fast around you. Strangely enough, the "friendly" Flood do not show up on your Motion tracker.
''Halo 2''
In ''Halo 2'', the game designers changed the Flood's programming. When you shoot both arms off an Elite Flood combat form|combat form, its Pod infector will abandon the body. Human Combat Forms will simply disintegrate and take the Pod infector with it when both arms are shot off. However, it is still possible to make a Flood Buddy: if the Flood combat form isn't carrying a weapon, you can shoot off just the left arm, and it will be harmless since it has no weapon. Though they may push you around a bit by attacking you with their right arm, they are not able to damage you in any way.
Also, if you shoot off both arms of a dead combat form as it is being revived by a Pod infector, it will get up for a brief moment and then get abandoned by the Pod infector.
''Halo 3''
In ''Halo 3'', it is possible to make a Flood Buddy in the same way as in ''Halo 2'' - by shooting off the tentacled appendage of any Flood combat form|combat form that is not carrying a weapon. In order to shoot the Elite combat form's arm off, its shield must be down.
The combat form will charge at you, but cannot harm you unless it pushes you off a ledge. If you are facing away, they will also attempt to assassin Medal|assassinate you with an invisible tentacled arm, though this will only take down a quarter of your shields. Also, if your Flood Buddies attempt to follow you after their designated checkpoint, the Pod infectors will detach themselves from the combat forms (not destroying the form but merely turning it into a rag doll) and run in random directions, and popping shortly.
Another way is to kill a combat form without destroying the body, and then shoot off the left arm. You must leave any weapon near it that it cannot use due to not having an animation for it, such as a Gravity hammer (fiction)|Gravity Hammer. Leaving a weapon near a body will seem to attract an Pod infector to the body, as it would have a means of hurting the player. Once the body is alive again, it will follow you around like a normal Flood Friend, but it cannot hurt you as it doesn't have an animation to attack with the Gravity hammer (fiction)|Gravity Hammer.
Related links
The Flood|Flood
machinima.
Category:Tricks and cheats
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|species=Flood
|subspecies=
|diet=
|height=
|weight=
|distinctions=Similar body plan to the Abomination and Flood Juggernaut|Juggernaut forms
|lifespan=
|homeworld=
|techlevel=
|notable-person=
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}}
Gaunts are a kind of Flood pure form|pure form used by the Flood. They bear a superficial resemblance to the Abomination and Flood Juggernaut|Juggernaut Key mind forms employed by the Flood, though serve a vastly different role and are much smaller in size.
Overview Gaunts serve as force multipliers for the Flood's advance, they use their combined intellects to work as assassins and independent agents of the parasite. In order to accomplish this they are extremely agile and traverse the environment with their whip-like tentacles. These appendages can also be used as weapons and tools by the Gaunt, with the form using them to subdue key enemies and make them viable for infection. Gaunts rarely engage with even odds, and stalk from the shadows accompanied by mass waves of pod infectors.
History Gaunts were present on Installation 00|the Ark in 2559. During the opening stages of the Outbreak on Installation 00|Flood outbreak on the installation, Gaunts were among the first Flood forms to emerge from the ruins of High Charity, wherein they attacked the Banished force led by Pavium and Voridus.
Production notes The Gaunts are the Flood forms seen in the end cutscene for the ''Halo Wars 2: Awakening the Nightmare'' level What Could Go Wrong?. They are a distinct form to the Abomination found in gameplay, though share an identical outward appearance - primarily separated by the sheer lumbering size of the Abomination when compared to the Gaunt. Despite this notation, the ''Halo Encyclopedia (2022 edition)'' utilises Gaunt concept art for the Gaunt's entry in the book and a Gaunt render for the Abomination (both featured in the gallery below).
When created for the Blur Studio cutscenes in the DLC, the Gaunt was referred to internally as the "Flood Commander".
Gallery
File:HW2 TerminusFirefight_Concept.jpg|Concept art of a Gaunt attacking a member of Red Team. File:HW2-flood_abomination_01.png|Concept art for the Gaunt, then-named the "Flood Commander". File:HW2-FloodCommander Render.jpg|A render of the Gaunt. File:HW2-VoridusvsFlood.png|Voridus fighting Flood gaunt forms on Installation 00. File:HW2-AkelasHammerWrestle.png|A Flood gaunt form attempts to wrestle a gravity hammer away from a Jiralhanae.
List of appearances
''Halo Wars 2''
*''Halo Wars 2: Awakening the Nightmare''
Sources
Category:Flood forms
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File:Flood wall.jpg|thumb|300px|An example of biological architecture in a Flood hive. A Flood hiveHalo 3, campaign level ''Floodgate'' is an important step in the development of the Flood life-cycle. The processes that develop a hive begin during the Coordinated Stage of Flood development, once a viable Gravemind has been developed and the Flood has access to a sizable population. The Gravemind is a collection of the sentience and knowledge that has been gathered by the victims of the Pod infector|Flood parasites. Once a hive has been established, it serves as a base for Flood assaults as well as housing a Flood Gravemind. Two notable examples of Flood hives in the modern era include ''High Charity'' and the ''Indulgence of Conviction''.
Creation
In order for a hive to be founded, the Flood must have access to a suitably large populace and an environment capable of sustaining Flood life. The population of the area has to contain high enough calcium deposits to sustain the Flood parasite.
Once a useful area has been found, the Flood proceed to attack the hosts present, gathering food and biomass. The Flood attack with a strategy relying primarily on numerical superiority. The parasite then begins to pump Flood spores|spores into the atmosphere,Halo 2, campaign level ''High Charity (level)|High Charity''Halo: Combat Evolved, campaign level ''The Library'', ''343 Guilty Spark (level)|343 Guilty Spark'' (04-343 Guilty Spark: ''"MJOLNIR Powered Assault Armor/Mark V|Your environment suit will serve John-117|you well when the Flood begin to alter the atmosphere. You are a good planner!"'') restricting breathing for the hosts present, causing them to die of asphyxiation, or weakening them in order to make them less resistant to assimilation. This is accomplished, at least in part, through the creation of structures known as spore mountains. These peak-like agglomerations of biomass are used to generate Flood spores and release them into the atmosphere. There are known instances of spore mountains reaching hundreds of kilometers in diameter and dozens in height.Halo: Silentium, ''page 82''
Hosts who are infected will add to the Flood's arsenal. Older Flood combat form|combat forms will develop into Flood carrier form|carrier forms, which generate more infection forms, continuing the cycle. During this time, Flood blisters start to grow on surfaces. Growth pods are constructed from the flesh of infected life forms not converted into Flood combat form|combat forms, and grow at an extraordinary rate.Halo Wars 2, ''Phoenix Logs'' - Blister
Once the Flood has access to enough calcium, they begin to develop a hardened carapace, onto which they add LF.Xx.3273 Flood Super Cell|Flood Super Cells to form Flood pure form|pure forms, a form of independent Flood drone which has no need for a host. As a result of this development, combat forms are relegated to defensive positions or are converted into more pure forms.Halo 3
The functions of objects, such as doors, are Porta|replaced as Flood biomass grows over the original architecture. Under the Gravemind's direction, life support systems are sabotaged in order to speed up the demise of the inhabitants.Halo 2, ''Dialogue Placeholders'' (Cortana: ''"Flood spores have contaminated the city's life-support infrastructure, the filtration systems are overloading!"'') The pouch forms eventually consume most or all of the original area. The growth pods grow large, bubble-like growths, which incubate new infection forms, essentially replacing carrier forms and further reducing the Flood's dependence on hosts.
Once the process is complete, the Flood disposes of almost all need for new biomass, becoming self-sustaining. Despite this, due to the Flood's natural instinct to infect and consume all life, the parasite rarely becomes content at this stage.
Trivia Interestingly, there seems to be less green mist in the later stages of Flood hive creation. This is easily noticeable from the ''Halo 2'' level ''High Charity (level)|High Charity'' to ''Halo 3'' level ''Cortana (level)|Cortana''. It is possible that all the Flood spores floating in the air settled down and created the hive. Alternatively, it's possible the spores are primarily used to exacerbate the conversion rate of uninfected environments; thus, having an excess of spores in a Flood hive would be redundant.
Gallery
File:H3 - Flood biomass concept.png|Concept art for Flood biomass in ''Halo 3''. File:H3 - Flood excretions concept.png|Concept art for Flood excretions in ''Halo 3''. File:Flood biomass.jpg|Another example of the Flood architecture in a Flood hive. File:TerminalHaloInfested.jpg|343 Guilty Spark imagines Installation 04 with a Flood hive on its surface. File:H2A - Flood sacks.jpg|Flood biomass in ''Halo 2: Anniversary''. File:HW2_FloodHive_Concept.jpg|Concept art of a Flood Hive for ''Halo Wars 2''.
List of appearances
''Halo 2''
''Halo 3''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo: Silentium''
''Halo: Spartan Assault''
''Halo 2: Anniversary''
''Halo 5: Guardians''
''Halo Wars 2''
Sources
Category:Flood
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File:H4-Floodhunter.png|right|100px Flood Hunter is a ''Halo 4'' multiplayer medal exclusive to the Flood (gametype)|Flood gametype. It is awarded for killing at least four Flood in a row without dying.
Sources
Category:Halo 4 multiplayer medals
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The Infester is a Flood Flood pure form|pure form that specializes in cracking open vehicles and converting their crew into Flood-controlled puppets. A purpose-built biological weapon, Infesters expend all of their energy on the attack, collapsing in a dying heap and spreading spores upon the completion of their singular task. The Infester is adapted to the task of countering and subverting armored vehicles used by the UNSC and Banished. Though they can attack infantry and structures with barbed tentacles, their goal is to hunt manned vehicles. When they detect mechanized prey, the Infester grabs onto it with their tentacles and bores into the hull to reach the crew. This process can be interrupted, similar to the Hijack ability. If the infestation is successful, however, the vehicle is infected and the Infester dies.Halo Wars 2, ''Phoenix Logs'' - Infester
Infected vehicles are hideously warped versions of their former selves, their crew having been converted into spore-packed pustules and mucus-like growths which hold the damaged vehicle together. Infected vehicles are weaker than their uninfected counterparts, but when they are destroyed, Pod infector|infection forms have a chance of bursting from the wreckage.Halo Wars 2, ''Phoenix Logs'' - Infected
Gallery
File:HW2_FloodInfestor_Render.jpg|A render of the infester. File:HW2-Infestor.png|The Infester as seen in the Phoenix Logs.
List of appearances
''Halo Wars 2''
Sources
Category:Flood forms
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|attacks=Flailing and pounding arms into a threat towards submission
|notable=
}}
The Flood Juggernaut is a large Flood command form. Fireteam Raven fought against multiple Juggernauts during the Battle of Installation 04.''Halo: Fireteam Raven'', campaign level Last Stand (Halo: Fireteam Raven level)|Last Stand The Abomination key mind form is an evolution of the Juggernaut.''Halo Wars 2'', Phoenix Logs|Phoenix Log: Abomination
Background Juggernauts are highly specialized Flood combat form|combat forms directed by a seething mass of Pod infector|infection forms linked to multiple hosts. The creature harnesses the hosts' minds to analyze enemy activity and adjust the local Flood strategy accordingly. They have some of the traits associated with full-fledged key minds, including the abilities to synchronize nearby parasites and relay information between distant Flood hordes.
The most significant aspect of the Juggernaut is their enormous size and raw physical strength, capable of impaling armored vehicles with their sharpened tendril-arms and crush unsuspecting victims with their trunk-like legs. These tendrils are capable of picking up a Mgalekgolo|Hunter or impaling a fully-armoured Sangheili, and can be used to batter their victims against nearby surfaces or simply throw them into the air.''Halo: Fireteam Raven'', campaign level Raven Down
History Multiple Flood Juggernauts were unleashed by the Flood during the Battle of Installation 04. Following their crash-landing late in the conflict, Fireteam Raven encountered two pairs of Flood Juggernauts battling the forces of the Covenant, and were able to destroy them while waiting for evacuation. During the final Mission to Destroy Installation 04, at least five Juggernauts joined the Flood's attack on the downed , where they battled the remaining Covenant and UNSC forces on the plains below the crash site. Three of the Juggernauts were killed by the focus cannon of a , while the remaining two were killed by Fireteam Raven.
During the Outbreak on Installation 00 in 2559, several advanced Juggernaut forms referred to as Abominations were encountered and destroyed by the Banished.''Halo Wars 2: Awakening the Nightmare'', campaign level The Archive''Halo Wars 2: Awakening the Nightmare'', campaign level Manifestation
Production notes
The Juggernaut was originally planned to debut as a gameplay enemy in ''Halo 2'', but was ultimately cut from the game. The form's canon status remained in limbo until it was mentioned in ''Halo Wars 2'''s Phoenix Logs and eventually made an appearance as an enemy in the arcade shooter ''Halo: Fireteam Raven''.
Juggernauts were originally slated to appear in the levels "The Oracle", "Sacred Icon" and "Quarantine Zone". There would never be more than one Juggernaut in any given place. Once the player eliminated it, the combat forms that were supplementing it would go "offline". The Juggernaut has four to six infection forms inside its body to control it, similar to combat forms. According to Robert McLees, the Juggernaut was supposed to be "... this uber-intelligent mini boss, but the suggested intelligence was way too high for what design needed to use it for, which was as a big tank". For a full recounting of the known information on the ''Halo 2'' iteration of the Juggernaut, see Cut Halo 2 enemies#Flood Juggernaut|here.
The Juggernaut was also the conceptual progenitor of the pure forms seen in ''Halo 3''. However, whereas the Juggernaut was to be controlled by infection forms, pure forms are created entirely from Flood biomass.
In 2009, the "Halo 101" post on ''Halo Waypoint'' showed a Flood Juggernaut in the background image of the "Halo" section.:File:Old Waypoint Halo 101.png|''Halo 101'' image
Trivia
''The Art of Halo'' features a concept sketch of the Flood carrier form that resembles the Juggernaut. Juggernauts are playable pieces in RISK: Halo Wars Collector's Edition|Halo Wars Risk. However, they do not resemble the Juggernaut, rather looking like a Flood thrasher form|Thrasher Form instead. In the motion comic adaptation of the short story "The Mona Lisa", a Sangheili-derived combat form closely resembles the Juggernaut.
Gallery
File:Juggernaut Concept.png|''Halo 2'' concept art for the Juggernaut. File:Juggernaut fight.png|A Juggernaut in ''Halo 2''. File:Juggernaut1.jpg|Fighting a Flood Juggernaut. File:Flood Juggernaut High Charity.jpg|A Flood Juggernaught in ''Halo 2''. File:H2V_Juggernaut_Flurry.jpg|A Juggernaut performing its flurry attack. File:Jugger-6.jpg|A Juggernaut in defensive stance. File:TML - Juggernaut.png|A Juggernaut-like form in The Mona Lisa. Note that it spawned from a Sangheili host, indicated by its head being on the right shoulder. File:HFR_Juggernaught_Render_2.png|A Juggernaut in ''Fireteam Raven''. File:HFR_Juggernaught_Render_3.png|A Juggernaut in ''Fireteam Raven''. File:H2A_Juggernaut.png|A Juggernaut spawned into ''Halo 2: Anniversary'' viewed in remastered graphics. The model lacks a texture, as it is not intended to be seen.
List of appearances
''Halo Wars 2''
''Halo: Fireteam Raven''
Sources
Category:Flood forms
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File:H4-Floodkillassist.png|right|100px Flood Kill Assist is a ''Halo 4'' multiplayer medal exclusive to the Flood (gametype)|Flood gametype. It is awarded for assisting in killing a Flood.
Sources
Category:Halo 4 multiplayer medals
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File:H4-Floodkill.png|right|100px Flood Kill is a ''Halo 4'' multiplayer medal exclusive to the Flood (gametype)|Flood gametype. It is awarded for killing a Flood during a round.
Sources
Category:Halo 4 multiplayer medals
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The launcher is a biological structure that the Flood use to defend their Flood hive|hives.
Description Flood launchers fire globs of Flood biomass at enemy forces, seemingly by contracting a muscle analogue and forcing the biomass through a sphincter. The biomass these structures launch sometimes manifests as a cloud of Flood spores, which are invariably lethal to unprotected lifeforms. Such structures are only known to have been used during the Battle of the Trove|battle on Trove in 2552#February|February 2531; at one point in the battle, several launchers prevented the evacuation of Alpha Platoon|Alpha, Bravo Platoon|Bravo, and Charlie Platoon|Charlie platoons to the .''Halo Wars'', level Shield World (level)|Shield World
Gallery
File:HW FloodLauncher Sculpt Render.jpg|The raw sculpt for the Flood Launcher asset. File:HW floodlauncher2.jpg
List of appearances
''Halo Wars''
Sources
Category:Flood
|
The Flood nest is a Flood structure.http://www.gamespot.com/xbox360/strategy/halowars/video/6204958/halo-wars-video-review?hd=1 It can create Pod infector|infection forms and Flood carrier form|carrier forms. The nest has a number of tentacles surrounding an opening which resembles a set of lips, which spits out swarms of Flood forms.
List of appearances
''Halo Wars''
Sources
Category:Flood
|
A Flood outbreak is a sudden increase in the spread of the Flood superorganism in a given span of time. Depending on context, outbreaks of the Flood may be localised to a small region, or may encompass large swaths of space.
Stages Flood outbreaks typically go through a number of stages, progressing from the Flood behaving as mindless zombie-like creatures to incredibly intelligent organisms with the ability to operate starships and other advanced technology.
The feral stage is the first phase of a Flood outbreak. In this state, the Flood operates in a very aggressive manner, and their expansion depends on finding sentient life forms and expanding their overall biomass. Victims become hosts to the Pod infector|infection forms, and are mutated into Flood combat form|combat forms. During this period of time, the Flood attacks with little to no strategy, seeming to focus primarily on consumption of intelligent beings and biomass and thus expanding and strengthening their own forces.
The Feral Stage is typically initiated either by an outbreak of extant infection forms, or the infection of various sentient and non-sentient species by Flood spores and other microbiological vectors. This infection soon becomes parasitic and causes the growth of Flood biomass in the hosts as well the generation of new infection forms to further the infestation. At some point during the Feral Stage, the Flood begin to collectively shift their objective. When this happens, Combat Forms will work together to accumulate the biomass of both infected victims and uninfected sentient beings, allowing a series of widespread chemical reactions to occur across the reserves of calcium and flesh they have collected, eventually creating what is known as a Proto-Gravemind. Once a Proto-Gravemind has absorbed enough biomass and becomes a full grown Gravemind, the infection can then proceed into the Coordinated Stage.
The coordinated stage is the second stage of a Flood infestation, over the course of which a local ecosystem is typically fully absorbed. During this stage, Flood population rapidly increases. The Flood Super Cell generates a Flood hive|hive and propagates Flood spore|spores into the local atmosphere in massive numbers. Once sufficient biomass has been gathered, the Flood gains the ability to spontaneously generate Flood Super Cells, removing its dependency on hosts and giving rise to Flood pure form|pure forms. On the verge of initiating the Coordinated Stage, the proto-Gravemind continues to be built until it reaches the status of a complete Compound Mind a Gravemind. It is at this point that the Flood becomes significantly more organized (communicating via thoughts and attacking strategically) and subsequently more lethal than in the preceding Feral Stage. Upon the formation of a full Gravemind, all locally available Sentience|sentient beings have typically been absorbed by the Flood.
Once it has gained sufficient technology, the Flood will proceed into the Interstellar Stage.
The interstellar stage is the third stage of a Flood infestation. The Flood progresses into this stage when it has the technological ability to leave a given stellar system.''Bestiarum''
Although the initiation of the Interstellar Stage has less to do with the Flood's biological development and more with their access to viable space travel, in the latter phases of this stage the full extent of the Flood's power becomes truly evident, transcending beyond its purely biological aspects. In line with the parasite's strategy of utterly saturating all available channels of information,Halo 3, ''Terminal (Halo 3)|Terminals'' non-biological intelligences and data networks are targeted with advanced forms of the logic plague, the Flood's information equivalent.Halo: Silentium, ''pages 214-215'' With the assimilation of entire planets and the development of planet-engulfing Gravemind formsHalo: Silentium, ''pages 186-187''the sheer intelligence and processing power of the Flood's collective consciousness enables them to manipulate neural physics. In the final years of the Forerunner-Flood war, the Flood was able to control Precursor artifacts through this effect, which made them nearly unstoppable against the Forerunners.Halo: Silentium, ''pages 188-189''Halo: Silentium, ''page 236'' However, all Precursor artifacts in the galaxy were supposedly destroyed when the Halo Array was fired at the conclusion of the war, denying the Flood access to Precursor technology in later times.Halo: Silentium, ''page 326''
This is the stage the Flood was in during the final years of the Forerunner-Flood war and the events of the Battle of Installation 00. During the Interstellar Stage, separate Flood infestations across the galaxy will eventually coalesce into one singular collective which will swarm across the entire galaxy in a spiral pattern, moving toward the galactic center in order to ensure no worlds remain uninfected. Once there is no more uninfected biomass left in the galaxy, the Flood is theorized to enter the Transgalactic Stage.
The transgalactic stage is the fourth and final known stage of a Flood outbreak. This stage is reached once the Flood has consumed all sentient life in an entire galaxy and gained complete understanding of any technological and scientific knowledge that was present. By this time, it has reached a complete critical mass, which means it must depart to other galaxies for further reproduction, infestations and new technologies.
During the human-Forerunner wars, the Flood was driven outside of the galaxy. Doing this may have caused them to achieve the Transgalactic Stage as they were able to return to the Milky Way 10,000 years later when they made first contact with the Forerunners on Seaward, sparking the Forerunner-Flood war. This is likely, as prior to the Halo Array's firing, Forthencho's essence was sent down to Earth by the Gravemind to tell the Librarian what he was told by it. Among this information was that the primary Gravemind had consumed at least ten thousand planets and many galaxies, reinforcing the possibility that the Flood has at one point in history reached this stage.Halo: Silentium, ''page 321'' (''"This we were told by the Gravemind, the greatest of them, who has consumed ten thousand planets and brought entire galaxies to an end."'')
Known outbreaks Several outbreaks of the Flood have occurred throughout history - some of the most notable are listed here. For more outbreaks, see :Category:Flood outbreaks|here. The Flood#fFirst outbreak|first Flood outbreak occurred in 107,445 BCE, after ancient humanity came into contact with Precursor dust. The Forerunner-Flood war represented the most extreme spread of the Flood to date, resulting in the Great Purification to prevent the Flood reaching transgalactic stage. At some point, a large Flood outbreak occurred on Installation 05. The infestation was halted, though not eliminated, due to the capture of 2401 Penitent Tangent by the Gravemind. The Covenant encountered the Flood several times throughout their history, and deployed Zealots to deal with the problem using Temple Wraiths. A large Flood infestation had occurred on Trove by 2531, though would ultimately be stopped during the Battle of Trove. A large Outbreak at the Containment Facility|outbreak occurred on Installation 04 in September 2552, though was stopped before the Flood could reach interstellar stage. A large Flood outbreak occurred in the Threshold gas mine in October of 2552, though was stopped by a Raid on the Threshold gas mine|Covenant strike before the Flood could reach coordinated stage. In late October of 2552, the Flood outbreak on Installation 05 was let loose during the Battle of Installation 05, resulting in the Fall of High Charity. In November of 2552, the infected cruiser ''Indulgence of Conviction'' crash-landed on Earth, resulting in the Flood spreading across Voi. The city was ultimately glassing|glassed to stop the outbreak. The infected ''High Charity'' emerged over Installation 00 in December of 2552 and crashed on the megastructure, beginning to spread Flood across the installation. The outbreak was stopped by the activation of Installation 08, and High Charity placed under Quarantine zone (location)|quarantine. In the post-war era, the UNSC continued to deal with various minor Flood outbreaks and deployed Flood containment Fireteams to deal with them.
*In 2556, an Outbreak at Site 22 resulted in the bombardment of Site 22|the site by following the failure of ground teams to contain the threat. In 2559, the Banished let loose a large-scale Outbreak on Installation 00 due to breaking the quarantine of High Charity.
Sources
Category:Flood Category:Flood outbreaks|
|
A Flood outbreak is a sudden increase in the spread of the Flood superorganism in a given span of time. Depending on context, outbreaks of the Flood may be localised to a small region, or may encompass large swaths of space.
Stages Flood outbreaks typically go through a number of stages, progressing from the Flood behaving as mindless zombie-like creatures to incredibly intelligent organisms with the ability to operate starships and other advanced technology.
The feral stage is the first phase of a Flood outbreak. In this state, the Flood operates in a very aggressive manner, and their expansion depends on finding sentient life forms and expanding their overall biomass. Victims become hosts to the Pod infector|infection forms, and are mutated into Flood combat form|combat forms. During this period of time, the Flood attacks with little to no strategy, seeming to focus primarily on consumption of intelligent beings and biomass and thus expanding and strengthening their own forces.
The Feral Stage is typically initiated either by an outbreak of extant infection forms, or the infection of various sentient and non-sentient species by Flood spores and other microbiological vectors. This infection soon becomes parasitic and causes the growth of Flood biomass in the hosts as well the generation of new infection forms to further the infestation. At some point during the Feral Stage, the Flood begin to collectively shift their objective. When this happens, Combat Forms will work together to accumulate the biomass of both infected victims and uninfected sentient beings, allowing a series of widespread chemical reactions to occur across the reserves of calcium and flesh they have collected, eventually creating what is known as a Proto-Gravemind. Once a Proto-Gravemind has absorbed enough biomass and becomes a full grown Gravemind, the infection can then proceed into the Coordinated Stage.
The coordinated stage is the second stage of a Flood infestation, over the course of which a local ecosystem is typically fully absorbed. During this stage, Flood population rapidly increases. The Flood Super Cell generates a Flood hive|hive and propagates Flood spore|spores into the local atmosphere in massive numbers. Once sufficient biomass has been gathered, the Flood gains the ability to spontaneously generate Flood Super Cells, removing its dependency on hosts and giving rise to Flood pure form|pure forms. On the verge of initiating the Coordinated Stage, the proto-Gravemind continues to be built until it reaches the status of a complete Compound Mind a Gravemind. It is at this point that the Flood becomes significantly more organized (communicating via thoughts and attacking strategically) and subsequently more lethal than in the preceding Feral Stage. Upon the formation of a full Gravemind, all locally available Sentience|sentient beings have typically been absorbed by the Flood.
Once it has gained sufficient technology, the Flood will proceed into the Interstellar Stage.
The interstellar stage is the third stage of a Flood infestation. The Flood progresses into this stage when it has the technological ability to leave a given stellar system.''Bestiarum''
Although the initiation of the Interstellar Stage has less to do with the Flood's biological development and more with their access to viable space travel, in the latter phases of this stage the full extent of the Flood's power becomes truly evident, transcending beyond its purely biological aspects. In line with the parasite's strategy of utterly saturating all available channels of information,Halo 3, ''Terminal (Halo 3)|Terminals'' non-biological intelligences and data networks are targeted with advanced forms of the logic plague, the Flood's information equivalent.Halo: Silentium, ''pages 214-215'' With the assimilation of entire planets and the development of planet-engulfing Gravemind formsHalo: Silentium, ''pages 186-187''the sheer intelligence and processing power of the Flood's collective consciousness enables them to manipulate neural physics. In the final years of the Forerunner-Flood war, the Flood was able to control Precursor artifacts through this effect, which made them nearly unstoppable against the Forerunners.Halo: Silentium, ''pages 188-189''Halo: Silentium, ''page 236'' However, all Precursor artifacts in the galaxy were supposedly destroyed when the Halo Array was fired at the conclusion of the war, denying the Flood access to Precursor technology in later times.Halo: Silentium, ''page 326''
This is the stage the Flood was in during the final years of the Forerunner-Flood war and the events of the Battle of Installation 00. During the Interstellar Stage, separate Flood infestations across the galaxy will eventually coalesce into one singular collective which will swarm across the entire galaxy in a spiral pattern, moving toward the galactic center in order to ensure no worlds remain uninfected. Once there is no more uninfected biomass left in the galaxy, the Flood is theorized to enter the Transgalactic Stage.
The transgalactic stage is the fourth and final known stage of a Flood outbreak. This stage is reached once the Flood has consumed all sentient life in an entire galaxy and gained complete understanding of any technological and scientific knowledge that was present. By this time, it has reached a complete critical mass, which means it must depart to other galaxies for further reproduction, infestations and new technologies.
During the human-Forerunner wars, the Flood was driven outside of the galaxy. Doing this may have caused them to achieve the Transgalactic Stage as they were able to return to the Milky Way 10,000 years later when they made first contact with the Forerunners on Seaward, sparking the Forerunner-Flood war. This is likely, as prior to the Halo Array's firing, Forthencho's essence was sent down to Earth by the Gravemind to tell the Librarian what he was told by it. Among this information was that the primary Gravemind had consumed at least ten thousand planets and many galaxies, reinforcing the possibility that the Flood has at one point in history reached this stage.Halo: Silentium, ''page 321'' (''"This we were told by the Gravemind, the greatest of them, who has consumed ten thousand planets and brought entire galaxies to an end."'')
Known outbreaks Several outbreaks of the Flood have occurred throughout history - some of the most notable are listed here. For more outbreaks, see :Category:Flood outbreaks|here. The Flood#fFirst outbreak|first Flood outbreak occurred in 107,445 BCE, after ancient humanity came into contact with Precursor dust. The Forerunner-Flood war represented the most extreme spread of the Flood to date, resulting in the Great Purification to prevent the Flood reaching transgalactic stage. At some point, a large Flood outbreak occurred on Installation 05. The infestation was halted, though not eliminated, due to the capture of 2401 Penitent Tangent by the Gravemind. The Covenant encountered the Flood several times throughout their history, and deployed Zealots to deal with the problem using Temple Wraiths. A large Flood infestation had occurred on Trove by 2531, though would ultimately be stopped during the Battle of Trove. A large Outbreak at the Containment Facility|outbreak occurred on Installation 04 in September 2552, though was stopped before the Flood could reach interstellar stage. A large Flood outbreak occurred in the Threshold gas mine in October of 2552, though was stopped by a Raid on the Threshold gas mine|Covenant strike before the Flood could reach coordinated stage. In late October of 2552, the Flood outbreak on Installation 05 was let loose during the Battle of Installation 05, resulting in the Fall of High Charity. In November of 2552, the infected cruiser ''Indulgence of Conviction'' crash-landed on Earth, resulting in the Flood spreading across Voi. The city was ultimately glassing|glassed to stop the outbreak. The infected ''High Charity'' emerged over Installation 00 in December of 2552 and crashed on the megastructure, beginning to spread Flood across the installation. The outbreak was stopped by the activation of Installation 08, and High Charity placed under Quarantine zone (location)|quarantine. In the post-war era, the UNSC continued to deal with various minor Flood outbreaks and deployed Flood containment Fireteams to deal with them.
*In 2556, an Outbreak at Site 22 resulted in the bombardment of Site 22|the site by following the failure of ground teams to contain the threat. In 2559, the Banished let loose a large-scale Outbreak on Installation 00 due to breaking the quarantine of High Charity.
Sources
Category:Flood Category:Flood outbreaks|
|
A Flood outbreak is a sudden increase in the spread of the Flood superorganism in a given span of time. Depending on context, outbreaks of the Flood may be localised to a small region, or may encompass large swaths of space.
Stages Flood outbreaks typically go through a number of stages, progressing from the Flood behaving as mindless zombie-like creatures to incredibly intelligent organisms with the ability to operate starships and other advanced technology.
The feral stage is the first phase of a Flood outbreak. In this state, the Flood operates in a very aggressive manner, and their expansion depends on finding sentient life forms and expanding their overall biomass. Victims become hosts to the Pod infector|infection forms, and are mutated into Flood combat form|combat forms. During this period of time, the Flood attacks with little to no strategy, seeming to focus primarily on consumption of intelligent beings and biomass and thus expanding and strengthening their own forces.
The Feral Stage is typically initiated either by an outbreak of extant infection forms, or the infection of various sentient and non-sentient species by Flood spores and other microbiological vectors. This infection soon becomes parasitic and causes the growth of Flood biomass in the hosts as well the generation of new infection forms to further the infestation. At some point during the Feral Stage, the Flood begin to collectively shift their objective. When this happens, Combat Forms will work together to accumulate the biomass of both infected victims and uninfected sentient beings, allowing a series of widespread chemical reactions to occur across the reserves of calcium and flesh they have collected, eventually creating what is known as a Proto-Gravemind. Once a Proto-Gravemind has absorbed enough biomass and becomes a full grown Gravemind, the infection can then proceed into the Coordinated Stage.
The coordinated stage is the second stage of a Flood infestation, over the course of which a local ecosystem is typically fully absorbed. During this stage, Flood population rapidly increases. The Flood Super Cell generates a Flood hive|hive and propagates Flood spore|spores into the local atmosphere in massive numbers. Once sufficient biomass has been gathered, the Flood gains the ability to spontaneously generate Flood Super Cells, removing its dependency on hosts and giving rise to Flood pure form|pure forms. On the verge of initiating the Coordinated Stage, the proto-Gravemind continues to be built until it reaches the status of a complete Compound Mind a Gravemind. It is at this point that the Flood becomes significantly more organized (communicating via thoughts and attacking strategically) and subsequently more lethal than in the preceding Feral Stage. Upon the formation of a full Gravemind, all locally available Sentience|sentient beings have typically been absorbed by the Flood.
Once it has gained sufficient technology, the Flood will proceed into the Interstellar Stage.
The interstellar stage is the third stage of a Flood infestation. The Flood progresses into this stage when it has the technological ability to leave a given stellar system.''Bestiarum''
Although the initiation of the Interstellar Stage has less to do with the Flood's biological development and more with their access to viable space travel, in the latter phases of this stage the full extent of the Flood's power becomes truly evident, transcending beyond its purely biological aspects. In line with the parasite's strategy of utterly saturating all available channels of information,Halo 3, ''Terminal (Halo 3)|Terminals'' non-biological intelligences and data networks are targeted with advanced forms of the logic plague, the Flood's information equivalent.Halo: Silentium, ''pages 214-215'' With the assimilation of entire planets and the development of planet-engulfing Gravemind formsHalo: Silentium, ''pages 186-187''the sheer intelligence and processing power of the Flood's collective consciousness enables them to manipulate neural physics. In the final years of the Forerunner-Flood war, the Flood was able to control Precursor artifacts through this effect, which made them nearly unstoppable against the Forerunners.Halo: Silentium, ''pages 188-189''Halo: Silentium, ''page 236'' However, all Precursor artifacts in the galaxy were supposedly destroyed when the Halo Array was fired at the conclusion of the war, denying the Flood access to Precursor technology in later times.Halo: Silentium, ''page 326''
This is the stage the Flood was in during the final years of the Forerunner-Flood war and the events of the Battle of Installation 00. During the Interstellar Stage, separate Flood infestations across the galaxy will eventually coalesce into one singular collective which will swarm across the entire galaxy in a spiral pattern, moving toward the galactic center in order to ensure no worlds remain uninfected. Once there is no more uninfected biomass left in the galaxy, the Flood is theorized to enter the Transgalactic Stage.
The transgalactic stage is the fourth and final known stage of a Flood outbreak. This stage is reached once the Flood has consumed all sentient life in an entire galaxy and gained complete understanding of any technological and scientific knowledge that was present. By this time, it has reached a complete critical mass, which means it must depart to other galaxies for further reproduction, infestations and new technologies.
During the human-Forerunner wars, the Flood was driven outside of the galaxy. Doing this may have caused them to achieve the Transgalactic Stage as they were able to return to the Milky Way 10,000 years later when they made first contact with the Forerunners on Seaward, sparking the Forerunner-Flood war. This is likely, as prior to the Halo Array's firing, Forthencho's essence was sent down to Earth by the Gravemind to tell the Librarian what he was told by it. Among this information was that the primary Gravemind had consumed at least ten thousand planets and many galaxies, reinforcing the possibility that the Flood has at one point in history reached this stage.Halo: Silentium, ''page 321'' (''"This we were told by the Gravemind, the greatest of them, who has consumed ten thousand planets and brought entire galaxies to an end."'')
Known outbreaks Several outbreaks of the Flood have occurred throughout history - some of the most notable are listed here. For more outbreaks, see :Category:Flood outbreaks|here. The Flood#fFirst outbreak|first Flood outbreak occurred in 107,445 BCE, after ancient humanity came into contact with Precursor dust. The Forerunner-Flood war represented the most extreme spread of the Flood to date, resulting in the Great Purification to prevent the Flood reaching transgalactic stage. At some point, a large Flood outbreak occurred on Installation 05. The infestation was halted, though not eliminated, due to the capture of 2401 Penitent Tangent by the Gravemind. The Covenant encountered the Flood several times throughout their history, and deployed Zealots to deal with the problem using Temple Wraiths. A large Flood infestation had occurred on Trove by 2531, though would ultimately be stopped during the Battle of Trove. A large Outbreak at the Containment Facility|outbreak occurred on Installation 04 in September 2552, though was stopped before the Flood could reach interstellar stage. A large Flood outbreak occurred in the Threshold gas mine in October of 2552, though was stopped by a Raid on the Threshold gas mine|Covenant strike before the Flood could reach coordinated stage. In late October of 2552, the Flood outbreak on Installation 05 was let loose during the Battle of Installation 05, resulting in the Fall of High Charity. In November of 2552, the infected cruiser ''Indulgence of Conviction'' crash-landed on Earth, resulting in the Flood spreading across Voi. The city was ultimately glassing|glassed to stop the outbreak. The infected ''High Charity'' emerged over Installation 00 in December of 2552 and crashed on the megastructure, beginning to spread Flood across the installation. The outbreak was stopped by the activation of Installation 08, and High Charity placed under Quarantine zone (location)|quarantine. In the post-war era, the UNSC continued to deal with various minor Flood outbreaks and deployed Flood containment Fireteams to deal with them.
*In 2556, an Outbreak at Site 22 resulted in the bombardment of Site 22|the site by following the failure of ground teams to contain the threat. In 2559, the Banished let loose a large-scale Outbreak on Installation 00 due to breaking the quarantine of High Charity.
Sources
Category:Flood Category:Flood outbreaks|
|
A Flood outbreak is a sudden increase in the spread of the Flood superorganism in a given span of time. Depending on context, outbreaks of the Flood may be localised to a small region, or may encompass large swaths of space.
Stages Flood outbreaks typically go through a number of stages, progressing from the Flood behaving as mindless zombie-like creatures to incredibly intelligent organisms with the ability to operate starships and other advanced technology.
The feral stage is the first phase of a Flood outbreak. In this state, the Flood operates in a very aggressive manner, and their expansion depends on finding sentient life forms and expanding their overall biomass. Victims become hosts to the Pod infector|infection forms, and are mutated into Flood combat form|combat forms. During this period of time, the Flood attacks with little to no strategy, seeming to focus primarily on consumption of intelligent beings and biomass and thus expanding and strengthening their own forces.
The Feral Stage is typically initiated either by an outbreak of extant infection forms, or the infection of various sentient and non-sentient species by Flood spores and other microbiological vectors. This infection soon becomes parasitic and causes the growth of Flood biomass in the hosts as well the generation of new infection forms to further the infestation. At some point during the Feral Stage, the Flood begin to collectively shift their objective. When this happens, Combat Forms will work together to accumulate the biomass of both infected victims and uninfected sentient beings, allowing a series of widespread chemical reactions to occur across the reserves of calcium and flesh they have collected, eventually creating what is known as a Proto-Gravemind. Once a Proto-Gravemind has absorbed enough biomass and becomes a full grown Gravemind, the infection can then proceed into the Coordinated Stage.
The coordinated stage is the second stage of a Flood infestation, over the course of which a local ecosystem is typically fully absorbed. During this stage, Flood population rapidly increases. The Flood Super Cell generates a Flood hive|hive and propagates Flood spore|spores into the local atmosphere in massive numbers. Once sufficient biomass has been gathered, the Flood gains the ability to spontaneously generate Flood Super Cells, removing its dependency on hosts and giving rise to Flood pure form|pure forms. On the verge of initiating the Coordinated Stage, the proto-Gravemind continues to be built until it reaches the status of a complete Compound Mind a Gravemind. It is at this point that the Flood becomes significantly more organized (communicating via thoughts and attacking strategically) and subsequently more lethal than in the preceding Feral Stage. Upon the formation of a full Gravemind, all locally available Sentience|sentient beings have typically been absorbed by the Flood.
Once it has gained sufficient technology, the Flood will proceed into the Interstellar Stage.
The interstellar stage is the third stage of a Flood infestation. The Flood progresses into this stage when it has the technological ability to leave a given stellar system.''Bestiarum''
Although the initiation of the Interstellar Stage has less to do with the Flood's biological development and more with their access to viable space travel, in the latter phases of this stage the full extent of the Flood's power becomes truly evident, transcending beyond its purely biological aspects. In line with the parasite's strategy of utterly saturating all available channels of information,Halo 3, ''Terminal (Halo 3)|Terminals'' non-biological intelligences and data networks are targeted with advanced forms of the logic plague, the Flood's information equivalent.Halo: Silentium, ''pages 214-215'' With the assimilation of entire planets and the development of planet-engulfing Gravemind formsHalo: Silentium, ''pages 186-187''the sheer intelligence and processing power of the Flood's collective consciousness enables them to manipulate neural physics. In the final years of the Forerunner-Flood war, the Flood was able to control Precursor artifacts through this effect, which made them nearly unstoppable against the Forerunners.Halo: Silentium, ''pages 188-189''Halo: Silentium, ''page 236'' However, all Precursor artifacts in the galaxy were supposedly destroyed when the Halo Array was fired at the conclusion of the war, denying the Flood access to Precursor technology in later times.Halo: Silentium, ''page 326''
This is the stage the Flood was in during the final years of the Forerunner-Flood war and the events of the Battle of Installation 00. During the Interstellar Stage, separate Flood infestations across the galaxy will eventually coalesce into one singular collective which will swarm across the entire galaxy in a spiral pattern, moving toward the galactic center in order to ensure no worlds remain uninfected. Once there is no more uninfected biomass left in the galaxy, the Flood is theorized to enter the Transgalactic Stage.
The transgalactic stage is the fourth and final known stage of a Flood outbreak. This stage is reached once the Flood has consumed all sentient life in an entire galaxy and gained complete understanding of any technological and scientific knowledge that was present. By this time, it has reached a complete critical mass, which means it must depart to other galaxies for further reproduction, infestations and new technologies.
During the human-Forerunner wars, the Flood was driven outside of the galaxy. Doing this may have caused them to achieve the Transgalactic Stage as they were able to return to the Milky Way 10,000 years later when they made first contact with the Forerunners on Seaward, sparking the Forerunner-Flood war. This is likely, as prior to the Halo Array's firing, Forthencho's essence was sent down to Earth by the Gravemind to tell the Librarian what he was told by it. Among this information was that the primary Gravemind had consumed at least ten thousand planets and many galaxies, reinforcing the possibility that the Flood has at one point in history reached this stage.Halo: Silentium, ''page 321'' (''"This we were told by the Gravemind, the greatest of them, who has consumed ten thousand planets and brought entire galaxies to an end."'')
Known outbreaks Several outbreaks of the Flood have occurred throughout history - some of the most notable are listed here. For more outbreaks, see :Category:Flood outbreaks|here. The Flood#fFirst outbreak|first Flood outbreak occurred in 107,445 BCE, after ancient humanity came into contact with Precursor dust. The Forerunner-Flood war represented the most extreme spread of the Flood to date, resulting in the Great Purification to prevent the Flood reaching transgalactic stage. At some point, a large Flood outbreak occurred on Installation 05. The infestation was halted, though not eliminated, due to the capture of 2401 Penitent Tangent by the Gravemind. The Covenant encountered the Flood several times throughout their history, and deployed Zealots to deal with the problem using Temple Wraiths. A large Flood infestation had occurred on Trove by 2531, though would ultimately be stopped during the Battle of Trove. A large Outbreak at the Containment Facility|outbreak occurred on Installation 04 in September 2552, though was stopped before the Flood could reach interstellar stage. A large Flood outbreak occurred in the Threshold gas mine in October of 2552, though was stopped by a Raid on the Threshold gas mine|Covenant strike before the Flood could reach coordinated stage. In late October of 2552, the Flood outbreak on Installation 05 was let loose during the Battle of Installation 05, resulting in the Fall of High Charity. In November of 2552, the infected cruiser ''Indulgence of Conviction'' crash-landed on Earth, resulting in the Flood spreading across Voi. The city was ultimately glassing|glassed to stop the outbreak. The infected ''High Charity'' emerged over Installation 00 in December of 2552 and crashed on the megastructure, beginning to spread Flood across the installation. The outbreak was stopped by the activation of Installation 08, and High Charity placed under Quarantine zone (location)|quarantine. In the post-war era, the UNSC continued to deal with various minor Flood outbreaks and deployed Flood containment Fireteams to deal with them.
*In 2556, an Outbreak at Site 22 resulted in the bombardment of Site 22|the site by following the failure of ground teams to contain the threat. In 2559, the Banished let loose a large-scale Outbreak on Installation 00 due to breaking the quarantine of High Charity.
Sources
Category:Flood Category:Flood outbreaks|
|
A Flood outbreak is a sudden increase in the spread of the Flood superorganism in a given span of time. Depending on context, outbreaks of the Flood may be localised to a small region, or may encompass large swaths of space.
Stages Flood outbreaks typically go through a number of stages, progressing from the Flood behaving as mindless zombie-like creatures to incredibly intelligent organisms with the ability to operate starships and other advanced technology.
The feral stage is the first phase of a Flood outbreak. In this state, the Flood operates in a very aggressive manner, and their expansion depends on finding sentient life forms and expanding their overall biomass. Victims become hosts to the Pod infector|infection forms, and are mutated into Flood combat form|combat forms. During this period of time, the Flood attacks with little to no strategy, seeming to focus primarily on consumption of intelligent beings and biomass and thus expanding and strengthening their own forces.
The Feral Stage is typically initiated either by an outbreak of extant infection forms, or the infection of various sentient and non-sentient species by Flood spores and other microbiological vectors. This infection soon becomes parasitic and causes the growth of Flood biomass in the hosts as well the generation of new infection forms to further the infestation. At some point during the Feral Stage, the Flood begin to collectively shift their objective. When this happens, Combat Forms will work together to accumulate the biomass of both infected victims and uninfected sentient beings, allowing a series of widespread chemical reactions to occur across the reserves of calcium and flesh they have collected, eventually creating what is known as a Proto-Gravemind. Once a Proto-Gravemind has absorbed enough biomass and becomes a full grown Gravemind, the infection can then proceed into the Coordinated Stage.
The coordinated stage is the second stage of a Flood infestation, over the course of which a local ecosystem is typically fully absorbed. During this stage, Flood population rapidly increases. The Flood Super Cell generates a Flood hive|hive and propagates Flood spore|spores into the local atmosphere in massive numbers. Once sufficient biomass has been gathered, the Flood gains the ability to spontaneously generate Flood Super Cells, removing its dependency on hosts and giving rise to Flood pure form|pure forms. On the verge of initiating the Coordinated Stage, the proto-Gravemind continues to be built until it reaches the status of a complete Compound Mind a Gravemind. It is at this point that the Flood becomes significantly more organized (communicating via thoughts and attacking strategically) and subsequently more lethal than in the preceding Feral Stage. Upon the formation of a full Gravemind, all locally available Sentience|sentient beings have typically been absorbed by the Flood.
Once it has gained sufficient technology, the Flood will proceed into the Interstellar Stage.
The interstellar stage is the third stage of a Flood infestation. The Flood progresses into this stage when it has the technological ability to leave a given stellar system.''Bestiarum''
Although the initiation of the Interstellar Stage has less to do with the Flood's biological development and more with their access to viable space travel, in the latter phases of this stage the full extent of the Flood's power becomes truly evident, transcending beyond its purely biological aspects. In line with the parasite's strategy of utterly saturating all available channels of information,Halo 3, ''Terminal (Halo 3)|Terminals'' non-biological intelligences and data networks are targeted with advanced forms of the logic plague, the Flood's information equivalent.Halo: Silentium, ''pages 214-215'' With the assimilation of entire planets and the development of planet-engulfing Gravemind formsHalo: Silentium, ''pages 186-187''the sheer intelligence and processing power of the Flood's collective consciousness enables them to manipulate neural physics. In the final years of the Forerunner-Flood war, the Flood was able to control Precursor artifacts through this effect, which made them nearly unstoppable against the Forerunners.Halo: Silentium, ''pages 188-189''Halo: Silentium, ''page 236'' However, all Precursor artifacts in the galaxy were supposedly destroyed when the Halo Array was fired at the conclusion of the war, denying the Flood access to Precursor technology in later times.Halo: Silentium, ''page 326''
This is the stage the Flood was in during the final years of the Forerunner-Flood war and the events of the Battle of Installation 00. During the Interstellar Stage, separate Flood infestations across the galaxy will eventually coalesce into one singular collective which will swarm across the entire galaxy in a spiral pattern, moving toward the galactic center in order to ensure no worlds remain uninfected. Once there is no more uninfected biomass left in the galaxy, the Flood is theorized to enter the Transgalactic Stage.
The transgalactic stage is the fourth and final known stage of a Flood outbreak. This stage is reached once the Flood has consumed all sentient life in an entire galaxy and gained complete understanding of any technological and scientific knowledge that was present. By this time, it has reached a complete critical mass, which means it must depart to other galaxies for further reproduction, infestations and new technologies.
During the human-Forerunner wars, the Flood was driven outside of the galaxy. Doing this may have caused them to achieve the Transgalactic Stage as they were able to return to the Milky Way 10,000 years later when they made first contact with the Forerunners on Seaward, sparking the Forerunner-Flood war. This is likely, as prior to the Halo Array's firing, Forthencho's essence was sent down to Earth by the Gravemind to tell the Librarian what he was told by it. Among this information was that the primary Gravemind had consumed at least ten thousand planets and many galaxies, reinforcing the possibility that the Flood has at one point in history reached this stage.Halo: Silentium, ''page 321'' (''"This we were told by the Gravemind, the greatest of them, who has consumed ten thousand planets and brought entire galaxies to an end."'')
Known outbreaks Several outbreaks of the Flood have occurred throughout history - some of the most notable are listed here. For more outbreaks, see :Category:Flood outbreaks|here. The Flood#fFirst outbreak|first Flood outbreak occurred in 107,445 BCE, after ancient humanity came into contact with Precursor dust. The Forerunner-Flood war represented the most extreme spread of the Flood to date, resulting in the Great Purification to prevent the Flood reaching transgalactic stage. At some point, a large Flood outbreak occurred on Installation 05. The infestation was halted, though not eliminated, due to the capture of 2401 Penitent Tangent by the Gravemind. The Covenant encountered the Flood several times throughout their history, and deployed Zealots to deal with the problem using Temple Wraiths. A large Flood infestation had occurred on Trove by 2531, though would ultimately be stopped during the Battle of Trove. A large Outbreak at the Containment Facility|outbreak occurred on Installation 04 in September 2552, though was stopped before the Flood could reach interstellar stage. A large Flood outbreak occurred in the Threshold gas mine in October of 2552, though was stopped by a Raid on the Threshold gas mine|Covenant strike before the Flood could reach coordinated stage. In late October of 2552, the Flood outbreak on Installation 05 was let loose during the Battle of Installation 05, resulting in the Fall of High Charity. In November of 2552, the infected cruiser ''Indulgence of Conviction'' crash-landed on Earth, resulting in the Flood spreading across Voi. The city was ultimately glassing|glassed to stop the outbreak. The infected ''High Charity'' emerged over Installation 00 in December of 2552 and crashed on the megastructure, beginning to spread Flood across the installation. The outbreak was stopped by the activation of Installation 08, and High Charity placed under Quarantine zone (location)|quarantine. In the post-war era, the UNSC continued to deal with various minor Flood outbreaks and deployed Flood containment Fireteams to deal with them.
*In 2556, an Outbreak at Site 22 resulted in the bombardment of Site 22|the site by following the failure of ground teams to contain the threat. In 2559, the Banished let loose a large-scale Outbreak on Installation 00 due to breaking the quarantine of High Charity.
Sources
Category:Flood Category:Flood outbreaks|
|
Pure Forms, also rendered pureforms,''Halo: The Great Journey: The Art of Building Worlds'', ''pages 102-103'' are an advanced type of Flood form. They are only available for the Gravemind to put together during the Coordinated Stage of Flood development, and are not created by infecting an alien host.
Overview Unlike the more "conventional" Flood forms such as Combat and Carrier Forms, Pure Forms are not the product of infecting a sentient host, but are instead composed entirely of converted Flood biomass. Tissue from consumed victims is transformed into Flood Super Cells, which are then attached to a framework of recast bone modified for the Flood's purposes. The resulting Flood form is capable of mutating between 3 (possibly more) different forms depending upon the necessities of combat.
Pure Forms can only be produced when a Flood outbreak has amassed considerable amounts of biomass and formed a Gravemind. Once this threshold is reached, the Pure Forms provide combat support to the mainline Flood forms the Flood has at its disposal. As the parasite grows in strength the key minds begin to cultivate tumorous masses and mucus-like lakes of pure Flood cells using nonessential biomass as food. Most of the Flood cells are used to form hives and blightlands, but some are harvested to create deadly war-forms. With the sound of breaking bones and ripping flesh these creatures transform themselves to best confront the threats they encounter, contorting and reshaping their anatomy into grotesque but lethal shapes as they lead hordes of lesser combat forms into battle.Halo Wars 2, ''Phoenix Logs'' - Pure Forms
Sub-forms
Stalker forms are extremely agile and can jump large distances. They tend to crawl on ceilings and walls before leaping at an opposing enemy. The Stalkers attack far more rarely than the other two forms. If threatened, it will transform into either a Tank or Ranged form. Their chesspiece role is to seek out enemies and then decide whether to transform into Ranged or Tank forms accordingly.
Ranged Forms can usually be found clinging to ceilings or walls, though unlike the Stalker Form, they cannot move from a given spot. They can fire sharp projectiles from a long range without the need of a weapon. These are slightly more tricky to kill due mainly to the fact that they can pin an enemy down in a position for a very long time. If they are left alone for some time, they will change back into a Stalker Form, get a better angle, and become a Ranged Form again. Their role as chesspiece is to pin down enemies with suppressing fire from afar so that the close-combat reliant flood forms can advance on the enemy undisturbed. They are to flood what machine gunners are to humans and Covenant as they lack the subtlety to be snipers, though they are just as accurate.
Named for their immense endurance and strength, Tank Forms are the largest variety of Pure Form and are easily spotted from a distance. Unlike the other Flood Pure Forms, they can not climb on walls and ceilings due to not having a stealth background. These Flood can take a tremendous amount of damage and can kill you in one hit on higher difficulties. They also occasionally spew Infection Forms from their 'mouths'. It takes a long time to kill one with other weapons, but the Energy Sword can kill them in one hit. Their chesspiece role is close-ranged attacks to soften enemies up for infection.
The Infester Form is a Pure Form that was created for combating the United Nations Space Command|UNSC and the Banished on Installation 00 in 2559 after the Banished breached the remains of High Charity and released Flood forms still residing within. Its primary purpose is to break open vehicles and infest within in order to take control of them and expand the Flood's forces killing the Infester in the process. If an Infester cannot locate any vehicles then they will target any other non-Flood entity and attack.
Spawner Forms, like the Infester Form, were created to counter the threats on Installation 00. They seek out uninfected areas where they will create other Flood forms that will infest the area.
Production notes The Flood Juggernaut, a Flood Form cut from ''Halo 2'', was an early concept of the ''Halo 3'' Pure Form. The Sharquoi, a deleted Covenant species from ''Halo 2'', may have served as the inspiration for the Flood tank form|Tank Form. This is further proven by a piece of concept art in The Art of Halo 3 that appears to be three Flood Juggernauts engaging several UNSC Marine Corps|Marines and the John-117|Master Chief in combat. If a Pure Form is stuck by either a Anskum-pattern plasma grenade|Plasma Grenade or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade while mutating, the grenade will be "absorbed" and no explosion will occur. In addition, if a player kills a Pure Form in the middle of transforming, it may appear with strange deformities. If a Ranged form is transforming to a Stalker and the player kills it, depending on when the player kills it, it can appear as a Ranged Form with a Stalker's feet or, more often, a Stalker with oversized feet. A Tank Form is featured on the map Cold Storage in a cryo-container, but is partially dismembered and will occasionally twitch and spasm, suggesting that it may be under some sort of drug that neutralizes its hostility.
Infector form
The Infector is a three-limbed form that features the ability to regenerate destroyed limbs within ten seconds, making it a formidable foe. Their bodies are very similar in appearance to the Carrier Form, except that the infector form is designed to shoot out spores, not explode and release infection forms. It was cut from the final game.
Transport form
The Flood Transport Form was a Flood Purestrain form. Unlike the Carrier Form, the Transport carries up to six unarmed Combat Forms. It had four triple-jointed walking arms to move its load of troops around, and featured numerous tentacles to consume or recycle bio-mass. It was cut from the final game.
Stealth form
Like the Stalker Form, it excelled in the art of stealth to defeat the enemy. It was the only Pure Form to be able to use weapons with the aid of two four-tentacled hands. It was cut out from the final game.
Gallery
File:H3 Stalker Attack.jpg|A Stalker Form. File:Ranged Form.jpg|A Ranged Form. File:Floody.jpg|A Flood Tank Form. File:H3-WTFFlood.png|A Flood pure form that was killed by John-117 and N'tho 'Sraom aboard High Charity halfway between transforming from a Flood stalker form to a Flood tank form.
List of appearances
''Halo 3''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
''Halo: Combat Evolved Anniversary''
*''Terminals''
''Halo 5: Guardians''
''Halo Wars 2''
''Halo: Fireteam Raven''
Sources
Category:Flood forms
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The Flood ranged form is a permutation of The Flood|Flood Flood pure form|pure form. Ranged Forms serve to provide suppressing fire, assaulting potential hosts from a distance with a hail of deadly spikes and allowing other Flood forms to attack at close range.
Description The Ranged Form is formed when a Flood stalker form chooses to mount itself in a stationary position either on the walls, ceiling, or ground. The Stalker's body reconfigures itself into a tripodal configuration, and the abdomen morphs into a living missile platform of regenerating spikes. These spikes, constructed from scavenged bone and biomatter, can be shot out of the abdomen with extreme force and accuracy, relentlessly pelting targets from afar. They are also distinctive because of their eyespots on both sides.
When harassed, Ranged Forms will curl up to shield their heads, their weak point. In this state, they are far more resistant to damage, but are unable to fire. When a Pure Form is killed on a wall or ceiling, they will fall off.
Ranged form is the only Flood form that cannot move. Once the Stalker mutates into it, it will get stuck on that spot until it dies or mutates again.
Ranged Forms will also occasionally mutate to/from Flood tank form|Tank Forms.
Tips and Tactics Ranged Forms are an extremely powerful Flood form on the battlefield and thus are very difficult to dispatch, without first exposing yourself to fire. Your first goal should be to close the distance as normally you can, only tell which direction they are firing fromthey blend in quite well in the dark places they inhabit and are hard to see. When you are within sighting range, any weapon with any sort of range will do, the and the Paegaas Workshop Spiker|Brute Spiker used in short bursts (long bursts with the Plasma Rifle causes it to overheat, not good on the level Cortana (level)|Cortana) seem to do just as well as more accurate weapons like the Carbine and the BR55HB SR Battle Rifle|Battle Rifle, and are more common on a The Flood|Flood infested battlefield so they may be your only choice. Note that Plasma Rifles and Brute Spikers are found easily therefore, one should be kept as a precaution. The Ranged Form is an anomaly in the mostly melee-based Flood combat and are normally hard to kill due to the simple fact that you do not normally have the ranged weapons required to take one out. In this case, well-placed Anskum-pattern plasma grenade|Plasma Grenades and/or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenades work well, and so does a Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Firebomb, which requires much less accuracy as it explodes on impact next to the enemy. Ultimately, if you get within melee distance of a Ranged Form they are just as easily destroyed as any other combat form with close ranged weapons like the Type-52 Pistol|Brute Mauler, Shotgun, Gravity hammer (fiction)|Gravity Hammer, Type-1 Energy Weapon/Sword|Energy Sword or a melee attack with any weapon. As true with all Pure forms the M7057/Defoliant Projector|Flamethrower is an excellent weapon, as do dual-wielding Paegaas Workshop Spiker|Spikers and Sentinel Beam. One good idea when dealing with Ranged Forms is to continually advance towards them, dodging their projectiles, and melee them though make sure this is only done 1 to 1, especially on higher difficulties. The Type-33 Guided Munitions Launcher|Needler is very effective when attacking at medium to medium-long range. Another tactic which works 1-1 is the Unggoy method of, "shoot enough bullets and at least ''some'' of them will hit.", which can apply to the more primitive weapons like plasma pistols.
The Type-25 Grenade Launcher|Brute Shot is a good choice for these Pure Forms as one or two grenades will, while not killing them out right (on Normal, it is possible to kill a Ranged Form with 2 well placed shots), knock them off the wall they tend to be stuck to allowing you to get close enough to kill them effectively. The Brute Shot's higher melee attack damage should kill them in one hit after knocking them off. A very helpful strategy is dropping Deployable Cover because the shield cannot be weakened or penetrated by the needles they shoot. There are many deployable covers on the levels Cortana (level)|Cortana and Floodgate for just this purpose.
Like many Flood Forms, Ranged Forms possess a small cluster of sensory appendages emitting from their "mouths". These are located at the base of the abdomen, below the rows of projectile spines. One of the simplest ways to dispatch a Ranged Form is to target this sensory cluster while it is in a dormant state. On the level Cortana, dual-wielding s are very effective due to the combined rate of fire and their weakness to Plasma. While Ranged Forms can absorb impressive volumes of damage while dormant, a few well-placed shots to the "mouth" area will kill them. It should be noted that on higher difficulties, killing a Ranged Form with the Flamethrower will sometimes result in a Spike Grenade explosion. Meleeing ranged forms is an instant kill on any difficulty. Two ways of noticing a dead ranged form, one, they tip over and two, they will always drop a spike grenade. The player also needs to take into account when stuck by a Anskum-pattern plasma grenade|plasma grenade or type-2 Antipersonnel Fragmentation Grenade|spike grenade, a ranged form may survive by mutating into another form, causing the grenade to disappear without exploding, essentially "eating" the grenade. If this does not happen, the grenade will kill it.
Ranged forms are unaffected by the Halo 3 skulls#Tough Luck|Tough Luck Skull, as they are unable to move.
Trivia When it fires its spines, the area around it glows as though it was firing a bullet weapon. Although it's not very common, it is possible to get the Stalker forms to mutate into Ranged forms as allies on the Covenant level when you team up with the Flood, they are gained as allies sometimes when the jump pack Brutes have not been killed till later. A visual example, when a Tank Form takes a hit from a Gravity Hammer, the spike platform can be seen for a few seconds when the Tank Form jumps up. This most likely an oversight due to the lack of smoothness in the animation. They make a similar screech when shooting their spikes to the noise the Stalker forms make when climbing.
Gallery
File:Floodrangedform.png|Profile view of the Flood Ranged Form. File:H3_FloodRangedForms.jpg|Ranged forms on Installation 08. File:H3 John117 RangedFlood.jpg|John-117 attacking a Ranged Form on Halo (Halo 3 level)|Halo. File:Dormant Flood Ranged.jpg|Dormant Flood ranged form.
List of appearances
''Halo 3''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
Sources
Category:Flood forms
|
File:H2A Lockdown-1.jpg|thumb|300px|The Lockdown research facility Flood research facilities are locations scattered throughout milky Way|the galaxy where the Forerunners attempted to find a cure or a solution to destroy the Flood.
Background There are various types and sizes of Flood research facilities. In accordance with the safety protocols of the Conservation Measure, these research centers were almost invariably built in remote locales.Halo 2: Anniversary, multiplayer map ''Lockdown'' description Containment Protocols were another integral part of the security in Flood research facilities.
Many Flood research facilities were built on the Halo Array|Halo installations, including the Library structures, the Cold Storage facility below Installation 05's surface, and the Lockout facility, suspended in a mountainside. One facility was built in a Threshold gas mine|gas mine in Threshold's atmosphere.Halo 2, campaign level, ''The Arbiter'' Installation 00 is known to possess Isolation|at least one Flood research facility.Halo 3, multiplayer level, ''Isolation'' Installation 07 was home to numerous Flood research centers. These facilities were originally operated by Master Builder Faber's forces and the Lifeworkers under their charge, until the Primordial and Mendicant Bias took control of operations on the Halo. To the Tudejsa|human population transplanted on the ring, these facilities were known as Palace of Pain|"Palaces of Pain" due to the brutal experiments committed within.Halo: Primordium, ''page 358''
Some facilities have their own Monitors and unique types of Sentinels, such as Line Installation 1-4, a sprawling underground complex on an unidentified moon (Sub-sector 35)|unidentified moon.Halo: Blood Line, ''Halo: Blood Line Issue 2|Issue 2'' Installation 05's Cold Storage facility also had its own type of Unidentified ancilla (Installation 05)|caretaker AI, suspended to a ceiling.Halo 3, multiplayer level, ''Cold Storage''
It can be assumed that other research facilities are still scattered throughout the galaxy, alone or on the interior of other Halo rings. Unfortunately, the research facilities were unable to find a solution, other than finding that the Flood was susceptible to starvation. Thus, the Forerunners had to fire the Halo Array in order to eradicate the Flood threat. Now, these facilities have either been destroyed, or are uninhabited by sentient life. Installation 05 experienced a breach in its Flood research facilities around 97,000 years before the Battle of Installation 05, releasing the Flood in certain areas on the ring.
Locations Installation 00
*Isolation Installation 04
*Library Installation 05
*Cold Storage
*Lockout Threshold
*Threshold gas mine|Gas mine Unidentified moon (Sub-sector 35)|Unidentified moon
*Line Installation 1-4
Installation 07
*Palace of Pain
Gallery
File:H2 Lockout.jpg|The Lockout Flood research facility File:Coldstorage1 inline.jpg|A breach in the Cold Storage facility File:Line Installation 1-4.png|Line Installation 1-4 is another example of a Flood research facility File:H2A Lockdown-3.jpg|Flood forms in stasis pods within a research facility
List of appearances
''Halo Combat Evolved''
''Halo: The Flood''
''Halo 2''
''Halo 3''
''Halo: Blood Line''
''Halo Combat Evolved Anniversary''
''Halo: Primordium''
''Halo 2: Anniversary''
''Halo: Point of Light''
Sources
Category:Forerunner installations
|
Roots,also referred to as Tentacles,Halo Wars 2 campaign level, Light the Fuse are biological "structures" used by the Flood for defending their Flood hive|hives. They attack by whipping threats to the hive with great force, easily killing infantry and heavily damaging vehicles. They are also capable of grabbing lifeforms and converting them into Flood biomass. Flood roots were encountered during a Battle of the Trove|battle on a Trove|Flood-controlled Shield World in 2531#February|February 2531, and during the Banished Second Ark Conflict#Awakening a nightmare|occupation of Installation 00 in 2559.
Gameplay File:HW2 FloodTentacle.png|thumb|250px|A Flood tentacle emerging from the ground on Installation 00.
Roots can be found as defensive structures similar to M5 Talos base turrets, protecting Flood colony|colonies. They attack by whipping enemies. Despite being similar to buildings and not moving, they are technically units as they have a Y ability which converts units to flood spores.
Flood tentacles in ''Halo Wars 2'' are offensive structures, capable of bursting out of the ground underneath their enemies' feet anywhere on the battlefield. As such, tentacles are capable of emerging and attacking friendly bases. In the mission Light the Fuse, tentacles are found protecting the ruptures that continue to let Flood loose over the course of the mission. Flood tentacles are noticeably more dangerous, with their whip attack now dealing high area-of-effect damage, similar to the attack of an Abomination. To counter this, the tentacle has a lengthy wind-up animation, and a HUD element alerts the player where the tentacle is about to strike as to give them a chance to remove their units from the danger zone.
Gallery
File:HW2_FloodTentacle_Concept_SFW.jpg|Concept art of the root for ''Halo Wars 2''. File:HW2_FloodTentacle_Slam.png|A tentacle performs its slam attack against a Banished Banished outpost. File:HW roots.jpg
List of appearances
''Halo Wars''
''Halo Wars 2''
Sources
Category:Flood
|
The Spawner is a Flood form, created specifically to fight Banished and Installation 00|Ark defenses in 2559.Halo Wars 2, ''Phoenix Logs'' - Spawner
Overview
Spawners were created to quickly venture out of the High Charity quarantine zone and spread the Flood infection to nearby refugia. During a Flood assault, Spawners sit near the back of the swarm and continuously spawn Infection forms to continue besieging an enemy force, changing forms depending on the type of enemies they are faced with.
Gameplay
Spawners serve as the Flood's rough equivalent of a troop transport carrier and - in gameplay purposes - the Flood's answer to either the UNSC's M650 Mastodon or the Banished's Eklon'Dal Workshop Wraith Invader|Wraith Invader, although they function differently than a conventional troop transport.
Spawners will take position in the Fog of War and begin spawning either Pod infector/Gameplay|Pod infectors, Flood infester form|Infesters or Seeder infectors, depending on what is effective against the units the player is using. However, Spawners are slow, and will succumb to heavy firepower when faced with a diverse array of units.
Gallery
File:HW2-Spawner.png|A spawner in the Phoenix Logs. File:HW2_Spawner_2.png|A side view of the Flood spawner.
List of appearances
''Halo Wars 2''
*''Halo Wars 2: Awakening the Nightmare''
Sources
Category:Flood forms
|
|species=Flood
|subspecies=
|diet=
|height=
|weight=
|distinctions=Small, chitinous floating organisms comprised of Flood Super Cells
|lifespan=
|homeworld=
|techlevel=
|notable-person=
|othernames=
|languages=
}}
}}
Spores are the most basic kind of infection form in the life cycle of the Flood.
Overview File:OSFM FloodSpore.png|thumb|left|Another look at a spore. Spores serve as the most basic form of Flood encountered in a given Flood outbreak|outbreak. They are comprised of Flood Super Cells (FSCs) which have encysted themselves to form a chitinous outer layer. This layer protects the cells inside, and allows the spore to float in the air and with the breeze and remain dormant in a given environment for centuries at a time. The exterior is additionally covered with bulbous growths and ragged spines, which can be crushed if grabbed. However, the shape of spores can be variable, allowing them to shape their form to accommodate their environment.
Upon contact with a suitable host, the spore becomes active and begins to consume the victim it has become attached to - regardless of it is sapient or not. Unlike their larger pod infector cousins, spores do not immediately convert their host into a Flood combat form|combat form, but instead use them to gestate the production of more FSC and spores - turning the host's biomass into a series of egg-like incubators. This process ultimately culminates with the host gestating larger infection forms inside itself, which then burst free and begin to spread the infection far and wide. This process is extremely painful, as the spores intentionally keep their victims alive while their bodies are reshapen into breeding grounds for future stages of Flood infection. Unfortunately, there is no cure once infected by a spore nor a vaccine which can prevent their infection - or any way to reverse the mutations they inflict. To date, the only known countermeasures for them are containment and incineration. In some cases, the spore itself may serve as the initial basis for an infection form to grow from.
The creation of Flood spores is a priority for the Flood, especially during the Feral Stage|feral stage of a given outbreak. Upon the establishment of an outbreak, the Flood begin to emit spores into the atmosphere to begin expediting the conversion of the local biosphere as local fauna and flora are converted and broken down. Animals and mangled corpses settled upon by spores are generally turned into static growths such as Flood blister|blisters. Overall, the presence of spores precedes the production of larger and more mobile infection forms, which in turn go on to produce the main drivers of Flood outbreak. When an outbreak reaches the later phases of the Coordinated Stage|coordinated stage, the bodies of those killed in action against the Flood are turned into massive spore towers, or "spore mountains", at the heart of the established Blightlands - which themselves begin to pump more spores into the planet's atmosphere as the Flood solidifies its victory over a given world. Spores may be weaponised by the establishment of Flood structures such as Flood launcher|launchers, which intentionally launch clouds of spores targted at enemy forces with the aim of forcing them to succumb to infection. Flood dispersal pods may also be used as a vector to launch spore packets onto a target world, especially from an infected starship in orbit - though such pods may also be generated in ground-based hives and fired with a discharge of built-up gases. Naturally-occurring meteors and comets may also be repurposed by the Flood as carriers for spore deposits - aided by the spores' natural longevity.
Once a Flood outbreak is underway, spores are naturally produced as a byproduct of the infection of other hosts. Combat forms and Flood pure form|pure forms alike gestate spores within their bodies, which are released when the Flood form is attacked or killed. The Gravemind itself produces billions of spores from its own body, though seems to be able to control their effect and grant selective immunity to potentially useful allies - such as in the case of Thel 'Vadamee, who was captured by the Gravemind and exposed to spore contact without an environment suit though was seemingly unaffected by the changes.
Gallery
File:H2 - Flood Spores.png|A Flood spore inside High Charity in ''Halo 2''. File:H3 Flood Spore.jpg|A Flood spore in ''Halo 3''. File:H2 - Flood Spore.png|Flood spores aboard High Charity. File:H2A FloodSpore CutsceneRender.jpg|A render of the Flood spore model developed by Blur Studio for the cutscenes of ''Halo 2: Anniversary''. File:H2A Render FloodSpore.png|A cutout of the untextured render.
List of appearances
''Halo 2''
''Halo Graphic Novel''
*''The Last Voyage of the Infinite Succor''
''Halo 3''
''Halo Wars''
''Halo: Evolutions''
*''The Mona Lisa''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Silentium''
''Halo 2: Anniversary''
''Halo: Shadow of Intent''
''Halo: Fractures''
*''Defender of the Storm''
''Halo Infinite: Memory Agent''
''Halo Infinite''
Sources
Category:Flood
|
__NOTOC__
File:HW Flood Stalk.png|thumb|x250px|A stalk in the infested blightlands on the outer surface of Trove. Stalks are a type of biological structure grown in areas of high Flood infestation. Their precise functions to the parasite are unknown, though they seem to consist of larger growths on which several Flood blister|blisters are grown. When disturbed, the blisters on the stalk explode and release various infection forms - predominantly Flood spore|spore clouds and pod infectors.
In-game information
Flood Stalks appear as a Flood structure in ''Halo Wars''. When destroyed, it releases a couple of groups of infection forms. Like Flood blister|Flood Eggs, stalks are benign and only act when harmed. However, unlike the eggs they do not drop when destroyed - leaving little reason to attack them.
Trivia The Halo Wars skulls#Rebel Leader|Rebel Leader skull on the ''Halo Wars'' level The Flood (level)|The Flood requires the player to kill 20 Flood Stalks.
Gallery
File:HW Floodstalk.jpg|A stalk growth on the outer hull of .
List of appearances
''Halo Wars''
Sources
Category:Flood
|
The Flood Stalker Formhttp://www.thefinalfight.com/forums/index.php?showtopic=2394 is a The Flood|Flood Flood pure form|Pure Form that specializes in stealth and agility. They will frequently mutate into either a Flood ranged form|Ranged Form or a Flood tank form|Tank Form when the need arises. Description Stalker Forms are constructed from pure Flood biomatter, calcium and scavenged bones. They have two forelimbs with bladed claws, as well as powerful hind limbs that allow the Stalker to leap great distances. They are able to crawl on walls and ceilings with ease. Stalker Forms tend to shy away from combat, and normally prefer to seek out strategic positions before mutating into one of two other Pure Forms, a Ranged or Tank Form. They lack potent offensive capabilities, and are easier to dispatch than Tank or Ranged forms.
Player Tactics Stalker forms are fairly weak, with a single blast from a Shotgun, a simple melee, a slash from an Type-1 Energy Weapon/Sword|Energy Sword, or a few bursts from an Assault Rifle capable of bringing one down. To make up for their fragility they are incredibly fast and agile, so great accuracy is needed. Any weapon will do, but grenades do it much better, because their spindly physique makes them harder to hit. Just don't do it when they jump up on the wall or come near you. Stalkers tend to attempt to rugby tackle their foes on higher difficulties, although this does not increase the damage received compared to a normal attack. When playing on higher difficulties, they have a habit of mutating when they're stuck with a plasma grenade. The grenade appears to be absorbed but does not detonate, making it useless. If you hit them with an Orgudam Workshop firebomb|Incendiary Grenade or a m7057/Defoliant Projector|flamethrower, they will instantly jump away and scream, then they will die after a few seconds of burning. The name "Stalker" is represented quite well on both Cortana (level)|Cortana and Floodgate, as they blend in quite well with the surrounding The Flood|Flood-ridden walls. It is easier to kill them at close range with the sword before they transform into the much more powerful Flood tank form|Tank Form.
Trivia Stalker forms can be killed while mutating. As a result, the corpse left behind usually takes the appearance of the Stalker and the Ranged or Tank forms merged. Occasionally, they will have a very extended appearance with strange physical properties in-game. The Stalker Forms rarely attack the player. When it does, it doesn't cause as much damage as it does not possess the skill set (strength, weapon compatibility, shooting needles) that the other The Flood|Flood forms have. Stalker Forms are more likely to mutate into one of the other Flood pure form|Pure Forms than to attack in open combat against a player. On the ''Halo 3'' level Halo (Halo 3 level)|Halo, there seems to be an endless supply of Stalker Forms travelling up the sloped shaft in the center. On The Covenant (level)|The Covenant, the allied Flood Tank Forms will sometimes mutate into Stalkers in order to attack Jump Pack Brutes. When a Brute is directly overhead, the Stalker will jump a great height in order to attack it. Though it is rarely successful, upon success, the Brute's jump pack will immediately deactivate, sending the Brute and the Stalker crashing to the ground, or down the bottomless pit. What may also be noted is Stalker Forms have a habit of destroying equipment, namely the Deployable Cover. This can be quite annoying on higher difficulties where the player must deploy equipment to survive against other Flood forms, notably Flood ranged form|Ranged forms, especially on the level Cortana (level)|Cortana.
Gallery
File:FloodSchleicher.png|A render of the Stalker. File:H3 Stalker Attack.jpg|A Stalker on the attack. File:H3_Stalker_Climb.jpg|Stalker Forms can crawl along the walls like a spider when needed. File:HTMCC Avatar StalkerForm.png|Render of the Stalker in ''Halo: The Master Chief Collection''.
List of appearances
''Halo 3''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
Sources
Category:Flood forms
|
File:Flood Super Cell.jpg|thumb|The Flood super cell in a study. The LF.Xx.3273 Flood Super Cell, often referred to using the acronym FSC, is an undifferentiated cell type that serves as the basis of all Flood biomass.Bestiarum
Biology File:Flood Cell Division.jpg|thumb|left|Flood Super Cells performing Wikipedia:Cell division|Cell division inside of a host. The Flood Super Cell is often described as ''"thinking muscle"'', and closely resembles both neurons and glial cells in terms of its physical structure. The Flood have demonstrated on numerous occasions that they have the ability to arrange these cells to mimic any organ that may be needed. In addition to this ability, the Flood Super Cell has a wide repertoire of additional abilities, which culminates in the creation of a Gravemind and a fully-developed Flood hive. In these latter stages of an outbreak, the Flood is able to spontaneously generate the FSC in its effort to alter the environment into a more suitable one for its growth.
An important capability essential to the Flood's survival is its ability to convert other life forms into more Flood cells, which can be used in a wide variety of ways. The Flood Super Cells capture and interface with the host's cells, which are quickly metabolized, broken down, analyzed, and reassembled into more Flood Cells that mirror the function of the target's cells.Art of Halo 3, ''page 26'' This process is rapid and continuous, with the end result being that the host's biomass is largely overtaken by the newly-generated Flood biomass.The Art of Halo: Creating a Virtual World, ''page 48''
When first inserted into a victim, primarily by the Pod infector|infection form, the Flood cells are in an encapsulated Flood spore|"spore" state before they become active in the victim.Halo: Combat Evolved, campaign level ''The Library''
Trivia The Flood Super Cell shows remarkable similarities to the alien life form in the 1982 film ''wikipedia:The Thing (1982 film)|The Thing''. The cells of this alien being interface with and analyze the cells of its victim, and simultaneously consume them, shaping the resulting biomass to be a perfect replica of the victim. Similar to the Flood, the alien can reconstruct the matter of the victim in any way it chooses, and is not something that can be cured, like a disease. The Flood Super Cell's ability to consume and facilitate the use of an organism as an environment for its own prosperity closely parallels the abilities of real world microorganisms, specifically those of the wikipedia:agrobacterium|Agrobacterium genus. This genus of bacteria utilizes wikipedia:Horizontal gene transfer|horizontal gene transfer, to insert harmful DNA into target plants, generating tumors that create an environment in which the bacteria can thrive.
List of appearances
''Iris''
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo Wars 2''
*Awakening the Nightmare| Awakening the Nightmare DLC
''Halo Infinite''
*''Season 04: Infection''
Sources
Category:Flood
|
File:H4-Floodsurvivor.png|right|100px Flood Survivor is a ''Halo 4'' multiplayer medal exclusive to the Flood (gametype)|Flood gametype. It is awarded for killing at least six Flood in a row without dying.
Sources
Category:Halo 4 multiplayer medals
|
|species=Flood combat form|Combat form
|attacks=Fires barb-like projectiles at enemies.
|notable=
}}
The swarm form is a variety of airborne The Flood|Flood Flood combat form|combat form. Created via infection of predatory avian creatures, these forms are generally seen travelling and attacking in groups. Numerous swarm forms were encountered on the Forerunner shield world of Trove during Battle of Trove|a conflict in early 2531.
Overview
The swarm form is an airborne Flood Flood combat form|combat form that possess a hunched body, two bony wings, a gaping mouth, two black eyes, and a pair of elongated trailing limbs. Its mouth is full of teeth and its limbs end in razor-sharp talons. Despite their large size, swarm forms are surprisingly swift.
The swarm forms found on Trove were created through the infection of large, predatory avian creatures that possessed adequate calcium reserves and resilient neurosystems.
As their name implies, swarm forms generally move in groups, launching highly sophisticated attacks in coordination with others of its kind. In addition to their sharp talons and teeth that can be used to rend prey into pieces, swarm forms can launch infectious barbed projectiles at enemies, much like the Flood ranged form.
History During the Battle of Trove in 2531, the crew of the and Covenant forces encountered numerous flocks of swarm forms.
Gallery
File:HW FloodSwarmForm 1.png|A swarm form. File:HW FloodSwarmForm 2.png|Top down view of the swarm form's wings. File:HW_FloodSwarm_Render.jpg|An early iteration of the Flood swarm model. File:HW Flood Swarm.png|A swarm on Trove.
List of appearances
''Halo Wars''
Sources
Category:Flood
|
File:H2A Tadpole.png|thumb|150px|One of the forms floating ominously in containment tank.
The "tadpole" is a Flood organism encountered by a Covenant Covenant Special Operations|special operations team in the Forerunner threshold gas mine|gas mine in the atmosphere of Threshold. They were sealed in a tank of liquid in the research area of the facility.Halo 2, campaign level ''The Oracle'' The form is somewhat similar in appearance to the Pod infector, albeit smaller and slightly different in shape; true to its nickname, it has been implied that they are an earlier stage in the Pod infector's development.
History
The ancient Forerunners held "tadpoles" in containment facilities. 343 Guilty Spark notably flew by one on Installation 04.
During the great war, Special Operations Commander Rtas 'Vadumee and his Covenant Special Operations task force stumbled across dozens of "tadpoles" swimming in a tank inside the Threshold gas mine, reminding him of a Flood|stench he had smelled before.
Production notes The forms have never been given a formal name in any official source. Bungie level environment artist David Dunn used the descriptor "tadpole" to refer to them, and during the development of ''Halo 2'', they were affectionately known as "Flood sea monkeys". This nickname was carried over to the ''Halo 2'' game files, in which the creature's model and texture are identified with the designator "flood_cmonkey".Halo 2 game files During the game's development, Vic DeLeon "broke" the forms, making them float all around the room.
Gallery
File:H2-FloodTadpoleSide1.png|Side view of a Flood tadpole. File:H2-FloodTadpoleSide2.png|Alternate side view of one of the forms. File:H2-FloodTadpole3.jpg|Close-up view of three Flood tadpoles in a tank. File:Dormant flood.jpg|A flock of the forms float in a containment tank. File:H2A Tadpole3.png|A flock of the forms float in a containment tank in Halo 2: Anniversary. File:H2A Tadpole2.png|Back view of one of the forms in Halo 2: Anniversary File:HaloFloodSpore.jpg|A Flood tadpole in containment on Installation 04.
List of appearances
''Halo 2''
''Halo 2: Anniversary''
''Halo: Combat Evolved Anniversary'' ''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
Sources
Category:Flood
|
The Flood tank form is a type of Flood Flood pure form|pure form.
Description Flood tank forms are not unlike the similar Flood thrasher form|thrasher forms, Battle of the Trove|encountered on Trove. Unlike the thrashers (and all other combat forms), the tank form does not consist of a host controlled by a pod infector, but is instead a type of Flood pure form. Like all pure forms, the tank form is composed of raw Flood biomass, created only when an outbreak reaches the Coordinated Stage. The Flood pure form is capable of mutating whenever it chooses to match the situation at hand, resulting in the tank form being created when under heavy fire.
When a Flood stalker form|stalker form is cornered or confronted with well-armed opponents, it will often undergo a rapid transformation into a tank form to better defend itself. Most of the stalker's body mass shifts to the frontal body section, forming a muscular torso. The rear limbs are augmented with muscle to serve as legs, while the forelimbs become bulkier and rapidly extrude bone structures to form blade or club-like appendages. In this state, the tank form is more resistant to conventional weaponry and possesses more devastating melee capabilities, but moves at a far slower pace.
Tank forms are quite slow in comparison to Flood combat form|combat forms, but they make up for it with relative resilience and devastating melee attacks. They can run on all fours for a short period, allowing a short burst of speed to overtake a target. Tank Forms can spew a torrent of Infection Forms from their 'mouth' as a form of short ranged attack, or in order to infect nearby corpses.
On rare occasions, a Tank Form will mutate directly to/from a Flood ranged form|ranged form.
History Flood tank forms saw use in the Forerunner-Flood war.''Halo: Combat Evolved Anniversary'', Terminal (Halo: Combat Evolved Anniversary)|Terminals Following the Great Purification|firing of the Halo Array, Flood tank forms were held aboard Halos Installation 04 and Installation 05''Halo 3'', multiplayer level Cold Storage for research and testing. In 2552, many tank forms were able to Outbreak at the Containment Facility|break containment on Installation 04, and were let loose onto the ring. Several found their way to the ice canyons surrounding the ring's Control Room (Installation 04)|control room, where they were engaged the Covenant and the ODSTs of Fireteam Raven. One tank form was almost able to kill the team, before it was killed by John-117.''Halo: Fireteam Raven'', campaign level Ice Canyon The fireteam continued to engage tank forms across the ring, before its eventual destruction.''Halo: Fireteam Raven'', campaign level Raven Down''Halo: Fireteam Raven'', campaign level Last Stand (Halo: Fireteam Raven level)|Last Stand
Following the large Flood Battle of Installation 05|outbreak on Installation 05 and subsequent Fall of High Charity, the Flood had billions of beings' worth of mass with which to create an army. They began creating massive amounts of new pure forms, including tank forms. Many were encountered by UNSC forces during the Battle of Voi, carried by the ''Indulgence of Conviction''.''Halo 3'', campaign level Floodgate Later on, tank forms were used by the Gravemind as puppets through which to speak to John-117 and Thel 'Vadam to secure a temporary truce to kill the Prophet of Truth and prevent the firing of the rings. These tank forms assisted the human and Sangheili warriors, guiding them through the loyalist Jiralhanae before turning on them once the crisis was averted.''Halo 3'', campaign level The Covenant Many Flood tank forms resided within the remains of High Charity following its crash on Installation 00 and attempted to stop John-117 in his Raid on High Charity|mission to rescue Cortana,''Halo 3'', campaign level Cortana (level)|Cortana before later being dropped onto the newly-constructed Installation 08 to to stop the attempted firing of that ring.''Halo 3'', campaign level Halo (Halo 3 level)|Halo
Gameplay When shot, the Tank Forms usually cover their faces (which are usually their weak spots) with the bony plates on their arms. Try to avoid shooting the plates as they don't take any damage. Tank Forms are usually very slow except for the moments where they charge. Try to flank them, but do not move away too much as it may transform into a Ranged Form or Stalker Form to chase after you or to shoot from a distance. They are very resilient to most firearms, although plasma seems to affect them more than normal ballistic weaponry. Melee weapons like the Energy Sword and the Gravity hammer (fiction)|gravity hammer and most power weapons work very well against them. There is an easy way to kill a Tank Form other than using an Energy Sword. If you just melee him in between the two tentacles on his head he will die instantly, although it can be hard to hit it in the kill spot if it's swinging its arms and moving around. One direct hit from M7057 Defoliant Projector|Flamethrower is sufficient to kill it. Igniting it on fire with Incendiary Grenade also can kill him almost instantly.
Production notes
The Flood Juggernaut, a The Flood|Flood Form cut from ''Halo 2'', was an early concept of the ''Halo 3'' Pure Form. The Sharquoi, another deleted species from Halo 2, may have served as the inspiration for the Tank form. This is further proven by a piece of concept art in The Art of Halo 3 that appears to be three Flood Juggernauts engaging several UNSC Marine Corps|Marines and the John-117|Master Chief in combat. The design of the Tank Form is reminiscent of the (or "Hulk") enemies from Marathon, one of Bungie's earliest games. When a Tank Form takes a hit from a Gravity Hammer, the spike platform can be seen for a few seconds when the Tank Form jumps up.
Gallery
File:H3 Flood Tank Form profile.jpg|Profile of the Tank form in ''Halo 3''
File:BestiarumFlood.jpg|Tank Form in the ''Halo 3'' Bestiarum. File:Flood Tank Pure Form on Earth.jpg|An image of a Flood Tank Pure Form in Voi. File:H3_FloodTank_Installation08.jpg|A Tank Form on the exterior of the Control Room of Installation 08. File:HTMCC Avatar TankForm.png|The Tank Form Avatars|Avatar in ''Halo: The Master Chief Collection''. File:HTMCC-ODST-Tankform.jpg|An ODST fighting a tank form in the ''Halo: The Master Chief Collection'' version of ''Halo 3: ODST''. File:Anniversary, tankform.jpg|A tank form in ''Halo: Combat Evolved Anniversary'''s Terminal (Halo: Combat Evolved Anniversary)|terminals. File:HW2_FloodTankForm_Concept.jpg|Concept art for ''Halo Wars 2'' depicting a tank form. File:HFR Flood Ice level.png|Flood tank forms on Installation 04 in ''Halo: Fireteam Raven''. File:HFR_Ramos_Render_Flood.png|Victor Ramos fighting a Tank Form.
List of appearances
''Halo 3''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Fireteam Raven''
Sources
Category:Flood forms
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The best way to take a Tank Form down is by simply shooting it in its head or mouth before it can spit Pod infector|Infection Forms, though once hit it will often cover with one arm for protection. If you hit its mouth with a projectile weapon (ex. Battle Rifle) it will count the shot as a head shot. All Flood combat form|Flood Combat Forms have this supposed "head mouth". If you want to kill it with one hit, since normal melee attacks usually take more than one, use the Type-1 Energy Weapon/Sword|Energy Sword or Gravity hammer (fiction)|Gravity Hammer. Or just throw a grenade that can stick to it, like a Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade, Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Fire Bomb Grenade, or Anskum-pattern plasma grenade|Plasma Grenade and it will kill it instantly, or you can just simply melee it with a Type-25 Grenade Launcher|Brute Shot. A melee attack with a Paegaas Workshop Spiker|Brute Spiker also seems to be effective although it may require more than one strike.
They are extremely tough, they are the Flood's equivalent of a Mgalekgolo|Hunter, and attacks that destroy normal Combat forms with one hit deal far less damage to a Tank Form. They are able to take multiple hits from the Gravity Hammer (only takes one hit if a player hits it directly between the two tentacles hanging from its face) and the Shotgun, though the Type-1 Energy Weapon/Sword|Energy Sword seems to make shorter work of them, as will a melee attack in the mouth, usually killing them in one slice. If you shoot it and it crouches, posing as if it were dead, it will come back up when you are close, this rarely happens but make sure it is dead.
Since they are very slow and unable to rush the player, the M7057/Defoliant Projector|Flamethrower, or Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Firebombs are a simple, ranged, one-hit option attack against the Tank Forms, though rare. Beware, they can move on all fours, increasing their movement speed drastically. Type-25 Grenade Launcher|Brute Shots are also extremely effective against them because the melee attack with the Type-25 Grenade Launcher|Brute Shot is an instant kill against them on all difficulties except Legendary, which takes one shot with one melee. Anskum-pattern plasma grenade|Plasma Grenades, are also very effective, but only if they are placed near the head area. A pair of Shotgun blasts to a Tank Form's head is sufficient to put it down on Normal difficulty.
There is a more unconventional method of jumping onto one's head and either meleeing them or using a powerful weapon, as they are unable to attack above them.
When you see a Tank form you must remember these hints:
Use a headshot capable weapon, like the Carbine or the Battle rifle|Battle Rifle but not the Sniper rifle|Sniper Rifle, because they have only 4 shots per cartridge, and aim at the mouth.
Treat a Tank form like a Mgalekgolo|Hunter with no ranged weaponry.
Melee them with a Type-25 Grenade Launcher|Brute Shot, for even on Legendary it only takes two melees.
Use known anti-flood weapons, like the Type-1 Energy Weapon/Sword|Energy Sword, the Type-25 Grenade Launcher|Brute Shot, M7057/Defoliant Projector|Flamethrower, and the Jiralhanae|Brute Gravity hammer (fiction)|Gravity Hammer. However, avoid using the Shotgun frequently against Tank forms as they are resistant to these.
A single melee hit will kill you on legendary and heroic. It is always best to keep as much distance as possible between you and it.
Remember that this form will chase you. Do not allow them to get close to you.
Grenades such as the Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade, Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Fire Bomb Grenade, and Anskum-pattern plasma grenade|Plasma Grenade are effective if stuck near the mouth, and it's a sure fire kill. Bear in mind that the Type-2 Antipersonnel Fragmentation Grenade|Spike Grenades can also be effective if they land directly below Tank Form as the spikes could kill it.
Category:Gameplay guides
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The thrasher form is a variety of Flood Flood combat form|combat form. Created through the infection of large, non-sapient animals, these forms are used as simple weapons assigned to the defense of a Flood Flood hive|hive. Several thrasher forms were encountered during Battle of Trove|a battle on the Forerunner shield world of Trove in early 2531.
Overview
The thrasher form is a hulking Flood combat form|combat form with a slight resemblance to Earth's primates. Their distorted bodies include whip-like barbed tentacles and their mouths are filled with sharp teeth. The thrasher's front limbs are massive and strong and they bear a vague resemblance to to Flood tank form|some Flood pure form|pure forms.
Those encountered on Trove were created via the infection of creatures native to the shield world. The orignal host appears to have had leathery grey skin, though the Flood conversion has caused this skin to be interspersed with growths.
While the Flood prefers to exploit sapient hosts due to their versatility, some non-sapient animals with sufficient neuro-complexity can utilized as combat forms during the early stages of a Flood outbreak. The thrasher form is one such combat form. Due to their limited intellects, thrashers are used as simple weapons of destruction and are employed primarily to eradicate any threats to an established Flood hive.
In combat, the thrasher form attacks its opponents by ramming itself into the target and slashing with its powerful front limbs. The thrasher uses its toothed mouth to gorge on the flesh of those it kills, further fueling its rampage.
History Thrasher forms were present on the outer surface of the Trove in 2531, as part of the Flood infestation on the shield world. During the Battle of the Trove|battle between the forces of the and Covenant, Thrashers would form a part of the Flood outbreak attacking both sides, in which they would target armored vehicles such as M808B Scorpions. With the shield world's destruction, it is likely that all thrasher forms were destroyed.
Gameplay Thrasher forms are a Flood unit in ''Halo Wars''. They are the primary anti-vehicle unit available for the Flood, and are capable of doing great melee damage to tanks and other ground units.
Gallery
File:FLOOD Thrasher.jpg|Development concept art of the Flood thrasher form. HW2 ATN InfectedBanishedOutpost.jpg|''Halo Wars 2: Halo Wars 2: Awakening the Nightmare|Awakening the Nightmare'' concept art featuring a thrasher form. File:FloodThrasher 3.png|The Flood thrasher form. File:FloodThrasher 2.png|Side profile of the thrasher form. File:HW Thrasher.jpg|Flood thrasher form in-game. File:HW_Thrashersideangle.jpg|In-game side angle of the Flood thrasher form. File:HW Thrashergroup.jpg|A group of thrasher forms. File:HW thrashersrunning2.jpg|A group of four thrashers running into combat. File:HW runningthrashers1.jpg|A group of three thrasher forms from above.
List of appearances
''Halo Wars''
Sources
Category:Flood forms
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File:HW-Flood vent.jpg|thumb|350px|A Flood vent within Trove. The Flood vent is a Flood-infested Forerunner structure that gestates various airborne Flood forms. They are characterised by Flood tentacles and Flood blister|blisters occupying an artificial chasm. Such structures are only known to have been found during Battle of the Trove|the battle on Trove in 2531#February|2531.Halo Wars, campaign level ''Beachhead (Halo Wars level)|Beachhead''
Gameplay The Flood vent is a Flood-affiliated building that appears exclusively in the ''Halo Wars'' campaign level ''Beachhead (Halo Wars level)|Beachhead''. There are four Flood vents in the level, each occupying a corner of the map. Like the Flood colony, the Flood vent cannot be destroyed, but only reduced to a dormant status, from which it will soon recover. When active, the structure regularly produces Pod infector|infection forms, Flood swarm|swarms, and Flood bomber form|bomber forms.
Gallery
File:HW EscapePortal Concept.jpg|A collection of reference concepts for the level Escape (Halo Wars level)|Escape, featuring concept art for the Flood vent in the top-left.
List of appearances
''Halo Wars''
Sources
Category:Flood
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File:H4-Floodvictory.png|right|100px Flood Victory is a ''Halo 4'' multiplayer medal exclusive to the Flood (gametype)|Flood gametype. It is awarded for contributing to the infection of all Spartans in a round.
Sources
Category:Halo 4 multiplayer medals
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Flood is an achievement in ''Halo: The Master Chief Collection''. It is awarded for activating the fourth ''Halo 4'' Terminal (Halo 4)|Terminal on Reclaimer (level)|Reclaimer. The achievement is worth 5 Gamerscore and can be unlocked on any difficulty.
Location After the Librarian cutscene, exit the Librarian's chamber but instead of heading straight for the elevator, take a detour down the corridor on the right. The Terminal should be in plain view.
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Flood may refer to the following:
Flood - A species of highly virulent parasitic organisms that reproduce and grow by consuming sentient lifeforms of sufficient biomass and cognitive capability.
Real world Flood (gametype) - The ''Halo 4'' multiplayer gametype, successor of the popular Infection gametype. Halo: The Flood - The novelization of ''Halo: Combat Evolved'' by William C. Dietz. The Flood (level) - The ninth campaign level of ''Halo Wars''.
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File:H4-MP-Flood-Complex.jpg|thumb|300px|Spartan players appearing as Flood combat forms. Flood is a War Games gametype in ''Halo 4''.Official Xbox Magazine ,''October 2012'' It is the successor to Infection gametype.
Description Flood's core gameplay is identical to Infection's core gameplay: players are split into a Survivor team and a Flood team, and survivors must avoid being killed and converted to the Flood team. The principal difference between Flood and Infection is the addition of a new player model for the Flood: an infected Spartan's body was stripped of its hard armor plating and covered in a Flood carapace. Altered settings also gave Flood players a special armor effect that trailed behind them and a first-person screen effect that distorted their vision.
Flood players did not spawn with weapons and couldn't pick any weapons up; they attacked using a fleshy claw that behaved similarly to the Energy Swords used in Infection. Flood players were also incapable of sprinting.
Flood's default settings dictated that two players would start on the Flood team, and rounds would last for three minutes. Unlike Infection in ''Halo: Reach'', infected Spartans in ''Halo 4'' are equipped with energy shields, making it harder to kill them with headshots. Survivors would spawn with M45D Tactical Shotgun#M45D Tactical Shotgun|shotguns and M6H Personal Defense Weapon System|magnums, and both teams had three loadouts to pick from, each of which offered a different armor ability.
A new public variant called Hivemind was added on July 1, 2013. In Hivemind, Spartans appeared in their chosen colors, instead of the default green. Survivors start with Assault Rifles and Magnums, and are able to pick up other weapons around the map, including Shotguns. It takes two hits from a Flood to kill a survivor. Neither side has Armor Abilities.
Notably, several Custom Game options were missing from Flood. Flood Player Traits specifically omitted the options for starting weapons and weapon pickup, even though there were no technical limitations preventing the Flood character model from using weapons. Flood Loadouts were no longer visible in-game as they still relied on the Elite Loadouts options, which were totally removed from the Custom Games user interface. Both the survivors and the Flood had forced colors (green and grey, respectively) which could not be changed, as the Forced Color option was totally removed from the Custom Games user interface. The option to control players' access to sprint was never made available in the Custom Games user interface. The "Weapons on Map" setting was also hidden from the user interface but retained within the game, and it was forced to "off" for Flood. As such, until Hivemind launched, it was impossible to have a Flood variant with weapons on the map, and even after Hivemind launched, it was impossible to configure any of the weapons or equipment used by Flood players, and it was impossible to fully configure or balance Flood movement settings. The Safe Havens settings introduced in Reach were also removed and were never re-implemented.
Medals The gametype features exclusive medals that can only be earned by playing this particular game mode. Flood Conversion Medal|Flood Conversion - Convert a Spartan to the Flood. Alpha Conversion Medal|Alpha Conversion - Convert a Spartan to the Flood as an Alpha. Infector Medal|Infector - Kill 2 Spartans in a row as a Flood without dying. Carrier Medal|Carrier - Kill 3 Spartans in a row as a Flood without dying. Juggernaut Medal|Juggernaut - Kill 4 Spartans in a row as a Flood without dying. Gravemind Medal|Gravemind - Kill All Spartans in a row as a Flood without dying. Flood Kill Medal|Flood Kill - Kill a Flood. Flood Kill Assist Medal|Flood Kill Assist - Assist killing a Flood. Flood Hunter Medal|Flood Hunter - Kill 4 Flood in a row as a Spartan without dying. Flood Survivor Medal|Flood Survivor - Kill 6 Flood in a row as a Spartan without dying. Flood Exterminator Medal|Flood Exterminator - Kill 10 Flood in a row as a Spartan without dying. Last Man Standing Medal|Last Man Standing - Be the last Spartan survivor. Final Conversion Medal|Final Conversion - Kill the last remaining Spartan. Flood Victory Medal|Flood Victory - Contribute to the Flood total conversion of all Spartans. Ancient One Medal|Ancient One - Survive the entire round as a Flood and convert at least one Spartan. Clever Medal|Clever - Survive the entire round as a Spartan.
Trivia Flood had a networking glitch in which a Flood player would sometimes appear without Flood traits. For example, they would retain their chosen armor color instead of having a forced color fitting either team. Flood had a scripting mistake that caused Alpha Flood to revert to standard Flood after their first death. This was never fixed. Flood retained the ''Reach''-era Infection glitch that affected game variants with limited lives. When playing as the Flood, the most viable strategy is to pick Thruster Pack, launch oneself at survivors at high speed, and use a melee lunge to divebomb directly at them and kill them. This strategy was the most effective means of killing survivors entrenched in imbalanced map locations. When playing as a survivor, Active Camo was the best loadout to use. Flood players could not perform melee lunges against survivors with Camo active, rendering the most viable Flood strategy totally worthless.
Gallery
File:H4-FloodCombatForm-Spartan.png|Detail view of the Spartan Flood Combat Form. File:Flood 1 (gametype).jpg|A Flood players prepares to engage a Spartan player. File:Flood 2 (gametype).jpg|Three survivors converge on a Flood player. File:Flood 3 (gametype).jpg|Two Flood players converge on a Spartan survivor. File:Hivemind Gameplay.jpg|A survivor kills a Flood in a game of Hivemind. File:Halo 4 Flood concept art 2.jpg|Reference sheet of a Flood-infected SPARTAN-IV. File:H4 Flood Claw.jpg|Render of the SPARTAN-IV combat forms' claw. File:Halo 4 Flood concept art 1.jpg|Concept of an infected Spartan. File:Halo 4 Flood 3d concept.jpg|A concept from another view. File:Halo 4 Flood concept Art 3.jpg|Early sketch for the combat form. File:Halo 4 Flood Concept Art 7.jpg|Sketch of the combat form's full body. File:Halo 4 Flood Concept Art 6.jpg|Concept of the creature's head. File:Halo 4 Flood concept art 4.jpg|Various sketches of the head. File:Halo 4 Flood Concept art 5.jpg|Different iterations of the head. File:Halo 4 Flood claw Concept Art 1.jpg|Concepts of the Flood's claw. File:Halo 4 Flood claw Concept Art 2.jpg|Various concepts for the claw.
Sources
Category:Multiplayer gametypes Category:Halo 4 gametypes
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The Flood, designated as LF.Xx.3273 Flood Super Cell|LF.Xx.3273 by the Forerunners (Latin ''Inferi redivivus'Bestiarum'' meaning "the dead reincarnated") and referred to as the Parasite and the infection by the Covenant, is a species of highly virulent parasitic organisms that reproduce and grow by consuming sentience|sentient lifeforms of sufficient biomass and cognitive capability. The Flood was responsible for consuming most of the sentient lifeforms in the galaxy - including the vast majority of Forerunners - during the Forerunner-Flood war in ancient past, prompting the Great Purification|activation of the galaxy-sterilizing Halo Array in 97,445 BCE.
Originating as a corrupted form of the galaxy's most ancient custodians (the Precursors) the Flood reproduces and spreads by infecting other organisms, hijacking their bodies and nervous systems in order to transform them into one of many specialized forms. Through infecting sentient lifeforms, the Flood assimilates their memories and intelligence, and the species becomes collectively more intelligent as a result. Because of their frighteningly rapid growth rate, as long as enough hosts of sufficient biomass and intelligence are available, the Flood is effectively unstoppable.
All Flood forms share a single consciousness, which becomes progressively more intelligent and sophisticated with every sentient host that is assimilated. When enough hosts have been infected, the Flood consciousness becomes a Gravemind - a self-aware, highly intelligent entity that strategically commands all Flood forms in an outbreak. Due to this group consciousness, the Flood as a whole is more accurately described as a single, Technological Achievement Tiers#Tier 0: Transsentient|transsentient superorganism rather than a collection of individuals directed by one or more controlling beings. In the absence of a Gravemind, the Flood possesses only basic coordination; they are incapable of forming complex strategies, and focus solely on attacking and infecting nearby sentient organisms. This stage of a Flood outbreak is known as the Feral Stage. At this stage, the Flood seek to create an assembly of biomass, calcium, and nervous system reserves, which leads to the creation of a Flood hive and the beginnings of a proto-Gravemind. The nature of the Flood's collective consciousness is similar to that of a hive mind, the Flood act as a unified entity, with no individuality that is inherent to other species; each vessel of the Flood works tirelessly to aid in the propagation of their species.
The Flood presents a highly variable and unconventional threat in combat, as it can infect and mutate dead or captured opponents into a myriad of deadly forms, effectively growing stronger as it weakens enemy forces. They are widely considered to be the greatest threat to the existence of life (or, more accurately, biodiversity) in the Milky Way|Milky Way galaxy.
History
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Over 10,000,000 BCE|ten million years before present day, a civilization of supremely advanced beings known as the Precursors thrived in the cosmos. Having assumed the Mantle - the responsibility for the guardianship of all life in the galaxy - they seeded numerous worlds with life, bringing forth a wide range of Sentience|sentient species across the galaxy. Under their guardianship, numerous intelligent species developed and flourished, including the Forerunners and humanity. The Precursors would eventually choose humanity to be the rightful successors to their Mantle, while judging the Forerunners unworthy. Refusing to accept their creators' judgment, the Forerunners staged a Forerunner-Precursor war|massive rebellion against the Precursors.
The ensuing conflict ended with the Forerunners successfully wiping out all but a few Precursors. The few Precursors that escaped from (or were spared by) the Forerunners either went into suspended animation or transmuted themselves into dust that would regenerate into their past forms at a later time. However, over time the dust became defective, creating sickness, disease and biological mutations in other organisms that came into contact with it. With this new form the earliest stage of the Flood the Precursors vowed that none of their creations would rise against them again. A significantly mutated Precursor, one that would later be known as the last surviving one of its kind, was sealed in a Precursor stasis capsule and placed in a small, ravaged planetoid at the galaxy's edge around 9,000,000 BCE. This being, later known as the Primordial, would eventually reveal the nature of the Flood to those willing to know the truth.
Antecedents The Flood, as it is known in modern times, first appeared in the galaxy some time prior to 107,445 BCE, after Ancient humanity|ancient humans came into contact with the Precursor dust. This fine, desiccated powder had been stored in millions of glass cylinders placed aboard automated starships, bound toward the margins of the Milky Way galaxy from the direction of the Path Kethona|Large Magellanic Cloud. Forthencho came to believe that the Primordial, despite its hibernating state at the time, may have been responsible for remotely triggering the movement of these ships. However, over a span of ten million years, the substance had slowly deteriorated, along with the ships themselves failing.
The crashed remains of these ships were discovered by ancient humans on both inhabited and deserted worlds near the border of intergalactic space, a region of the galaxy to which humans expanded early on in their history. Inside the ships, humanity found the capsules filled with powder, which their tests told them consisted of inert, short-chain organic molecules of unknown purpose. Humanity studied the material and deemed it to be harmless, but noted that it had psychotropic effects on lower animals. Small dosages were Drugs|administered to Pheru, popular domestic animals among humans and San'Shyuum, which resulted in more docile behavior. Unbeknownst to the humans or San'Shyuum at the time, the powder was altering the genetic code of the Pheru, manifesting as improved behavior while slowly changing other aspects of their genome.
Emergence After the humans had exposed the Pheru to the powder for several centuries, more disturbing changes appeared. Pheru treated with the powder began exhibiting furry growths and fleshy protrusions, which other Pheru were compelled to consume. Shortly afterward, the Pheru began suffering widespread abortions and genetic deformities, and many were euthanized or released into the wild. Soon afterward, the humans and San'Shyuum who had been in the presence of the altered Pheru began to exhibit some symptoms of the powder-induced "disease". Affected on a psychological level by the strange illness, infected victims began to consume the sick Pheru, and anything they touched became infected while parts of themselves that were discarded, such as tissue and limbs, also became vectors for the disease. The afflicted then moved on to cannibalism and sacrifice of the infected, inducing a sacrificial individual to grow to prodigious size and then forcing uninfected individuals to consume them while they were still alive. During this time, the infection passed from human to San'Shyuum and human to human, but rarely San'Shyuum to human. The infected humans and San'Shyuum proceeded to spread the disease into other systems, which furthered the scope of the Flood outbreak.
At this point, the Flood infestation, which had previously been predominantly a mind and behavior-altering affliction with only relatively minor physical changes, began to reshape its victims into a variety of forms designed to gather victims, engage in combat, and to rapidly consume useful biomass and other resources.
Spread and withdrawal The infection quickly spread through both human and Forerunner space. Attempts to quarantine infected worlds and systems failed, leading to the Flood soon infecting hundreds of worlds in fifteen systems. In an effort to halt the Flood's continuing spread, human fleets began destroying Flood-infested Forerunner ships and cleansing Forerunner planets where Flood infestations were detected. Forthencho, the commander of the human fleets, chose not to warn the Forerunners in advance of these actions to prevent giving the Flood time to expand. In turn, many Forerunners believed that the Flood was a fiction meant to hide humanity's expansionist aims. Ultimately, the Forerunners interpreted humanity's tactics as acts of aggression, leading to the Human-Forerunner wars.
With humanity severely weakened from the Flood infection and now fighting a two-front war, the Forerunners were surprised at the ease of their earliest victories against the humans. However, apparently without warning, the Flood began to retreat from its assault on humans. Forerunner ships found healthy human worlds within sectors of Flood infestation, leading Forerunners to conclude that humanity had developed a natural resistance, immunity or cure to Flood infection. However, no immunity or cure to the Flood existed; the Flood had chosen to stop infecting humans. The Ur-Didact|Didact later speculated that the Flood's intent was to prevent humanity's extinction at the hands of the Forerunners by making it appear as if humans held a solution to Flood infection.
At this time, the Forerunners also first came into contact with the Flood. The parasite devastated many of their fleets, before its deliberate recession from the galaxy tipped the scales in the Forerunners' favor, allowing them to sterilize any Flood infestation they came across in several thousands of worlds across the galactic border. While recognizing the legitimate concern of a Flood resurgence in the future, the Forerunners had difficulty extracting any intact specimens of the parasite for study; approaching the threat with appropriate caution, the Warrior-Servants directly cauterized any active infestations they encountered. From the scattered remains recovered for analysis, the Forerunners discovered that AIs that had been in contact with the Flood had been corrupted beyond repair by what the Forerunners would come to know as the logic plague, essentially the data equivalent to Flood infection. No fully intact specimen of the Flood could be found among the Pheru, humans, or San'Shyuum, as they had methodically destroyed any sign of infection, including all the original carrier vessels that they had discovered. Any remaining Flood were believed to have fled the galaxy aboard infected ships, and the Flood was not seen again for nearly ten thousand years.
While they managed to regain some of their strength once the Flood began to recede, humanity still stood against the Forerunners in the later stages of the conflict. Their campaign against the Flood had worn their resources thin, while the Forerunners led by the Ur-Didact|Didact had managed to entrench their forces in advantageous positions which proved too powerful for humans to hold against. System by system, the humans fell back to their capital, Charum Hakkor, where they were finally defeated. After losing the conflict, the Forerunners devolved humanity and exiled them to Earth|their homeworld while erasing all signs of human achievement from the galaxy.
Due to the lack of evidence, most Forerunners were unaware of the existence or of the true nature of the Flood, and many dismissed it as a simple excuse for humanity's aggressive expansion before and during the initial arrival of the Flood. However, several high-ranking Forerunners were fully informed of the threat, and in secret began developing countermeasures should the Flood ever return. This became the source of a major political strife, with the Builders proposing the construction of an array of superweapons - Halo Array|Halos - while the Warrior-Servants led by the Ur-Didact|Didact championed a more conventional strategy of carrying out precision military campaigns from planet-sized fortresses known as shield worlds. The Didact eventually lost to the Builders and the entire Warrior-Servant rate was marginalized, with their fleets and forces disbanded or forced to submit under Builder control. This proved to have been a grave mistake, as the Forerunners found themselves ill-prepared to fight off the Flood after the parasite returned to the galaxy.
Realizing that the Flood stood a significant chance of wiping out all sentient life and the prospect of using the Halos to stop them, the Lifeworker race of the Forerunners began a "Conservation Measure", researching the Flood while cataloging and preserving the galaxy's species aboard a number of facilities related to the Halo Array, mainly an extragalactic installation known as greater Ark|the Ark.
File:Anniversary, The Flood.jpg|thumb|300px|A Flood-infested Forerunner city, moments before the Halo Array's activation.
The Flood reappeared as a viable threat in the galaxy when they were first encountered by the Forerunners on the planet Seaward. Initially, the Forerunners severely underestimated the potential threat that this parasitic lifeform posed, and used tactics more suited to disease control than actual warfare. By the time the infection had begun to spread, the Flood had become a much deadlier and more intelligent foe. While at first the Flood had demonstrated a lack of even rudimentary strategic ability, the parasite quickly began to amass biomass and create Graveminds, Flood forms that embodied a collective intelligence for the Flood species, and that could coordinate the Flood swarms in attacks against the Forerunner fleets using all Flood forms within the vast range of their seemingly telepathic control.
A common tactic used by the Flood was to use huge numbers of unarmed civilian vessels to penetrate planetary defense groups, bypassing the Forerunners' orbital Forerunner fleet|fleets, and infesting the planet and its populace below. The sheer numbers of Flood forms on the planets overwhelmed Forerunner ground forces. Billions of forms were dedicated to planetary assaults, and every member of the Forerunner population was a potential Flood host. These tactics were demonstrated in the Flood's attacks on numerous worlds, including LP 656-38 e and DM-3-1123b. In desperation, the Forerunner armada was ordered to commence full orbital bombardment|planetary bombardment on infested worlds, although at a great cost - many Forerunners were unable to be evacuated before the bombardment commenced, leaving the Forerunner military with shallow victories against the Flood. In events where the naval garrisons were unable to commence bombardment, major Forerunner population centers were seen to activate localized weapons of mass destruction, effectively committing mass suicide, but stopping the growing infestation.
Thereafter, the Forerunners realized that conventional naval tactics were unable to stem the growing tide of the Flood, and decided to pin their hopes of defeating the Flood on more extreme measures. While the Forerunners initially deployed robotic Sentinel drones to fight against and contain the Flood, almost immediately afterwards, the Forerunner Fleet Command contemplated "Premature stellar collapse": using naval battle groups to send stars into supernovae that would engulf their planetary systems and prevent any possibility of Flood infection and destroy all Flood present in the system. As a further setback to the Forerunners, an extended dialog with the Primordial provoked Mendicant Bias, the Contender-class artificial intelligence|Contender-class AI in charge of the Forerunner defense, to succumb to the Flood's logic plague and turn its vast resources against its masters. While the Primordial's physical body was eventually destroyed, it's consciousness was either consumed or transferred to the Gravemind, granting the Flood previously unprecedented intelligence and power.
Final decade The Flood grew exponentially, spreading from system to system with the intent to infect the Forerunner population, not to wage war with Forerunner battle groups which were poorly adapted to such strategy. As the Flood spread further, entire planetary biospheres were converted to Flood biomass. These planet-sized key minds, locuses of Gravemind intelligence that began to outcompete the Forerunners through raw computational might alone. The logic plague continued to take on more adaptive forms, defying all defenses the Forerunners devised and eventually spreading itself between AIs and data networks. As the Forerunners relied significantly on AI automation in combat, this severely hindered Forerunner military efforts against the Flood. Adding to these difficulties was the disturbing revelation that the Flood was capable of manipulating Precursor technology: towards the close of the war, the Flood began to appropriate Precursor megastructures such as the star roads, wielding the previously-inert strands to pummel Forerunner planets and naval forces. This ability was a result of the Flood's Precursor origins; being corrupted Precursors, they could tap into neural physics and activate Precursor artifacts. The proliferation of high-level key mind nodes also enabled the Flood to use the Precursors' neural physics-based superluminal transit, which in turn encumbered Forerunner slipspace travel. Towards the end of the infestation, Forerunners noted that space itself seemed to become hostile and unpleasant from mere perception, an artefact of Flood-based Neural Physics.
The Halos' firing
The Forerunners employed countless measures to contain the Flood outbreak, all of which failed. Finally, the Forerunners were forced to a Pyrrhic solution: using an array of seven ring-shaped megastructures collectively known as the Halo Array as superweapons, the Forerunners would purge the galaxy of all sentient life. Because the Flood were parasitic, and their survival was directly linked to the presence of potential hosts (and in particular hosts capable of sentience) the Forerunners reasoned that eliminating all potential Flood hosts would render the parasite unable to grow and spread, and eventually cause it to starve to death. Additionally, as a result of the Master Builder's test of Installation 07|a Halo at Charum Hakkor, it was found that the Halo Effect unintentionally caused the complete destruction of artefacts of Neural Physics. This was likely a byproduct of how the Halo Effect was designed to destroy any and all forms of neurological structure subjected to it. The decision led to political battles and even a civil war, but after exhausting every countermeasure, the Forerunners activated the Halos in 97,445 BCE.
As a result of the firing of the seven Halo installations, the surviving Flood were successfully contained and eventually died out. The only surviving specimens were contained in state-of-the-art, high-security Forerunner research facilities, such as the Halo installations, certain Shield Worlds, and the Threshold gas mine. All Precursor artifacts and structures, composed and maintained entirely using Neural Physics were also destroyed and left no trace. Many sentient species throughout the galaxy (including humanity) survived the firing of the Halo Array, having been safely relocated beyond the galaxy by the Forerunners on Installation 00|the Ark.
During their expansion throughout the Orion Arm, the Covenant would find and occasionally release the Flood, employing Zealots and their Temple Wraiths to contain the outbreaks.
Thousands of years after the end of the Forerunner-Flood war, the human ship jumped from Arcadia to follow the signal of Ellen Anders|Professor Anders, who had been captured by the Covenant. They were led to an unknown planet, which happened to be Trove|a Forerunner shield world. Containment measures on this planet had failed catastrophically, and the entire surface of the megastructure was choked with Flood biomass. Ground forces were deployed to investigate the presence of unknown hostiles sighted by the ship's radar. After fighting their way through Covenant forces, John Forge|Sergeant Forge and several Marine squads were attacked by the Flood.
After successfully defeating the Flood forces, the UNSC forces created a firebase in the area that Anders' signal appeared to be coming from. The humans eventually tracked the signal to a massive Proto-Gravemind attached to several Flood colony|Flood colonies. The Proto-Gravemind had duplicated Anders' signal, possibly in hopes of infecting the humans and spreading beyond Etran Harborage. It was discovered that killing a Flood colony weakened the Proto-Gravemind and SPARTAN-II Red Team, with help from the firebase, destroyed the Proto-Gravemind.
The Flood responded by launching a massive attack on the ''Spirit of Fire's'' Alpha Platoon|Alpha, Bravo Platoon|Bravo and Charlie Platoons to avoid them returning to the ship. Despite massive Flood resistance, forces from the ''Spirit of Fire'' were able to rescue the platoons before their firebase was overrun by the Flood.
With the Proto-Gravemind dead, the smart-AI Serina was able to reacquire Anders' actual signal, which led to an ocean under which a docking port leading to the interior shield world was located. During the ''Spirit of Fire's'' descent, the outer surface of the ship was infested by the Flood. With the aid of Sentinels and "cleansing rings" controlled by the installation's AI, the ''Spirit of Fire'' crew were able to cleanse the ship and proceed into the shield world.
Within, the UNSC forces discovered that the Flood had managed to infest the interior of the shield world as well, though not to as massive of a degree as the surface planet itself. While rescuing Anders, Forge had to save her from three Flood infection forms and ran into some trouble with Flood forces on his following missions, though not to the massive extent they had been seen on the exterior planet.
In order to prevent the Covenant from getting their hands on Etran Harborage's fleet of Forerunner s, a plan was created to use the reactor from the ''Spirit of Fire's'' Shaw-Fujikawa Translight Engine to induce the shield world's artificial star to go supernova. The plan was a success and Etran Harborage was destroyed. The explosion obliterated the Flood on the planet, along with the Covenant forces and the Forerunner fleet.
Brief Recurrence
On January 1, 2537, six years after the events on Trove, a Flood outbreak was initiated aboard the by a Pod infector that had managed to remain hidden aboard the ship. As the Flood threatened to breach quarantine, Serina awoke Jerome-092 who, with the aid of Professor Ellen Anders, was forced to exterminate all infected crew members, ensuring the survival of the ''Spirit of Fire'' and its remaining crew. All traces of the Flood parasite aboard the ''Spirit of Fire'' were erased.
File:Anniversary, flood outbreak.jpg|thumb|300px|Jacob Keyes and his Marine squad are overwhelmed by the Flood during their expedition into a Flood containment facility.
Although the first firing of the Halo Array starved the Flood that were at large in the Milky Way Galaxy, Flood specimens were kept in stasis within installations around the galaxy, including Installation 04 and various Forerunner research facilities. This would prove to be a grave mistake, as both humanity and the Covenant stumbled upon Installation 04|one of the abandoned Halo rings thousands of years after the firing of the Array. The UNSC Artificial intelligence|AI Cortana, aboard the , made what was presumed to be a "blind" jump through Slipspace (in reality, she used translated co-ordinates from a Sigma Octanus IV artifact|Forerunner artifact found on Sigma Octanus IV) to evade Covenant pursuers. This led both groups to Installation 04, and in turn, the Flood that were kept there in stasis. After the crash of the ''Pillar of Autumn'' on the Halo ring, piloted by Captain (Navy)|Captain Jacob Keyes, the surviving crewmembers dug in for what they believed would be a long and brutal guerrilla campaign against the Covenant forces on the ring.
Meanwhile, the pursuing Covenant cruisers, among them the ''Truth and Reconciliation'', amassed their ground forces on the surface, where they soon discovered an underground Forerunner Flood containment facility in the swamps of the ring. Due to the secure nature of the facility, the Covenant came to use it as a fortified base of operations and as a storage area for weapons and ammunition, oblivious to its true nature and purpose.
At some point, either through a malfunction in containment equipment or a blunder on the Covenant's part, the captive Flood forms within the facility's stasis chambers were released and attacked the Covenant forces inside. The Covenant had at least a rudimentary knowledge of what the Flood were capable of, and promptly locked the facility down and evacuated all personnel who survived the incident.
Keyes and his team were unaware of these events, and proceeded to move deep into the facility, ultimately coming across one of the unopened Flood containment chambers. Believing it was a weapons cache of some sort, the team unlocked the door, and were attacked and assimilated by the Pod infectors inside. Upon being informed of Keyes' disappearance, John-117 was deployed to Captain Keyes' last known location on the drop ship ''Echo 419'', proceeding into the facility, only to find out that most of the Marines he had been assigned to rescue, including the Captain himself, had succumbed to the Flood.
These events brought knowledge of the Flood to the UNSC. In a war of losses, this was another grim revelation for humanity.
Voyage of the ''Infinite Succor''
Shortly after their escape from the containment facility, Flood forces took control of a nearby crashed Spirit dropship, the ''Brilliant Gift'' and crashed it aboard the Covenant ''Infinite Succor''. The Flood quickly spread throughout the ship, infecting its crew and the animals from the vessel's hunting preserve. The Flood began building a Proto-Gravemind, intending to use the ''Infinite Succor'' to flee the Soell system and begin infecting other planets. The ship's Legate, the Minister of Etiology, locked out the ''Infinite Succor's'' primary systems while one of the crew's Unggoy managed to send out a distress call. Suspecting human involvement, particularly that of John-117|the Demon, Supreme Commander Thel 'Vadamee sent a Covenant Special Operations team led by Rtas 'Vadumee to retake the ship and eliminate the Demon if he were onboard. Quickly uncovering the true threat, Rtas programed the ship to make a slipspace jump into the system's star which would destroy the ''Infinite Succor'' and the Flood infestation onboard. Though Rtas succeeded, he was the only survivor.
Assault File:Annivesary, conflict.jpg|thumb|400px|The Flood engages both UNSC and Covenant in their drive to escape Installation 04. After the Flood's escape, the Covenant forces across Installation 04 were overwhelmed by the Flood's assault. While the Covenant were able to hold the line by using vehicular and air support, most of the weaker Covenant soldiers such as Unggoy and Kig-Yar succumbed easily to the Flood, and the few Sangheili who remained were outnumbered and thus infected. The UNSC, having a much smaller presence on the installation, found out about the Flood's might a short while later, when an Orbital Drop Shock Troopers|ODST force engaged with the Covenant near Alpha Base (Installation 04)|Alpha Base, was ambushed by the Flood and suffered heavy casualties. However, one of the attacking combat forms, Private First Class|PFC Wallace A. Jenkins, who was one of the Marines in the original expeditionary mission to the supposed arms cache, was infected by a weak and elderly Pod infector whose powers of infection had been dulled by centuries of hibernation, making Jenkins' transformation into a combat form incomplete. Jenkins was still able to resist the pervasive Flood entity in his mind, and although incapable of articulate speech and with a physiologically devastated body, Jenkins was still able to betray the Flood through hand gestures during an interrogation with Major (UNSC)|Major Antonio Silva, informing the UNSC Marine battalion that the Flood planned to assault the UNSC base from a series of underground catacombs underneath their current base of operations. In response to this intelligence, the UNSC moved to secure them, and prevented the Flood from staging another attack.
During these developments, the ring's Sentinels failed to effectively contain the Flood, and because of this, the Covenant and the UNSC sustained heavy losses. The Flood occupied areas of the ring formerly held by the Covenant, although Covenant and Flood forces continued to wage war on the massive ice plains of the ring. Although the Covenant had the benefit of Shade stationary plasma turrets and vehicular/aerial support, the Flood had captured both UNSC and Covenant weapons and because of this had significant numerical superiority.
One of the UNSC personnel captured by the Flood was Captain (Navy)|Captain Jacob Keyes, a brilliant naval strategist of the UNSC Navy. When he was infected, the Flood sensed that he held knowledge that would be especially useful to the Flood. Keyes knew the location of Earth, the birthplace and major stronghold of the human race, a planet with tremendous possible assimilation opportunities for the Flood. Instead of becoming a combat form, he was merged with at least four other victims into a massive, engorged proto-Gravemind aboard the ''Truth and Reconciliation'', a Covenant warship the Flood had taken over. While he was being incorporated into the proto-Gravemind, the Flood intelligence began to dig through his mind, searching his memories for the location of Earth. Captain Keyes successfully withheld information about Earth by constantly accessing information available on his command neural interface such as his name, rank, and serial number, until John-117 arrived. However, his arrival was too late, for Keyes was already dead, completely consumed by the Proto-Gravemind. It was at that time that John-117 was forced to punch a hole into Keyes' skull to obtain the Captain's CNI transponder.
The ''Truth and Reconciliation'' was a major point of contention between the Covenant Special Operations units and the Flood. The Flood had decimated most of the Covenant crew and garrison on board, leaving only isolated pockets of resistance, mostly small numbers of terrified Unggoy and a few Sangheili aboard the vessel. However, below the ''Truth and Reconciliation'', in a series of rocky canyons, the Covenant were much stronger in force, with large numbers of Sangheili augmented by Unggoy, Kig-yar, and Mgalekgolo, fighting off the Flood. The Covenant Council of Masters in charge of operations on Installation 04, however, were terrified by the Flood presence. Because the Covenant battlecruiser had been damaged in a previous space battle with the , it had been grounded, awaiting repairs to its underbelly and plasma carrying conduits, for at least two days. After the Flood were discovered to be aboard the battlecruiser, the Covenant military leadership sent a Special Operations strike force to the ''Truth and Reconciliation'' to commence immediate emergency repairs, prepare it for lift-off into space and neutralize the Flood. These efforts, however, failed, with the Flood eventually retaking the vessel.
Later, the remaining UNSC Marine forces on the ring staged an assault on the Flood-held ''Truth and Reconciliation'', and managed to neutralize most Flood forms on the cruiser in a swift assault, and prepared the battlecruiser for take-off with hastily completed emergency repairs to escape from the ring and return to Earth. However, there was tremendous risk if the Flood-infected vessel traveled to Earth, if there was even one Flood carrier form aboard, "''Earth could fall,''" according to UNSC Artificial intelligence|AI Wellsley, because of the Flood's exponential parasitic potential. Against orders, Marine First Lieutenant Melissa McKay destroyed the warship with whatever Flood forms were still aboard, killing hundreds of UNSC personnel, including an infected Jenkins, but saving Earth and possibly billions of lives from the Flood.
Defeat File:PoADestructionCEA.jpg|thumb|300px|The ''Pillar of Autumn'' - exploding, with its fusion reactor becoming destabilized, destroying both the ship and the ringworld, to prevent the Installation from being fired and taking the threat of the Flood with it. The Flood were interested in seizing space-capable vessels, in the hope of spreading the infection away from Installation 04 and across other systems; they attacked the and cruiser ''Truth and Reconciliation'' for this reason. After the UNSC cruiser's crash-landing onto the ring, and after engaging over fifteen enemy warships previously to landing, it had been taken by the Covenant, although a UNSC strike team had managed to temporarily retake the bridge. On the third and final day of the Battle of Installation 04, however, the Covenant were able to gain control of the crashed warship while one of many Covenant patrols around the exterior of the ''Autumn'' was ambushed by the Flood and infected; upon the patrol's return to the vessel, the Covenant garrison was attacked by the infected Elite combat forms of the patrol group. The combat forms were able to scatter before they could all be destroyed, and a steady trickle of Flood continued to enter the ''Pillar of Autumn'' through vents and openings in the hull, waging a tedious guerrilla battle against the Covenant security force on board. On another occasion, the Flood attempted to enter through cargo containers but were foiled due to the quick thinking of the Unggoy Yayap.
Eventually, a force of Sentinel Aggressor|Sentinels came on board, overwhelming the dwindling Covenant forces as the Flood began to attack the warship in full force, in the end almost completely obliterating the Covenant presence, and severely limiting the Sentinels' numbers on board. Despite their best efforts and enormous numbers, the Flood, Covenant, and Sentinels were unable to stop John-117 from detonating the wrecked warship's reactors, and escaping in a GA-TL1 Longsword|Longsword interceptor. The resulting thermonuclear detonation from the destabilized fusion reactor cores severed a portion of the ring world, ultimately destroying it and its capability to annihilate all sentient life, and simultaneously killed all remaining Flood on Installation 04, along with any other life forms that were still present on the ring.
Outbreak on the ''Mona Lisa''
After the destruction of Installation 04, in October 2552, a human prison ship, the ''Mona Lisa'', arrived in the Soell system and managed to retrieve surviving specimens of the Flood for study from the remains of Installation 04. They began to test the parasite on both human and Covenant prisoners, unaware of its lethality. Soon, the infection broke quarantine and the ship was infested by the Flood. The Flood absorbed the crew and prisoners, then began to build a proto-Gravemind in its engineering section. The infestation ended when Sergeant Zhao Heng Lopez and her marines from the were sent to investigate the ship after retrieving a John Doe|survivor from the ship. The Flood absorbed many of her marines, leaving her and a single Henry|Sangheili to fight for a single-occupant escape pod. The outbreak was most likely contained when the ''Red Horse'' destroyed the ''Mona Lisa'' using a Shiva-class nuclear missile.
File:H2A Tadpole3.png|thumb|left|250px|Dormant Flood in receptacles housed in the gas mine. The Flood were also kept in a Forerunner-constructed Threshold gas mine|gas mining facility suspended over Threshold, within at least one of the three arms of the station. A small Covenant Special Operations|Covenant special forces strike team, led by Special Operations Commander Rtas 'Vadumee and the Arbiter Thel 'Vadamee, were dispatched by the High Prophets to silence Sesa 'Refumee, the leader of a Sesa 'Refumee's heretic faction|heretic faction, who was stationed within the mine. The heretics released the dormant Flood within the station in an attempt to halt the progress of the Spec-Ops team through the station.
The heretics' plan backfired as the Flood killed and infected many of their forces while failing to stop the Arbiter and his team. The Flood broke out of the station's arm and spread to the central core of the station, where they overwhelmed the heretics stationed there. Eventually, even the station's Sentinel forces were completely obliterated as the Flood spread to the upper levels of the station. The Flood were unable to escape the station, however, as the Arbiter managed to sever the cable attaching it to the Forerunner support structure far above, sending the gas mine plummeting to Threshold's liquid hydrogen core, destroying it.
File:H2A-Miranda.jpg|thumb|250px|The Flood were in search of the Activation Index, a device which would deprive UNSC and Covenant forces from the privilege of assured destruction of the parasite.
On Installation 05, the Flood had been in a continual battle with the Sentinels after the initial firing of the Halos 100,000 years prior. Again, a secure facility was breached and a Flood form managed to escape, thus beginning the battle with Sentinels. While the infestation had been contained to a quarantine zone established outside the Installation's Library, and presumably was severely weakened due to a lack of fresh host bodies, the Flood had managed to keep a Gravemind form alive deep within the cavernous tunnels of the ring. With the arrival of the Covenant and pursuing UNSC forces, the Flood was able to grow its forces considerably and redouble its assault on the Installation's security forces.
The Flood, despite a significant vehicular and infantry presence in the Quarantine Zone surrounding the Library, were unable to deny access to the Covenant and the UNSC. Miranda Keyes managed to slip the ''UNSC In Amber Clad|In Amber Clad'' through the Forerunner Enforcer patrols, while the Covenant launched a ground attack, led by Thel 'Vadamee and involving a small team of Spec Ops Elites, using two anti-gravity gondolas to get to the index while attempting to control the gondolas and keep it from slipping into Flood or Sentinel hands. Later, the ''In Amber Clad'' was captured by the Flood.
John-117, who had arrived with Commander Miranda Keyes and Sergeant Avery Junior Johnson|Johnson, met Thel 'Vadamee in the clutches of the Gravemind, the central controlling intelligence of the Flood hive, created from the combined intellect of tens of thousands of assimilated corpses. The Gravemind attempted to convince Thel, against his own beliefs, and through the use of the captured Monitor, 2401 Penitent Tangent, and the semi-revived and consumed Prophet of Regret to not activate the ring. Even though Thel was still unswayed, although in question of his religion, the Gravemind sent him and John-117 to search for the Activation Index to keep the Covenant from "turning" the "key," transporting John-117 to High Charity, and Thel to Delta Halo's Control Room.
Taking advantage of the distraction that John-117's presence caused, as well as the ensuing Great Schism, the Gravemind took the opportunity to deliver itself, as well as a multitude of Flood underlings, onto the and then slipspace jumped the UNSC ship directly inside High Charity, whereupon it immediately crashed into the city's superstructure to deliver its infectious cargo, while a wave of Flood-controlled D77-TC Pelican|Pelican dropships delivered Flood forms all over the city. The ill-equipped and distracted populace was no match for the Flood onslaught, and the Covenant Holy City was quickly overrun, with even the Prophet of Mercy falling victim to a Pod infector.
The Flood soon spread to every district, and Flood spores began to infiltrate and overload the ventilation systems within High Charity; the whole city was becoming terraformed into a gigantic Flood hive. The Gravemind regularly rebutted the words of comfort the Prophet of Truth regularly delivered to the city's population over the comm system, to sadistically instill more panic and unease. John-117, having successfully stayed in front of the wave of Flood running rampant in the streets, stowed away on the Anodyne Spirit|Forerunner Dreadnought that was leading Truth's fleet to Earth. Cortana, who had to stay behind to detonate ''In Amber Clad's'' engines should the situation arise and Installation 05 be fired, was left in the clutches of the Gravemind, who could potentially learn all possible human knowledge from her, including the entire knowledge directly received from Forerunner systems aboard Installation 04.
File:Infection.jpg|230px|thumb|A UNSC Marine being infected by the Flood.
At the conclusion of the Battle of Voi, with the Prophet of Truth activating the Portal and the Jiralhanae fleet escaping to Installation 00|the Ark, a Indulgence of Conviction|Flood-infested Covenant cruiser appeared out of Slipspace, having penetrated the Elites' blockade of High Charity and crash landed into the city of Voi in an effort to spread the parasite. In order to prevent the Flood from escaping and infecting the entire planet, Commander Miranda Keyes ordered John-117 to detonate the cruiser's reactors and search the ship for Cortana, causing the city of Voi to be destroyed and the Flood there eliminated. As John-117 and Thel 'Vadam fought their way to the ship, the Fleet of Retribution|Sangheili assault carrier ''Shadow of Intent'' under the command of Rtas 'Vadum arrived and deployed Sangheili task force to aid UNSC marines. John-117, with the help of the Sangheili, was able to battle through the Flood forces, including the newly encountered Flood Pure Forms to reach the crashed cruiser where he found a message from Cortana. Upon this discovery, 343 Guilty Spark arrived, pledging his assistance to the Reclaimers. With the Flood spreading, John-117 boarded a Phantom while the Sangheili went on to glass the infected areas. The remaining Sangheili forces, fulfilling their mission of removing the Flood from Earth, retreated back to the ''Shadow of Intent'', along with Cortana's message and Guilty Spark.
With the assistance of 343 Guilty Spark, Cortana's painful message was repaired, revealing a solution to the Flood menace on Installation 00|the Ark. To Lord Hood's disapproval, Miranda Keyes led UNSC forces allied with Sangheili forces through the Portal at Voi to the Ark.
On the Ark, while the Sangheili and human forces were attempting to infiltrate Forerunner shield control centers and lower the shield surrounding the Ark's Citadel, the infested High Charity made a slipspace jump and smashed into the Ark, releasing the Flood onto the superstructure. The Gravemind then made a brief alliance with the Master Chief and the Arbiter, Thel 'Vadamee, in order to stop the Prophet of Truth from activating the Halo Array, providing Flood backup to their Battle of the Citadel|assault on Installation 00 Citadel|the Citadel. Once Truth was dead, however, the Gravemind treacherously ordered the Flood to turn against the two heroes. The Chief and the Arbiter escaped, however, with some assistance from the Sentinels, who were able to help subdue the Flood with ease. As they escaped the Flood, the Chief and the Arbiter discovered Installation 08|a replacement Halo ring rising from the Foundry (location)|Foundry and realized that Cortana's plan to stop the Flood was to fire the new installation at the Ark, an act that would sterilize the local infestation while leaving the Milky Way galaxy unharmed.
File:H3-MC-Boot-FloodBiomass.jpg|thumb|250px|John-117 stepping in Flood biomass as he enters the Flood infested High Charity. In order to fire the new Halo, the Master Chief Raid on High Charity|ventured into the derelict and wrecked High Charity, now a massive Flood hive, where the AI was still held prisoner by the Gravemind. Facing increasing Flood forces and telepathic demands from the Gravemind, the Master Chief was able to rescue Cortana who still possessed Activation Index|the Index from Installation 04. In order to buy time to escape and to delay the Flood, the Master Chief detonated High Charity's reactors, destroying the hive and severely injuring the Gravemind while the Chief, Cortana and the Arbiter escaped on a Pelican.
The Chief took Cortana and the Arbiter to the new Halo ring, joined by Sergeant Avery Johnson in the while the surviving humans and Sangheili retreated through the portal to Earth. However, the Gravemind survived High Charity's destruction and began to rebuild itself on the ring while the Flood Raid on Installation 08|invaded, attempting to stop the new ring from being fired. Aided by Sentinels controlled by 343 Guilty Spark, the Chief, Johnson and the Arbiter were able to reach the Control Room. However, as firing the ring prematurely would destroy it and severely damage the Ark, Spark turned on the three, mortally wounding Johnson before the Chief apparently managed to destroy him. Cortana was able to use the Index from Installation 04 to fire Installation 08 which killed most of the Flood forms on the Ark along with the Gravemind. However, in its final moments, the Gravemind addressed the Master Chief and the Arbiter telepathically, warning them that their victory would only slownot stopthe Flood. As predicted by Spark, the installation was destroyed by the firing and the Ark suffered heavy damage. The portal collapsed as the Chief and the Arbiter escaped on the ''Forward Unto Dawn'', leaving the Master Chief stranded in deep space.
Even though the Gravemind was destroyed, and all Flood on the Ark apparently eradicated, the Flood still existed on the other Halo rings (excluding Installation 05 which was sterilized by Sangheili forces) and other remaining Forerunner installations. Even though Path Kethona was sterilized by Omega Halo near the end of the Flood war, given the Flood's extragalactic origin, it was possible that more pockets of Flood existed outside of the galaxy - or more disturbingly, that other, more distant galaxies may have fallen to the Flood.
Though the UNSC kept the Flood's existence concealed from the general population, it did make preparations for the possibility of the Flood's return. The new Spartan Operations|Spartan branch was designed as a first line of defense against the Flood, with the SPARTAN-IV program|SPARTAN-IV complement of the running simulations depicting the possible return of the Flood. This is realized through both War Games Flood (gametype)|exercises and the interactive UNSC Tactical Simulator|TACSIM. Some Spartans volunteered to join Flood containment Fireteams dedicated to going up against Flood outbreaks, with several outbreaks occurring following the end of the war and being successfully contained due to their actions. Teams were deployed to quarantine any areas of potential Flood contamination during the UNSC's initial forays onto Halo Installation 03, though it is unclear whether the parasite was actually encountered. The UNSC has otherwise seen the development of the Hazops Cyclops dedicated to fighting the Flood threat, and the "Flood" variant of the Visual Intelligence System, Reconnaissance|VISR - given to Spartan personnel involved in Flood containment duties. The UNSC includes a briefing on the Flood in the Halo: Official Spartan Field Manual|Spartan Field Manual, wherein it details protocols such as Emergency Contact Protocol Upsilon and the CORRUPTER cryptonym - to be declared in the suspected presence of a Flood outbreak and upon infection of a Spartan, respectively.
Three days after the Battle of Installation 00, with some Flood spores having survived the Raid on Installation 08|firing of Installation 08 and the destruction of High Charity's reactor, Installation 00|the Ark's monitor 000 Tragic Solitude had the ruined Covenant capital city of High Charity sealed off with a containment shield and the Ark's Sentinels raze the perimeter and modify the refugia nearby so that no sentient life would survive in the vicinity, thus depriving the Flood of new host bodies were they ever to escape. Tragic Solitude also set a battalion of Sentinels on patrol around the perimeter, not only to keep the Flood contained, but to defend against any future outsiders who might try to enter the wreckage and thus unleash the Flood.
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File:HW2 FloodTankForm Concept.jpg|thumb|250px|A Flood tank form overwhelms a Warthog.
In early 2559#June|June 2559, after the loss of the ''Enduring Conviction'', the Jiralhanae brothers Pavium and Voridus were tasked to salvage the wrecks around High Charity for weapons to use in Second Ark Conflict|the conflict with the humans of the . The Banished leader Atriox, aware of the potential danger of the Flood having survived in the city, gave specific orders to only scout the shell and not to go inside lest surviving Flood be disturbed. However, Voridus, like many of the Banished, did not take the threat of the Flood seriously, believing it simply be another lie of the San'Shyuum|Prophets. Ignoring the warnings of both Atriox and his own brother Pavium, Voridus deactivated the Ark's Sentinel defense network and used a Barukaza Workshop Scarab to burn a hole in the containment shield around the former Covenant holy city. When Voridus' troops entered the wreckage to salvage it, they were ambushed by thousands of Flood infection forms lurking within High Charity which were then set loose upon the Ark. With the Sentinel defense network down, the Flood were left unhindered by the Ark's defense systems.
Pavium quickly assembled a force to rescue his brother, defending against overwhelming Flood forces before finally retreating to meet up with Voridus at a Banished drill site near a Forerunner archive that contained a control terminal for the Sentinel defense network. As the area was honeycombed with fissures filled with unstable explosive power, Pavium managed to use Banished Salvage Drills to start a chain reaction to burn away the majority of the Flood in the area, allowing Voridus to access the archive. Inside, despite heavy Flood resistance, Voridus and his troops managed to reactivate the Sentinel defense network which began to cleanse the Flood. However, by this time, the Flood had created a massive Proto-Gravemind in the area near High Charity that was in danger of becoming a full-fledged Gravemind while the threat from the Flood forced Atriox to pull back from positions he had established to fight the humans. This Proto-Gravemind retained a measure of the deceased Gravemind's intellect, but the Gravemind's new vessel had to feed and spread in order for the Gravemind to fully manifest once again. Voridus, Pavium and Banished forces, with the help of the Ark's defenses, in particular a Retriever Sentinel, managed to kill the Proto-Gravemind before it could become a Gravemind.
With the Proto-Gravemind dead, the Flood threat was greatly diminished. Atriox ordered Pavium and Voridus to clean up their mess and the Banished joined a force of thousands of the Ark's Sentinels in containing the Flood outbreak and sealing off High Charity once more. The Banished and the Sentinels ultimately ended up "scouring" the Flood from High Charity's ruins.
Flood forms The Flood is composed of a variety of specialized forms, each filling a different role in combat. The most basic Flood forms are the infection forms, which come in various types and infect hosts by hijacking their bodies and nervous systems. Infected hosts then undergo a rapid series of transformations, becoming lethal combat forms. Combat forms are used to subdue and secure additional hosts for infection, and once they have outlived their usefulness as warriors, they transform into carrier forms, spreading the Flood by spreading more infection forms.
Once the Flood has amassed enough bodies to create a Gravemind, it is capable of generating Flood pure form|"pure" forms, which are created solely from assimilated nutrients and biomass. The pure forms observed during the outbreak in late 2552 were able to spontaneously mutate between three configurations: Stalker, Tank and Ranged forms, although in practice the true extent of their mutability is impossible to effectively catalog.
The Flood at this point relegate the combat forms to defensive purposes or as additions to the biomass, calcium, and nervous system reserves of the Flood hive, and rely increasingly on the pure forms as their primary instrument of infantry force. However, in order for the pure forms to fully replace the combat forms, the pure Flood population must be large enough and in a state of equilibrium, which is in a constant state of flux depending on Flood gains and losses. Because of this, it is common for the combat forms to serve alongside the pure forms, in addition to the infection and carrier forms, as the acquisition of hosts and technology would likely outstrip the speed in which the Flood can generate pure forms.
Spores are minuscule airborne Flood forms that serve to spread infection and suffocate potential hosts who inhale them.
Infection forms are the most basic category of the Flood parasite, consisting of several varieties of both ground- and airborne Flood forms.
Tadpoles File:H2A Tadpole2.png|thumb|A Flood tadpole in a tank.
Pod infectors undergo a tadpole phase of development before growing into full physical maturity.
Pod infectors
These are among the most basic of Flood forms. They are tasked with seeking hosts, then infect them that mainly on the ground.
Seeder infectors File:HW2-SeederInfectors.png|thumb|A Seeder infector.
These are airborne forms of Pod infectors that mainly tasked with infecting airborne creatures.
These forms are the natural flood form and are produced depending on need and amount of biomass available.
Tank form
These large tanking forms can only be produced when a Flood outbreak has amassed considerable amounts of biomass and formed a Gravemind. These forms can take and deal massive amounts of damage.
Ranged form
These flood forms can only be produced once a Flood outbreak has obtained enough biomass to form a Gravemind. These forms attack via bony spikes shot from it's back area, however is immobile.
Stalker form
These pure forms can only be produced if a Flood outbreak has gathered a large quantity of biomass to creat a Gravemind. These forms are very fast and agile.
Infester Forms File:HW2-Infestor.png|thumb|An Infester form.
These forms attack and infect vehicles.
These forms of the flood produce various Flood forms.
Carrier form
These bloated forms incubate Pod infectors, and release them upon death.
Spawner Forms File:HW2-Spawner.png|thumb|A Flood Spawner.
These forms can produce a variety of Flood forms on the move.
Flood burster File:HW2-Burster.png|thumb|A Flood Burster.
These forms can produce a variety of Flood forms and release them once its internal pressure has reached a certain point.
Once a host of any organic/sentient species has been infected, they can develop into a combat form.
Key minds are nodes for the Flood's collective consciousness, ranging from mobile coordinating forms to compound minds spanning entire planets.
Juggernaut
The Flood Juggernaut is a large Flood command form directed by a seething mass of infection forms linked to multiple hosts.
Abomination File:HW2-Abomination Render.jpg|thumb|An Abomination.
The Abomination is a mobile, low-level key mind form capable of combat that coordinates the Flood on a local scale.
Proto-Gravemind
A biomass of hosts, for the purpose of utilizing their minds to form a collective intelligence. A Proto-Gravemind can grow into a Gravemind given enough time and host bodies.
Gravemind File:HTMCC-H2A AMonumentToAllYourSins.png|thumb|A Gravemind.
This ultimate Flood form serves as the coordinating hive mind of the Flood. While they vary in size and complexity, at their height Graveminds can engulf entire worlds.
Biology File:Flood wall.jpg|thumb||150px|A wall covered in heavy Flood biomass: evidence of advanced infestation. File:H2A Render FloodSpore.png|thumb|150px|A Flood spore.
The Flood is an anomaly in all known biology; their mode of growth and reproduction would make them incompatible with any natural ecosystem. They are extremely adaptive, and transform hosts to suit the species' current needs.
Capable of surviving extreme environments ranging from -75 to +53 degrees Celsius and even underwater, the Flood can withstand the varied environments of all known inhabited planets. However, the Flood seem to thrive the most in moist and humid areas; it is thought that the extremely cold artificial weather patterns near certain important areas of the Halo rings are intended to hinder the Flood. In order to give themselves ideal living conditions, the Flood will transform the environment to better suit their needs, altering the atmosphere and covering solid surfaces with Flood biomass.
All Flood biomatter is made of a unique, undifferentiated Flood Super Cell|"Super Cell", which relays information and coordinates the cellular assembly like conventional neural cells. It is also capable of flexing and moving in coordination with other cells, and can be arranged to mimic any bodily organ that is required for the Flood's use. This combination of traits has caused some to refer to it as "thinking muscle."
The Flood Super Cell physically resembles both neuron and glial cells in structure, with a central cell body and many tendril-like, branching structures.
File:Flood Cell Division.jpg|thumb|left|150px|LF.Xx.3273 Flood Super Cell|Flood Super Cells performing Wikipedia:Cell division|cell division inside of a host. File:Infection Form.jpg||thumb|left|150px|The Pod infector; the primary method administered towards the infection of an organism. In order to reproduce and grow in biomass, the Flood needs to infect and assimilate other life-forms. While capable of infecting nearly any organism, the Flood shows a strong preference for sentience|sentient life-forms, as assimilating their cerebral tissue allows the Flood to increase its overall intelligence.
The first stage of a Flood outbreak is typically initiated by contact with Flood spores or even more reduced forms of Flood biomatter, should no extant Flood forms be present. Once a basic infestation has been established, Flood infection is typically carried out by Pod infectors, which are some of the most complex forms that can be generated from Flood biomass during the Feral Stage. Upon sighting a host, a Pod infector will leap for the most accessible area of the victim's torso; if the target is an armed human or other bipedal species, this is typically the left side of the chest below the neck, as most combatants will expose this area while shouldering their weapon. Upon contact, the Pod infector will rasp away at clothing and flesh until it has burrowed into the chest cavity, mortally wounding them. As the host dies, the Pod infector extends tentacles that tap into the victim's spinal cord or other nerve center, forcing a "match" with the nerve signals previously produced by the host's living brain.
To begin the physiological conversion of a host, the Pod infector injects encapsulated Flood Super Cells into the body. As it does so, the form analyzes the entire genetic code of its host, allowing the Flood to determine the most effective use of the victim. Simultaneously, the inserted Flood cells capture and break down the host body's cells into organic raw material, which is then absorbed and assimilated into the attacking Flood cells.
The Flood infection then uses the absorbed biomass to create new masses of Flood Super Cells. As the Flood continues to use the resources of the host body, particularly its calcium reserves, the parasite's own cells build upon and augment the framework of the host to produce one of a variety of Feral-Stage Flood forms. This entire process, from the initial kill to total control over a fully mutated host body, takes only a matter of seconds.
The infection process is not limited to living hosts; organisms that are already deceased are also susceptible to infection. As long as the host has not decomposed to the point where the body and nervous system have completely deteriorated, the Pod infector can infect and convert the host.
The Flood infection utilizes the host's biological content as the fuel for its work, which is consumed and employed at prodigious speeds. From the beginning until the end of this complex, multi-step process, the Pod infector keeps the body "alive" by chemically isolating the host's dying brain, preventing the signals of brain death from reaching the rest of the body and causing it to shut down, which is an essential part of the parasite's mission of consuming and converting the host organism.
While the Pod infectors are an effective and economical means of delivering infection, particularly against armored targets, the Flood can infect hosts through other means. Flood spores, if inhaled, can transform a host into a combat form. This is the Flood's primary means of infection when an outbreak reaches a certain point: Flood spores will be deployed into a local biosphere in copious quantities, instantly overwhelming any unprotected biological targets. Flood conversion may also be initiated through contact with lacerated tissue, making any Flood form a potential vector for infection. Even the most basic form of Flood genetic material is virulent; once inserted into a host, it will mutate the host's DNA over the course of generations until it is capable of forming its own Flood super cells. When infected by these mechanisms, host organisms tend to mutate at a more restrained level that maintains the structure and form of the infected life form, albeit with a significant number of haphazardly placed tendrils, claws, and minor organs, such as sensory stalks.
Pod infectors selectively target species that possess sentient intelligence and are of sufficient biomass, and can infest intact or lightly wounded dead bodies. As a host organism is killed by the initial attack, Pod infectors use tendrils that pierce the skin of the host and find their way to the spinal cord. They then synchronize with the host's nervous system and gain control of their body, replacing its now-absent consciousness with the ravenous and voracious psyche of the Flood. Any useful information present within the memory centers of the host's brain, such as battle strategies and technical knowledge, is retained for use by the Flood. Despite this lingering of certain memories, no trace of the original mind remains; only a simplistic and primal urge to assimilate other species drives the organism after infection. However, the entirety of the host's mental content is seemingly absorbed and added to the whole, as the Gravemind has shown to be able to simulate its victims' consciousnesses within itself.
In isolated cases, such as when the Flood seek very specific information from an individual's mind, they utilize an alternate method of infestation that does not subdue the host's consciousness immediately despite mutating their physical form; this allows the Flood to "burrow" into the host's mind, eventually giving them access to the entire scope of the host's memories. This has only been specifically seen when the Flood sought information from Captain Jacob Keyes, such as the location of Earth, or a starship that would free them from Installation 04. In addition, if the Pod infector that initiates assimilation is extremely aged or damaged somehow, the host may remain alive and conscious; Private Wallace Jenkins suffered such a fate, remaining alive and fully aware of his situation despite the mutation of his form, even exhibiting limited control over his body at times when the Flood instincts were dormant.
When the Flood have amassed enough sentient hosts to form a Gravemind, then their behavior becomes far more coordinated, and the Flood collective becomes much more deadly as a result. The Gravemind may also speak directly through combat forms and pure forms under its control.
While baseline neurological assimilation is the same regardless of host species, the Flood infection process includes physiological transformations, which vary depending on the host and the Flood's present need for specialized combatants.
Upon being infected, higher-level species capable of combat are typically transformed into combat forms. The host's physiology is completely "rewritten" during the infection process: organ-based systems are corrupted, organ-specific functions are decentralized, and body cavities are decayed, making hitbox-selective incapacitation impossible and brute force incapacitation difficult. Due to the lack of a central nervous system, decapitation will neither stop nor slow a combat form.
Furthermore, munitions with high speed and penetration, such as sniper rifle rounds, are usually ineffective against combat forms. Picking off selective areas of a combat form leads to no wide-scale physiological impediments, and the projectile will punch through the decayed flesh rapidly, exiting through the other side of the combat form without dealing any major damage.
To facilitate melee combat, combat forms generate tentacles and claw-like structures, which protrude from the host's arms. Generally, a single arm develops into a clawed appendage, while the other retains the capacity to manipulate objects, such as firearms. The rapid growth of these structures tends to push aside and break apart the host's hands and forearms.
Combat forms can strike with devastating force, move with tremendous speed and agility, and jump to great heights, displaying physical abilities far beyond those of the host organism while it was alive.
The price for these formidable abilities is that the required metabolism is so rapid and extreme that the host organism's corpse is rapidly broken down by the parasite. This is dramatically demonstrated by the rapid decomposition and disintegration of an infected life-form, which will eventually become a stunted, bloated, mobile generator and incubator for more Pod infectors, which is commonly known as a Flood carrier form|carrier form.
Pod infectors and pure forms sense their surroundings using specialized tentacles, which are tipped with red ganglia. Exactly how these organs work is unknown; they may provide visual or chemical information, or perhaps a combination of both. In combat forms, these tentacles typically protrude from the chest cavity where the Pod infector is housed; in pure forms, they are located on the front of the "head" segment.
The described changes occur when the Flood has still yet to overwhelm any meaningful resistance in a given locale. When this has been accomplished, available organisms will no longer be used to create purpose-built combat forms but are instead used to create a Gravemind or simply broken down and processed into biomass for a Flood hive.
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Although the Flood is biological on the most basic level, as an outbreak advances, it becomes a highly powerful self-replicating swarm which will seek to harness any mechanism philosophical, ideological or technological to perpetuate itself and its goals. These aspects were most prominently demonstrated during the two major outbreaks in the Forerunner era, particularly the Forerunner-Flood war.
The Flood's most notable meta-biological aspect is the logic plague, an abstract infection carried along information transmission and exchange, typically used to subvert AIs. Mechanisms used to perpetuate this infection range from subtle philosophical persuasion through mutual conversation to more predatory techniques, such as swarming AI networks with a self-replicating information infestation with the ability to convert most machine intelligences near-instantaneously. In the later days of the Forerunner-Flood war, the Flood was able to spread the logic plague through any of its biological forms or infected ancillas.
During its war with the Forerunners, after accumulating sufficient intellectual capacity and processing power in the form of several planetary Key Minds, the Flood gained the ability to manipulate neural physics, which served as the foundation of Precursor technology. This enabled it to control the Precursors' formerly dormant structuresmost prominently star roadsand use them as weapons against the Forerunners, as well as manipulate space-time to become incompatible with Forerunner Slipstream space|slipspace travel. On a more abstract level, the Flood's connection to neural physics caused the Forerunners to experience the very space-time around them as being increasingly hostile. Upon the development of a Gravemind, the Flood becomes capable of what can be described as telepathy among its hosts; given the Flood's origins, this ability may be related to neural physics.
The Flood is able to use any technology it has assimilated, often to a superior degree than the original creators of said technology due to its vast base of knowledge and intellect, as evidenced by its ability to transition the UNSC frigate ''UNSC In Amber Clad|In Amber Clad'' into ''High Charity'' with a precision slipspace jump normally unheard of with human ships. Similarly, it was capable of tapping into Installation 05's teleportation grid and utilizing it with great accuracy.
A Flood infestation goes through four distinct developmental stages:
During the Feral Stage|Feral stage, the Flood are at their simplest form: they communicate via pheromones and have the instinct to harvest enough calcium to establish a viable Gravemind. The Flood become truly dangerous during the Coordinated Stage|Coordinated stage: at this point, they are controlled by the Gravemind that was created in the first stage. In the Interstellar Stage|Interstellar stage, the Flood take control of space-faring technology which they use to consume the local star system. Subsequently, they spread throughout the galaxy to infect more hosts. The Transgalactic Stage|Transgalactic stage is a theoretical stage in which the Flood utilizes all captured technology to depart to uninfected galaxies to further replicate.
File:Flood Eat.jpg||thumb|250px|A Marine being attacked by a Pod infector. Small-scale There is no confirmed way to effectively stop a Flood infection once Flood Super Cells have entered a host. The only exception is too rare and factually suspect to be considered viable: the human disease "Boren's Syndrome", a neurological condition where radiological exposure causes electrical anomalies in the host nervous system, allegedly renders the host immune to infection while living. The neural frequencies of the host are "scrambled", apparently without negative consequences to the host. However, during Flood infection, the Pod infector is unable to tap into the host's nervous system, rendering it incapable of proceeding to large-scale physiological mutation. An interesting side effect of this failed infection is that Flood DNA and cells appear to be harmlessly integrated into the host's body. This seems to provide the host with increased regenerative capabilities, although this has not been independently verified. While Boren's syndrome left untreated may render the victim immune to the Flood, leaving it untreated almost always equates to death within a couple of years. There is said to be a "one in a billion" chance that research into the disease could produce a cure. However, the accuracy of this information remains highly dubious, as most of it is simply a hypothesis devised by Catherine Halsey|Dr. Halsey to explain how Avery Johnson|Avery J. Johnson survived Flood infection. Johnson's "Boren's Syndrome" was actually a story invented to cover his past in the ORION Project: his symptoms were side-effects of his experimental enhancements, not a neurological disease.
While the Forerunners could not find a cure for Flood infection, the Composer was designed to eliminate its effects by Mind transfer|extracting a Flood victim's consciousness into digital form and then re-inserting it in an artificially-constructed body devoid of infection. However, the Forerunners never perfected this process and any imprinted bodies died soon after, due to the Flood somehow resuming the infection in the new body. The Forerunners attempted to use various means to slow down this process, including a specially designed harness of mesh and wires, which would apparently counteract the infection. The victim would retain most or all of their mental faculties and self-control, although their body would continue to be mutated by the Flood. This countermeasure was only temporary, however, and the victim would eventually either decay and die or be fully subsumed by the Flood. Several Forerunners on Installation 07 were subjected to this countermeasure.
Although initially used to treat those with small-scale Flood infection already present, the Composer was eventually used by the Ur-Didact to convert his Prometheans, as well as a large number of humans, into artificial intelligence|AI constructs for his Promethean Knight|war machines, in an effort to combat the Flood more effectively and without risk of infection.
Large-scale Since the Flood are a parasitic life form, they depend on other organisms for survival. Thus, the most effective way to stop a large-scale infestation is to take away their food sources. The Forerunners first attempted this by bombing large population centers and destroying inhabited star systems via supernovae, but this was seen as one of their last resorts and as such was performed too late in the war to make much difference. The last resort was the use of the Halo Array, which destroyed all sentient life in the galaxy and starved the Flood into extinction. However, the Forerunners' plan included some measures to preserve sentient life and return them to their home planets, allowing the Flood's "food source" to persist. Unfortunately, at the same time, specimens of Flood spore cells were kept for analysis on the Halo installations, allowing the threat of the Flood to be merely forestalled and not eradicated.
Environmental stimuli seem to have an effect on Flood metabolism. In the event of a Flood outbreak, Halo installations create a Quarantine zone (location)|quarantine zone around the affected area, inside which the ambient temperature is drastically lowered. Cold Storage|At least one Flood research facility used low temperatures to keep its specimens inactive and dormant as it studied them. At least Control Room (Installation 04)|one of the Halo installations' Control Rooms was located in a snowy environment, possibly to hinder escaped Flood in their attempts to reach it.
The Flood are also vulnerable to temperatures on the other end of the spectrum. plasma weaponry|plasma weapons will easily burn through Flood tissue; the Forerunners incorporated directed-energy weapons into their Sentinels, indicating that they had determined high-enthalpy energy weapons to be the best 'basic countermeasure' available to fight the Flood. Known examples of Forerunner personal weaponry appear to be geared toward the disintegration of organic matter, also reflecting the Flood's vulnerability to extremely high temperatures. The UNSC has taken advantage of this weakness as well, making heavy use of flamethrowers in their engagements with the Flood.
When engaging heavily entrenched Flood structures such as Flood colony|colonies and Cocooned bases, orbital bombardment is usually a preferred method of elimination as direct attacks can be extremely costly.
The "cure"
During the human-Forerunner wars, humanity (who at the time was a Prehistoric human civilization|technologically advanced, spacefaring race) believed they had discovered another way to defeat the Flood. Using genetic engineering, a third of the human population was altered to carry a set of specially designed genes. This group of humans was then allowed to be infected by the Flood. Once the genes were exposed to Flood DNA, they triggered a cascade of cell destruction that spread throughout all Flood biomatter. The majority of the Flood died off as a result, although they would return in full force ten thousand years later. All information regarding this "cure" was destroyed by the humans as a final act of revenge against the Forerunners, leaving them unprepared for the second Flood strike.
In reality, while humanity's efforts indeed produced the intended result and repulsed the Flood threat, it was later revealed by the Primordial that the Flood retreated by its own initiative, as humanity was not yet to be "tested" by the Flood. As such, humanity's survival was in fact due to the Flood's deliberate decision not to infect human populations, as the Precursors had determined to use the Flood to punish the Forerunners first.
After the Flood began to ravage the Forerunners' ecumene, Forerunner scientists led by Master Builder Faber tried in vain to extract information on the cure from humans' ancestral memories, imprinted as part of their ''geas'' by the Librarian, unaware that the cure never really existed.
Combat behavior File:Floodambush.jpg|thumb|250px|The Flood emphasizes numerical superiority in engagements.
The Flood's combat strategy is simple: they throw themselves at potential hosts in huge numbers and with any and all weapons available. The parasite seeks to saturate its opponents with an excess of noise, so thoroughly it impedes the enemy's ability to process information and prevents them from organizing a meaningful resistance. The Flood exhibits this behavior on all levels, from its physical swarm tactics in both ground and space to its corruption of data networks and, once an outbreak has progressed far enough, space-time itself.
Flood tactics are based primarily on asymmetrical warfare, using various different forms to kill and infect enemy forces. Infection forms swarm across the battlefield in waves, reanimating any corpses and victims they can find, while combat forms attack and kill any living hosts in sight. Pure forms, if present, provide support to combat forms in a number of ways: Stalker forms move to strategic positions and mutate into either Tank or Ranged forms, which can destroy enemy vehicles or fortifications or provide suppressing fire from afar.
The Flood have a strong preference for close-range combat: combat forms possess extremely powerful melee capabilities due to their specialized claws and tentacles, and are capable of bringing a suit of MJOLNIR armor's energy shields to half strength with a single strike. Exploding carrier forms cause tremendous damage at close range, with the added benefit of spewing Pod infector in the immediate vicinity of enemies. Pod infectors are capable of attacking only at point-blank ranges, exploding in damaging bursts when meeting an opponent's personal Energy shielding|energy shields or instantly grabbing hold of an unshielded enemy organism and infecting it.
File:Catch.jpg|thumb|250px|left|Typical Flood combat behavior: ravenously targeting the nearest enemy, with Pod infectors running ahead of combat and carrier forms. Combat forms can also use firearms, and have been seen clutching them in one of their hands (regardless of whether it is one-handed or two-handed). However, combat forms are very inaccurate when using ranged weaponry; it is believed that the neurological and physical effects of Flood infection significantly decrease accuracy.
The Flood collectively learn any information contained within the minds of their sentient hosts. For example, during the ill-fated raid on the ''Infinite Succor'', after even one Sangheili was assimilated, all the Flood could open any doors and access any system on the ship immediately afterward, demonstrating the Flood's ability to share collective knowledge across their species. Furthermore, when the Flood assimilated the Prophet legate, the Minister of Etiology, the Flood reflected the high-level knowledge of the Legate through its individual organisms to Special Operations Commander Rtas 'Vadumee, mocking him with the words, "''the Forerunner could not defeat us...what chance you?''". The Flood, however, reflect unusual knowledge in the individual psychologies of its individual species in processes facilitating increased infestation: The Flood were sighted gathering bodies in the corners of the Covenant ship ''Truth and Reconciliation'', perhaps making it easier for infection forms to find hosts to reanimate. The Flood were also gathering body parts for a new proto-Gravemind aboard the ''Infinite Succor''.
Flood combat forms have been sighted crudely operating s, M12 Warthog|Warthogs, Zurdo-pattern Wraith|Wraiths, and Scorpions in ground operations, although with slow deliberation and clumsy driving and accuracy. The assimilated crewmen of the UNSC frigate ''UNSC In Amber Clad|In Amber Clad'' were also able to initiate a Slipspace micro-jump for the frigate and perform rudimentary maneuvering of the ''In Amber Clad'', navigating the frigate from the atmosphere of Installation 05|Delta Halo to ''High Charity'' and then crashing the vessel into a tower, releasing Pelican dropships to rain down upon the Covenant capital.
While one of the Flood's main strengths lies in the decentralization of its compound mind and ability to be reborn from even the most carefully reduced remnant, it is nonetheless known to develop and assume a certain "core" Gravemind as an embodiment for its strategic intelligence. The Forerunners observed that the Flood exhibits a seemingly instinctive tendency to recoil and concentrate all of its otherwise distributed assets around this core when threatened on a large scale. A threat to the Flood's existence major enough to prompt such action was the imminent firing of the Halos, at which point the Flood gathered all of its available assets and launched an attack on the Ark.
The Flood is very effective on a psychological level, as its parasitic nature and gruesome appearance alone are a source of horror for most of its enemies and thus serve as powerful demoralizers. It is not uncommon for survivors of Flood encounters to be severely traumatized, often to the point of delirium, after witnessing their comrades get infected or being subsequently forced to kill said infected individuals.
Notable victims
Wallace Jenkins|Private Wallace A. Jenkins Riley|Private Riley Jacob Keyes|Captain Jacob Keyes Manuel Mendoza|Private Manuel Mendoza Eugene Yate|Lance Corporal Eugene Yate Cranker Gersten Orlav Prophet of Mercy
Prophet of Regret Prophet of Truth Minister of Etiology Bero 'Kusovai|Sub-Commander Bero 'Kusovai Bok Mendicant Bias
2401 Penitent Tangent At least one Spartan from Fireteam Leviathan
Gameplay
In addition to making low growls, the Flood make screeches and roars, which were not present in the first game. Their skin is more textured due to the improved graphics engine, giving the Flood a more realistic and necrotic look. The faces of the human forms are also more readily recognizable. If a combat form has both arms shot off, it will walk slowly then explode, releasing the Pod infector that was controlling it. This eliminated the Flood Buddy glitch. Rather than having to "gather bodies," the Flood can seemingly infect hosts over the course of a few minutes or even a few seconds, once again possibly due to the presence of the Gravemind, eliminating the need to gather bodies to form one. Rather than corpses reanimating themselves, a Pod infector will enter the body, then reanimate it, even if the form was just eliminated. If the player is attacked by a Pod infector while their shields are down, the character will die instantly. In ''Halo: Combat Evolved'', it would simply take a bar of health away. Some combat forms derived from Elites still have functional energy shields. However, they never possess active camouflage, as some in ''Halo: Combat Evolved's'' The Maw |final level did. Flood combat forms can use vehicles, albeit clumsily, and are also able to board the player's vehicle; they will then proceed to melee the player character and pull them from the vehicle. Melee attacks do little to no damage against the Flood in ''Halo: Combat Evolved''. They deal a bit more damage in ''Halo 2''. The Flood prefer to stay back and fire on the player rather than rush him. This could be because of the presence of the Gravemind, though, from a gameplay perspective, it is due to improved artificial intelligence. In ''Halo: Combat Evolved'' a combat form would walk slowly when shooting at the player. When losing the arm that shoots, it would charge the player character. In ''Halo 2'', combat forms either use a melee attack or shoot at the player in these situations. If a player is wielding an energy sword or shotgun, a combat form may retreat. They will not do this if a player is wielding other weapons. Unlike in ''Halo: Combat Evolved'', shooting one Pod infector will not result in the rest of the swarm exploding with it. However, Pod infectors are encountered in proportionally smaller numbers in comparison to ''Halo: Combat Evolved''. Pod infectors appear noticeably less textured and detailed than in ''Halo: Combat Evolved''. Flood Combat Forms do not "feign death" anymore. Splattering become more difficult as the Flood can use the vehicle momentum to hijack the vehicle.
Brutes may now be infected and transformed into combat forms. Melee attacks and plasma weapons were nearly useless against the Flood in ''Halo: Combat Evolved'' and ''Halo 2'', but now can be used effectively against the Flood. The Flood are much more vulnerable to ballistic weapons, as well. Pod infectors can mutate humans, unshielded Elites and Brutes into combat forms within seconds (as seen during Floodgate). Pure forms are introduced. Combat forms wield weapons far less frequently than in ''Halo: Combat Evolved'' and ''Halo 2''. Carrier forms release significantly more Pod infectors when they explode. The explosion does not push the player away much as in ''Halo: Combat Evolved'' and ''Halo 2''. In addition, carrier forms are significantly more difficult to kill with projectile weapons, but they are easily destroyed by plasma weapons. Running over Pod infectors while driving a vehicle can result in loss of steering and possibly overturning of the vehicle. Any Pod infectors that are hit by the vehicle will not pop. Flood combat forms can no longer commandeer vehicles, like they could in ''Halo 2''. Sticking a carrier form with a or Spike Grenade will kill both the carrier form and the pod infectors it carries. This is also true of a Kemuksuru|supercombine explosion. Any weapon wielded by humans, Elites, and Brutes will not be dropped when transforming into combat forms and the combat forms will be also unarmed. Any humans, unshielded Elite, and Brutes have a low chance to resist or preventing the Pod Infector from infecting them. Any Pod infector latching into surviving humans, Elite, and Brutes before the infection can be shot at to prevent infection.
''Significant changes to the Flood's general existence were necessary due to the change of genre from first-person shooter to real-time strategy game. These are as follows.''
Many new forms, such as Flood bomber form|bomber forms, were created for ''Halo Wars'' to expand the "roster" of Flood units. The official explanation is that these forms were created from creatures indigenous to Trove. Combat forms have more tentacles than before; they resemble spikes rather than flexible appendages. Grunts and Jackals can be converted to combat forms. Pod infectors do not explode when they are shot in the cinematics, instead 'deflating' like punctured balloons, though they still explode in gameplay. Carrier forms do ''not'' always explode upon death. Hero Units that do not have shields will be instantly downed regardless of any remaining HP on them, featuring an instant kill on any enemy infantry without energy shielding.
The Flood now has a Super Unit, The Abomination. New forms are introduced, such as Flood spawner forms, which can spawn Flood forms on the move and can spawn counter units. The Flood now only infects the Squad Leader(Either Jiralhanae or Sangheili depending on the Leader) in a Grunt Infantry unit, while the rest are killed. Marine units are entirely infected, retaining ''Halo Wars'' infection traits for humans. Pod infectors can now be killed more effectively with units that deal splash damage. The Flood can now infest and commandeer vehicles that are still operational, except Super Units and mechanical units (Mainly Sentinels).
*Seeder infector, a new variety of Infection Form that is able to infect air units, is introduced.
*Flood infester form|Flood infestor, a new kind of pure form, is introduced and specialized in infecting the vehicles.
*Infected mechanical vehicles are immune to Isabel's Ghost In The Machine''' Leader Power. Turret defenses have had their effectiveness reduced against Pod infectors, even those equipped with anti-infantry upgrades.
*Mega Turret and Siege Turret were exempted from this due to providing splash damage. The infection process affects all units. If the Pod Infector units doesn't match its victim (For example, Pod Infestor attacks infantry unit is not match for infection), it will be destroyed or killed. If match, the infection process can be started.
*Any infected units will revert their health back to 100% once the infection process has been completed.
*Infection process can be started once a unit is dying (Red Health). New structures for barricades are introduced. Pod infector squad size increased 3 to 4 times. Biohazard sign appears every time a unit has gotten infected.
Production notes
File:HCE EarliestFlood Concept.jpg|thumb|The earliest extant concept art of the Flood, by Robert McLees.
The Flood's AI routines in ''Halo: Combat Evolved'' were originally intended to be "every bit as complicated as the Covenant", but full implementation was prevented by time constraints.''EDGE'' magazine - September 2003, ''page 109''
The name of the Flood is a reference to the biblical story of the Wikipedia:Flood myth|Great Flood. Some of the parasite's history mirrors the story, in which God destroyed all life except for that which was carried by Wikipedia:Noah's Ark|Noah's ark. The Flood bear a strong visual resemblance to an enemy cut from ''Marathon|Marathon 2'', the "fungal zombie." These were to be the result of a bioweapon invented in the final days of the ancient S'pht and reused by Robert Blake's forces on Lh'owon, designed specifically to target Pfhor. Both the fungal zombies and Flood were principally designed by Robert McLees. The Flood were inspired by Christopher Rowley's . An alien virus named "tardis:The Flood (The Waters of Mars)|The Flood" appeared in a 2009 special episode of the British science fiction television show ''wikipedia:Doctor Who|Doctor Who''. Although like its Halo counterpart, it is hinted to be intelligent, and is extremely virulent, transforming its victims physically, the Flood found on Mars literally uses water to transmit itself.''Doctor Who'', ''tardis:The Waters of Mars|The Waters of Mars'' The previous episode, also a special, involved the alien planet "San Helios", a name very similar to ''Halo's'' Sanghelios.''Doctor Who'', ''tardis:Planet of the Dead|Planet of the Dead''
Gallery
File:HCE EarlyFlood Concept 1.png|Early concept art for the Flood by Robert McLees. File:HCE EarlyFlood Concept 2.png|Early concept art for the Flood by Robert McLees. File:HL Origins BigFlood.png|A large unidentified Flood form seen in ''Origins|Origins I'' from ''Halo Legends''. File:HL Origins BigFlood2.png|An up-close view of the same Flood form in Origins I. File:HINF-FloodFX.jpg|A Spartan-IV with Flood cosmetics in ''Halo Infinite''.
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
*''Halo: The Flood#2010 bonus content|Adjunct''
''Halo: First Strike''
''Halo 2''
*''Conversations from the Universe''
''Halo Graphic Novel''
*''Breaking Quarantine''
*''The Last Voyage of the Infinite Succor''
''Halo: Ghosts of Onyx''
''Iris''
''Halo 3''
*''Bestiarum''
''Halo: Contact Harvest''
''Halo Wars''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Human Weakness''
*''Soma the Painter''
*''The Mona Lisa''
*''Wages of Sin''
''Halo: Blood Line''
''Halo: Reach''
*''Data pads''
''Halo: Cryptum''
''Halo: Glasslands''
''Halo Living Monument''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo: Silentium''
''Rebirth''
''Halo: Spartan Assault''
''Halo: Escalation''
''Halo: Mortal Dictata''
''Halo: Broken Circle''
''Halo: Nightfall''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Halo: New Blood''
''Halo: Hunters in the Dark''
''Halo: Last Light''
''Halo 5: Guardians''
''Halo: Shadow of Intent''
''Halo Mythos''
''Halo: Fractures''
*''Defender of the Storm''
''Halo: Tales from Slipspace''
*''Something Has Happened''
*''Dominion Splinter''
''Halo Wars 2''
''Halo: Envoy''
''Halo: Fireteam Raven''
''Halo: Renegades''
''Halo: Outpost Discovery''
''Halo: Shadows of Reach''
*''Sacrifice''
''Halo: Point of Light''
''Halo: Divine Wind''
''Halo Infinite: Memory Agent''
''Halo Infinite''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
''Saturn Devouring His Son''
Sources
Category:Flood|
Category:Host species|
Category:Sapient species
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Flooded is an achievement in ''Halo: Spartan Assault'', exclusive only to the Xbox 360 and Xbox One versions. It was released along six other new achievements in December 2013. The achievement is awarded for completing all co-op missions. It is worth 30 Gamerscore on the Xbox 360 and 60 Gamerscore on the Xbox One. It is represented by a circle with a Pod infector inside it.
Sources
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The Floodgate vacation is a glitch that allows you to get out of the normal game boundaries on the ''Halo 3'' campaign level, Floodgate.
Walkthrough
Play the level until you get to a part where the ''Shadow of Intent'' sends down two friendly Kez'katu-pattern Phantom|Phantoms to drop off Sangheili|Elites. You will see three shipping containers (single and double boxes) stacked up like a staircase. Kill the nearby Flood forces and pick up a deployable cover.
Go back to the containers and push a crate next to the lowest shipping container; climb that container by jumping from the crate onto it. Deploy your cover on this shipping container, so that you can use it to get to the upper shipping container; however, don't climb to the top just yet. Advance until you can find another Deployable Cover, and then go back to the containers. Climb up the containers, jump onto the slanted part of the building in front of you, and walk left until you get to some reddish-brown pipes coming out of a "ramp" on the roof. Climb up the "ramp" until you can get up to the slanted top of the roof.
Walk diagonally along the invisible wall toward the crashed Indulgence of Conviction|Flood ship. Don't be afraid to walk over the invisible areasthere is solid ground there, though you cannot see it. When you get to the place where the building you are on connects to a wall, walk to the edge of the roof. Turn around, deploy the Deployable Cover, and use it to climb onto the roof with the balcony.
Now walk towards the crashed ship. When you get to the part where the roof is smashed by the ship, jump onto the latticeworks of the ship and then onto the ship itself. Now, you can climb all over the Flood ship. ''(Be careful not to fall down to the place where the Thel 'Vadam|Arbiter sends you into the ship to retrieve Cortana, as a "Wikipedia:Hidden surface determination#Backface culling|one-way" invisible wall will prevent you from going back up.)''
Start from the beginning of the level and play until you get to the area with the fence and the generators. Jump onto one of the concrete barriers and then Crouch jumping|crouch jump onto the generators. From there, Ledge Jump|ledge jump and Crouch Jump over to the top of the fence. It will take a while, but it is possible. Once over the fence, you will be in falling pose. Keep moving forward and you will eventually fall. Not much is out here, except for a few dead UNSC Marine Corps|Marines and a dead Flood body, and some ammo. There is, however, a random equipment case in one of the silos that is just there for no apparent reason. Also, there is no way back inside the level from this vacation.
Category:Vacations Category:Halo 3 glitches Category:Tricks and cheats Category:Halo 3 tricks and cheats
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|parscore=25,000 15,000
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Floodgate is the sixth campaign :Category:Levels|level of ''Halo 3'' and the first ''Halo 3'' level in which the Flood appears.
Upon completing the level on Normal, Heroic, or Legendary difficulties, the player will earn the Cleansing (Achievement)|"Cleansing" achievement and 30 Gamerscore; in ''Halo: The Master Chief Collection'', this achievement, now only worth 10 Gamerscore, can also be obtained on Easy. Earning over 15,000 points in the Campaign meta-game will give the player the Exterminator achievement and 10 Gamerscore.
Background It takes place in Voi, Kenya on the continent of Africa on Earth during the Battle for Earth. ''Floodgate'' is the first campaign mission where Sangheili allies other than the Arbiter, Thel 'Vadam, are encountered in ''Halo 3''. It is also one of the shortest levels in the game.
Shortly after John-117 disables the Covenant Skar'wa-pattern Mantis|anti-aircraft battery in the previous level,'' The Storm'', UNSC frigates under the command of Terrence Hood|Admiral Hood attacked the Covenant-controlled Anodyne Spirit|Forerunner Dreadnought. This attempt failed, as the Dreadnought survived unscathed. The Prophet of Truth then activated a Portal at Voi|Portal to the Installation 00|Ark and his Dreadnought entered the slipspace rift, followed by the rest of the Covenant fleet. Immediately afterward, a Indulgence of Conviction|Flood-infested battlecruiser emerged from slipspace and crashed into Traxus Factory Complex 09.
In order to eliminate the infestation, John-117 and Arbiter Thel 'Vadam must overload the crashed cruiser's engines, wiping out the entire city and the Flood with it. To do this, they push back through the factory where they just came from, fighting many Flood combat forms and Flood pure form|pure forms, the next stage in Flood evolution. They are then aided by the arrival of Rtas 'Vadum and a Sangheili Fleet of Retribution|fleet. 'Vadam and John, along with a Sangheili strike team, push forward to the crashed ship, and 'Vadam holds position while John extracts what is believed to be Cortana, stored in a Covenant storage device. This eventually turns out to be only a recording. Inside the crashed Flood ship, John-117 has an unexpected reunion with 343 Guilty Spark. Though distrustful of the monitor's intentions, John accepts Guilty Spark's offer of aid. After the area is evacuated, Sangheili warships begin to glass Voi and the immediate vicinity to prevent further contamination by the Flood.
Onboard Rtas 'Vadum's , ''Shadow of Intent'', Guilty Spark extracts Cortana's recorded message from the storage device. The recording reveals the existence of a solution to the Flood on the other side of the Portal without firing the remaining Halo rings. The Master Chief convinces Lord Hood to allow an expedition through the Portal to find both Truth and Cortana's solution. A joint human-Sangheili fleet then heads into the Portal.
Transcript
''Hot zone. Weapons free.''
{''Gameplay''}
File:26728157-Medium.jpg|thumb|300px|John-117 prepares to return to the factory complex while the portal looms in the sky.
''Fade in outside the city. The Chief and 'Vadam are standing under the remains of the Covenant Skar'wa-pattern Mantis|AA gun. The sky is choking with thick smog from Indulgence of Conviction|the crashed cruiser. Faint screeching and growling noises can be heard in the distance.''
Commander Miranda Keyes (COM): "The Flood - it's spreading, all over the Voi|city."
Terrence Hood|Lord Hood (COM): "How do we contain it?"
Commander Keyes (COM): "Find the crashed Flood ship; overload its engine core. We either destroy this city, or risk losing the entire Earth|planet."
Lord Hood (COM): "Do it."
Commander Keyes (COM): "John-117|Chief, make your way to the crash site."
''To the right, two UNSC Marine Corps|Marines are seen on a cliff edge, fighting off several Flood combat forms. They are overrun and typically mutate into more combat forms.''
''The Chief and Thel 'Vadam reenter the city.''
Gunnery Sergeant Reynolds (COM): "All squads, report!"
''At this time, a group of Flood combat forms jump from the building on the right.''
Marine (COM): "Multiple contacts, unknown hostiles."
''Flood screeches are heard.''
Thel 'Vadam: "There are some M7057 flamethrower|powerful weapons we've not yet used..."
UNSC Marine Corps|Marine (COM): "There! Over there! We're surrounded, Sergeant!"
''The Chief finds a Marine squad on a loading ramp.''
Marine (COM): "Aaaaah!"
Reynolds (COM): "Fall back, fall back!"
Female Marine: "Sergeant, come on!"
''Pod infectors and combat forms (all former humans and Jiralhanae) descend from above and swarm on the Marines at the ramp, killing, then infecting them, forcing the remaining Marines, the Chief, and 'Vadam to kill them.''
Reynolds: "Ahhh!"
''The Sergeant becomes mutated by a Pod infector.''
Reynolds: "No! No! No!"
''A Marine proceeds to attack the reanimated Sergeant.''
Female Marine: "What are you doing?! That's the sergeant!"
Marine: "That ''was'' the sergeant! It ain't no more..."
''They fight off the wave of Flood.''
Thel 'Vadam: "Quickly! Let us find their ship. Make short work of this ''abomination''!"
''The Marines accompany the Chief and 'Vadam into a building, where a lone Marine is running away from a horde of Pod infectors.''
Marine: "Uhh! Get off me!"
''or''
Marine: "Get it off! Get it off!"
''If the Marine is not saved, the Pod infector dives into his chest, gruesomely transforming him into a Flood combat form. This forces the Master Chief and 'Vadam to kill him immediately.''
File:HTMCC-H3 Stacker and Flood Combat Form.jpg|thumb|300px|Sergeant Stacker takes on a Flood combat form.
''Marines led by Gunnery Sergeant Marcus Stacker|Stacker are pinned down behind sandbags by a massive horde of Flood. The Chief and 'Vadam engage and destroy the Flood forms in this section of the warehouse.''
''If the Marines are saved from being killed or infected:''
Female Marine: "It gets inside you, chews you up."
Marine: "We gotta get outta here."
''The Chief, 'Vadam, and the surviving Marines head into the next section of the warehouse. Upstairs, two Marines, one wielding a flamethrower, try to combat the Flood as well, but they soon fall to the parasite's overwhelming numbers.''
Thel 'Vadam: "Wretched/Accursed parasite! Rise up and I will kill you! Again and again!"
''Reaching the other end of the warehouse, the surviving Marines hold position after clearing the area. The Chief and 'Vadam head upstairs onto an upper balcony, optionally picking up the abandoned Flamethrower for use against the Flood.''
''Proceeding forward, the two find a hole in the floor and drop down it, arriving in the office areas.''
Cortana (Character interludes|Cortana Moment): "Chief! ''(connection drops)'' I can't tell you everything...it's not safe. The Gravemind...it knows I'm in the sys-''(connection drops)''."
''The Chief and 'Vadam force their way through another wave of Flood, and find a Marine huddling in a corner of the large room The Storm|previously used as an Aid Station, surrounded by three dead Marines. The Marine is holding a M6G magnum|pistol, and will occasionally aim it at his own head, before lowering it and burying his face in his hands.''
Suicidal Marine|Traumatized Marine: "I...I didn't have a choice...! The First Lieutenant|L.T...the Sergeant...they were ''all'' infected! I could see it crawling...''sliding around beneath their skin!'' ''(sobs)'' A-and then they got up...they s-started to talk! ''Oh, God! Their voices!'' Oh, God! No, ''make them stop!'' I did them a favor...y-yeah that's it; I ''helped'' them! ''(sobs)'' Maybe...maybe I need to help myself... ''(breaks out into sobs)''"
''With no time to spare, the Chief and 'Vadam continue on ahead to the lake bed.''
''The Master Chief and Thel 'Vadam enter the lake bed of Voi where the Deutoros-pattern Scarab|Scarab was previously fought and destroyed.''
Shipmaster Rtas 'Vadum (COM): "Hail, humans, and take heed."
''The Flood has Evolved.''
File:H3 CovenantDropPod Exiting.jpg|thumb|300px|SpecOps Sangheili are deployed into Voi via drop pods.
Rtas 'Vadum (COM): "This is the CAS-class assault carrier|carrier ''Shadow of Intent''."
''The Chief and 'Vadam pause to see three Sangheili-controlled s fly in formation as a slices overhead from slipspace.''
Rtas 'Vadum (COM): "Clear this sector, while ''we'' deal with the Flood."
''A Sangheili Major and four Special Operations Sangheili leap out of landed Orbital Insertion Pods ahead of the Chief and 'Vadam, and join the battle against the Flood.''
{''Gameplay''}
''The Chief and 'Vadam make their way to the Sangheili lance.''
Thel 'Vadam: "My brothers, I fear you bring bad news."
Sangheili Major: "High Charity has fallen, become a fetid hive!"
Thel 'Vadam: "And the Fleet of Retribution|fleet? Has quarantine been broken?"
Sangheili Major: "A single ship broke through our line, and we gave chase."
Thel 'Vadam: "But we had a fleet of hundreds!"
Sangheili Major: "Alas brother, the Flood... It has evolved!"
''The Chief, 'Vadam, and the Sangheili fight their way through a massive wave of Flood, including a pair of Flood carrier form|carrier forms and enter a warehouse. They clear the building of Flood.''
Commander Keyes (COM): "Chief, the Elites are looking for something. We didn't believe them when they told us."
Sergeant Johnson (COM): "It's Cortana, Chief! She's on that ship! Find her - get her out!"
''The group exits the warehouse. Outside, two Sangheili Kez'katu-pattern Phantom|Phantoms arrive and drop off more Sangheili reinforcements to combat the Flood.''
Sangheili Major or Special Operations Sangheili: "Hurry, Demon! We seek the same prize. But our Shipmaster will glassing|sacrifice ''all'' to stop the Flood."
File:H3 FloodgateTank.png|thumb|300px|A Flood tank form attacks John-117 and the Sangheili forces.
''The Master Chief, 'Vadam, and the remaining Sangheili head towards the crash site. Along the way, they encounter Flood pure forms for the first time.''
Special Operations Sangheili: "What great horror is this?!"
''or''
Special Operations Sangheili: "What is this?! Some abomination from the ancient texts?!"
''The group fights past dozens of pure forms, combat forms (including former Sangheili), and pod infectors before finally reaching the massive, burning hulk of the Indulgence of Conviction|crashed Flood battlecruiser. Up an incline, an ominous hole resides in the ship's hull, leading to the interior.''
Thel 'Vadam: "I shall remain here. We will let nothing pass."
''The Chief drops in alone.''
''The Chief drops into a tunnel.''
Gravemind (Character interludes|Gravemind Moment): "Do not be afraid. I am peace... I am salvation."
''The Chief reaches a large room after passing several dead Sangheili Ultras.''
Gravemind (Gravemind Moment): "I am a timeless chorus. Join your voice with mine, and sing victory... everlasting!"
''Inside the central chamber of the Flood-infested crashed cruiser, the Chief finds Cortana in a small Covenant storage device|Covenant hand held memory unit.''
Cortana ''(recorded)'': "Chief!"
Master Chief Petty Officer John-117: "Cortana?"
Cortana ''(recorded)'': "High Charity, the San'Shyuum|Prophets' holy city, is on its way-"
''Cortana's projection above the holographic unit flickers and then disappears.''
John-117: "''Cortana!''"
''Suddenly, the humming of a Phantom's gravity drives are heard, and a Phantom appears over the open chamber. Uncertain of its intentions, the Chief turns and aims his MA5C assault rifle|assault rifle at it. 343 Guilty Spark floats down from the Phantom.''
343 Guilty Spark: ''(surprised)'' "Reclaimer!"
''A Flood combat form appears to the right behind the Chief, and 343 Guilty Spark casually turns and uses a powerful energy beam to destroy it in a single glancing hit. Spark turns back to the Covenant device and begins to interface it with a beam projected from his central eye.''
343 Guilty Spark: "I must act quickly before your construct suffers any further trauma!"
File:343 Guilty Spark John 117 Meet-up.jpg|thumb|300px|John-117 accuses 343 Guilty Spark of trying to kill him on Installation 04.
''The Chief grabs 343 Guilty Spark and pulls him away from Cortana's storage unit, disabling the interface beam.''
John-117: "Wait. Leave her alone."
343 Guilty Spark: "If we do not take this device to a safe location, somewhere I can make repairs..."
''343 Guilty Spark continues trying to project his energy beam into Cortana's storage unit. John again pulls him away, disrupting the beam. He then let's go of Spark and confronts him.''
John-117: ''(accusingly)'' "On Installation 04|Halo, you tried to ''kill'' Cortana. You tried to kill ''me''."
343 Guilty Spark: ''(defensively)'' "Protocol dictated my response! ''She'' had the Activation Index and ''you'' were going to destroy my installation. You ''did'' The Maw|destroy my installation. Now, I only have one function: to ''help'' you, Reclaimer. As I always should have done."
''The Master Chief stares wordlessly at 343 Guilty Spark, then holds up Cortana's storage device. 343 Guilty Spark takes Cortana's device away, shooting his beam into it while the Phantom projects a gravity lift. 343 Guilty Spark enters it first and the Master Chief reluctantly follows.''
''The view cuts to an aerial one over the whole town of Voi at a high altitude. Although clouds obscure the surface, part of the ''Indulgence of Conviction'' is still visible. The Phantom flies away from the ship while two battlecruisers of the Fleet of Retribution glass Voi with their energy projectors.''
''The view then cuts to an aerial one above the Forerunner Portal at Voi|Portal. Its 'fins' are open and blue energy streams from their tips to the open slipspace portal drifting ominously above the construct. Fighting on Kenya has ceased and the Battle of Kenya has ended with the departure of the Prophet of Truth's Truth's fleet|fleet through the Portal hours earlier. Four vessels of the Sangheili fleet are gathered above the Portal and 343 Guilty Spark's Phantom arches to the largest of them: the assault carrier ''Shadow of Intent''.''
File:Floodgate - Cutscene.jpg|thumb|300px|343 Guilty Spark attempts to repair the storage device on the bridge of ''Shadow of Intent''.
''Inside the bridge of the ''Shadow of Intent'', Sangheili and humans are gathered around a long holographic table, with Shipmaster Rtas 'Vadum floating on a gravity throne at one end with his Sangheili attendants, Master Chief and Arbiter Thel 'Vadam in the middle, and Fleet Admiral Terrence Hood|Hood and Commander Miranda Keyes at the far side of the table. All are silent except 343 Guilty Spark, who is bobbing at the center of the table and interfacing with Cortana's memory unit with his projector beam.''
Rtas 'Vadum: "Will it live, Oracle? Can it be saved?"
343 Guilty Spark: "Uncertain. This storage device has suffered considerable trauma. Its matrices are... highly unstable."
''343 Guilty Spark glances at 'Vadum and Lord Hood''
Lord Hood: "Perhaps one of ''our'' technicians-"
Rtas 'Vadum: ''(sternly)'' "That will ''not'' be necessary."
''As Spark finishes his work, the storage device lights up, and a holographic projection of Cortana springs up.''
Cortana (Recording): "Chief!"
343 Guilty Spark: "Success!"
Cortana (Recording): "High Charity, the Prophets' holy city, is on its way to Earth. With an army of ''Flood''. I can't tell you everything. It's not safe. The Gravemind... it knows I'm in the system."
''Cortana's image flickers and stalls. The Chief turns to Rtas 'Vadum.''
John-117: ''(disappointed)'' "It's just a message."
File:E32007-1.jpg|thumb|300px|John-117, Thel 'Vadam, and 343 Guilty Spark watching the message from Cortana. Rtas 'Vadum: "Let it play."
''343 Guilty Spark jolts the device with another beam.''
Cortana (Recording): "But it ''doesn't'' know about the Portal, where it leads. On the other side, there's Installation 08|a solution. A way to stop the Flood, without firing the remaining Halo Array|Halo rings-"
''Suddenly, Cortana's skin lights up. She clutches her head, gasps in sudden pain and collapses onto the "floor".''
Cortana (Recording): ''(softly, her voice filled with agony)'' "Hurry, Chief... the Ark... there isn't much time."
''Cortana's recording ends and she is left staring with desperation at the Chief.''
343 Guilty Spark: "I'm... sorry."
Rtas 'Vadum: "No matter, Oracle. We've heard enough. Our fight is through the Portal, with the Jiralhanae|Brutes and the bastard Truth!"
'' Sangheili around the room raise their forearms and roar in agreement.''
Lord Hood: ''(wearily)'' "Fine. We'll remain Earth|here. Hold out as long as we can."
Rtas 'Vadum: "Did you not hear? Your world is doomed." ''(descends from his seat)'' "A Flood army, a ''Gravemind'', has you in its sights! You barely survived a ''small'' contamination!"
Lord Hood: ''(angrily)'' "And ''you'', Shipmaster, just ''glassed'' half a ''Africa|continent''! Maybe the Flood isn't all I should be worried about..."
File:Vadum & Vadam.jpg|thumb|300px|Rtas 'Vadum acknowledges the counsel of 'Vadam, who prevented the glassing of Earth. Rtas 'Vadum: ''(just as angrily)'' "One single Flood spore can destroy a species. Were it not for the Arbiter's counsel, I would have glassed your ''entire planet!''"
''Lord Hood angrily raises his fist at 'Vadum, but Miranda Keyes interrupts.''
Commander Keyes: "Sir, with respect, Cortana has a solution."
Lord Hood: "Cortana? Did you see her condition? How damaged she is?"
''While Hood and Keyes argue, the Master Chief bends down and observes Cortana's pained, frozen figure, still collapsed on the holographic table.''
Lord Hood: "She could be rampancy|corrupted for all we know. Her "solution" could be a Flood trap!"
Commander Keyes: "We should go through the Portal, find out for sure."
Lord Hood: "What we ''should'' do Commander, is understand - clearly - that this is humanity's final stand - here - at Earth. We go, we risk ''everything''; every last man, woman and child. If we stand our ground, we might just have a chance."
Thel 'Vadam: ''(flatly)'' "No. If your construct is wrong, then the Flood has already won."
John-117: "I'll find Cortana's solution. And I'll bring it back."
Lord Hood: "Earth... is all we have left. You trust Cortana ''that'' much?"
John-117: "Sir. ''Yes'', sir."
Lord Hood: "This is either the best decision you've ever made or the worst. Hell of it is, Chief? I doubt I'll live long enough to find out which."
''Lord Hood turns, looks wordlessly at Miranda Keyes, and then exits the bridge.''
File:H3-SOSUNSC.png|thumb|300px|UNSC and Sangheili forces gathered at the hangar bay of the ''Shadow of Intent''.
''Inside the ''Shadow of Intent's'' hangar bay, both the Sangheili and the United Nations Space Command|UNSC are getting ready for battle. While a pair of Sangheili Kez'katu-pattern Phantom|Phantoms drift into the hangar on the far side, two Sangheili Type-26 Banshee|Banshees glide past in the opposite direction. On the ground, two M12 Chaingun Warthog|Warthogs race to the 's loading bay, drawing near a group of Marines clustered around some UNSC crates. At uneasy rest opposing the Marines are a Sangheili Major sitting on a Karo'etba-pattern Ghost|Ghost, along with a few Special Operations Sangheili. The Major's Type-50 particle beam rifle|particle beam rifle is resting next to the Ghost. Sergeant Johnson, with his arm full of "stolen" Type-51 Carbine|Covenant carbines brushes past the wordless Sangheili, stopping only to scoop up the Major's rifle. The Sangheili, resentful at this non-permitted collection, rise challengingly around Johnson. Johnson ignores them and continues walking.''
''Nearby, a pair of Orbital Drop Shock Trooper|ODSTs are joking with each other when the Arbiter passes by with an acquired M41 SPNKR|rocket launcher over his shoulder and a M7057 flamethrower|flamethrower in his left hand. The ODSTs and a pair of nearby Marines watch the Arbiter in awe, when 343 Guilty Spark drifts through the Marines in tow behind 'Vadam, pausing momentarily to glance at one Marine, leaving him speechless. Johnson rejoins the Marines, and begins to hand out carbines.''
''The scene cuts to the fore of the hangar, where a D77H-TCI Pelican|Pelican dropship lays before the hangar's energy field. The ''Forward Unto Dawn'' is stationed nearby. The Chief and Miranda Keyes stand at attention before Lord Hood, who looks at them grimly from the rear of the Pelican as the troop bay door shuts and the Pelican takes off. Keyes glances at the Chief wordlessly, and the two leave, going off to their own business.''
''Hood's Pelican arcs away from the gathered Fleet of Retribution|Sangheili fleet as the ''Shadow of Intent'' powers its engines and thrusts into the Portal, followed by the rest of the fleet.''
''Fades to black.''
''Level ends.''
Achievements The following achievements can be unlocked on this mission on the Xbox 360 edition of ''Halo 3''.
{|class="wikitable"
|-align="center"
!Icon
!Name
!Description
!
|-align="center"
|File:H3 Achievement Cleansing.png
|Cleansing (Achievement)|Cleansing
|Finish the fifth mission of the Campaign on Normal, Heroic, or Legendary.
|
|-align="center"
|File:H3 Achievement Fog.png
|Fog (Achievement)|Fog
|Find and claim this skull.
|
|}
Production notes According to statements by Dan Miller and select elements of a post mortem by Vic DeLeon, Floodgate was originally intended to be a much longer mission, with the section inside the crashed cruiser given considerably more play time. Ultimately, this was deemed too long and badly-paced, and the level was cut-down by around 75%. At the same time, the early layout for the level ''Cortana (level)|Cortana'' was scrapped and that mission increased in scope by around 75% - due to issues with development, the geometry cut from Floodgate was transferred to ''Cortana''.
However, the rest of the evidence shows that this was not going to be included in ''Floodgate'', but was a separate mission only known as ''Flood Ship''. The filenames for ''Floodgate'' and ''The Ark'' are 050_floodvoi and 070_waste respectively, indicating there is a missing 060 mission. Within the Halo 3 files, there are objects classified as being from a 060_floodship. Within the :File:H3 Script FirstDraft.pdf|first-draft script of ''Halo 3'', it describes the player entering "''Mission 050 floodvoi''" where they would fight off Flood through the streets of Voi, and then enter "''Mission 060 floodship''" and delve into the Flood infected ship. Within the known design documents for the missions, a document titled "2.1 - Flood Town" describes the mission ending with "Large Flood encounter to enter ship", with the next mission documents being "2.2 - Flood Ship". Interestingly, Vic DeLeon used documentation that had this name, but ascribed them as being for ''Floodgate''.
By looking at the development documentation, it seems to confirm that the extended ship section was firmly meant to be it's own mission, contradicting the developers statements. However, in a technical sense a small section of ''Flood Ship'' did became part of ''Floodgate'', but only after it was decided to transfer 75% of the original geometry to ''Cortana''. It's possible for the sake of conversation they had simply used ''Floodgate'' and ''Flood Ship'' interchangeably given the leftover merging done for the final game.
File:H3 Floodgate DesignDoc 1.jpg|An early design layout for Flood Ship. File:H3 Floodgate DesignDoc 2.jpg|A later design layout for Flood Ship.
Trivia
File:H3 - Glitch - Helmet Glitch.jpg|250px|thumb|The overlapping helmet as a result of the Elite helmet glitch.
The Elite helmet glitch occurs on this level. Occasionally, the Elites on the crashed battlecruiser have the face of R'tas 'Vadum. Occasionally, when the player shoots the Pod infector off the Marine in the first building, he will still turn into a Combat Form regardless.
The Missing Person Poster can be seen in this level. The Halo 3 skulls#Fog|Fog Skull is found on this level.
The Suicidal Marine bears a striking resemblance to the Paranoid Marine in the ''Halo: Combat Evolved'' level ''343 Guilty Spark (level)|343 Guilty Spark'' that shoots the player, thinking that the Chief may be Flood-controlled. It should be noted that the player comes across both the Paranoid Marine and the Suicidal Marine in the first level where the Flood is fought in their respective games.
The Marine with the flamethrower that appears on the right side of the walkway near the start of the mission is scripted to spawn in, fire three short bursts and then ragdoll, dropping his flamethrower. While firing the marine is pointing the flamethrower towards the ceiling despite the flames travelling towards the incoming flood. However, the corpse can be infected, becoming a normal Combat Form with the Flamethrower. At the first checkpoint, the Marine on the radio that says, "''We're surrounded, Sergeant!''" is in fact Gus Sorola, the voice actor of Private Simmons from the web series, Red vs Blue. Interestingly, the Arbiter does not use either of his acquired weapons in co-op. The flamethrower is used in single player campaign while the rocket launcher is never seen at all. It's possible that both sides are just unofficially sharing supplies so as to better arm themselves. The deceased Elite Ultras found inside the crashed Infected Crusier were supposed to be Elite Spec Ops. However, due to incorrect coding, Ultras, and sometimes even Rtas, appeared instead. If you knock any of the Elite Ultra corpses down to the ship's bottom level, then pop a Flood blister and allow the infection forms within to infect the corpses, you can create Elite Ultra combat forms. These enemies do not appear anywhere else in the game, and have broken AI as they will ignore the player unless you approach their melee range.
Gallery
File:H3 IndulgenceOfConviction_Concept.jpg|Concept art of the ship as an assault carrier. File:H3_IndulgenceOfConviction_Crash_Concept 1.jpg|Concept art of John-117 approaching the crashsite. File:H3 IndulgenceOfConviction Crash Concept 2.jpg|Another concept art of the crash. File:H3 FoggyFloodgateConcept.jpg|Concept art of Voi after the ship crashes. File:H3 MarinesInVoiConcept.jpg|Concept art of Marines in Voi. File:H3 ODSTsAndFloodConcept.jpg|Concept art of ODSTs preparing to fight the Flood. File:H3 WorkerTown Floodnvasion Concept.jpg|An early sketch of ODSTs fighting combat forms in Voi. File:H3 Floodgate ODST Concept.jpg|Concept art of Flood forms approaching some ODSTs in Voi. File:H3 FloodVoiConcept.jpg|Concept art of John-117 and some Marines fighting the Flood. File:H3 Glassing Concept.jpg|Concept art of the Fleet of Retribution glassing the city. File:H3 Voi SpookyFlood Concept.jpg|An atmospheric concept painting of the post-crash Voi.
File:H3_VoiRefineryPaperSketch.jpeg|Early paper sketch titled "Voi (Refinery)". File:H3_FloodTownDesignDoc.jpeg|Digital design document titled "2.1 - Flood Town".
File:H3 Floodgate Storyboard 1.jpg File:H3 Floodgate Storyboard 2.jpg File:H3 Floodgate Storyboard 3.jpg File:H3 Floodgate Storyboard 4.jpg File:H3 Floodgate Storyboard 5.jpg File:H3 Floodgate Storyboard 6.jpg File:H3 Floodgate Storyboard 7.jpg File:H3 Floodgate Storyboard 8.jpg File:H3 Floodgate Storyboard 9.jpg File:H3 Floodgate Storyboard 10.jpg
File:H3 Menu 06 Floodgate.png|Preview of the level in ''Halo 3'' menu. File:Closesave.jpg|John-117 shoots a Pod infector off the Marine just in time. File:Picture 1.jpg|A Marine under attack by Flood Combat Forms. File:Conversing_Sangheili.jpg|Thel 'Vadam converses with a Sangheili Major about the Flood. File:H3-SpecOpsSangheili-ThrowingGrenade.png|A Spec-Ops Sangheili throwing a plasma grenade. File:Flood Tank Pure Form on Earth.jpg|A Flood tank form at the crash site. File:Floodgate3.jpg|The Fleet of Retribution holding position beneath the Portal. File:H3-JohnsontakesBeamRifle.png|Johnson picks up a Beam Rifle from a Sangheili Major. File:Marines with 'ol Arby.PNG|Thel 'Vadam taking weapons from the UNSC. File:Hood Pelican.jpg|Lord Hood grimly watches Miranda Keyes and John-117 as his Pelican departs from the ''Shadow of Intent''. File:Floodgate2.jpg|John-117 and Miranda Keyes watch as Lord Hood's Pelican leaves the ''Shadow of Intent''. File:H3 - Chasing Truth.png|Lord Hood's Pelican remains on Earth while the Fleet of Retribution enter the Portal.
Sources
|
Floodgate is essentially a reversal of The Storm. Players will have to backtrack from the Covenant Empire|Covenant Covenant Skar'wa-pattern Mantis|Anti-Aircraft Battery to Lakebed A, fighting their way through a massive The Flood|Flood infection. The level is the first Flood-only level in the game, introducing Flood combat form|Combat Forms, Pod infectors, and Flood pure form|Pure Forms.
Overview Finding your way around Floodgate shouldn't be much of a problemyou're backtracking your footsteps all the way to Lakebed A in the previous level. This is the first mission in which you fight the Flood, making it a new experience when fighting the newly evolved Pure Forms. Keep in mind the useful weapons when in combat with them and any other Flood, especially on higher difficulties. This is a good starter mission for engaging the Flood. You can test the best technique of dispatching them without dying, because although there are some instructions about where to go and what to do, there are a billion other techniques that work just as well.
The recommended Halo 3 skulls|skulls on Legendary are Halo 3 skulls#Tough Luck|Tough Luck and Halo 3 skulls#Catch|Catch. Tough Luck may cost you a few multi-kill bonuses, but grenades aren't a vital part of your arsenal during this mission. Catch is, as in all other Flood-only missions, a consequence-free multiplierthe Flood don't use grenades, so leaving it inactivated is a waste. All other skulls except Halo 3 skulls#Famine|Famine are okay on this mission, so try activating one of them too. You may not want to activate Halo 3 skulls#Fog|Fog if you aren't skilled at close combat with the Flood. Due to its short length, this level is arguably the easiest level to beat with Halo 3 skulls#Iron|Iron activated. Halo 3 skulls#Mythic|Mythic is a consequence-free multiplier, as there are no Covenant enemies present on this level. Halo 3 skulls#Tilt|Tilt is not recommended on this or any cortana (level)|other Flood level.
Weapon instructions in this level can be freely followed, as you will receive new weapons after this level - the Battle Rifle and a Sniper rifle|Sniper Rifle.
Statistics
{|border="1"
|+Introduced in this level...
!New Enemies:
|Pod infector, Flood Combat Form, Flood Carrier Form, Flood Stalker Form, Flood Ranged Form, Flood Tank Form
| !New Vehicles:
|
| !New Items:
|
| !New Weapons:
|M7057/Defoliant Projector|Flamethrower, Type-1 Energy Weapon/Sword|Energy Sword
|}
{|border="1"
|+Points information
!Exterminator Achievement Milestone:
|15,000 points
| !Recommended Multiplier:
|6.5x (Tough Luck (1.5) + Catch (1.5) + Thunderstorm (1.5) + Mythic (2))
| !colspan="2"|Time Bonus
| !0-10 min
|3
| !10-15 min
|2.5
| !15-20 min
|2
| !20-25 min
|1.5
|}
{|class"1"
|colspan=1|Player VStarting Point >
|colspan=1|Mission Start
|colspan=1|Rally Point Alpha
|colspan=1|Mission StartRespawn
|colspan=1|Rally Point AlphaRespawn
| |colspan=1|John-117|Master Chief Primary WeaponSolo
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| N/A
|colspan=1| N/A
| |colspan=1|Master Chief Secondary WeaponSolo
|colspan=1| MA5C Individual Combat Weapon System|MA5C Assault Rifle
|colspan=1| MA5C Assault Rifle
|colspan=1| N/A
|colspan=1| N/A
| |colspan=1|Master Chief GrenadesSolo
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| N/A
|colspan=1| N/A
| |colspan=1|Master Chief Primary WeaponCo-op
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
| |colspan=1|Master Chief Secondary WeaponCo-op
|colspan=1| MA5C Assault Rifle
|colspan=1| MA5C Assault Rifle
|colspan=1| MA5C Assault Rifle
|colspan=1| MA5C Assault Rifle
| |colspan=1|Master Chief GrenadesCo-op
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
| |colspan=1|Thel 'Vadam Primary WeaponN'tho 'Sraom|N'tho 'Sraom Primary WeaponUsze 'Taham|Usze 'Taham Primary Weapon
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
| |colspan=1|Thel 'Vadam Secondary WeaponN'tho 'Sraom Secondary WeaponUsze 'Taham Secondary Weapon
|colspan=1|
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
| |colspan=1|Thel 'Vadam GrenadesN'tho 'Sraom GrenadesUsze 'Taham Grenades
|colspan=1| 2 s
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|}
Walkthrough (In-depth)
Storage Area If you're skilled with the Battle Rifle and are trying to get the Exterminator achievement, you may want to look to the right of the path that is about to be described. There, in the distance, if you are quick enough, you may see several Flood Combat Forms assault a small group of UNSC Marine Corps|Marines. They will begin to retreat, though if you fire at them, they may turn to face you, and strafe instead of running away. For quick kills without using a lot of ammo, aim for their chests to kill the Pod infectors that reside inside of them. When you're done with that, proceed as you normally would...
Backtrack down the path you took to get to the Anti-Aircraft Battery. Make your way down the hill, and enter the Storage Area where you previously fought the Jiralhanae Chieftain|Brute Chieftain. There will be a building on your right. Just after the checkpointright when a Marine says, "All squads, report!"a Flood Combat Form will appear on the roof and jump over the street. If you kill this Flood during his jump (or right as he starts to jump), he will drop the Halo 3 skulls#Fog|Fog skull. Collect Frag Grenades, a Gravity hammer (fiction)|Gravity Hammer, and a M90 Close Assault Weapon System|Shotgun en route to your first encounter with the Flood.
As you approach the Marinessome of which are gathered behind a pile of sandbags, standing next to weapons lockersCombat Forms will drop down and start attacking your allies. The safest course of action at this point would be to hang back and wait for the Flood to approach you. Jumping in to save the Marines is a risky decisionseeing as a single Pod infector can make easy work of one, their chances of survival are close to nil, so rushing in an effort to save them will only leave you surrounded by enemies. Make sure you have your Gravity Hammer at the ready, and take full advantage of its splash damagea single blow can usually wipe out several Combat Forms. The Flood don't carry weapons until later on in the level, so melee weapons are quite useful against them.
Scour the area for more Shotgun ammothis is your main weapon during this mission, so always be on the look out for more cartridges. There are four Shotguns in the Storage Area, along with Battle Rifle ammo and the Assault Rifles dropped by your fallen allies, so make sure you have a full amount of ammo before moving on. There will also be a Shotgun to the left of the next room.
Warehouse Inside this warehouse, engaging the Flood over open ground is clearly suicidal. Though only a few carry weapons, their sheer numbers and the scattered Pod infectors (reanimating additional corpses) make it easy to be overwhelmed. The recommended way of dealing with massive amount of Flood is to launch a brief attack before taking a defensive position and encouraging the Flood to come to you.
The doorway beside the metal stairs is the best place to make your stand. Generally, the Flood will attack individually or in small groups, which can all be easily dispatched. Larger packs of Combat Forms are more dangerous, but they can still be defeated with relative ease; just backpedal and fire point-blank Shotgun blasts at their chests. If there's a ''really'' big group, that's your cue to break out the Gravity Hammer.
There is some potentially useful equipment here, including a TR/9 Antipersonnel Mine|Trip Mine, a Bubble Shield, and a Regenerator; these items are common throughout the mission. The most useful is probably the Regenerator, as armed Combat Forms can rapidly deplete your shields.
The next wave of Flood is smaller. If a large group is headed for your position, shoot the Fusion coil|Fusion Coils as they pass by them; the explosion should engulf a few. Your biggest concern is to avoid being surrounded. Otherwise, this battle should be relatively easy. The metal walkway that leads to the next room is home to a Flamethrower. It's enjoyable to use, but relatively slow and limited in rangewhich can be problematic, as you'll really need to destroy Combat Forms quickly on Legendary. Use it to torch the prone Flood bodies, which is quicker than using melee attacks.
In the next room, you'll find a weapons locker with Battle Rifles in it; it may be a good idea to swap your Shotgun for one of them. After that, as you walk toward the next door, you'll have a Character interludes|Cortana Moment. Pull out your Gravity Hammer here. If you don't have your hammer then use the trip mine. When you reach the twisting metal corridor, be ready to deal with a large group of armed Combat Forms. If you sprint forward, you can take them all out with two well-aimed strikes. Continue past the Suicidal Marine, exit the warehouse, and you'll arrive at Lakebed B.
Lakebed B A friendly Kez'katu-pattern Phantom|Phantom will deploy a squad of Sangheili|Elites at your location. They are a big help, but they can be a nuisance if you're actively seeking a high scorevaluable kills will be stolen. The Elites also tend to jump into the line of fire when you least expect it, and their furious grenade lobbing could lead to you being unintentionally Betrayal|betrayed. To increase their lifespan and your score, skip the cutscene and Sniping|snipe the attacking Flood with your Battle Rifle as you approach.
''(Occasionally, the Catch skull may cause them to grenade themselves off the cliff and to their deaths.)''
The Elite landing party will thin down the force of Combat Forms situated on the side of the lakebed. If you find any intact Flood bodies, destroy them to prevent their reanimation. When the area is visually clear, search for two s to dual wielding|dual-wield. Approach the ramp slowly, and immediately pull back into cover as Combat Forms leap from the cliff to your left. Dispatch them at range using your Plasma Rifles. They usually carry Type-25 Grenade Launcher|Brute Shots and Shotguns at this point, so take care not to get hit, and be ready to duck behind cover.
More Combat Forms will advance down the ramp, so knock them over before they open fire. Two Carrier Forms will waddle down the slope; toss some Frag Grenades or Plasma Grenades to rapidly blow them up, and then aim to mop up the swarm of Pod infectors as they approach. Make sure no nearby corpses are reanimated.
Get More Points To get more points, lower the Elites' shields while fighting the Flood. They'll die, but most times that will draw their Swords and soften up the Flood. These Elites will focus on the Pod infectors, for unknown reasons. Once they die, collect the Swords. Make sure that the sword that you've collected after destroying the Flood has 85% or more energy.
Use a Plasma Grenade to completely destroy the Flood.
Factory B As you enter the factory, avoid trying to fight the Combat Forms in the open. Stay near the damaged truck and try to draw the Flood out. Shoot each of them one-by-one as they approach.
As you leave the low corridor, additional Combat Forms will drop down from the ceiling. They'll generally land in close proximity of each other, so drop your second Plasma Rifle and throw a grenade or two into their midst. Then, retrieve your second Plasma Rifle and dispatch any that remain. Quickly run underneath the walkway to avoid being shot by the second wave. They'll arrive through the door above, so stay alert. Wait at the bottom of the stairway to take out any that run down. The Thel 'Vadam|Arbiter will take care of the rest. It could help to deploy a Regenerator at the bottom of staircase.
On the upper level of this building, you can find a second Flamethrower. This isn't the best of weapons to deal with the Combat Forms, but it should make easy work of the Pure Forms outside.
Lakebed A Another group of Elites is usually (but not always) dropped off as you exit the warehousethey will be deployed if the previous group of Elites has been wiped out. This time, take advantage of their aid as you fight the initial wave of Combat Forms and the Pure Forms further ahead. Be warned that they will take little consideration when you run in front of themit's easy to get caught in the crossfire and get killed by one of their Plasma Grenades.
Make sure the immediate area is clear before picking up an Type-1 Energy Weapon/Sword|Energy Sword to replace your Plasma Rifles. If you can't find one, pick one up the next battle. Detach the AIE-486H Heavy Machine Gun|Machine Gun Turret and carefully walk along the concrete path. Use short bursts of turret fire to temporarily disable the Flood ranged form|Ranged Forms that attack from distance as you push forward. If you rush, there is a big chance of being surrounded, so slowly advance, dealing with any Combat Forms that draw near, and choose cover that shelters you from incoming projectiles.
At the far end of the concrete path, use grenades to weaken the large groups of Flood before using your Energy Sword to finish them off. With other weapons, it would take forever to kill a Flood tank form|Tank Form on Legendary, but the Energy Sword can down a Tank Form in one swipe. Move into the corner of the area and lure the Flood to your position. They'll come in manageable numbers, so they shouldn't be too difficult.
Finish your objective by heading into the Unidentified Flood-captured battlecruiser|Flood ship and retrieving what seems to be Cortana. Remember ''not'' to fire your weaponif a stray bullet hits a Flood blister|Flood Blister growing on the wall, it will release several Pod infectors, and since killing them does not earn you any points, there is no benefit in fighting them.
This level is relatively easy, due to its short length and the aid of your allies through out the level. Although the Elites may be annoying you by Grenades or other things, never think of betraying them. It will cause the Arbiter to slash you with an Energy Sword and also points subtraction. To conclude, use cover and aim better will get you over easily.
Walkthrough (Brief)
Backtrack along the path you took to get to the Anti-Air Battery. On the left side, when first heading south, there is a Gravity Hammer lying behind an overturned vehicle. Swap your Assault Rifle for it.
As you enter the next section, where Marines are waiting for you, Combat Forms will drop from the roof. Take advantage of the Gravity Hammer's splash damage or your Battle Rifle's head Shot|headshot capability to make short work of the Flood. After the engagement, you may swap your Hammer for a Shotgun if you so desire. Continue through the office behind the door through which you entered this area on The Storm.
Here, you will see a Marine being ambushed by Pod infectors. Your chance of saving his life is slim, though you will have to kill the Pod infectors regardless. Inside the main room, there is a swarm of Combat Forms. Get their attention by shooting or lobbing frags at them, and then pick them off with a Shotgun or Battle Rifle as they climb (or jump) up the stairs to the office. If you still have your Hammer and are feeling daring, you can exit the office, smash a few Combat Forms, and then retreat back to the office; staying outside, however, will get you surrounded and killed.
When the Flood have been dealt with, grab a Trip Mine, a Regenerator, or a Bubble Shield, and then continue forward. The next section after the wall of shipping containers contains additional Combat Forms; kill them. Go up the stairs, across the bridge, and around. Drop through the hole for a Cortana Moment. Pass the two weapons lockers, and then turn right. There are several Flood camping around the 180 turn; counter this by throwing two grenades, and then finish off any survivors. (Frags can be bounced off of the wall, to hit them without exposing yourself.) Pass the Suicidal Marine and continue.
Several Elites will be dropped at your location. Aid them in killing the Flood, and then continue. Go through the indoor area. A swarm of Flood will jump down from where a swarm of Drones flew in The Storm. As always, you will be fine if you don't let them surround you.
When you get outside, kill the Flood stalker form|Stalker Form. If it turns its back and changes form, it can be Assassination|assassinated. Kill the Combat Forms in this area, then deal with the Pure Forms. Grab the AIE-486H Heavy Machine Gun|Machine Gun Turret, detach it, and walk down the path to the right, killing anything in your way. When you pass under the metal pipe, be careful because there are several Pure Forms. Kill them and make your way to the entrance to the Flood ship.
Alternatively, if you are skilled at deploying equipment in precise locations, you can place a Deployable Cover in front of the Machine Gun Turret (without detaching it) to create an instant machine-gun nest that is extremely powerful against Pure Forms. Like any machine-gun nest, it is weak against flanking; keep your Elites alive (give supporting machine gun fire) so that they can defend your flanks. If you are playing Campaign#Cooperative|Co-op, your partners can defend you. One Ranged Form will be out of the machine gun's range, so kill it with your Battle Rifle. Make your way to the entrance to the Flood ship.
There are no enemies here and no risk of getting lost, so just charge through until you find Cortana. Don't shoot the Flood Blisters unless you want to make the journey harder for yourself. A swarm of Pod infectors can overwhelm you, especially on higher difficulties like Legendary.
Category:Halo 3 walkthroughs
Video Walkthrough
|
This is a list of gameplay tips on Flood.
For tactics specific to Pod infectors, see Pod infector/Gameplay|here.
Tactics
It is best to use the MA5B Assault Rifle, M90 shotgun, or M6D Pistol against the Flood. The pistol is capable of killing a combat form with a single shot to the chest, but is generally not recommended for mass engagement, as its medium rate of fire and small magazine size can lead the player into a position where they are surrounded by Combat Forms, therefore, it is best to only apply it in long-range combat. Furthermore, Combat Forms have a tendency to revive after being shot once with a pistol. The is also a good weapon of choice to use (if the assault rifle/shotgun are unavailable) as its high rate of fire can quickly destroy Pod infector|infection forms while still being potent enough to destroy the combat forms.
The Sniper Rifle is ineffective against the combat forms and will not kill them. The Shotgun, on the other hand, is the best choice against Flood Forms, as it usually finishes them off in one or two shots, especially Combat or Carrier Forms. On lower difficulties, Shotgun ammo is almost always available.
The Assault Rifle, an all-round effective weapon with large spread range, is superb against masses of combat forms and infection forms. Never bother to melee Combat Forms or Carrier Forms, as it is practically useless and very time consuming. For infection forms however, a single melee can take down four to five of them
All in all, the most practical option is to have a shotgun for close-up/quick work, and a Pistol or Assault Rifle for longer range. The pistol is most useful for the level Two Betrayals, while the Assault Rifle/Plasma Rifle is preferred on The Library (level)|The Library due to the levels cramped nature.
It is possible to shoot the arms off of Combat Forms (alive or dead). Dismembered Combat Forms pose no threat. This works well on the level Keyes (Level)|Keyes.
Splattering The Flood with vehicles such as the Warthog and Ghost is a good strategy, but it will receive some knockback if a Carrier Form explodes close to it.
Dual wielding SMGs and other dual-wielding weapons has proven to be very effective, as well as the Sentinel Beam, M90 shotgun and Energy Sword. Plasma Pistols, however, are the least useful. Dual-wielding s, and aiming at the arms of the Flood is more than enough to rip them apart easily. The arms will come off quickly and therefore leave the combat form, quite literally, unarmed. They will waddle about and explode after a few seconds. There is also a way of killing combat forms in one shot. On the chest, you can see the infection form's tentacles waving about. This is where the infection form has burrowed. Shoot the infection form, and unless the combat form is utilizing shields, the combat form will die. Meleeing combat forms will not damage them at all.
The SMG is also an excellent weapon against the Flood, as long as ammo is in large supply. Also effective is the BR55 Battle Rifle, as aiming for the Infection Form in the chest of a Combat Form will kill the Infection Form controlling it in a single burst. It is often a good idea to use the Brute Shot's melee, as it will have the same effect as an Energy sword on Combat Forms; it will destroy the body and prevent Infection Forms from reanimating it. If you don't have access to an Energy Sword or a brute shot, you can pick up a gun you don't need and use it to shoot the dead flood's arms off. Now it doesn't matter if it is resurected because it can not harm you. For one of the best combos, use Dual SMGs for Combat and Infection Forms, and keep an M90 Shotgun in reserve. Another highly effective combo is to carry a BR55 Battle Rifle|Battle Rifle for engaging the Flood at long ranges and carrying an M90 Shotgun for when you don't have enough time to be precise with your aim. A good strategy on The Oracle is to dual wield a pair of Needlers, you can usually do this without running out of ammo. Also, don't let the infection forms touch you if you have no shields; otherwise, they will kill you instantly.
Splattering the Flood becomes more difficult since the damage mechanics for splattering are changed considerably. The Flood can immediately hijack the vehicle if they survive a ramming attack from a driver.
The Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Incendiary Grenade instantly destroys all pure Flood forms and is the one true weakness of all pure Flood forms, as well as its Support Weapon counterpart, the M7057/Defoliant Projector|Flamethrower. Also, all forms can be instantly destroyed with a melee, with the exception of the Pure Forms, which cannot be revived anyway when killed. There is also a way of killing Combat Forms in one shot. On the chest, you can see the Infection Form's tentacles waving about. This is where the infection form has burrowed. Shoot the infection form, and unless the combat form is utilizing shields, the combat form will die. However, the corpse will be susceptible to infection by another Infection Form unless the body is in fragments. Infection Forms can then revive whole Combat Forms if their body still resides on the floor. You can also head shot some combat forms with the Battle Rifle or a Magnum. Dismembering bodies is recommended to prevent Infection Forms from reanimated dead flood Combat Forms.
Plasma weapons are also very good to have when fighting the Flood, since the plasma melts the bodies. The Sentinel Beam is also very accurate when shooting the Flood because it also melts their bodies which kills them faster.
Splattering has become more difficult due to another change mechanic. Infection Forms now can give some knockback to the vehicle if splattered, depending on the vehicle that the player is riding.
Their tactics on ''Halo Wars'' are very similar to those they perform on the Halo Trilogy; they can obviously infect Humans, Elites, Brutes and now even Jackals and Grunts with their Infection Forms, and usually attempt direct attacks with large groups. They possess large tentacle-like Flood forms and large pods that can pin in and attack vehicles, in the case of the Elephants they capture, which is an in-game objective to rescue in the Anders' Signal (Level)|first level where they are encountered in-game. The Flood establish bases by capturing and spreading an infestation on enemy bases.
The Flood have been confirmed by Ensemble to have been made overpowering to both UNSC and Covenant forces to keep their appearance terrifying. Early in development, Ensemble considered making the Flood a playable race, but this idea never made it past the concept stage. According to lead designer Graeme Devine, the main issue was that in order to balance the Flood with the UNSC and Covenant, the Flood would have to have been similar to StarCraft's Zerg, which did not mesh with the Flood's role in the games, to be "the single scariest thing in the galaxy."
In combat, the Flood are similar to the Covenant, though with far more combat "buildings" than them. Countering them is also different from the Covenant; infantry units are discouraged (as they are easily infected and turned against your remaining units), and land vehicles are also a less than viable idea. On the other hand, air vehicles (especially the Vulture) are overpowering; few Flood ground units have anti-air capability, and those that do are, ironically enough, easily overwhelmed with superior numbers and barrages of fire, or flattened with Carpet and Cryo Bombs. Category:Gameplay guides
Their tactics used in ''Halo Wars 2'' are retained from Halo Wars; however, they can no longer infect Grunts. A unit will only be infected when it is killed(in the case of Grunt squads, the Jiralhanae or Sangheili squad leader will be infected) and a squad cannot be infected unless it is killed. The Flood now can infect vehicles that are still operational using the Flood Infestor, such as the Chopper, Warthog and Wraith. The process is similar to hijacking, except it won't spawn any Flood Forms when destroyed.
The Flood have become more lethal, as swarms of infection form can easily overrun a base with less effort; however, the tradeoff is that splash damage can kill them very effectively. A squad of Hunters or a single Kodiak can defeat hordes of Pod Infectors single-handedly. Turret defenses are no longer as effective at dealing with swarms of infection forms, even with maximum upgrades, with exception of the Mega Turret and Siege Turret. The number of Pod Infectors in a unit has increased considerably, being 3 to 4 times larger than those ''Halo Wars''.
New Flood forms are introduced, such as the Flood Spawner, a mobile form that can produce Flood counter units depending on what type is attacking it. During gameplay, the Flood can also use Flood burst pods to emerge from the ground, which can be used as a distraction and as a surprise attack.
All vehicles are generally "downgraded" when infected, as they cannot use vehicle abilities. Additionally, the Flood also cannot infect any non-combatant vehicles such as EV-44 Nightingale.
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File:HW2 FloorBlades.png|thumb|300px|Floor Blades in use on The Last Bastion. Floor Blades are a fortification employed by the Banished.
Overview They take the form of razor-sharp spikes embedded in the ground intended to hurt and maim anything that tries to cross them, any unit willing to crossed will be slowed down and also will take slightly more damage upon fired on.
Gameplay
Awakening the Nightmare In the mission "Fighting Retreat" Pavium needed some other sources to defend himself and his army From the flood, so he uses available plots scattered around the area in order to be build on, Pavium can choose to either build a Shield Barrier to temporally hold off the flood or build some Floor Blades so the flood can take some damage when they come.
Terminus Firefight In Terminus Firefight the Floor Blades can be built by any Banished leader, these buildings can help team to force the enemy to take forced slow movements and a lot of damage.
Floor Blades
*Population cost:
*Supply cost: 200 (default)
*Power cost: N/A
*Cooldown: 10 seconds
*Passives:
**Atriox - 70%/40.6% lower cost via Fortifications (70% 81)
**Colony - Slightly improved armor via Vehicle Symbiotes & Slow Health Regan via Combat Repair
**Arbiter - Temporary damage boost via Conduct of Rage
**Pavium - Slow Health Regan via Full Salvage
Tips Floor Blade are very effective against group units (Marines and Grunt Squads) as every member of the group take separate damage. Whenever a large group of units are passing through the Spikes, make the siege/splash units to force target them or the toughest unit in the group in order to deal more damage on the units surrounding the tougher. Voridus' Infusion pools also deal a lot of damage also they are slightly slowed down. Upon late waves of Vultures or Scorpions, try to make them use their specials on the buildings as much as possible whenever they destroy one already built Floor Blades but it's recommended to not keep spamming the Floor Blades as the enemy A.I. can be granted a Veterancy.
Gallery
File:HW2_FloorBlades_Concept.jpg|Concept art of various ideas of what the Floor Blades could be.
List of appearances
''Halo Wars 2''
Category:Fortifications Category:Banished buildings
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Floor It! is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 4 minute par time on the level Uplift Reserve. The achievement is worth 10 Gamerscore and can be unlocked on any difficulty.
This can be easily done by grabbing the first Warthog the player sees and driving past all the enemies, swapping it for a Ghost at the earliest opportunity and driving straight for the end. Doing this can also earn the Vidmaster Challenge: Classic|Classic (if done on Legendary), One Way Ride (if done on Heroic or Legendary), Xenophobia and Deference of Darkness.
Trivia The achievement name is a reference to the slang term of flooring, which means to drive as fast as possible. The only realistic way to meet the par time is to drive to the end as fast as possible.
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''Floral Express'', also known simply as ''Express'',Halo Mythos, ''page 164'' was a human freighter.Eleventh Hour reports, ''#5''
History During the Battle of Tribute in the 2552|summer of 2552, ''Floral Express'' escaped Tribute|the planet with two dozen colonial refugees to the slipstream space, hoping to regroup with other evacuees and make their way to the Sol system. The heavily damaged freighter followed a random slipspace trajectory per the Cole Protocol, and arrived at the edge of the Khaphrae system on 2552#October|October 8, 2552. While ''Floral Express'' underwent repairs, its furtive scans did not find Covenant pursuers, but instead detected anomalies within the star system. Once repaired, the vessel returned to Earth, where its crew was detained by the Office of Naval Intelligence for possible violations of the Cole Protocol. ''Floral Express''' flight records revealed the largest anomaly's sensor signature was a close match to a Forerunner Astroengineering|megastructure, leading ONI's pioneer teams to the discovery of a second Halo ringworld, Installation 03.
List of appearances
''Halo Mythos''
Sources
Category:Freighters
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|population=
|notable=
|governance=European Union
}}
Florence is a city on the human planet|homeworld of Earth.
History
In the 26th-century, Florence was a part of the European Union.''Halo Encyclopedia (2009 edition)'', Earth, p. 284-285, (2009); p. 296-297 (2011 edition)
Sources
Category:Europe
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The Florians were a people of a diminutive species of human taxonomically referred to as wikipedia:Homo floresiensis|Homo ''floresiensis'' and called cha''manune'' (plural cha''manush'')Halo: Silentium, ''Rebirth Narrative'' by contemporary humans themselves.
History They were native to Earth and part of humanity's Erde-Tyrene civilization|contemporary civilization shared by other human and hominid species before the firing of the Halo Array.Halo: Cryptum, ''page 23'' Despite their small size, they were generally respected by other humans and were allowed to go about their own business; it was told that they banded together and took vengeance on those who harmed them.Halo: Primordium, ''page 31'' The Florian Riser, a member of a group of Florians living in the Marontik area, served as a guide to Bornstellar Makes Eternal Lasting, a young Forerunner looking for Precursor artifacts. The Librarian had imprinted Riser's ancestors with a ''geas'' that made the subsequent generations seek a way to bypass the defenses around the Ur-Didact|Didact's Cryptum in the Djamonkin Crater.Halo: Cryptum, ''page 55''
In the reintroduction stage of the Lifeworkers' Conservation Measure, the species was relocated to several islands by the new Lifeshaper, Chant-to-Green, at Riser's suggestion;Rebirth these islands included Wikipedia:Flores|Flores in Wikipedia:Indonesia|Indonesia and Wikipedia:Hawaii|Hawaii.Halo: Primordium, ''page 32-33'' The species is known to have survived up until around 13,000 BCE and possibly as recently as 10,000 BCE, living contemporaneously with "modern" humans, Homo ''sapiens''.Wikipedia:Homo floresiensis|''Homo floresiensis'' on Wikipedia Though Florians are believed to have gone extinction|extinct, various folktales on the islands they used to inhabit appear to be based on them, including the small-sized people known as Wikipedia:Menehune|''Menehune'' in Hawaiian mythology.
Description File:Homo floresiensis.jpg|thumb|left|150px|A fossilised Florian skull.
They possessed more "primitive" characteristics than modern humans, including a reduced mandible, lacking a chin, and a smaller cranial capacity and proportionally smaller brain, though were still intelligent. Their most outstanding feature was their small stature, standing at a little over a meter tall. Cha''manush'' were remarkably long-lived; Riser was around 200 years old when he met Bornstellar, and he was still "just a youngster" according to Chakas.Halo: Cryptum, ''page 35'' At least Florian males were remarkably hirsute, with most of their bodies and faces covered in fur-like hair.Halo: Primordium, ''page 181''Halo: Primordium, ''page 296'' They were noted for their keen sense of smell in comparison to modern humans.Halo: Primordium, ''page 224''
The Ur-Didact|Didact described the Florians as "peaceful, yet full of cleverness" and asked them to be preserved following the human-Forerunner wars. After the war, Florians were favored by the Forerunners as a servant species, often amusing and instructing their young.Halo: Cryptum, ''pages 82, 86'' Family and ancestry were noted to be important in Florian culture. It was said that unlike Human|ha''manush'', cha''manush'' "lived with ancestors in their heads", suggesting that they may have possessed a special connection to their ancestors, possibly a genetic memory of some kind.Halo: Cryptum, ''page 109''
Besides regular speech, the Florians living circa 97,445 BCE communicated in a variety of ways, including "stare-whistle" and "click-song"; clicking noises made with their tongue and cheeks. When communicating in regular speech, Florians spoke in a truncated, simplistic manner; however, their own language, complemented by various gestures and clicking sounds, was highly elegant and complex, including, among other traits, a large amount of inflections and declensions, as well as verb tenses which recognized thirteen different grammatic genders and four directions of time.Halo: Primordium, ''page 213-214''
The Florian naming system was notably complex, with an individual having a family name, a personal name, and a considerably longer "long name"; for example, Riser's family name was ''"Day-Chaser"'', his personal name ''"Morning Riser"'', and his long name ''"Day-Chaser Makes Paths Long-stretch Morning Riser"''. However, they were typically only called by their first name and rarely revealed their full names to outsiders.Halo: Cryptum, ''page 33''
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo: Silentium''
''Rebirth''
''Halo Mythos''
''Halo: Renegades''
''Halo: Point of Light''
Notes
Sources
Category:Ancient humanity Category:Sapient species
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Florus Corp was a human business on Sonata, an Outer Colonies|Outer Human colonies|colony planet|world in the Helice-12 system.
History The company was founded at some point before 2558#August|August 2558. Competitors to Florus Corp have attempted to replicate Florus Corp's Florus|florus crops through synthesized versions, but there were differences.
Products Florus Corp exported refined florus, a non-glucose based sweetener to the rest of human space.
List of appearances
''Halo: Point of Light''
Sources
Category:Human businesses
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Florus is a human crop used as an all-natural, non-glucose-based sweetener. The plant is characterized by a green stalk and slim leaves, which are intensely green on top with a shining emerald green underside. Florus in the one and only export of Florus Corp, a corporation based out of Sonata, an Outer Colonies|Outer Human colonies|colony Planet|world.
Sonata, with its rich blond soil, was the only human world where florus crops could be naturally grown. While the stalks of the plantwhere the sweetener is taken fromhad been studied and successfully synthesized, it still did not compare with the organically-grown florus from Florus Corp. Competing companies who sold synthesized florus simply could not compete with the real deal.
List of appearances
''Halo: Point of Light''
Sources
Category:Plants Category:Food and drinks
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|nicknames=
|battles=Battle of Netherop
|commanders=Fleetmaster Nizat 'Kvarosee
}}
The Flotilla of Unsung Piety are an organisation of originally-Covenant stealth Covenant starship|spacecraft. In mid-2526, they were stolen by the exiled ex-Fleetmaster of the Fleet of Inexorable Obedience, Nizat 'Kvarosee, to avoid punishment for his failures during the Battle of Zhoist. During the Battle of Netherop, the flotilla was mostly destroyed in combat with the Covenant's Fleet of Swift Justice and the UNSC Navy's Task Force Pantea; however, two vessels - ''Quiet Faith'' and ''Silent Truth'' - were able to survive and escape the reach of the Covenant's retribution.
History
In early 2526, the Covenant colonies|reliquary world of Zhoist came Battle of Zhoist|under attack by Task Force Yama of the United Nations Space Command. During the battle, two of the Ten Cities of Edification on the planet's surface alongside the Ring of Mighty Abundance and the under-construction supercarrier ''Hammer of Faith'' were lost, along with several warships of the Fleet of Inexorable Obedience. As such, Fleetmaster Nizat 'Kvarosee was recalled to High Charity to formally meet with the Hierarchs and to meet his punishment for such a great failure. Arriving at the Sanctum of the Hierarchs with his steward Tam 'Lakosee and nine other guards - the majority of whom shipmasters of the fleet whom had volunteered to serve as Nizat's bodyguard - he presented the Hierarchs with seven shards of glass encased in boxes fashioned from the native stone of a different planet. These were intended for addition to the Shard Chamber, to display a shard of glass from each of the worlds Glassing|glassed by the fleetmaster in his crusade. The eighth box held a Luminal Beacon - a Forerunner quantum entanglement communications device and one of two entrusted to Nizat when he and his fleet set out on the conquest of humanity (the other having been lost when the warship ''Almighty Persuasion'' was destroyed over Zhoist).
Ultimately, Nizat failed in his primary goal; having resigned to his fate of an inevitable assassination by the Silent Shadow, he intended to at least ensure that his honour could be restored by conferring his experiences fighting against the SPARTAN-II program|SPARTAN-IIs and the Office of Naval Intelligence to future Covenant fleetmasters, as not to repeat his mistakes. He offered a hypothetical plan for the Hierarchs' consideration, that could allow the Covenant to find and destroy ONI; to hide the Luminal Beacons inside a nondescript piece of Covenant technology and allow ONI to take it back to their primary headquarters - then use the beacons to locate the facility and destroy it. However, the news that one such beacon had been destroyed caused the Hierarchs to deny Nizat's request and instead order him to return to the remaining beacon to the Beacon Keeper's Vault, and then to his Covenant carrier#Assault carriers|assault carrier ''Pious Rampage'' for "reassignment" at the hands of the Silent Shadow. Once arrived at the Vault, Nizat instead made the decision to grab Tam 'Lakosee's Energy sword (fiction)|energy sword and kill the Covenant Honor Guard|Honor Guard blademaster that had escorted the group, before dispatching the remaining two Honor Guards posted by the vault's entrance.
'Kvarosee's escort then hid the bodies of the guards before moving into the vault - rousing the Beacon Keeper from his sleep and forcing him to open the coffers where the final remaining beacon and its reception units were housed. While Nizat originally ordered the Beacon Keeper to be bound and thrown inside one of the lockers to keep from sounding the alarm, Yey 'Mootasee instead pointed out that the vault was a mystery to them and the Beacon Keeper could have some other way of sounding the alarm. As such, all ten Sangheili plunged their energy swords into the Beacon Keeper in unison, sealing all of their commitment to Nizat's mission; to find and destroy ONI, and restore their lost honour. In this regard, Nizat viewed his followers as disciples. After this, Nizat and his shipmasters stole the Flotilla of Unsung Piety - ten intrusion corvette stealth vessels and the Covenant frigate|frigate ''Steadfast Strike'' - and headed for Netherop; a barren world so-chosen by 'Kvarosee due to his belief that the UNSC would not deign to send Spartans to such a world.
To enact their plan to destroy the Office of Naval Intelligence, Nizat intended to use a suitably impressive target to draw their eye - namely the frigate ''Steadfast Strike''. At 21:00 hours on June 3, ''Steadfast Strike'' engaged with the UNSC destroyer wolf-pack Task Force Pantea, consisting of five s. During the engagement, the frigate was "downed" by the destroyers - in actuality a deliberate act - and crash-landed on Netherop. The humans would be allowed to board the frigate wreck and find the Luminal Beacons planted inside an Energy shielding|energy shield emitter and a Anti-gravity belt|anti-gravity harness used by the Yanme'e. The flotilla's Sangheili Ranger|Fleet Rangers would then deploy to the frigate to drive off the humans with their captures, before the frigate self-destructed to reinforce the ruse and also prevent it from being captured in a second attack. As such, despite all appearances, the frigate was still mostly-operational, and capable of launching back into space if needed.
The flotilla then lay in wait and observed as the ONI salvage ship arrived at Netherop and dispatched its S-14 Baselard fighter complement to begin conducting reconnaissance around Netherop's moons. Shortly thereafter, the intrusion corvette ''Divine Whisper'' began to track the sudden appearance of a UNSC D75-TC/r Pelican dropship - though could not ascertain where it had been deployed from - indicating the presence of an ONI prowler. Fearing that the dropship may house a team of Spartans and thus pose an actual risk of capturing ''Steadfast Strike'', Nizat ordered the firing of a Guarding Spear on the Pelican, resulting in its destruction and alerting to the flotilla's presence. As such, Lieutenant Commander Amalea Petrov decided to deploy Spartan Blue Team onto Netherop's surface by directly descending ''Night Watch'' into Netherop's atmosphere, attracting the presence of a few of the flotilla's Banshee Space fighter|fightercraft and resulting in their destruction - at the cost of the crash-landing of ''Night Watch'' herself.
With Nizat's plan already going awry, he began discussing alternatives with Tam 'Lakosee - with the steward suggesting a slight alternative; allow a team of UNSC Marine Corps|UNSC Marines to board ''Steadfast Strike'' and recover the Luminal Beacons while holding off the Spartans. If the Spartans made it to the ship, it can simply be self-destructed or leave before they get to it. However, this was interrupted by the confirmation of the arrival of the Covenant's Fleet of Swift Justice and their intention to hunt down the Flotilla of Unsung Piety. ''Quiet Faith'' shipmaster Qoo 'Weyosodee suggested that if the flotilla were to leave Netherop now, they could survive with most of the ships escaping. However, Nizat pointed out that Swift Justice had emerged from Slipstream space|slipspace on the opposite side of Netherop to the UNSC fleet, which had itself been gathering in numbers. Unless the flotilla acted fast, they would be caught between both the hostile Covenant and human fleets. Rather than follow 'Weyodosee's suggestion, Nizat instead decided on a less conventional plan; use a gravity assist around Netherop to bring the ships of the flotilla low over ''Steadfast Strike''; the repulsor engines of the corvettes firing would alert the UNSC to the flotilla's presence, leading them to attack and drawing them into a combat with the Fleet of Swift Justice. Meanwhile, Nizat, Tam, and a cadre of Rangers would drop onto Netherop via Covenant drop pod|breaching carapace and begin to enact the plan discussed prior - with the flotilla emerging back into space now behind the UNSC fleet. With the Fleet of Swift Justice about to quickly eliminate the human presence in orbit, Nizat now intended to manually plant a beacon aboard UNSC ''Phyllis Wheatley'' rather than simply wait for the Spartans to find it, while leaving the other aboard ''Steadfast Strike''.
While Nizat and his crew began their attack on ''Phyllis Wheatley'' on the ground, Task Force Pantea engaged with the Fleet of Swift Justice in orbit, and were eventually able to confirm to the UNSC's ground forces that the stealth corvettes of the flotilla had begun exchanging fire with the fleet in orbit. Despite this, the shipmasters of the fleet remained hesitant to fight the Covenant, and awaited the orders of Fleetmaster 'Kvarosee. As his ground force, alongside ''Steadfast Strike''s Ranger complement, began to attack the security complement from UNSC ''Phyllis Wheatley'', the Ranger First Blade Gri 'Waqilsee volunteered to be sacrificed in battle to deliver the Luminal Beacon to the Marines. His energy shield emitter would be replaced with a faulty module that would not self-destruct upon his death, allowing his body to be recovered and the Luminal Beacon discovered on his corpse.
As the flotilla continued to battle in space over Netherop, the fleet was gradually whittled down. Eventually, an fighter-bomber was deployed from the Fleet of Swift Justice to bomb ''Steadfast Strike'' and destroy the frigate while a Silent Shadow contingent continued the battle on the ground against the UNSC resistance. Following this, a trio of Covenant Honor Guardsmen were deployed onto Netherop's surface to personally interrogate and execute Nizat, with the Helios Ultra leading the trio initially hesitant to do Nizat the honour of even informing him of the flotilla's status. However, Nizat lied and claimed that the Luminal Beacons' receivers were aboard two vessels in the flotilla - meaning the Ultra would be forced to inform him of the flotilla's status to have any chance of recovering them. As such, the Ultra revealed that that ''Silent Truth'' and ''Quiet Faith'' had escaped the carnage, though would soon be hunted down by the Covenant. Having in actuality hidden the beacon receivers aboard ''Quiet Faith'', Nizat then informed the Ultra that he had in fact hidden the receivers aboard ''Still Devotion'' and ''Worthy Silence'' - one of the vessels destroyed in orbit and one vessel destroyed during the Battle of Seoba earlier that year. If the Covenant believed the beacons were lost, then shipmaster 'Weyodosee may have a slight chance of finishing the Flotilla's mission and restoring Nizat's honour.
With this lie unveiled, the Ultra elected not to simply execute Nizat - believing that his failures were too great for such a quick death. Instead, the Honour Guardsmen stripped Nizat of his Sangheili harness|armour and then marooned him on Netherop alongside Tam 'Lakosee and a few other survivors of the battle - Silent Shadow and deserter alike. These troops would eventually band together for survival against the ragtag human outcasts also stranded on the planet commanded by Lieutenant Commander Amalea Petrov - later coming to find the Inner Sanctum and branding themselves as the Defenders of the Sanctum for the Netherop conflict|ensuing war over the next thirty years.
Composition
At the outset of the fleet's mission on Netherop, it was composed of ten intrusion corvettes; a type of Covenant starship designed for stealth operations, alongside the frigate ''Steadfast Strike'' - which was used as the bait to tempt ONI into action on Netherop. The fleet also had within it a number of Banshee fighters for air support, and some Wasal surveillance craft.
By the end of the battle on Netherop, all but two intrusion corvettes were destroyed; ''Quiet Faith'' and ''Silent Truth'' had successfully escaped the Fleet of Swift Justice. List of named ships in the flotilla Intrusion corvettes
*''Quiet Faith'' - flagship of the flotilla; commanded by Shipmaster Qoo 'Weyodosee
*''Divine Whisper'' - commanded by Shipmaster Yey 'Mootasee
*''Silent Truth''
*''Still Devotion''
At the conclusion of the engagement on Netherop, Fleetmaster 'Kvarosee claimed that one of the Luminal Beacons had been housed aboard the corvette ''Worthy Silence''. However, this corvette was in actuality destroyed in the Battle of Seoba earlier that year.
Covenant frigate
*''Steadfast Strike'' - commanded by Shipmaster Ob 'Nathisee
Despite its small size, the Flotilla of Unsung Piety nonetheless numbered over 3,000 crew strong - so much so that Nizat 'Kvarosee was unable to keep track of the names of all of the troops under his command. The founding members of the fleet consisted of Nizat himself, alongside his steward Tam 'Lakosee, and eight other loyal shipmasters from the Fleet of Inexorable Obedience. Due to the quick nature of the mission, 'Kvarosee had been unable to secure the allegiance of a kaidon - as such, he felt that the warriors he commanded were less loyal to him as a mere Fleetmaster than they would have been to their own kaidons. Named personnel of the flotilla Fleetmaster Nizat 'Kvarosee Steward Tam 'Lakosee Qoo 'Weyodosee - shipmaster of ''Quiet Faith''
Yey 'Mootasee - shipmaster of ''Divine Whisper''
Ob 'Nathisee - shipmaster of ''Steadfast Strike''
First Blade Fleet Ranger Gri 'Waqilsee
List of appearances
''Halo: Oblivion''
''Halo: Outcasts''
Sources
Category:Factions Category:Covenant fleets
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Flotsam, Jetsam is the ninth track (Disc 1 Track 9) in ''Halo: Combat Evolved Anniversary: Original Soundtrack''.
Overview The track is an arrangement of ''Dust and Echoes'' from ''Halo: Original Soundtrack''.
Appearances The track plays in place of ''Dust and Echoes'' in ''Halo: Combat Evolved Anniversary'', during the final cutscene of the level ''The Maw'', when John-117 escapes the . The later tracks ''Captain, My Captain'' and ''Exfiltration'' play in place of ''Dust and Echoes'' in their respective levels in ''Anniversary'', ''Keyes'' and ''The Library''.
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|rank=First Lieutenant
|sn=
|notable=
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Floyd is a First Lieutenant in the United Nations Space Command|UNSC Unified Ground Command.
Biography
On December 12, 2559, First Lieutenant Floyd was onboard when it was Battle over Installation 07|ambushed by Banished forces upon arrival at Installation 07. As the ''Infinity'' fell to the Banished assault, Floyd made landfall on the ring's surface.
Floyd rendezvoused with other UNSC forces at the wreckage of , which had been found by Spartan Vedrana Makovich and designated as a UNSC base of operations.
Floyd conducted multiple field surveys and reconnaissance missions on Banished outposts, reporting his findings to Spartans Hudson Griffin, Bertold Vettel, and Bonita Stone. He remained active after the ''Reverie'' fell to Banished control.
List of appearances
''Halo Infinite''
Notes
Sources
Category:Human characters
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Floyd is an enlisted serviceman in the UNSC Marine Corps.''Halo Wars 2'', Phoenix Logs - Vault
Biography During the Second Ark Conflict in 2559, Floyd and their squad, consisting of Dimitri and D. Wood and six other individuals, conducted a patrol on Installation 00, wherein they were engaged by a Stealth Sangheili. The Sangheili killed Dimitri before escaping.
List of appearances
''Halo Wars 2''
Sources
Category:Human characters Category:UNSC Marine Corps enlisted personnel
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File:H2A_FlukeoftheNarwalPoster.png|thumb|100px|An advertisement on a wall in Old Mombasa for the cover band.
Fluke of the Narwal was a Fist of the Unicorn cover band.''Halo 2: Anniversary'', campaign level Outskirts
Overview
Dima: Vocalist Andrey: Guitar Jay: Bass Nadine: Drums
History
In 2552, Fluke of the Narwal advertised a concert they were going to perform somewhere in or near Mombasa. The show sold out, though it is unclear whether the show was performed before the Covenant invasion.
Trivia Fluke of the Narwal is part of 343 Industries' running Unicorns|unicorn gag. The band's poster can be found on Outskirts in ''Halo 2: Anniversary''. It can only be viewed in Remastered graphics mode. The band's name misspells the word "narwhal".
Sources
Category:Music
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Fluxor shields were radiating energy fields used on Forerunner spacecraft to protect the ship against the aerodynamic heating in atmospheric entry.Halo: Cryptum, Chapter 11, ''page 111''
List of appearances
''Halo: Cryptum''
Sources
Category:Forerunner technology
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File:HR Flyable PelicanPhantom.jpg|thumb|300px|The Flyable Pelican and Phantom.
The Flyable Pelican and Phantom easter egg in ''Halo: Reach'' allows the player to pilot the D77-TC Pelican|Pelican and Kez'katu-pattern Phantom|Phantom in the ''Halo: Reach'' campaign level New Alexandria. This was first revealed to exist to the players, after Bungie's campaign designer Dan Miller revealed that the Pelican is pilotable. The easter egg was figured out several hours after the release of the weekly update.
Miller implemented the easter egg himself using the Pelican's internal debug controls (see #Gameplay|here for a breakdown). As a result, the flyable vehicles are unintuitive to fly.
Walkthrough All objectives assigned must be completed before the final objective is given to destroy the Shade turrets at the ONI Headquarters. Fly to the tower with Club Errera (It will have an orange rectangle on the top of the tower, look high) and look outwards. Approach the tower to the West of Club Errera and head to the North side of this building. There should be a hollow area with a ceiling but no floor whatsoever. If all the mission objectives prior to the ONI Headquarters are completed, a switch should be on the ceiling. The player must toggle it before the next step. This is possible on Solo and Co-Op.
File:HR NA PelicanEgg Building.png|The building where the Easter Egg can be unlocked - the building containing Club Errera is to the left. The alcove area visible contains the switch.
The player must land their Falcon on the building's ledge, with its rotors balanced and touching the ledge so it remains in position. Then, using a Series 8 jetpack|jetpack, which is obtainable from Club Errera or the New Alexandria Hospital, fly up to the roof and trigger the switch. If done correctly and quickly enough, the Falcon should still be in place, and the player should be able to return to it.
File:HR NA PelicanEgg Switch.png|Activating the switch in single-player. File:HR NA PelicanEgg Activation.png|Activating the switch. Note the compass markings in the HUD, if you are having trouble finding the easter egg.
First, one player stands on top of a Falcon, the pilot must then carefully hover into the hollow area in the back of the tower and adjust the altitude until they can activate the switch. This is best done if the player has a jetpack, which is obtainable during the New Alexandria Hospital and Club Errera segments of the mission.
In ''Halo: The Master Chief Collection'', following the addition of the Halo: The Master Chief Collection skulls#List of skulls|Acrophobia skull to ''Halo: Reach'' in 2022, players can use that skull instead of or in conjunction with the jetpack to hit the switch, either solo or in co-op. This skull allows players to fly by pressing the jump button twice, and unlike the jetpack, its use is not limited.
After activating the switch, the player must fly through the oval ring in the tower that resembles the wikipedia:Shanghai World Financial Center|Shanghai World Financial Center. It may take several passes through the ring at a certain altitude to trigger the Easter Egg. Aim for about three-fourths the way up in the ring.
At this point, if the player is in a Falcon or Banshee, they will be put into a Pelican or Phantom, respectively. The previous vehicle that they were in will then fall to the ground since the player is no longer piloting it.
File:HR_NA_OvalBuilding.png|The building you need to fly through. File:HR_NA_ActivatingEgg.png|A Falcon flying through the building.
Gameplay The vehicles fly using the debug control scheme implemented by Bungie for internal testing. Both vehicles are operated by using RB button to ascend and LB button to descend, with the default controls. With the Recon control scheme, in order to ascend press A button and descend with LB button. Both the Phantom and the Pelican can boost by pressing LT button. Co-op players can ride in the back by holding action (although the indicator is not shown, it will still work). The chain gun of the Pelican can be operated by a player that holds action near it, similarly to the Usable Pelican turret easter egg on Long Night of Solace (level)|Long Night of Solace. They will have full motion and firing abilities but cannot see anything because of camera placement, although sometimes the turret will become invisible if another person melees or shoots at it. The M370 autocannon|chin gun is the same as the UH-144 Falcon|Falcon's chin gun. Friendly Army troopers will automatically man the chin turret or ride in the back if the Pelican lands nearby. The Phantom's side Pek-pattern plasma cannon|plasma turrets where Unggoy usually man them can be manned by other players.
If the pilot exits the Pelican, it will disappear. Phantoms function almost identically, except that they are faster and the pilot cannot exit, except by committing suicide by flying too low. The Phantom can fly through buildings and other Phantoms and players, although the player will be killed instantly if they fly through a building. If the player wishes to finish the level by themselves with the Pelican they can simply push the Shade turrets off the edge and not have to worry about their health.
Achievements The following achievement can be unlocked through this easter egg on the ''Halo: The Master Chief Collection'' edition of ''Halo: Reach''.
{| class="wikitable"
| ! scope"text-align:center;" |''Halo: MCC'' (Xbox One)
! scope"width:135px;text-align:center;" |''Halo: MCC'' (Steam)
! scope"width:175px;height:20px;text-align:center;" |Title
! scope"width:350px;height:20px;text-align:center;" |Unlock requirement
! scope"width:200px;height:20px;text-align:center;" |Games
| |File:HTMCC HR Achievement We'reGonnaNeedaBiggerShip.png|center|115px
|File:HTMCC HR Achievement We'reGonnaNeedaBiggerShip Steam.jpg|40px|center|65px
|We're Gonna Need a Bigger Ship
|Fly both the Pelican and Phantom via this easter egg.
|''Halo: The Master Chief Collection''
|}
Trivia Note that if there are any passengers or gunners inside the Falcon during transformation, they will remain in the Falcon as it falls down. If the party leader is a passenger in the Falcon then they will get a Pelican first. The player may also exit the normal barriers of the map while in a Pelican or Phantom and explore freely, even up to the Covenant s. If the player starts getting out too far, they will start seeing the effects of the Hall of Mirrors. Please note that the Phantom is destructible. After taking large amounts of damage, it will explode. Unlike other vehicles in Reach, there is no way to tell how much strength the Phantom has left before exploding. The Pelican on the other hand is entirely indestructible. The manner in which the Pelican flies seems to defy aerodynamics. To bank left, the right wing and its attached thruster tilts upward while the left wing and thruster tilts downward. The opposite is true when the Pelican banks right. In reality, these wing/thruster positions should have the opposite effect on the aircraft. Projectiles fired from inside the cargo hold of the Pelican will travel straight through the "wall" of the Pelican, as does the "Rain" weather effect. If the Pelican is holding a passenger and makes too tight of a turn, the passenger will sometimes be booted from the seat, and sometimes be stuck inside the Pelican until they reenter the seat and then get up from the seat. If the player piloting the Pelican looks down while going backwards, passengers can exit their seats without leaving the Pelican, allowing the passengers to move around in the Pelican, however they are prone to damage from the Pelican's movements. Curiously, while there is no "effective" AI controlling the chin/"concussion" turret of the Pelican/Phantom respectively; they still turn around and point at threats or other players staring at them, but don't fire unless they are actually taken over by another player or trooper. The Phantom is known to have clipping issues when colliding with buildings. The player can also reach the bottom of the level. If travelling outside the map, it is possible to spawn players on the invisible floor.
Gallery
File:HR NA FlyingPelican 1.png|Flying the Pelican. File:HR NA FlyingPelican 2.png|Flying the Pelican. File:HR NA FlyingPhantom 1.png|Flying the Phantom. File:HR NA FlyingPhantom 2.png|Flying the Phantom. File:HR NA Phantom Clipping.png|The flyable Phantom clipping through a building.
Sources
External
'']
Category:Halo: Reach Easter eggs
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Flyboy is a glitches|glitch in ''Halo 2'' that allows players to store the lunge of an Type-1 energy sword|Energy Sword while in the seat of a vehicle. It is also known as "lunge storage" and has also historically been known as Sword flying|"sword flying." The glitch is only possible on the original Xbox version of the game. It was removed in Halo 2 (Xbox) Auto-Updates#Auto-Update 3|Auto-Update 3, which is also included with the Halo 2 Multiplayer Map Pack, though it can be restored by clearing the console's cache. The glitch works in both Campaign|campaign and Multiplayer|multiplayer.
Overview The glitch is most easily performed by activating an energy sword lunge (on a target within range) while sitting in the passenger seat of either a M12 Force Application Vehicle|Warthog or Wuzum-pattern Spectre|Spectre. Though more difficult, the glitch can also be performed with any usable seat of any vehicle by activating the sword's lunge and immediately getting into the vehicle. The sword lunge will be "stored" regardless of whether the lunge target or the vehicle moves. The lunge can also preserve if the player manages to exit one seat and immediately enter another.
This glitch results in two effects. The first is that when the player exits the vehicle (without reentering it immediately), they will automatically fly in the direction of the stored lunge, typically to a much greater distance than the initial lunge. The second effect is that in campaign, the player will be immune to the dying from falling too fast for as long as they are in the vehicle.
The first effect gives it similar usage to Sword flying, as both glitches allow players to travel through the air quickly and to locations usually not traversable, though some of the more elaborate Flyboy setups allow for distances and directions that are impossible for normal Sword flying. The two glitches can also be combined to allow storing a lunge from a greater distance. However, when using the passenger seat of a vehicle, scope weapons cannot be used for Sword flying as the scopes do not function.
The glitch is possible to perform with a normal melee attack as well. When done this way the player will still have immunity to death by falling too fast. However it does not appear to grant as large a lunge and is more difficult due to requiring the player to be much closer to their lunge target as well as requiring the target to not be a vehicle or in one.
Sample Walkthrough Start a multiplayer game with at least two players on opposing sides on a map with both a Warthog or Spectre and a Type-26 Ground Support Aircraft|Banshee (Coagulation is recommended). Have one player with an Energy Sword (''Person A'') sit in the passenger seat of the Warthog or Spectre ; the other player (''Person B'') should fly over them with the Banshee. As ''Person B'' flies over ''Person A'', ''A'' should aim at them and attack with the Energy Sword when their reticle turns red. ''Person A'' should then exit the vehicle, which will cause them to launch through the air in the direction of their initial lunge attack.
Category:Glitches Category:Halo 2 glitches
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The Flying Arbiter glitches|glitch is a glitch that can be encountered in ''Halo 2'''s level, The Oracle.
Walkthrough In order to see this glitch, you must play in two-player co-op, and player two must be dead. Play the level until you get to the part where you chase the Heretic Leader in the Type-26 Ground Support Aircraft|Banshee. Kill player two, then, if needed, kill all enemies. After that, locate the arrow that points to the place where you must go to continue the level.
Fly above it and place yourself against the roof; in other words: under the floor where there are Unggoy|Grunts with Pez'tk-pattern fuel rod gun|Fuel Rod Guns that attack you in the earlier level. Get out and go to a "support" beam. When you cannot go any farther, crouch and walk off the edge. You will fly up until player two's screen hits the invisible wall and will show a close up of the Thel 'Vadam|Arbiter. Then you can walk around.
You cannot come back and finish the level after you fly up; you have to restart at the last checkpoint. Additionally, it is possible to crouch while in the air.
Category:Halo 2 glitches Category:Glitches
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The flying dumpster glitch is a physics glitches|glitch present in ''Halo 3'''s campaign. The glitch allows campaign#Cooperative|two players to fly a dumpster through the air by using timed jumps.
Walkthrough The easiest level to do this on is The Storm, at ''Checkpoint Alpha''.
Two players should find an empty dumpster, tip it over, and walk into it. The two should then jump at the same time, jumping repeatedly to lift the dumpster into the air. If the two players are skilled enough, they can even steer their improvised aircraft and use it to attack the Deutoros-pattern Scarab|Scarab.
External links
Category:Glitches Category:Halo 3 glitches Category:Tricks and cheats Category:Halo 3 tricks and cheats
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The Flying Dutchman was the name of a truck that Taylor H. Miles drove while he was living on Mars, and trying to pay for tuition.''Halo 3: ODST Pre-mission Evaluation''
Dutch remembered the Flying Dutchman during his Halo 3: ODST Pre-mission Evaluation|ONI candidate assessment, and was shown on the screen from his neural marker.
Trivia The truck is named after the legendary Wikipedia:Flying Dutchman|ghost ship.
Gallery
File:H3ODST Marketing Pre-missionEval Flying Dutchman Logo.png|The logo on the Flying Dutchman.
List of appearances
''Halo 3: ODST Pre-mission Evaluation''
Sources
Category:Civilian vehicles
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Flying Elephant refers to a phenomenon in which players Forge|manipulate objects in ''Halo 3'''s multiplayer map Sandtrap. As the name of this phenomenon so subtly implies, the intended effect is to launch M312 Heavy Recovery Vehicle|Elephants into the air.
The trick is not inherently a glitches|glitch, nor does it result from a glitch; however, the result is spectacular and bizarre, as is the case with many glitches of a similar nature. It may be more appropriately classified as a stunt.
Walkthrough
It is possible to use a M808B Scorpion|Scorpion or a ordnance pod|drop pod to lift an Elephant into the air. All a player has to do is enter Edit Mode and force either object inside an Elephant. By moving the object, they can move the Elephant. They may also splatter players by moving or rotating the object (and therefore the Elephant) at high speeds.
A more spectacular result can be achieved through the use of explosives. A player should start by removing all Fusion coils and Plasma battery|plasma batteries from the level. They should then place as many Fusion Coils and Plasma Batteries as they can inside the Elephantpreferably in the back area, taking care to set the items to Forge/Tricks#Instant Respawn|Instant Respawn. At this point, the player need only detonate the explosives through any means; AV-14 Hornet|Hornet missiles can create a particularly dramatic result. To prevent the elephant from falling when it begins to take off, you may want to create constant fire on the explosives (preferably with a Hornet)
First, the Elephant will buck from the initial blast. The explosives will respawn instantaneously, such that the explosion "re-triggers" itself in an endless cycle of detonations and spawns. This perpetual explosion will carry the Elephant skyward. Once the Elephant clears enough ground to begin orbit, it will not come down unless interfered with. Despite being very high in the air, the Elephant will only travel around the outer ring of the map, as there are Elephant-only Invisible wall|invisible barriers that prevent it from going anywhere else.
This method has actually been described in a Bungie.net Weekly Update.
A noteworthy alternative method is to set Trip Mines to Instant Respawn. A player then stands on top of the Trip Mine spawn, and repeatedly tosses Trip Mines until they form a massive pile. From there, the player need only drive their explosive-laden Elephant over the mound of mines.
A player can create an interesting, though less spectacular, result by placing a gravity lift in the center of the Elephant, near the holographic screen on its bottom floor. The Grav Lift should have its ''Respawn Time'' set to 30 or more, and its ''Place at Start'' set to ''No''. The player should then start a new round, and before the Grav Lift respawns, place a Drop Pod at its position. When the Grav Lift respawns, it will lift the Drop Pod upward; upon collision with the Elephant's ceiling, the Drop Pod will carry the vehicle skyward.
Alternatively, a player can drive an Elephant away from its starting position, and then place a Drop Pod at the center of that position. The player should then place a Grav Lift on the same spot as the Drop Pod, and then start a new round. The Grav Lift will push the Drop Pod into the bottom of the vehicle, forcing the vehicle upward from underneath. Some variants of this method involve using a hornet to control the flight.
Sometimes, in Matchmaking or large custom games, the Elephant will begin to sink into the ground, probably because of lag. When movable objects intersect each other in ''Halo 3'', they are rapidly forced outsometimes to the point of being blown apart. In the case of the Elephant, when it sinks too much, it will be shot out of the ground and sent flying. Usually it isn't sent too high, but in cases of extreme lag, it can be shot all the way across the map. In most cases, the Elephant will simply do a barrel roll and land upside down. The more people and objects that are on the Elephant, the more likely it is to glitchagain supporting the lag theory. Some believe that this phenomenon may be related to The Bump.
See also Elephant flipping
Sources
Category:Halo 3 glitches Category:Tricks and cheats Category:Halo 3 tricks and cheats
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Flying Half-Jaw is a glitches|glitch that can be performed on any ''Halo 2'' level in which both Rtas 'Vadum and Pod infector|Pod infectors appear in the same area. Overview In order for the glitch to occur one needs merely multiple pod infectors to latch onto Rtas 'Vadum while his energy shields are down. This will cause Rtas to fly upwards and seemingly float. It is most easily seen during The Oracle where only pod infectors and no other enemies are encountered in decent numbers though will also happen easily at the end of Sacred Icon as well. While the glitch works best with Rtas due to his invincibility, it works with most other AI as well, although they usually die before they attain much altitude. It will not work on Jiralhanae|Brutes and the The Flood|Flood. Walkthrough Start at the beginning of The Oracle and reach the area where Heretic Leader|Sesa 'Refumee's hologram appears. After Rtas 'Vadum finishes talking with the hologram, Pod infectors will come from the upper levels behind the Covenant unit. Whenever a Pod infector jumps onto Rtas, he will attempt to kill it using his Type-1 Energy Weapon/Sword|Energy Sword or whatever other weapon he is holding. After enough Pod infectors attack him, and after he loses his shields, he will fly through the air, seemingly floating, a bizarre response to being attacked by popping Pod infectors. You can speed up the process by attacking Rtas and lowering his shield themselves, allowing the pod infectors to latch on faster.
While not as fast, another way to see the glitch is to play through Sacred Icon and reach the final battle at the camp. During the course of the battle Flood carrier form|Flood carrier forms will spawn and approach you or your allies including Rtas. While one can lower Rtas's shields and force the carriers to explode, if Rtas holds an energy sword he will often charge at them himself allowing both the carriers to lower his shields with their explosions and the pod infectors to latch on afterwards.
Sources https://www.youtube.com/watch?v=x1bkzJAUeOQ
Category:Tricks and cheats Category:Halo 2 tricks and cheats Category:Halo 2 glitches
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The flying turret glitch is a glitch present in ''Halo 3'' and ''Halo 4''.
Walkthrough The flying turret glitch can be done the same way in both ''Halo 3'' and ''Halo 4'' in the same way. First, start a Forge game with 2 players, locally or via Xbox Live. Then place a machine gun turret, a plasma cannon turret, or in ''Halo 4'' a shade turret. We will be referencing the player in Edit mode as ''Player A'' and the player on a turret as ''Player B''. Player B must start using the turret, then Player A must pick it up. Then Player B can fly in the sky with the turret.
Category:Halo 3 glitches Category:Halo 4 glitches Category:Tricks and cheats
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