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File:H4 - Flyin' High.png|200px|right
Flyin' High is a medal in ''Halo 4'', ''Halo 5: Guardians'' and ''Halo Infinite''. In its first two appearances, it is earned by achieving a massive Mongoose or Warthog jump with a passenger and awards 5 points. In ''Halo Infinite'' it is awarded for achieving a massive jump in a fully-loaded vehicle, not just one passenger.
Walkthrough An easy way to obtain the "Flyin' High" medal is to drive a Mongoose with a passenger off one of the tower's launch pads in Ragnarok.
Gallery
File:H4 - Flyin' High.png|The ''Halo 4'' version. File:Halo5flyinhigh.png|The ''Halo 5: Guardians'' version. File:HINF TechPre Medal FlyinHigh.png|The ''Halo Infinite'' version seen in the Technical Previews. File:HINF Medal FlyinHigh.png|The ''Halo Infinite'' version.
Category:Medals
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Flyover Country is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 20 minute par time on Halo (Halo: Combat Evolved level)|Halo. The achievement is worth 10 Gamerscore and can be unlocked on any difficulty.
Tips When you're supposed to save the three groups of marines, kill the group of marines in the building using grenades then abandon M. Fitzgerald in the valley. If done successfully, Cortana will mention being unable to save any marines. Next, drive to the area where marines are hiding in the hills and try to get the sniper and another marine into the warthog, then run over whoever is left and drive off. Cortana will tell you to wait then report on Captain Keyes being captured by the Covenant if done correctly. Finally head to the marines hiding in the rocks and drive around the area, having the two marines take out all the waves of enemies.
Trivia The achievement's name is a reference to a wikipedia:Flyover country|pejorative Americanism referring to the parts of the United States between the East and West coasts which are often only experienced from high above while flying between the country's largest urban centres.
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Flyswatter is an achievement in ''Halo Wars 2'', awarded for destroying 100 Air units with Anti-Air Units in Multiplayer, Skirmish or Blitz.
Sources
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Fly, You Fools! is an achievement in ''Halo: The Master Chief Collection''. It is awarded for performing the Four Banshees on The Package easter egg.
Trivia The achievement name references the well-known Balrog scene from the 2001 film ''The Lord of the Rings: The Fellowship of the Ring''.
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File:HINF FOB Alpha.png|thumb|300px|FOB Alpha. FOB Alpha is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Alpha was located south of the ''Reverie'', with the Banished outpost Armory of Reckoning (location)|Armory of Reckoning located to its east.
By 2560#March|March 3, 2560, FOB Alpha was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Alpha becomes available in the "Connections" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Bravo.png|thumb|300px|FOB Bravo. FOB Bravo is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Bravo was located northeast of the the Banished excavation site designed Site Novem, with the Banished outpost Horn of Abolition (location)|Horn of Abolition located to its southeast.
By 2560#March|March 3, 2560, FOB Bravo was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Bravo becomes available in the "Connections" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF-FOB Charlie.png|thumb|300px|FOB Charlie. FOB Charlie is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. Overlooking the structures above the main chamber of the Conservatory (location)|Conservatory, FOB Charlie was located south of the Banished excavation site designated Site Novem, with the Banished outpost Redoubt of Sundering (location)|Redoubt of Sundering located to its west.
By 2560#March|March 3, 2560, FOB Charlie was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Charlie becomes available in the "Connections" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Delta.png|thumb|300px|FOB Delta. FOB Delta is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Delta was located east of the Conservatory (location)|Conservatory, and northeast of a Reformation Spire's base.
By 2560#March|March 3, 2560, FOB Delta was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Delta becomes available in the "Connections" section of the ''Halo Infinite'' campaign.
Trivia Unlike the other FOBs, FOB Delta is guarded solely by a pair of Active camouflage|cloaked Special Operations Sangheili, who will attempt to ambush the player.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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FOB Echo is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo. File:HINF FOB Echo.png|thumb|300px|FOB Echo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Echo was located north of Chak 'Lok's Tower, with the Banished outpost Redoubt of Sundering (location)|Redoubt of Sundering located to its southeast.
By 2560#March|March 3, 2560, FOB Echo was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Echo becomes available in the "Connections" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Foxtrot.png|thumb|300px|FOB Foxtrot. FOB Foxtrot is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Foxtrot was located south of the Chak 'Lok's Tower, with the Banished outpost Ransom Keep located to its southeast.
By 2560#March|March 3, 2560, FOB Foxtrot was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay FOB Foxtrot becomes available in the "Lockdown" section of the ''Halo Infinite'' campaign. The Weapon's dialogue after capturing the FOB differs depending on whether the player has completed ''The Tower'' campaign mission:
If the player has yet to complete ''The Tower'': ''"Another FOB in UNSC control and in the shadow of that Banished Tower. The closer we get to it, the stronger the UNSC distress signal becomes. The source has to be inside."''
If the player has completed ''The Tower'': ''"Another FOB in UNSC control, and this one in the shadow of Chak 'Lok's Tower. I'd call it a nice view... but then I remember what went on in there."''
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Golf.png|thumb|300px|FOB Golf. FOB Golf is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Golf was located northeast of the Banished salvage and repair facility Ransom Keep (location)|Ransom Keep, and southeast of Chak 'Lok's Tower.
By 2560#March|March 3, 2560, FOB Golf was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. On May 28, Master Chief Petty Officer John-117 came across FOB Golf while on his way to investigate a distress call from the Tower. At the urging of his artificial intelligence known as the Weapon, the Chief eliminated the Banished forces at the FOB and deployed the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control. She then marked the nearby locations of interest on John-117's TACMAP, including Ransom Keep and Okro 'Vagaduun.
Gameplay
FOB Golf becomes available in the "Lockdown" section of the ''Halo Infinite'' campaign. Its recapture is one of the main objectives in the mission ''Recovery''.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Hotel.png|thumb|300px|FOB Hotel. FOB Hotel is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Hotel was located west of the Banished outpost Annex Ridge (location)|Annex Ridge.
By 2560#March|March 3, 2560, FOB Hotel was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Hotel becomes available in the "Reformation" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Juliet.png|thumb|300px|FOB Juliet. FOB Juliet is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Juliet was located north of the Banished outpost Annex Ridge (location)|Annex Ridge, with another outpost Riven Gate (location)|Riven Gate to its east.
By 2560#March|March 3, 2560, FOB Juliet was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Juliet becomes available in the "Reformation" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Kilo.png|thumb|300px|FOB Kilo. FOB Kilo is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Kilo was located east of the Banished outpost Annex Ridge (location)|Annex Ridge, with another outpost Riven Gate (location)|Riven Gate to its northeast.
By 2560#March|March 3, 2560, FOB Kilo was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Kilo becomes available in the "Reformation" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB Lima.png|thumb|300px|FOB Lima. FOB Lima is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB Lima was located west of the Command Reformation Spire's base structure.
By 2560#March|March 3, 2560, FOB Lima was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Lima becomes available in the "Reformation" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:HINF FOB November.png|thumb|300px|FOB November. FOB November is a United Nations Space Command|UNSC Forward Operating Base (FOB) on the fragment sections of Installation 07 during the Battle for Zeta Halo.
Operational history Following the Banished's Battle over Installation 07|ambush on the upon its arrival at Installation 07 on 2559#December|December 12, 2559, UNSC forces made landfall on the ring. While many survivors at the fragmented section of the ring gathered at the wreckage of the as a base of operations, they also established Forward Operating Bases in nearby locations. FOB November was located deep within Banished territory, with the Banished outpost Riven Gate (location)|Riven Gate to its west.
By 2560#March|March 3, 2560, FOB November was in Banished control, with the Banished adding their own equipment and troops around the FOB. The FOB was also connected to the Banished battle network protocol, tracking nearby UNSC and Banished activity. At some point after Master Chief Petty Officer John-117 was retrieved by Fernando Esparza onboard ''Echo 216'' on May 28, the Spartan eliminated the Banished forces at the FOB and deployed his artificial intelligence known as the Weapon at the FOB's terminal. The Weapon removed the FOB from the Banished network, returning it to UNSC control, and marked the nearby locations of interest on John-117's TACMAP.
Gameplay
FOB Kilo becomes available in the "Reformation" section of the ''Halo Infinite'' campaign.
List of appearances
''Halo Infinite''
Sources
Category:Halo Infinite campaign Category:Installation 07 locations Category:UNSC military bases
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File:Two Scarabs.jpg|thumb|x300px|''Shua'ee''-pattern Locusts and ''Deutoros''-pattern Scarabs firing their weapons in ''Halo Wars''. Focus cannons, or focus beams, are a classification of heavy plasma weaponry used by the Covenant and its Covenant remnants|remnants.
Overview
Focus cannons are a type of energy projector similar to the capital-grade models used on Covenant starships. They can be individually tuned to allow for fine-excavation of Forerunner reliquaries or massive destruction of enemy ground forces.
The exact specifics on the operation of focus cannons are vague; while classed as a large type of plasma cannon, they generally operate by firing continuous streams of plasma at their targets - usually in a yellow-green colouration as opposed to the blue-red-purple of standard plasma weapons. As a form of energy projector, they presumably utilise the same magnetic confinement and anti-gravity technology to contain the plasma streams. A similar operation can be observed in the infantry-held - with a similar beam colouration and operating mechanism.
The plasma streams fired bear great resemblance to the assault cannons of the Mgalekgolo, though it is unknown to what degree the two technologies are related. Some focus cannons, such as those of the , can be observed dripping some kind of green, glowing fluid after firing - indicating that they may additionally use incendiary gel in their operation similar to the aforementioned assault cannons. Some models of focus cannon can be modified to support the injection and firing of infusion gel (itself a derivative of incendiary gel), further lending credence to this implication.
Bloodfuel beam: a special variant of light focus cannon equipped on the Bloodfuel Locust|Bloodfuel variant of the Locust walker used by the Banished. Infused focus cannon: a specially modified focus cannon created by Voridus to fire and spread infusion gel.
File:HW2_Blitz_Bloodfuel_Locust.png|A Bloodfuel Locust sporting a very heavily-modified Bloodfuel beam.
Usage Ultra-heavy focus cannons
- 1x ultra-heavy focus cannon - considered to be one of the most powerful ever fielded on a combat walker
- 1x ultra-heavy focus cannon
- 1x ultra-heavy focus cannon
- 1x ultra-heavy focus drill Type-29 Scarab - 1x focus cannon - considered to be the most powerful of all known Scarab types
Heavy focus cannons Barukaza Workshop Scarab - 1x heavy focus cannon
- 5x heavy focus cannons
Light focus cannons
- 1x light focus cannon (alternatively termed a "charged plasma cannon")
Barukaza Workshop Locust - 1x light focus cannon
Undefined The "light"/"heavy" classification of focus cannon (if any) for the following weapons is unknown, meaning where they are placed in the hierarchy of focus cannon power is presently unknown.
- 1x ''Emim''-pattern focus beam Eklon'Dal Workshop Lich - 1x focus cannon
- 1x focus cannon (select "Beam Goblin" variants-only)
Gallery
File:H2 scarab fire.jpg|Closeup of the 's focus cannon prior to firing in ''Halo 2''. File:Scarabcannon.jpg|A destroying an M808B Scorpion in New Mombasa. File:69504874-Full.jpg|A firing its main weapon at an M808C Scorpion in ''Halo 3''. File:1216050538 Scarab.jpg|A 's weapon destroying a vehicle in ''Halo 3''. File:HW ScarabFiring.png|A firing its focus cannon in ''Halo Wars''. File:H2A - Scarab cannon.jpg|A preparing to fire its focus cannon in ''Halo 2: Anniversary''. File:H5G-BeamGoblin.jpg|A firing its focus cannon in ''Halo 5: Guardians''. File:HW2-BlitzScarab.png|A Barukaza Workshop Scarab firing its focus cannon in ''Halo Wars 2''.
List of appearances
''Halo 2''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
''Halo: Reach''
''Halo 2: Anniversary''
''Halo 5: Guardians''
''Halo Wars 2''
''Winter Contention''
Notes
Sources
Category:Covenant weapons Category:Plasma weapons
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Foe Hammer is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by killing 5,000 enemies or players in campaign or multiplayer. The achievement is worth 10 Gamerscore.
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|manufacturer=Covenant
|length=3,000 meters (9,843 feet)
|width=1,451 meters (4,760 feet)
|height=
|engine=Repulsor engines
|slipspace drive=Equipped
|hull=Nanolaminate hull plating Equipped with Energy shielding|energy shields
|armament=*2 energy projectors
7 plasma turrets Pulse laser turrets
|complement=*Qavardu Workshop Gravemakers Qavardu Workshop Prowlers Eklon'Dal Workshop Marauders
|countermeasures=
|commission=
|firstsight=
|destroyed=2558
|retired=
|lastsight=
|battles= *Human-Covenant War
*Battle for Earth
*Battle of Installation 00
Post-Covenant War conflicts
*Carrow Conflict
**Operation: BUZZHAWK
|affiliation=Voice of Maardoth
|namedcrew=
|captains=Hekabe
}}
''Foebane'' was an that was controlled by the Voice of Maardoth during the Carrow Conflict.
History
Great Schism After the Jiralhanae took power during the Great Schism, the Jiralhanae Chieftain Hekabe took control of the ''Foebane'', which was called the ''Gathering of Praise'' at the time. Battle of Installation 00
''Foebane'' was present during the Battle of Installation 00, where it broke off from the main Voice of Maardoth force in order to follow the Prophet of Truth to the Installation 00 Citadel in preparation for the firing of the Halo Array. As such they were not present when Sangheili forces attacked and destroyed the clan's forces, effectively wiping out Hekabe's bloodline. ''Foebane'' then fled the Ark after Hekabe took his remaining forces into the depths of the installation and recovered the Vertex.
After six years of translating the Forerunner script on the vertex, Hekabe learned of the location of a Sharquoi hive on the planet of Carrow. In order to get to get a foothold on the planet, Hekabe pledged his fleet to assist Thars 'Sarov in an uprising against Kaidon Rojka 'Kasaan and the humans on the planet. The Carrow Conflict was initially going in Rojka's favor, but the arrival of ''Foebane'' and other Jiralhanae ship turned the tide in Thars's favor. After defeating most of Rojka's ships, Hekabe began landing on the surface of Carrow. One of Rojka's remaining Covenant frigate|frigates, ''Vengeful Deed'', attempted to take ''Foebane'' by surprise but was destroyed by the other Jiralhanae ships. ''Foebane'' began landing troops in Suraka to secure the city.
For the majority of the battle, ''Foebane'' hovered over Suraka, using its ventral energy projector to dig a crater leading to the Sharquoi hive beneath the city. When the Surakan Militia Volunteers counterattacked, they targeted the cruiser with their largest non-nuclear weapon dropped from a Pelican dropship, Grizzly tanks on the ground and eight merchant ships armed with point-defense guns. While none of the attacks penetrated ''Foebane's'' shields, they were a distraction as four more merchant ships in orbit shoved three half-mined asteroids at the cruiser while it was distracted.
The plan worked: ''Foebane'' was left too distracted with the Suarkan ships to react to the asteroids until it was too late, with the rocks striking in quick succession. The first asteroid failed to penetrate the shields, but released megatons of kinetic energy against it, causing the shields, already under strain from the incessant barrage against it, to flicker. The second asteroid penetrated the cruiser's shields and exploded against the hull in a brilliantly white fireball. When the third asteroid struck, ''Foebane'' appeared to fold in midair, gushing blue and white flames and canted over as it dipped out towards the far edge of the crater it had dug. The merchant ships descended and continued firing upon ''Foebane'' which finally crumpled to the ground outside the city between Suarka and the rocky hills that led to the Uldt Desert. ''Foebane'' was left burning where it fell, effectively destroyed.
On their way into the city, the destroyed cruiser was spotted by both Gray Team and Rojka who were impressed that the Suarkans had managed to take it down on their own.
List of appearances
''Halo: Envoy''
Sources
Category:ORS-class heavy cruisers
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FOEHAMMER-class Mjolnir is a variant of the MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR Powered Assault Armor [GEN2].
Overview
The FOEHAMMER helmet features an ultra-wideband vehicle cyberlink which induces total body paralysis to allow for better pilot synchronization.
FOEHAMMER-class Mjolnir armor is a forward-looking design being evaluated for use with cutting-edge Project SLEIPNIR combat dropships tailored specifically for use by Spartans.
In-game information
Foehammer was first introduced as an Armor customization (Halo 5: Guardians)|armor set in ''Halo 5: Guardians''. The Foehammer set has two alternate skin designs; Echo and Victor.
{| class"width: 75%;"
! style="width: 15%"|Helmet
! style="width: 70%"|Description
! style="width: 15%"|Unlock requirements
|- align="center"
|File:REQ Card - Foehammer.png|100pxFoehammer (helmet)
|align="left"|The FOEHAMMER helmet features an ultra-wideband vehicle cyberlink which induces total body paralysis to allow for better pilot synchronization.
|align="left"|Common List of REQ cards|REQ card
|- align="center"
|File:H5G REQ Helmets Foehammer Echo Uncommon.png|100pxFoehammer Echo (helmet skin)
|align="left"|The FOEHAMMER helmet features an ultra-wideband vehicle cyberlink which induces total body paralysis to allow for better pilot synchronization.
|align="left"|Uncommon List of REQ cards|REQ card
|- align="center"
|File:H5G REQ Helmets Foehammer Victor Rare.png|100pxFoehammer Victor (helmet skin)
|align="left"|The FOEHAMMER helmet features an ultra-wideband vehicle cyberlink which induces total body paralysis to allow for better pilot synchronization.
|align="left"|Rare List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Foehammer.png|100pxFoehammer (body)
|align="left"|FOEHAMMER-class Mjolnir armor is a forward-looking design being evaluated for use with cutting-edge Project SLEIPNIR combat dropships tailored specifically for use by Spartans.
|align="left"|Common List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Foehammer Echo.png|100pxFoehammer Echo (body skin)
|align="left"|FOEHAMMER-class Mjolnir armor is a forward-looking design being evaluated for use with cutting-edge Project SLEIPNIR combat dropships tailored specifically for use by Spartans.
|align="left"|Uncommon List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Foehammer Victor.png|100pxFoehammer Victor (body skin)
|align="left"|FOEHAMMER-class Mjolnir armor is a forward-looking design being evaluated for use with cutting-edge Project SLEIPNIR combat dropships tailored specifically for use by Spartans.
|align="left"|Rare List of REQ cards|REQ card
|}
Trivia The name of the armor is based off the callsign of Carol Rawley in ''Halo: Combat Evolved'', Foehammer - itself based on the translation name of the sword featured in ''Lord of the Rings''. Echo and Victor are Phonetic Alphabet stand-ins for the letters E and V respectively - a reference to the D77-TC Pelican dropships in ''Combat Evolved'' Echo 419 and Victor 933, respectively.
Gallery
File:H5G_Foehammer_Concept.jpg|Concept art of the armour. File:H5G Foehammer Render 1.png|Renders of the Foehammer armour. File:H5G Foehammer Render 2.jpg|Renders of the Foehammer armour. File:H5G SpartanSquad Render.jpg|A render of a number of Spartans, including a Foehammer-clad member.
File:H5-Waypoint-Foehammer.png|Default skin. File:H5-Waypoint-Foehammer-ECHO.png|Echo skin. File:H5-Waypoint-Foehammer-VICTOR.png|Victor skin.
List of appearances
''Halo 5: Guardians''
Sources
Category:MJOLNIR armor Category:Halo 5: Guardians multiplayer armor permutations
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Fog is a ''Halo 3'' Campaign Achievement. It is earned when the player finds the Halo 3 skulls#Fog|Fog Skull. This Achievement gives 10 Gamerscore to the player.
It is represented by a blue circle with a skull in the middle. The skull has a swirl of fog on its forehead.
Effect: ''You'll miss those eyes in the back of your head.'' Your motion sensor disappears.
The Fog Skull can be found on "Floodgate" on Normal or higher difficulty. To get it, you walk toward the city; look up and a The Flood|Flood Flood combat form|Combat Form will jump from one building to another above you. This Flood is the holder of the skull. To get it, you must shoot the Flood so that he will drop it. But BE CAREFUL, if you shoot it too early, it will get stuck on the roof. Simply have your sights locked onto it, and you should see it kind of crouches; it's about to jump. Quickly shoot it, and it'll land next to the sandbags next to you. The recomended weapon would be the BR55HB SR Battle Rifle|Battle Rifle .
If you don't make it the first time, then quickly revert to the last checkpoint or restart the mission. Because this skull is early on in the game, if you do have to restart you won't lose your progress.
Category:Halo 3 achievements
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The folasteed were a form of plant life native to Janjur Qom, the San'Shyuum homeworld. They were various species of vegetation, including vines, shrubs, small trees, and other plants, that combined to form steeds under their riders; it appeared as if the riders were sliding along the forest's vegetation. The folasteeds roughly resembled a four-legged List of animals|animal, with a head and torso. Apparently the result of Stoic gene-forging, the folasteeds were able to attack by using vines to rip victims apart. They gave off screams that sounded like cries of agony. The plants were controlled by the riders, but had the ability to feel threatened and could attack on their own if they deemed it necessary.Halo: Broken Circle, ''pages 139-141''
History Folasteed patrols often kept watch of Stoic villages and cities on Janjur Qom. They are typically brutal towards citizens, and in turn, they were ignored by many San'Shyuum. Some San'Shyuum, such as Lilumna, despised the folasteed so much that they were willing to be taken off-planet by the Reformist San'Shyuum of ''High Charity''.Halo: Broken Circle, ''page 133''
In 850 BCE, when a Covenant expedition party led by the Mken 'Scre'ah'ben|Prophet of Inner Conviction traveled to Janjur Qom to retrieve Forerunner artifacts and bring Lilumna and like-minded San'Shyuum females to ''High Charity'' for mating purposes, the Stoics took notice of the Covenant team's presence and sent out folasteed patrols to eliminate them. While the expedition team recovered a Luminary and the Purifying Vision of the Holy Path at the grotto of the Great Transition, a folasteed patrol discovered their position and waited for them to exit outside the grotto.Halo: Broken Circle, ''pages 112-114'' When Captain Vervum L'kosur and Sangheili Ranger|Ranger Loquen 'Nvong attempted to betray the rest of the team, Ranger Vil 'Kthamee attracted the attention of the folasteed by firing in their direction, before locking the two Treason|traitors outside the grotto with the patrols. While Vervum was killed, Loquen was captured by the Stoics.Halo: Broken Circle, ''pages 118-119''
When the patrols left the area, the survivors of the expedition team traveled to the village of Crellum and retrieved the females. Just as the team was approaching their dropship, the folasteed patrols discovered their location and attacked. A firefight broke out between the two groups, and in an attempt to demoralize the Covenant forces, the folasteed ripped Loquen apart in front of them. As the battle continued, more Covenant soldiers were killed or wounded by the folasteed and their riders. However, the ilpdor Erb charged at the folasteed and ripped the riders off of them. Eventually, all the folasteed and their Stoic riders had been killed.
List of appearances
''Halo: Broken Circle''
Sources
Category:Plants
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Folks Need Heroes... is an achievement in ''Halo: Reach'' and ''Halo: The Master Chief Collection''. It is awarded for completing the Campaign on the Heroic difficulty or higher.
Trivia The achievement's name is a reference to a quote by Avery Junior Johnson|Avery Johnson, when addressing John-117 on Cairo Station (station)|Cairo Station; "''Folks need heroes, Chief. To give 'em hope.''"Halo 2 level ''Cairo Station''
Gallery
File:HR EliteForest Concept.jpg|The original ''Halo: Reach'' concept art used for the ''Master Chief Collection'' achievement art.
Sources
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Follow In Flight is the second track included in the second disc of the ''Halo 2: Anniversary Original Soundtrack''. In-game, it replaces Incubus's ''Follow'' from the ''Halo 2: Original Soundtrack''. Its name alludes to ''Follow'' and to what is happening in-game when the two music pieces play: Thel 'Vadamee pilots a Type-26 Banshee in pursuit of Sesa 'Refumee.
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Follow Our Brothers is the twelfth track (Disc 1 Track 12) included in ''Halo 3: Original Soundtrack'', and primarily serves as the background music for the ending cutscene of the ''Halo 3'' campaign level ''Floodgate''.
Overview The piece begins with a slow, single-note melody of strings, playing a rearrangement of the synth notes from ''Under Cover of Night'' (from ''Halo: Original Soundtrack''). Higher strings then join in with a single note. The motif is then repeated with choir in the background. The music then switches to a minor key, still retaining the same slow melody. The strings softly transition into the melody of the second part of ''Enough Dead Heroes'' (from ''Halo: Original Soundtrack''), but the melody doesn't resolve, creating a sense of uncertainty. Instead, it fades, to be replaced by snare drums, transitioning into a full rearrangement of ''Brothers in Arms'': the strings melody swells into a triumphant fanfare, with strings returning for a somber and sad melody.
The track's name references the ''Halo: Combat Evolved'' soundtrack ''Brothers in Arms'', and the second section of the piece is a full rearrangement of the track. The rearrangement also plays in the level ''The Storm''. It first plays in full when John-117 enters the first lake bed, where a group of Marines are being attacked by a . A lighter version (with snare drums, high strings, flute, and vocals) plays at the end of the level as John-117 and Thel 'Vadam approach the .
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Follow the Signal is the sixth track in ''Halo Infinite Original Soundtrack''.
Appearances
Sources
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Followers is an upgrade only available at the Covenant Empire|Covenant Covenant temple|Temple. Its icon is a picture of three Sangheili|Elites wielding energy swords. It also has a +10 symbol next to the picture, indicating how many extra units the upgrade offers. It requires 3 tech points which in the Covenant is called the Ages of Reclamation|Age of Reclamation. This upgrade costs 800 supplies.
Advantages Increases Covenant army population to 50 rather than the original 40. Allows the player to build 2 Deutoros-pattern Scarab|Scarabs and make 3 . Allows the player to outnumber and possibly outmatch your enemies.
Disadvantages Enemies can also buy this upgrade. AI players use this to make up to two scarabs.
Trivia The UNSC's counterpart upgrade to this, Reinforcements, is purchased at the UNSC Field Armory|Field Armory. Scarabs can be aided by Type-30 Locusts or any other Covenant if this upgrade is bought. This is one of the longest upgrades to obtain. Needing 3 tech levels and 800 supplies. By the time it is complete you won't have long before the enemy attacks you.
Category:Halo Wars
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Fones was a UNSC ODST|Orbital Drop Shock Shock Trooper and a member of Second Squad, under the command of Gunnery Sergeant Marcus Stacker. He was assigned to the 7th ODST Battalion|7th Battalion, 105th ODST Division in 2552.
Biography
During the Battle of Mombasa, Fones belonged to "Second Squad", serving aboard the . He was deployed to the Battle of Mombasa on 2552#October|October 2552, under the command of Gunnery Sergeant Marcus Stacker.
Fones and his squad were aboard a D77-TC Pelican dropship when it was shot down by a walker on approach to an area in New Mombasa, Kenya. After their Pelican made a rough landing outside of an Hotel Zanzibar|abandoned beachside hotel in Old Mombasa, Fones reported that O'Brien (ODST)|O'Brien was killed on impact. He, along with his squad quickly moved out to get better cover, and headed toward Hotel Zanzibar. During a skirmish with camouflaged Sangheili, a had landed on Fones's helmet. Using quick reflexes, the ODST was able to remove his headgear and hurl it toward the camouflaged Sangheili's position on higher ground. There, Sergeant Stacker and his team saw the charging soldier, only after it had held Walpole as a prisoner. Butkus opened fire with an overcharged plasma pistol at the Sangheili, as Stacker shot the Sangheili in the head with his BR55 battle rifle.
Production notes Fones, though unnamed throughout the cinematic, is named after Jeremy Fones, one of the animators in Bungie and worked on ''Another Day at the Beach''.''Halo 2: Killtacular''
In the original ''Halo 2'' cinematic by Bungie, Fones and Stacker shared the same facial model, but Stacker was distinguished by the blood on his left cheek. In the remastered cinematic by Blur Studio, Fones' appearance was given a unique facial model which featured a blonde mohawk. In the original ''Halo 2'' cinematic by Bungie, it was Fones who said, "Cook the bastard" to Butkus, and shot the Sangheili with his battle rifle. In the remastered cinematic by Blur Studio, the role was given to Stacker.
Gallery
File:O'Brian.JPG|Fones reporting O'Brien's death in ''Halo 2''. File:H2A Beach - O'Brien's down.jpg|Fones reporting O'Brien's death in ''Halo 2: Anniversary''. File:H2A Beach - Noob Combo.jpg|Butkus and a helmetless Fones take aim in ''Halo 2: Anniversary''.
List of appearances
''Halo 2''
''Halo 2: Anniversary''
Sources
Category:Orbital Drop Shock Troopers Category:Human characters
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File:HCE-VendingMachine.png|200px|thumb|The dispenser on the UNSC ''Pillar of Autumn''.
The food and drink dispenser unit is a human machine designed and constructed for easy and quick food consuming. It can be found in several human buildings and UNSC military ships, such as the .Halo: Combat Evolved, campaign level, ''The Pillar of Autumn'' Earth has such machines throughout its cities built for civilian use, similar to vending machines. These are equipped with Holography|holographic clerks to help communicate to customers, but these automatons are very simplistic and cannot respond to complex questions.i love bees
It is likely that the meat in most food & drink dispenser meals was actually a substitute: by 2552, meat was heavily rationed within the UNSC, and usually only available to the very wealthy.
Food List of food and drinks|Turkey Dinner
Turkeys are commonly consumed as food by humans, and farmed for its meat and eggs. Though humans have been consuming turkeys for centuries, they are still common and popular in human eateries and in food & drink dispensers. Turkeys are also eaten on Thanksgiving which is an American holiday in November. Avery Junior Johnson|Avery Johnson compared his first encounter with the Flood, in which the rest of his unit was slaughtered, to a turkey dinner.Halo: First Strike, ''page 47'' (''"They 'passed me up' like I was undercooked spinach at a turkey dinner."'')
List of food and drinks|Hamburger and Cheeseburger Dinner
The name is derived from the town it is originally believed to have been created in; Hamburg, located in Germany. When cheese is added to a hamburger, it is called a "cheeseburger". The food has been consumed for centuries, but is apparently still very common and popular among humans. Hamburger and Cheeseburger dinners are common choices on Food & Drink Dispensers which are standard throughout the UNSC Navy.
List of food and drinks|Hot Dog Dinner
It is created from meat of various animals which are indigenous to Earth, such as pigs and cows. The food is centuries old but still very common and popular among humans. It is a standard choice on Food & Drink Dispensers which are standard throughout the Naval ships. It is often eaten with ketchup and/or mustard.
List of food and drinks|Meat Loaf Dinner
Meat Loaf is a food consumed by humans, created from the meat of various animals indigenous to Earth. The food is centuries old, but still very common and popular among humans. It is a standard choice on Food & Drink Dispensers which are standard throughout the UNSC Navy.
List of food and drinks|Chef's Special
Chef's Special is a food consumed by humans. Mysterious in nature, it was a standard choice on the food and drink dispensers aboard the .
Drink List of food and drinks|Cola
Cola is a carbonated soft drink sold in stores, restaurants and vending machines. It is found on many ships in the year 2552 in food dispensers in the mess halls of ships.
List of food and drinks|Lemon/Lime
Lemon/Lime is a human beverage, which is centuries old but still very common and popular among humans. It is made from the citrus fruits; lemons and limes, with carbonated or mineral water. It is a standard choice on UNSC Navy Food & Drink Dispensers.
List of food and drinks|Root Beer
Root Beer is a human beverage, which is centuries old but still very common and popular among humans. It is the non-alcoholic substitute of beer. Since servicemen on active duty in the UNSC are prohibited from drinking alcohol, because it clouds the thinking of humans and most other species (much the way the inhalation of Benzene clouds the thinking of Grunts), this beverage serves as a decent-tasting virgin (non alcoholic) drink.
List of food and drinks|Orange Juice
Orange Juice is a human beverage, which is centuries old but still very common and popular among humans. It is made from oranges, a citrus fruit native to Earth; and carbonated or mineral water. It is a standard choice on Food & Drink Dispensers which are standard throughout the UNSC Navy.
Water
Water, is a common chemical substance that is essential to all known forms of life. In typical usage, water refers only to its liquid form or state, but the substance also has a solid state; ice, and a gaseous state; water vapor and steam. Its chemical make-up is a covalent bond of two Hydrogen atoms and a single Oxygen. It is also one of various choices from a UNSC Food & Drink Dispenser.
List of food and drinks|Iced Tea
See: Hot Tea.
Water (Repeated on dispenser)
*replaced in Halo: Combat Evolved Anniversary|Halo Anniversary by Wikipedia:cappuchino|cappuchino
List of food and drinks|Lemonade
Lemonade is a human beverage, which is centuries old but still very common and popular among humans. Lemonade is made from mixing the juice of lemons with water. It is a standard choice on Food & Drink Dispensers which are standard throughout the UNSC Navy.
List of food and drinks|Coffee
Coffee is a human beverage, created with ground coffee beans that are grown by plants which are native to Earth. The beverage has been widely popular for centuries among humans, primarily because it naturally contains the drug caffeine, a stimulant that helps to keep humans alert. The coffee is cultivated very easily in warm and wet climate. Coffee is served in numerous restaurants and businesses such as Jim Dandy roadside diners and it is almost always served hot.
List of food and drinks|Hot Tea
Tea is a type of beverage created by mixing hot, or cold, water with certain leaves or herbs, which absorbs some of the contents of these leaves, giving the tea flavor and sometimes medicinal value. Sometimes, milk and/or sugar are added to make tea sweeter. Tea drinks are very common and popular among humans, mostly for their taste and caffeine. It is a standard choice on Food & Drink Dispensers, which are standard throughout the UNSC Navy. It is served both hot and cold. When served cold, it is known as iced tea.
List of food and drinks|Hot Chocolate
Hot Chocolate is a human beverage, which is centuries old but still very common and popular among Humans. It is made by combining ground cocoa powder (made from the cacao bean) and hot water. It is a standard choice on Food & Drink Dispensers which are standard throughout the UNSC Navy.
Chef's Surprise
Chef's Surprise is a human beverage of unspecified type, available on the food and drink dispensers aboard the .
List of appearances
''Halo: Combat Evolved''
''Halo 2''
''Halo: Reach''
''Halo: Combat Evolved Anniversary''
''Halo 2: Anniversary''
''Halo: Point of Light''
Sources
Category:Food and drinks
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The food nipple is an invention of the Covenant for feeding Unggoy.
Background The Unggoy, having such a lowly place in Covenant society, lead an existence of servitude; feeding at these nipples is one of their very few real pleasures. Many Unggoy do not enjoy feeding from food nipples: however, they seem to put up with it because it is their main source of nutrition. They appear as a long tube with a nipple at one end to consume from. They contain a blue, bubbling paste that the Unggoy find unappetizing but nutritious.Halo: Contact Harvest, ''page 54'' Melissa McKay described the smell as "old socks wrapped in rotting cheese". Halo: The Flood, ''page 189''
They are described as free standing food-dispensers, with long tubes and receptacles that end in a nipple that the Unggoy use to distribute the food into their gullet.
Trivia The food nipple is mentioned in the games on multiple occasions:
*The Thirsty Grunt in ''Halo: Combat Evolved'' says "Good thing the food nipple's waiting for me back at the star ship, 'cause man, have I worked up a big, Grunty, Thirst!"
*In ''Halo 2'' on the level ''The Oracle'', after the Unggoy|Grunt says he has a bad feeling about something, another Grunt says: "You ALWAYS have bad feeling! You had bad feeling about morning food nipple!"
*The Grunt who mentions Flipyap in ''Halo 3'' also mentions that they "went to Nipple Academy" together.
*Also in ''Halo 3'', if IWHBYD is turned on, a Grunt may say: "He flees! Thank the nipple...".
*In ''Halo Infinite'', a grunt can be heard reciting poetry which ends by saying "and by the nipple's saving grace, I didn't end up dead!"
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo Graphic Novel''
''Halo: Ghosts of Onyx''
''Halo: Uprising''
''Halo 3''
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo: Evolutions - Essential Tales of the Halo Universe''
''Halo: Combat Evolved Anniversary''
''Halo 2: Anniversary''
''Halo 5: Guardians''
''Halo Wars 2''
''Halo Infinite''
Sources
Category:Food and drinks
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Foot Soldier is an achievement in ''Halo: Spartan Assault''. It is unlocked by completing the objectives in Operation E: Frostbite|Operation E, Mission 24: Hunt for the Cult Leader|Mission 4 without using any vehicles or turrets. The achievement is worth 10 Gamerscore on Xbox 360 and Windows systems, and 20 Gamerscore on Xbox One. It is represented by a circle with two footprints inside it.
Tips Due to the high amount of enemy vehicles on the level, it is recommended that the player uses the M41 rocket launcher|rocket launcher or the Spartan Laser on the level. It is suggested that an automatic weapon is used for infantry enemies, and a rocket launcher or Spartan Laser is used against vehicles and turrets. The player can avoid most enemies on the level, if necessary.
Sources
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For a brick, he flew pretty good! is an achievement in ''Halo Wars 2'', awarded for killing 50 units with the HRUNTING/YGGDRASIL Mark II (J) Colossus|Colossus' Stomp ability in either Multiplayer, Skirmish or Blitz.
Sources
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Installation 07
|date=
|playernumber=8
|gametypes=*Capture the Flag Extraction Infection Oddball Strongholds
|terrain=Stone ruins, natural terrain
|symmetry=Symmetrical
}}
Forbidden is a symmetrical multiplayer arena map in ''Halo Infinite'' released with Season 05: Reckoning.
Universe and lore Forbidden is set within a Lifeworker station on Installation 07 featuring aqueducts that wind through the structure, supplying the lush vegetation on one side of the structure with ample water, while the vegetation on the other side of the temple remains dried-up. This Lifeworker station is one of many locations on Installation 07 that was held over from its time as Halo Array#Senescent Array|Gyre 11, holding secrets that were hidden both by and from the Forerunners, as well as the other inhabitants of these spaces. Since the initiation of the Zeta Halo project in 2555, several groups of human researchers and rescue teams have been reported missing after entering structures such as these, which are theorized to incorporate advanced dazzler and baffler technologies. None of these missing groups have been recorded as found.
Overview
Forbidden is a symmetrical map set up for close and medium-range gunfights. To assist players in identifying which side of the map is which, one side features lush green vegetation while the other side's vegetation is dried and dead. Each side of the map features chutes that players can slide through to reach the lower level. Forbidden features long sightlines that players can take advantage of using the SRS99-S7 AM sniper rifles that spawn on each side of the map. The center of the map includes a Power-up|power equipment spawn.
The following are locations on the map that are so named on the player's heads-up display during gameplay:
Dried Attic Dried Back Base Dried Back Ledge Dried Back Nest Dried Base Dried Big Door Dried Bottom Street Dried Courtyard Dried Diving Board Dried Flank Dried Hut Dried Jumps Dried Landing Dried Long Hall Dried Mid Dried Mohawk Dried Nest Dried Patio Dried Pillars Dried Platform Dried Ramp Dried Rat Hole Dried Rat Tunnel Dried Stage
Overgrown Attic Overgrown Back Base Overgrown Back Ledge Overgrown Base Overgrown Big Door Overgrown Bottom Street Overgrown Courtyard Overgrown Diving Board Overgrown Flank Overgrown Hut Overgrown Jumps Overgrown Landing Overgrown Long Hall Overgrown Mid Overgrown Mohawk Overgrown Nest Overgrown Patio Overgrown Pillars Overgrown Platform Overgrown Ramp Overgrown Rat Hole Overgrown Rat Tunnel Overgrown Stage Overgrown Street
Center Bridge Sandwich Altar Sandwich Idol
Production notes As the design team started to work on Forbidden, they established the aesthetic before even beginning the blockout of the map. With this particular map, they wanted to evoke the architecture of the stone ruins of Installation 05. The map was designed primarily for Capture the Flag, though it works with other modes as well. The design team included "rat holes" on either side of the map to allow players some unique movement paths.
Trivia The Sandwich Idol easter egg can be found on this map.
Gallery
File:HINF Concept ForbiddenDriedPlants.jpg|Concept art of the dried side of the map. File:HINF Concept ForbiddenDriedFoliage.jpg|Concept art of foliage on the dried side of the map. File:HINF Concept ForbiddenWaterfalls.jpg|Concept art of waterfalls leading into a pit. File:HINF Concept ForbiddenPit.jpg|Finalized concept art of a waterfall pit.
File:HINF Forbidden1.jpg|A lush, overgrown area of Forbidden. File:HINF Forbidden2.jpg|An area of the map with dead and dying foliage. File:HINF Forbidden3.jpg|A central area of the map. File:HINF FloodSpartanForbidden.jpg|A Flood-infected Spartan-IV|Spartan on Forbidden. File:HINF GruntyTerror.png|A Flood-infected Spartan facing down an Unggoy Conscript on the map. File:HINF ForbiddenBattle.jpg|A multiplayer match on Forbidden. File:HINF-S5PK2.jpg|Forge AI on the map. File:HINF Forbidden Temple.png|A view of the structure above the map's play space. File:HINF-Forbiddenstart.png|Start of a match on Forbidden. File:HINF-ForbiddenW.png|Eagle Team wins a match on Forbidden.
Sources
Category:Halo Infinite multiplayer maps
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Force Multiplyer is the twenty-fifth track included in the ''Halo: Spartan Strike Original Soundtrack''. It appears in the mission Mission 28: Finders, Keepers.
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Force of Will is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by beating the 20 minute par time on the level Gravemind (level)|Gravemind. The achievement is worth 10 Gamerscore and can be unlocked on any difficulty.
Trivia The achievement is named for ''Halo'' speedrunner , who innovated new strategies for speedrunning Gravemind.
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Force-multiplying circuits are components of the MJOLNIR Powered Assault Armor system used by the SPARTAN Program|SPARTANs. These circuits are located throughout the armor, boosting the force applied by the user. They make hand-to-hand combat easier, especially against stronger Covenant Empire|Covenant species, such as the Sangheili and the Jiralhanae but also make the armor difficult to adjust to; a slight motion can be translated into a potentially harmful one if not conducted correctly. For this reason it is only possible for SPARTANs to use the MJOLNIR armor, as their strengthened bodies are able to withstand the increased power and speed of movement, which, in un-augmented human bodies, results in broken bones or death, due to spasms caused by the pain of broken bones.''Halo: The Fall of Reach'', Chapter 27 Shrugging was considered difficult with the circuits, with a degree of concentration needed to do it.''Halo: First Strike'', Chapter 31
List of appearances
''Halo: The Fall of Reach''
''Halo: First Strike''
Sources
Category:MJOLNIR armor
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|series=
|type=Automated turret
|cost=
|variant=
|service=Forerunner-Flood War Human-Covenant War
|affiliation=Builder Security
|weight=
|length=
|ammotype=Plasma|Superheated plasma beam
|capacity=
|feed=
|operation=
|rate=Continuous (three seconds to charge)
|velocity=
|optics=
|range=
}}
The Forerunner automated turret, sometimes referred to as the autoturret and auto-turret, is a Forerunner construct that was used by the military forces of the Ecumene during the Forerunner-Flood war.
Overview
The automated turret is essentially a stripped-down Sentinel in design, with a weapon analogous to a Sentinel beam. They were designed late in the war with the Flood to be easily-mass produced in widely-available Ferrarius Assembler Vats, using easily-obtained frontier resources and lacking most complex components. When deployed, they act as an automatic antipersonnel weapon. It is typically deployed by a user in a single location to act in a defensive measure. The turret hovers in place above the ground and will fire upon any enemy targets that come within range of its sensors. It fires blue, beam-based plasma projectiles that are naturally hot enough to melt steel.
Automated turrets were a relatively late entry into the Forerunner arsenal during the war with the Flood, and were primarily used to lock down key chokepoints behind the lines. These autoturrets were encountered and used by John-117 during the Battle of Installation 00 and Raid on Installation 08.
Gameplay
The autoturret appears in ''Halo 3'' as a useable piece of equipment. In the initial launch of the game on Xbox 360 and ''Halo: The Master Chief Collection'', the turret is only found in the campaign mode in the levels The Ark (level)|The Ark, The Covenant (level)|The Covenant and Halo (Halo 3 level)|Halo. With the changes introduced to Forge/Halo 3|Forge via the game's release on PC, the autoturret was added into the Forge inventories of a handful of multiplayer maps as a useable equipment piece.
Campaign The autoturret appears sporadically throughout the ''Halo 3'' campaign on the levels The Ark, The Covenant and Halo. When deployed, it fights on the side of the Sentinels, targeting any enemies the Sentinels would otherwise target - primarily Covenant and Flood forces. On the final level, however, the player can deploy two autoturrets outside the control room of Installation 08 to assist in fighting Flood. Following the boss fight against 343 Guilty Spark inside the control room, the player can exit the building to find that - like the Sentinels - the autoturrets are now hostile and will fire on the player. Similarly, the turret will fire on Flood forces even when they are allied with the player during the level The Covenant.
When deployed, the turret hovers in place in a stationary position, and cannot move under its own power - requiring it to be placed facing enemies for it to be able to fire. The front of the weapon has a small lens that can rotate to aim the beam slightly to give the weapon a limited cone of fire. When firing, the weapon has a short three-second charge time before emitting an extremely powerful laser similar to that of the Sentinel beam. This beam fires for a short duration, during which time it is able to kill most infantry enemies or strip the Jiralhanae power armor|armor of more deadly enemies such as Jiralhanae Chieftain|Chieftains. The beam has a large knockback effect on flying enemies such as Jiralhanae Jumper|jump-pack Brutes. As it is an AI type, the turret does get stronger as the game's difficulty is raised. When the player is declared as an enemy, the turret is noticeably more powerful, able to acquire targets much quicker and kill the player extremely quickly.
The turret's lack of mobility and slow fire rate make it extremely vulnerable, as it can be quickly overwhelmed by larger groups of enemies - it is defenseless when approached from behind or the sides. The turret has a small health pool, and can be destroyed in a few melee strikes - a potential issue when fighting Flood forms. When meleed, the turret can be sent flying far into the air, resulting in the turret landing in a different place facing a different direction.
Multiplayer File:H3 ForerunnerAutoTurret Foundry.png|thumb|A Spartan deploying an autoturret on Foundry. The autoturret was not available for use in ''Halo 3'' multiplayer in either the game's initial launch or launch as part of the ''Master Chief Collection''. However, it was added into Forge as part of the Forge/Halo 3#Changes for Halo: The Master Chief Collection|changes brought by the game's release on PC in 2020. Up to 8 autoturret equipment pieces can be spawned on the maps Avalanche, Foundry and Sandbox. In multiplayer, the turret is hostile to ''all'' players (including the player/ team that deployed the turret) in the game, and will attempt to fire upon anyone who comes within its range, and can kill a player in around one second. Such kills are accredited to the player who deployed the turret, as are betrayals and suicides.
The autoturret was not intended to combat vehicles, as its main appearances in the ''Halo 3'' campaign are in areas predominantly defined by infantry encounters. As such, the turret has an inconsistent behavior when firing at player-operated vehicles. The Elephant is completely immune to the turret's beam, as with all weaponry, and for the most part the Scorpion tank does not take health damage when fired upon. The Scorpion does lose armor plating from being fired at by the turret, but will only take health damage when fired at from specific angles. Vehicles such as the Prowler are also seemingly immune to the turret when fired upon from the front, though the hovering nature of the Prowler does mean it will be knocked back intensely by the turret's beam. When firing at vehicles, the turret's beam will fire indefinitely without pause.
Trivia If the player destroys a certain Fleet of Retribution during The Covenant (level)|The Covenant, any auto-turrets deployed by the player will fire at 343 Guilty Spark.
Gallery
File:H3 ForerunnerAutoTurret Icon.svg|The Automated Turret HUD icon. File:ForerunnerAutomatedTurret-scantransparent.png|The autoturret. File:H3_ForerunnerAutoTurret_Pickup.jpg|An inactive turret on the Installation 00|Ark. File:H3_ForerunnerAutoTurret_Active.jpg|A deployed turret on the Ark. File:H3_ForerunnerAutoTurret_Firing.jpg|An auto turret firing its beam. File:H3_ForerunnerAutoTurret_Firing_Unggoy.jpg|An automated turret firing upon an Unggoy. File:H3_ForerunnerAutoTurret_Suicide.png|Suicide by autoturret in multiplayer.
List of appearances
''Halo 3''
Sources
Category:Directed-energy weapons Category:Forerunner weapons Category:Equipment
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|next=High Charity (cut Halo 3 level)|High Charity
|game=''Halo 3''
|devname-title=Internal name
|devname=100_forecity
|name=Forerunner City
|image=File:TheLostCity.jpg|300pxAn exterior view of the city's third iteration. This design was recycled for the Cartographer in ''Halo 3'' and a structure in ''Origins''.
|player=John-117
|date=
|place=Installation 00
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|nowalk=yes
}}
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100_forecity (or more simply, Forerunner City) was a level that was worked on during the Development of Halo 3|development of ''Halo 3'', but was Cut Halo 3 levels|ultimately cut from the game. The level was to follow on from Alpine (cut Halo 3 level)|090_alpine, and was ultimately combined with 090_alpine in the final release of the game to form the mission The Covenant (level)|The Covenant. The level is famous for its distinctive Forerunner structures, more commonly known by the nickname The Lost City, or more jokingly, "Forerunner Condo" to Bungie and "Cuesta Verde phase 4" to Vic DeLeon.
Forerunner City was given some limited development during ''Halo 3''s production, with basic mission layouts and 3D models generated, though these were largely scrapped once the level was merged to become The Covenant. Many of its intended plot beats were adapted into the final game mostly-intact (albeit polished). In the final game, the remnants of Forerunner City can be seen in the final encounter on The Covenant - particularly the sections inside the Installation 00 Citadel|Citadel at the end of the level. Most of the plot information about the level comes from a :File:H3 Script FirstDraft.pdf|first-draft script uploaded online by campaign design lead Rob Stokes.
Overview Forerunner City received some limited development and 3D prototyping in ''Halo 3''s development before being combined with Alpine to form The Covenant. An initial script pass was done by Rob Stokes, with visual look-development done by Paul Russel. During production, Russel's 3D environment grew so large that "''it could be a game in itself''". Nonetheless, it was to have been a fully-playable level, with Russel's 3D blockout used as the basis for a level layout plan done by Stokes.
As part of Russel's development process for the art in the level, he tried to use the city's architecture to showcase values held by Forerunner society and how they might have lived their daily lives. Vic DeLeon also worked on the level, and further elaborated that their goal was to create something more than "just cool shapes with mysterious purpose," creating something that told a story. Russel stated that in total, there "were probably 10 different versions of the city."
Once the architectural blockout was made, it was passed on to Vic Deleon, who populated the area with vegetation, entropy, and lighting. They worked on the project for around three weeks alongside a cut level named "Cut Halo 3 levels#Tsavo Township|Tsavo Township" before being moved to making multiplayer maps for ''Halo 2'' DLC. By this time, the fiction surrounding the structure was that it was to be a housing complex for Forerunner scientists living on the ring, possibly the Librarian's team. The idea of this iteration was to design the abandoned living space with a courtyard, one that had fallen into disrepair. Another developer, Dan Miller, stated that the level was cut as the development team felt it would give too much away about the Forerunners and their mystery.
Developers known to have worked on Forerunner City include:
Rob Stokes (mission design and script)
Dan Miller (level designer)
Paul Russel (3D environment art)
Vic DeLeon (3D environment art)
Isaac Hannaford (concept art paintovers)
Lee Wilson (Halo 3 storyboards|storyboards)
File:H3 ForeCity DesignDoc 1.jpg|An early level design document for Forerunner City. File:H3 ForeCity DesignDoc 2.jpg|An early level design document for Forerunner City.
Plot This section summarizes the plot of the level, based on the first draft of the script submitted by Rob Stokes for further editing later on, and the mission design documentation posted on his website.
During prior missions, forces from (replaced by in final release) observed that the Prophet of Truth had moved his forces behind a large Barrier tower|energy barrier preventing UNSC access. In the previous level 090_alpine, John-117 had successfully attacked the barrier towers preventing access before witnessing the arrival of the Flood-infested High Charity. The infested station crashed on the Ark and began to spread Flood across the megastructure.
100LA01 EXT. ALPINE The first section of the mission, titled "City Gates" in the script, sees Master Chief enter the eponymous Forerunner City to find the control citadel for the entire Installation 00|Ark (referred to in the script as Waypoint). In this opening section, the player leads an attack force through the city's ruins toward the Citadel, facing off against Jiralhanae|Brute forces loyal to the Prophet of Truth. During the level, the Chief would receive a transmission from Miranda Keyes with a mission briefing, though it would be cut short abruptly due to Miranda and her people coming under attack - leading to Miranda's capture later in the level.
During this section, level design documentation notes that as the player fights on, Flood spores and tendrils would be visible beginning to creep up the structure and infect it. During the vehicular combat of the mission, the player would drive a M808C Scorpion|Scorpion tank alongside allied UNSC and Sangheili|Elite troops, facing off against Brutes in the streets. The combat would feature massive three- and four-way battles between the player, Covenant, Flood, and Sentinel forces. Halfway through the mission, the tank convoy would be stopped by a barrier and forced into an engagement on foot, seemingly inside the vegetative and overgrown spaces shown off by Vic DeLeon (point C on the design document).
These near-final iterations of the level were done by Vic DeLeon in 2005, running in the "Halo 2.5-3" engine. They seemingly depict the location at point C.
File:H3 TheLostCity Courtyard 1.jpg File:H3 TheLostCity Courtyard 2.jpg File:H3 TheLostCity Courtyard 3.jpg
Moving back outside of the overgrown structure, the player would be faced with a Flood-infected Deutoros-pattern Scarab|Scarab walker. Luckily, a number of Guardian Sentinels would show up and help to destroy it, presenting the player with an opportunity to drive the Scarab and use its Focus cannon|main gun on the gates leading outside of the courtyard. This would lead to a section labelled on the design layout as the "''Most massive Scarab battle of all time!''", with the player fighting two Scarabs in their own Scarab. The Scarab fight is located just outside of the Citadel, as in the final game, leading Master Chief and the Arbiter to then enter the Citadel.
The script picks up again inside the structure, the two would be greeted with billowing Forerunner tapestries and the mad ramblings of the Prophet of Truth:
The player would then reach a gravity lift and press X on the controller to activate a cutscene.
The cutscene inside the Citadel would play out much akin to the final game's, albeit with less refined dialogue. The Arbiter and Chief enter the foyer and are subjected to see a live feed of Truth activating the Halo Array. He calls on his Brute bodyguards to bring Miranda - now captured - from the shadows with the intent of activating the rings. However, she struggles against her captor and is able to grab the Brute's pistol - holding it in the air and turning around. As the Brutes close in around her, Truth hides behind them. Miranda realizes that they need her to activate the rings and starts to bring the gun to her own head, only to be stopped by Truth. Truth grabs her by the throat and then brings her over to the activation console - using her to activate the rings in much the same way as he uses Avery Johnson|Johnson in the final game. Finally, he then snaps Miranda's neck, killing her.
File:H3 TheCovenant Storyboard 7.jpg| A Halo 3 storyboards|storyboard of The Arbiter, Master Chief, and Guilty Spark entering the foyer. File:H3 TheCovenant Storyboard 13.jpg|A storyboard of Truth and Miranda. File:H3_TheCovenant_Storyboard_15.jpg|A storyboard of Truth, having killed Miranda. File:H3 Crow'sNest Storyboard 7.jpg
The activation pulse of the rings begins in the foyer, where the Arbiter and Master Chief are, with Master Chief staring at the image of her dead body before the return to gameplay. The player progresses through the Citadel facing down Truth's honour guard, with the Flood additionally pouring in and attacking. Curiously, the Flood do not attack the player and instead let them pass - with the Gravemind heard talking through them that they will allow them to pass - in recognition that a human's hand is required to deactivate the Halos. The player ascends the tower, and finally presses X to open the doors into the central chamber and play a new cutscene.
As the player enters the control room, they're greeted by a very different site to what they saw on the screens. The Brute bodyguards are already dead, and are already displaying signs of Flood infection. The Chief and Arbiter move through the carnage, with Chief stopping by Miranda's body to kneel and close her eyes. The two then spot Truth huddled on the ground near the control console. The Arbiter surges forward, unable to contain his rage, but is stopped by the Master Chief due to something being not right. Truth begins to speak and requests the Master Chief's help to fire the rings and commence the Great Journey, but midway through his speech he is interrupted by the Gravemind. Flood tentacles can then be seen bursting from his chest and infecting him. Truth and the Gravemind briefly battle to speak, with Truth pleading the Chief to be allowed to ascend, while the Gravemind finally takes full control of his body and orders the Chief to stop the firing.
File:H3 TheCovenant Storyboard 16.jpg|A storyboard depicting Chief and Arbiter arriving at the control podium. File:H3 TheCovenant Storyboard 17.jpg|A storyboard depicting Chief and Arbiter arriving at the control podium. File:H3 TheCovenant Storyboard 18.jpg|A storyboard depicting Chief and Arbiter arriving at the control podium. File:H3 TheCovenant Storyboard 19.jpg|Truth turns to face the duo. File:H3 TheCovenant Storyboard 20.jpg|Flood biomass erupts from Truth's chest.
The Arbiter asks if firing the rings was the task Cortana referred to in her transmission back on Earth, to which the Chief disagrees and then halts the firing sequence. The Citadel falls silent save for Truth's sobbing, which quickly turns to the Gravemind's laughter as tentacles begin to emerge and start destroying the machinery of the control room - ensuring the rings cannot be fired again. He taunts Master Chief, that there is now no mechanism in the galaxy that can stop the Flood - something reinforced by 343 Guilty Spark's panic moments later. Master Chief and Arbiter are backed against a wall as the Brute corpses begin to reanimate as Flood attacker form|attackers, and the now-infected Truth rises as the player returns to gameplay.
File:H3 TheCovenant Storyboard 21.jpg|A storyboard depicting Chief and Arbiter facing off against the Flood. File:H3 TheCovenant Storyboard 22.jpg|A storyboard depicting Chief and Arbiter facing off against the Flood. File:H3 TheCovenant Storyboard 23.jpg|A storyboard depicting Chief and Arbiter facing off against the Flood. File:H3 TheCovenant Storyboard 24.jpg|A storyboard depicting Chief and Arbiter facing off against the Flood.
Unlike the final game in which the Arbiter is the one to silence Truth, the player starts gameplay again with their reticule pointed at the Flood-infected Truth. They dispatch Truth, and are beset upon by Flood forms from the shadows. As the Flood advance, the player is pushed into the dark bowels of the Citadel - where they notice blue shimmers in the air. Eventually, they become trapped in a dark room facing off against waves of Flood, with the final cutscene of the level starting once the final wave is defeated.
With a brief respite in the fighting, Chief, Arbiter, and Spark ponder that the Flood is now truly unstoppable - they are on the Ark and the Halos cannot be fired anymore. However, Chief begins to see flashes of Cortana around him, and finds himself at a dark corridor. He heads down the corridor and finds himself at a console with a brief apparition of Cortana standing next to it. A single button can be pressed, which sees the walls of the chamber begin to unfold and reveal the Ark's core around them. A Installation 08|new Halo ring then arises from the Foundry (location)|foundry as in the final game. The dialogue plays out mostly the same, with Chief and Arbiter agreeing to light the ring, Spark flying off into the distance, and Chief making the decision to retrieve Cortana from the remains of High Charity.
File:H3 TheCovenant Storyboard 25.jpg|A storyboard depicting the aftermath of Chief and Arbiter facing off against the Flood.
What would have followed next would be the level High Charity (cut Halo 3 level)|High Charity, though in the final game this level was cut and replaced by the level Cortana.
Legacy The final iteration's exterior appears to have influenced the design of the final game's Cartographer: the forward half of the city, especially its spire, is virtually identical to the map room's exterior structure. A building identical to the third iteration was also featured in the ''Halo Legends'' episode ''Origins''.
Gallery
The first images ever revealed of Forerunner City were originally uploaded in a (now-defunct) Picasa web gallery titled ''Halo 3: The Lost City'', by Paul Russel. While the original gallery has since been transferred to , a direct archive of the gallery's contents and the images' original captions can be found below.
File:LostCity skyscrapers.jpg|
File:LostCity DetailedAreas.jpg|
File:LostCity Details.jpg|
File:LostCity StartAgain.jpg|
File:LostCity Arcology.jpg|
File:LostCity flipped.jpg|
File:LostCity cantilever.jpg|
File:LostCity Detail.jpg|
File:TheLostCity.jpg|
File:LostCity final interior 1.jpg|
File:LostCity Interior.jpg|
File:LostCity final interior 2.jpg|
File:HaloLatticework.jpg|
File:H3 Ark Dynamic Concept.jpg|
File:H3 Ark Dynamic Night Concept.jpg|
File:H3 Ark Concept 2.jpg|
File:H3 TheLostCity LateStage.jpg|A later stage of the Lost City showcased by Paul Russel on Twitter. File:H3_TheLostCity_Side.jpg|A side view of this later stage. File:H3 Concept LostCityPaintover.jpg|Concept paintover of the previous screenshot by Isaac Hannaford. File:H3 Concept LostCity.jpg|Concept art of the Lost City's exterior, bearing extreme resemblance to the final game's Cartographer. File:H3 TheArk MatteSkybox.png|The matte skybox texture for The Ark (level)|The Ark level in the final game. The distant boundaries of the installation's refugia appear to sport a host of Forerunner towers bearing heavy resemblance to the models produced and scrapped for this level. File:H3 TheArk ForerunnerCity Screenshot.jpg|An extreme closeup on the structures in the skybox. File:LostCity_Origins.png|The city, as seen in ''Origins''.
Sources
Category:Halo 3 deleted material
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Forerunner cover refers to several types of fortifications used by Forerunner infantry in combat. Some of them are simply barriers installed in rooms that need protection. Others are kept under the ground, and only resurface in combat situations.Halo 5: Guardians
Gallery
File:H4 - Forerunner barrier.jpg|Render of the Forerunner barrier in ''Halo 4''. File:H5G - Forerunner cover concept.jpg|Concept art of the Forerunner cover in ''Halo 5: Guardians''. File:H5G - Forerunner cover.png|A Forerunner cover in a hidden facility in Nuusra, Sanghelios. File:H5G - Buck Splinter Turret.png|Edward Buck taking protecton behind Forerunner covers during the Battle of Genesis|Battle of Genesis.
List of appearances
''Halo 4''
*''Spartan Ops''
''Halo 5: Guardians''
Sources
See also Combat barrier Stationary shield generator
Category:Forerunner technology Category:Fortifications
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Cruiser was a class of Forerunner warship. The cruisers were sufficiently powerful that four ships combining firepower were able to overwhelm the defenses of a Halo Array|Halo installation.Halo: Cryptum, ''pages 314-315''
Service history Several cruisers were part of the fleets defending Maethrillian during Mendicant Bias' Fate of Maethrillian|attack. Combined fire from four of the ships destroyed one of the original Halo rings under Mendicant's control.
After holding the Ur-Didact prisoner, the Gravemind placed the Promethean commander aboard a cruiser headed toward Faber-of-Will-and-Might|Faber's makeshift fleet of war, ensuring the former Master Builder would find him there. Upon discovering the Didact was aboard the ship, Faber had the cruiser towed to a research center.Halo: Silentium, ''pages 193-194''
List of appearances
''Halo: Cryptum''
''Halo: Silentium''
Sources
Category:Forerunner ship classes
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s at the Apex Site.
|manufacturer=
|class=Dreadnought
|role=Capital ship|Capital warship
|length=
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|engine=Reaction drive
|slipspace drive=Yes
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The dreadnought was a type of capital warship dragoon used by the Forerunner Forerunner fleet|fleet. Despite their designation, they should not be confused with the keyship ''Anodyne Spirit'', commonly referred to by the Covenant as the "Forerunner Dreadnought".
Overview The was one notable class of dreadnought.Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #4'' Over nine kilometers long and massing 10 billion tons, these ships were capable of using their weapons in coordinated formations to amplify their power.Halo Legends, ''Origins''
One unspecified class of dreadnought that was used in Offensive Bias's fleet had a mass of 37,654 tons.Halo 3, ''Terminal (Halo 3)|Terminal 6''
History Dreadnoughts were a mainstay capital ship in the Forerunners' fleets during the Forerunner-Flood war. A number of dreadnoughts were part of the IsoDidact's fleet during his retake of Installation 07 from Mendicant Bias.Halo: Primordium, ''page 333'' At least 11 were used in the defense of the greater Ark in the final days of the war,Halo: Silentium, ''page 245'' and several were commanded by Offensive Bias during Battle of the Maginot Sphere|its final battle against Mendicant. A number of s were docked at the Apex Site on Trove, and were destroyed by the UNSC during the Battle of Trove to prevent the Covenant from using them.Halo Wars
Gallery
File:Ships_fr.png|A group of ''Sojourner''-class dreadnoughts combining their fire. File:Dreadnaughts-.png|''Sojourner''-class dreadnoughts in ''Halo: Escalation''. File:HW1_Destroyed_Dreadnought_Mission_8.png|Destroyed dreadnought pieces in ''Halo Wars''. File:HW1_Destroyed_Dreadnought_Mission_9.png|Destroyed dreadnought piece in ''Halo Wars''.
List of appearances
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo Wars''
''Halo Legends''
*''Origins''
''Halo: Primordium''
''Halo: Silentium''
''Halo: Escalation''
''Halo Mythos''
''Halo: Smoke and Shadow''
''Halo: Renegades''
Sources
Category:Forerunner ship classes
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File:Forerunner Email.png|thumb|The image supplemented in the email. The Forerunner email is a message in the form of a poem, sent to all recipients of the Xbox Flash newsletter. The email is seemingly tied to a Forerunner AI, Adjutant Reflex, who at the time began posting cryptic messages on Bungie.net's forum.
Description It consists of a cryptic poem alongside an image depicting a Forerunner wall with a symbol on it, the same symbol used as an avatar by AdjutantReflex and the same observed by N'chala as Forerunner machines built the object speculated to be installation 00|the Ark.
The message
''HISTORY CIRCLING''
''BACK UPON US.''
''The gears of the Universe spin further''
''and further apart.''
''Ever greater grows the gulf between souls,''
''And distance gives false hope of safety''
''But for the grim tidings this messenger bears''
''The enemy is almost upon us''
''Closing in from all sides,''
''Moving faster than the light''
''it snuffs with its passage,''
''Time echoes with the news of destruction.''
''History winding back upon itself.''
''Waves of an army march this way in unison,''
''Suffering and corruption are its battle cries.''
''For I have known this darkness''
''and felt its embrace once before-''
''Horror best laid to rest''
''Yet a Journey must commence''
''Look for the signs, the keepers of the flame.''
''They will lead you to war, and perhaps, to victory''
See also Iris AdjutantReflex Cortana Letters
Category:Forerunner files and protocols Category:Iris
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A Forerunner entanglement dish is a piece of Forerunner communications technology. Utilising Wikipedia:Quantum entanglement|quantum entanglement, the dish allows operators to communicate across vast distances, including make effectively instantaneous communications from outside of the Milky Way galaxy from installations such as Installation 00|The Ark into the galaxy itself.
History By 2552, at least one such device had been recovered by the Covenant and was present on High Charity during its Fall of High Charity|fall. The device was later recovered from the Flood hive during the Outbreak on Installation 00 in a salvage effort led by Pavium and Voridus - the recovery of which being all which saved the errant brothers from execution by Atriox. The recovered dish was only semi-functional, and ultimately took a few weeks of tinkering by Voridus to become working for a short time. The Banished war chief was able to use the entanglement dish to send a brief message to Escharum and his forces back in the Milky Way, organizing them to rally at Reach and dig up the Menachite portal complex to allow Atriox to return from the Second Ark Conflict back into the galaxy.
List of appearances
''Halo: Divine Wind''
Sources
Category:Communications technology Category:Forerunner technology
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Many Forerunner installations and megastructures boast naturalistic environments, complete with diverse populations of plants and animals. In the case of the Halo Array, this was by design of the Librarian, who allowed the population of ringworlds so as to research on the effects of a Flood outbreak in a controlled environment.Halo: Cryptum, ''page 334''
Fauna
File:H2-Delta Halo Quadwings.jpg|thumb|Quadwings on Installation 05.
On Installation 05 and Installation 00, Rangmejo can be seen flying in certain locations. They have four wings, long trailing tails, and elongated beaks. Because these features, they have been nicknamed Quadwings.
On Trove in, there were creatures resembling list of animals|seagulls and eagles.
An unidentified avian species inhabited the gas giant Seclusion, where the Forerunners had a Seclusion Spiral|gas mining facility.
Moth-like insects are seen in the dark swamp areas of Installation 04|Alpha Halo.
The ''Halo 2'' level ''Backwash'' contains fireflies.
Sea worms are found in the oceans of Installation 04. They float harmlessly on the surface of the water. When exploring the water, the worms can often be seen in the waters edge, floating.
Various animal calls can be heard in the level ''343 Guilty Spark (level)|343 Guilty Spark'' along with the moths. The most common sounds were the sound of an list of animals|owl hooting and cricket chirping.
On Shield 0459, many of the Flood forms infesting the surface appear to be infected wildlife.
Some Forerunners grew Merse, a species of aquatic carnivore, as pond decorations. Bornstellar's homeworld|One Forerunner planet, home to Bornstellar Makes Eternal Lasting, was briefly host to a species of tri-torsoed aquatic reptiles, which a Lifeworker had imported for his experiments.Halo: Cryptum
Within Trevelyan|Shield World 006, there were lizards with narrow, almost birdlike faces and frilled crests. There were also avian creatures resembling birds or bats. Olivia found a beetle-like insect about ten centimeters long with bright orange stripes and a long tapering spike of a tail, crawling on Dr. Halsey.
Flora File:FTrees.jpg|thumb|110px|Various species of trees found on Forerunner installations.
Stalk plants can be commonly seen in the multiplayer map ''Backwash'', and seen often in the campaign levels ''343 Guilty Spark (level)|343 Guilty Spark'', ''Gravemind (level)|Gravemind'' and ''High Charity (level)|High Charity''. These plants appear as large, thick stalks, as the name suggests and are often bulbous towards the base, tapering upwards into a thinner trunk, in a similar fashion as an onion grown on Earth. The bulb of the plant has been observed to possess some sort of photoluminescence and emits a neon green glow that repeats in a rhythmic pattern. This same property can be observed on the human Human Combat Form#Human Form|Combat Form in ''Halo: Combat Evolved''.
Forerunner trees are aesthetically similar to modern trees on Earth. They are found on Forerunner Installations and seem to be quite abundant.Halo: Combat Evolved, campaign levels, ''Halo (Halo: Combat Evolved level)|Halo, Assault on the Control Room'', and ''Two Betrayals''Halo 2, campaign levels, ''Delta Halo, Regret (Halo 2 level)|Regret, Uprising,'' and ''The Great Journey''Halo 3, campaign levels, ''The Ark (level)|The Ark, The Covenant (level)|The Covenant'', and ''Halo (Halo 3 level)|Halo The trees would help keep a balanced ecosystem and make artificial worlds such as the Halo Array|Halo rings seem more natural. Shield worlds also have a variety of trees, such as Ugparassa trees that can be found on Requiem.
Forerunner flora is usually similar to that of Earth, since Forerunners and humans are both species that depend on the same type of ecosystem.
Deleted fauna and flora
File:Dinosaurs.jpg|thumb|200px|Photos of some Thorn Beasts that didn't make it into the original game.
In original trailers for ''Halo: Combat Evolved'', Installation 04 was inhabited by Thorn Beasts and a species of bipedal animal known as a Blind Wolf.Halo 2#Halo 2 versions|''Halo 2'' Collectors Edition Disc The Blind Wolf was also meant to be rideable by the player as well as have the ability to bite as an attack. They can also be seen in large packs in the Electronic Entertainment Expo|E3 2000 Halo trailer.
The main reason these creatures did not make it into the final game was because the developers wanted the surprise introduction of the The Flood|Flood to be shocking to the player, who had seen no hint of them before encountering them. It was determined that ultimately the presence of other non-Covenant aliens lessened the impact of the Flood's arrival.
Originally, there were unfinished plans for sea creatures to inhabit the water- as seen in The Silent Cartographer, where the water will not kill the player. In Pre-Xbox Halo|early ''Combat Evolved'' production there was also a spear gun which could be used on the sea creatures and underwater enemies. A few sea creatures have been seen in early videos like sea monsters and fish. The creatures and spear gun did not appear due to balancing problems.
File:HW Flytrap.jpeg|thumb|200px|The fly trap-like plant creature cut from ''Halo Wars''. A Venus fly trap-like organism was cut from the development of ''Halo Wars''. ''"Work I did on Halo Wars, while at Ensemble Studios/Microsoft"''
Sources
Category:Animals
|
''Halo: Glasslands'', Chapter 1
|height=approx.
}}
The is a form of Sentinel-like machine encountered inside Trevelyan|Shield World 006 in Onyx.
History Numerous monitors followed and inspected the human survivors of the Onyx Conflict in November 2552, notably pricking Halsey in the right thigh with a needle-like protrusion and testing her blood. Linda-058 destroys the monitor before it can leave believing it had attacked Halsey. Halsey suggests that it could detect exhaled ketones and was simply monitoring her because she was hungry. The SPARTAN-III program|Spartan-III Lucy-B091 later encountered the Huragok Prone to Drift which utilised a monitor to inspect her. ''Halo: Glasslands'', Chapter 11
Description The monitors are described to be a matte-gray cylinder no larger than a wine bottle, and are capable of similar anti-gravity propulsion like Sentinels. Kelly-087, when holding a monitor, remarks that it "feels like it's not here. It doesn't weigh anything".''Halo: Glasslands'', Chapter 3 They contain a spongy material which can be saturated by substance samples for analysis. It supposedly has numerous illuminated symbols on its underside - Halsey, upon inspection, notes two blinking blue, and one green-white.
List of appearances
''Halo: Glasslands''
Sources
Category:Forerunner technology
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Fleet Command,Halo 3, ''Terminal (Halo 3)|Terminal Four'' sometimes referred to as the Orion complex Defense Operations, was a Forerunner organization in command of the ecumene's defense during the Forerunner-Flood war. Most notably led by the IsoDidact, it was in charge of forces reconstituted from both Warrior-Servants and Builder Security.Halo: Silentium, ''page 197''
In the final stages of the Flood war, Fleet Command ordered that all personnel register their Equipment Control Key Code|equipment key codes with them. All combat personnel were issued combat skins rated based on military occupational speciality. Fleet Command was later responsible for reallocating a , several Forerunner dreadnought|dreadnoughts, and many outdated transports intended for scrap from the inside of Requiem to other nearby facilities, in accordance to Fleet Command directives.
Commanders IsoDidact Bitterness-of-the-Vanquished Examiner Faber Falchion Tactician Mendicant Bias Offensive Bias
Known fleets
Suppression Fleet Security Fleet Emergency Circumstance Fleet
List of appearances
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo: Silentium''
Sources
Category:Forerunner military units
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File:Ships fr.png|thumb|300px|Forerunner dreadnoughts in alignment, using a combined energy weapon system. The Forerunner ecumene operated a vast fleet of military starships responsible for space warfare. Most Forerunner fleets were historically operated by the Warrior-Servants, until their diminishing by the Builders, which saw many of their fleets transferred under Builder Security. The ecumene's collective naval force was led by Forerunner Fleet Command.Halo 3, ''Terminal (Halo 3)|Terminals''Halo: Silentium, ''page 197''
History File:HW16.png|thumb|250px|Forerunner dreadnoughts held at Trove. Throughout Forerunner history, from their ancient civil wars to the human-Forerunner wars and later the Forerunner-Flood war, a great number of deciding battles were fought between naval fleets. It is evident that the total Forerunner fleet consisted of millions of ships, given the numbers of the losses suffered during the war and the fact that Mendicant Bias|a single AI would take personal command of a core fleet alone of one thousand ships, combined with the three million worlds that the Forerunners controlled. However, this number was severely whittled down over three centuries of war. During the course of the war, Forerunner fleets attempted to prevent the Flood from landing on the surface of various planets, and when the Flood invariably did, the fleets' main concern was to evacuate as many civilians as possible. At a certain point during the war, the Forerunners drew their final defensive line at the protected boundary of the Orion complex the Maginot Sphere leaving all systems beyond the line to fend for themselves. However, this was not a permanent solution, as the Sphere and its Line installations had failed in the past.Halo: Silentium, ''pages 104-105''
The Forerunners had created a master AI, Mendicant Bias, to coordinate all of their strategic movements against the Flood. However, Mendicant Bias defected to the Flood after direct contact with the Gravemind, and began to actively work towards its creators' destruction. More setbacks followed with the Flood growing in numbers and power, forming compound intelligences of enormous power called Key Minds.Halo: Silentium, ''pages 186-187'' By this point, the Forerunners had resorted to more extreme means to control and contain the Flood, burning entire star systems by initiating premature supernovas. Although formidable, the Forerunners' fleets proved virtually helpless against the new tactics adopted by the Flood in the later years of their conflict: through the logic plague, the parasite was able to rapidly corrupt the ancillas on which the Forerunners were heavily reliant. In addition, Forerunner weapons and countermeasures provided little defense against the powerful suppression fields generated by Precursor star roads and other neural physics artifacts, which could disable the Forerunner ships' weapons and shields as well as prevent them from accessing slipspace, making them easy prey to the Flood.Halo: Silentium, ''pages 214-215''
As the Forerunners realized that they had no chance of militarily winning the war, they eventually resorted to the firing of the Halo Array, their ultimate last resort which would cleanse the galaxy of all sentient life. The Flood and Mendicant Bias realized this, and led their fleet of over five million ships to the Maginot Sphere to access the Installation 00|lesser Ark directly and stop the firing of the Halos. However, the IsoDidact, overall commander of the remaining Forerunner military, had dispatched Offensive Bias, a loyal AI commanding the remains of the Forerunner fleets, to meet Mendicant's fleet at the Maginot Sphere. During Battle of the Maginot Sphere|the ensuing battle, the IsoDidact fired the Halo Array, which neutralized Mendicant Bias's giant Flood-controlled fleet, which had until this point, vastly outnumbered Offensive Bias. With the odds much more even, Offensive Bias managed to defeat the rampant AI's remaining core ships and delivered Mendicant Bias to the Installation 00|Ark for study.
Without any Forerunners to guide them, some Forerunner ships crashed onto various objects and were later found by the races of the Covenant, some utilizing the ships' advanced technology. For example, the Forerunner Dreadnought was used to power the Covenant capital of High Charity.Halo: Contact Harvest
Technology and capabilities File:H2A Terminals - High Charity interior.jpg|thumb|250px|The Forerunner Dreadnought, a single Forerunner keyship, was used to provide power for all of ''High Charity'' for over two millennia. Forerunner vessels were extremely powerful and well protected. Like the ships of most navies, Forerunner vessels ran the gamut from small and maneuverable to enormous, although the scale of the latter was far beyond anything that came since: ''Mantle's Approach'', the Ur-Didact|Didact's 371-kilometer-long personal command ship, was noted as not being the largest of its kind.Halo 4: The Essential Visual Guide, ''page 193'' However, even ships this large could be equipped with cloaking measures.Halo: Silentium, ''page 273'' The numbers of vessels utilized in battle were also overwhelming, with capital warships, such as Fortress-class vessels, supported by potentially millions of automated support craft,Halo: Cryptum, ''page 174'' along with dedicated fleets of sentinels.Halo: Silentium, ''pages 261-262'' As with the rest of Forerunner society, artificial intelligence constructsancillasperformed a range of roles in naval fleets, supplementing their biological masters. Metarch-class ancilla|metarch-class ancillas could, in an emergency, replace Forerunner commanders,Halo: Cryptum, ''page 256'' and the most powerful class of metarch, Contender-class artificial intelligence|Contender, could control millions of ships at once. Cyberwarfare also had an important role in fleet engagements; enemy vessels could be targeted with AI suppressors capable of disabling their control ancillas and, in certain cases, even the crew.Halo: Cryptum, ''page 204''
The Forerunners' extensive understanding of Slipstream space and related technologies pertaining to the utilization of its extended range of dimensions were also evident in their space warfare doctrine. Unlike the younger civilizations, which are almost invariably constrained to the framework of conventional spacetime, the Forerunners waged battles across hyperdimensional complexesbranesaccounting for vectors of eleven-dimensional slipspace transit while using constantly adjusting scalars in an effort to measure potential outcomes as a given battle progressed.Halo: Silentium, ''page 211'' This was partly made possible by the Warrior-Servants' powerful mental capabilities, which also allowed them to experience a battle in multiple variable time streams, while sharing sensory input with other Warriors.Halo: Cryptum, ''pages 162, 316'' A singular Forerunner fleet engagement could potentially occur in coordination across multiple star systems and involve hundreds of thousands of warships.Halo: Silentium, ''page 212'' The Forerunners were also able to weaponize reconciliationthe adjustment of space-time to mend causal infractions caused by superluminal travelhampering with and in some cases entirely denying their enemies' the ability to travel in slipspace.Halo: Primordium, ''page 240''
While the Forerunners could effectively commence direct orbital bombardment|planetary bombardment via their energy weapons, a peculiar Forerunner weapon used during planetary assaults would cut off and lift up an enormous portion of the planet's crust, overturn it, and drop it back down.Halo: Cryptum, ''page 197'' Single-occupant attack vehiclessome of them classified as forms of Combat skin|battle armor, like war sphinxes or Seeker (vehicle)|seekerscould be deployed in swarms across continents and had the ability to destroy entire cities.Halo: Cryptum, ''page 95'' As a more extreme measure, the Forerunners were also capable of artificially inducing premature stellar collapses in the event the Flood overran a star system. To combat the Flood, the Forerunners equipped their starships with a mechanism known as Modular Dispersal Technology, a means to efficiently scuttle sections lost to the Flood while maintaining the integrity of the rest of the ship. This technology was later appropriated for use by the Covenant.
As with the rest of their technology, Forerunner ships were superior to those of the modern civilizations in most respects. A Forerunner Dreadnought|single Keyship could power ''High Charity'', a structure the size of an entire moon,Halo 2, campaign level ''High Charity (level)|High Charity'' by using less than a tenth of its total power output. In a UNSC Navy|UNSC naval assault against the Covenant in the Battle of Voi, three UNSC frigates fired their Magnetic Accelerator Cannons at the Forerunner Dreadnought, in addition to a massive salvo of missiles by numerous GA-TL1 Longsword|Longswords, but it remained completely intact, sustaining no visible damage.Halo 3, campaign level ''The Storm'' This makes it even more powerful than a Kewu-pattern battleship|some of the most powerful Covenant ships, which could only barely take the impact of three special light MAC rounds and five hundred Archer missiles.
Forerunners could also create upgrade seeds to upgrade vessels of other species into seamless hybrids of their original technology and Forerunner technology. This was done in cases where Forerunners encountered other races with more rudimentary ship technology, but resources would not support using a design seed to create a vessel of Forerunner design. The inclusion of a Forerunner slipspace flake would give the vessel a Forerunner slipspace drive. Other known upgrades include stealth capability, upgraded weapons, comm and navigational systems kept within the framework of the ship's original operating functional capability.''Halo: Renegades'', pg. ??
Known ship types The Forerunners categorized warships by a series of "orders". Ships would be assigned in these categories based on their role, size, or both. In a derelict Forerunner war fleet found by the ''Audacity'' in Path Kethona, capital ships approximately five kilometers in length were classified as first-order ships; accompanying four-hundred-meter-long vesselsspeculated by the Librarian to be interdictors or logistical support craftwere classified as sixth- or seventh-order ships.''Halo: Silentium'', pg. 120
Known commanders IsoDidact Bitterness-of-the-Vanquished Examiner Faber Falchion Tactician Mendicant Bias Offensive Bias
Known units Suppression Fleet Security Fleet Emergency Circumstance Fleet Primary Pioneer Group
*Advance Survey Team-Alpha|Advance Survey Team Alpha
Gallery
File:Keysip.png|Keyships serving out their mission to reseed life throughout the galaxy. File:Ships flood.png|Flood-infected Forerunner ships. File:Dreadnought inflight.png|The Forerunner Dreadnought in flight. File:H4 - Terminal - Forerunner Fleet - Requiem.png|Forerunner warships in Requiem's orbit. File:H4 - Terminal - Forerunner Fleet - Charum Hakkor.png|Forerunner warships in Charum Hakkor's orbit.
List of appearances
''Halo 2''
''Halo 3''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo Wars''
''Halo Legends''
*''Origins''
''Halo: Cryptum''
''Halo: Primordium''
''Halo: Silentium''
''Halo: Escalation''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Halo Mythos''
''Halo: Fractures''
*''Promises to Keep''
*''Untitled story (Halo: Fractures)|Untitled story''
Sources
Category:Fleets Category:Forerunner military units|
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File:HW-Forerunner Fort.jpg|thumb|300px|A Forerunner fort in Trove. Forerunner forts are Forerunner outposts guarded by large beam turrets and Sentinels.Halo Wars
The structure is composed of a delta-shaped structure with a cleave down the approximate center, resembling the beam emitters on Installation 04. It is also surrounded by hard light walls with ends meeting at the turrets. When sustaining enough damage, the structure retracts in on itself and into the ground.
Gameplay In ''Halo Wars'', Forerunner forts occupy Socket Base|base build sites on Skirmish maps that take place within Etran Harborage, namely ''Repository'', ''Labyrinth'', and ''Blood River''. Like Rebel Bases, these forts serve as the Forerunner counterpart to the UNSC firebase and the Covenant citadel.
Defended by Aggressor Sentinels, the fort itself is relatively weaker than the UNSC and Covenant bases, especially vulnerable to HRUNTING Mark III (B) Cyclops|Cyclopes and Shua'ee-pattern Locust|Locusts. However, unlike other bases, the turrets are considered part of the fort itself and cannot be targeted by units, forcing attackers to destroy the fort while under turret fire. Consequently, players may require a larger force to attack a fort. When destroyed, the fort cannot be rebuild, but rewards the player with supply crates and an empty base build site.
Gallery
File:HW_ForerunnerFort_Render.jpg|A fort without its hardlight shields. File:HW_ForerunnerTurret_Render.jpg|Renders of the defensive turrets.
List of appearances
''Halo Wars''
Sources
Category:Forerunner buildings Category:Fortifications
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File:H2-GasContainer.png|thumb|200px|A Forerunner Gas Canister. Gas canisters are devices of Forerunner build. They were most noticeably seen at the Threshold gas mine|gas mining facility over Threshold and were presumably used by the Forerunner for the containment and distribution of gas.Halo 2, campaign level ''The Arbiter''
The container component of a gas canister is transparent, making it easy to observe whether a canister is empty or filled with gas. When a filled canister experiences a breach, the gas violently escapes from it, producing a potent explosion as it disperses in the air. Gas canisters could be transported through a variety of means, including the gas mine's system of conveyor belts. They were also occasionally carried by Sentinel Aggressor|Sentinels.
In-game Gas canisters are only found in ''Halo 2'', in the two campaign levels set inside the gas mine; ''The Arbiter'' and ''The Oracle''. In addition, empty ones can be found in the multiplayer map, ''Colossus (map)|Colossus''. In-game, they come in two variations: empty and filled. The empty variant is a clear box and proves to be exemplary cover, albeit the fact that the bulk of them move on conveyor belts. The latter is filled with swirling blue gas from the gas giant Threshold, and is highly explosive if fired upon.
Gallery
File:Gas Explosion.jpg|Gas canisters produce a powerful, albeit short-lived, explosion. File:Empty gas canister.jpg|An empty gas canister near the entrance to the gas mine's hangar bay. File:Full gas canister.jpg|A filled gas canister in the gas mine's hangar bay. File:Sentinel with gas canister.jpg|A Sentinel carrying a gas canister.
List of appearances
''Halo 2''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo 2: Anniversary''
Sources
Category:Forerunner technology
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The Forerunner Hybrid Kit is a group of equipment using classified Forerunner technology from Requiem. It was developed for highly experienced Spartan-IVs by the Office of Naval Intelligence.Halo 4 - ''Bonus content marketplace description''
Kit contents The kit includes the following equipment options:
FOTUS-class Mjolnir Z-250 lightrifle Imprint skin Unicorn Emblem
File:H4 FOTUS Armor.png|FOTUS armor File:H4-Z250LightRifle-ImprintSkin.png|'Imprint' LightRifle weapon skin File:Unicorn emblem.png|'Unicorn' emblem
Trivia This is also the name of the bonus content from the ''Halo 4'' Console Edition on the marketplace.
List of appearances
''Halo 4''
Sources
See also Infinity Actual Kit
Category:UNSC technology
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File:HW-Forerunner Lifesupport Pod.jpg|thumb|300px|The Forerunner Lifesupport Pod deactivated (left) and garrisoned by Orbital Drop Shock Troopers|ODSTs (right). The Forerunner Lifesupport Pod is a Forerunner structure located on Beasley's Plateau, Arcadia, in close proximity to the Arcadia ONI facility and Arcadia Forerunner ruins|Forerunner ruins. As of 2531, the structure was controlled by an unidentified insurrectionist group operating on Arcadia.
The structure is an anti-gravity technology|anti-gravity tower, composed of a square platform suspended in the air when activated, with protective walls occupying each corner of the platform, thereby blocking access between the platform's edges. When deactivated, the platform rests on the square base underneath, with the walls rotated and holstered under the platform.
In-game information
The Forerunner Lifesupport Pod appears exclusively on the ''Halo Wars'' Skirmish level Beasley's Plateau. Like Forerunner Supply Elevators on Blood Gulch (Halo Wars level)|Blood Gulch, it is defended by a large amount of Rebel Infantry units rather than Aggressor Sentinels, despite its Forerunner nature.
Units garrisoned in the Lifesupport Pod receive the same defensive bonus as they would in a deployable lookout tower.
When garrisoned, the Lifesupport Pod provides an additional unit population increase bonus to the Covenant and United Nations Space Command|UNSC forces. This bonus raises the maximum UNSC population to if they have the population upgrade, Reinforcements. The maximum Covenant population rise to if the player has researched the Followers upgrade, allowing Covenant players to support up to three Deutoros-pattern Scarab|Scarabs.
Gallery
File:HW_LifesupportPod_Render.jpg|A render of the Lifesupport Pod.
List of appearances
''Halo Wars''
Sources
Category:Forerunner buildings
__NOTOC__
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Mining ships were vessels used by Forerunner Miners.Halo: Cryptum, ''page 51''
Summary Mining ships were used to excavate and carry ore and minerals using an array of grapplers, lifters, cutters, and churners on their undersides. When conducting mining operations, these ships were capable of pulverizing large areas of a planet's surface into a whirlwind-like field from which the desired constituent minerals could be filtered and taken into the ship. They also possessed equipment that allowed them to thoroughly scan areas for useful minerals.
The mining ships were noted by Bornstellar Makes Eternal Lasting to be aesthetically displeasing to the extreme, marking an unusual contrast with the pristine nature of other Forerunner architecture.
Service history A mining ship was deployed to Earth during the final years of the Forerunner-Flood war by Bornstellar's surrogate family of Miners in an attempt to find him. However, the search was soon abandoned either due to the bafflers surrounding Djamonkin Crater or to the area's sacred nature.Halo: Cryptum, ''page 52''
List of appearances
''Halo: Cryptum''
Sources
Category:Forerunner ship classes
|
File:HTMCC-H4 Terminals Shadow.png|thumb|250px|The Ur-Didact prior to mutating. File:HTMCC-H4 Terminals DidactMutation.png|thumb|250px|The Ur-Didact after mutating in a failed attempt to gain Flood immunity. Mutation was a Forerunner term referring to customized biological maturation to new forms or rates, entailing a carefully-adjusted combination of genetic engineering, gene therapy and biochemical manipulation. A Forerunner's mutation determined the individual's place within their family, Maniple, guild and society overall. The process was typically performed between two to five times over the course of a lifetime and was always patterned after the individual's mentor, typically but not always the parent.
Typically, a mutation was a slow, gradual process, with the changes appearing over a period of several years.Halo: Cryptum, ''page 225'' "Brevet mutation" was a term used to refer to the undertaking of risky, ''ad hoc'' mutations that carried higher risk of complication. This type of mutation was typically performed by Warrior-Servants during wartime.Halo: Cryptum, ''page 145-146'' Ur-Didact|The Didact provided a brevet mutation for Bornstellar Makes Eternal Lasting, whereas the Didact's brevet mutation had been performed by the Confirmer thousands of years earlier.Halo: Cryptum, ''page 178''
The mutation ceremony itself was a highly ritualistic process. It had to be performed under the direct light of stars, or a close approximation, such as a projection of the exterior inside a starship. The individual undergoing the mutation, as well as their mentor, had to be completely naked during the process. A mutation was said to be painful, but anyone present was not permitted to respond to anything else than requests for water to drink.Halo: Cryptum, ''page 148-149'' First, a column with small spherules outlined and scanned the Forerunner being mutated, and was connected to the mentor during the process. The spherules contained the various chemicals involved in the mutation, and the mentor's genetic imprint was supplied through the connection. A specific ritual litany was recited by the mentor during the mutation.Halo: Cryptum, ''page 153-154'' It was expected for one to be disoriented, hungry and thirsty following a mutation. With normal mutations, it would take several years for the changes to take effect, while in brevet mutations, they would appear within a matter of days.Halo: Cryptum, ''page 155-156''
List of appearances
''Halo: Cryptum''
''Halo 4''
Sources
Category:Forerunner culture
|
File:Forerunner forms.png|400px|thumb|Various types of Forerunner armor. Personal armor,Halo: Cryptum, ''pages 71, 78, 126'' most often simply referred to as armor, was a Forerunner suit of body-assist armor designed to be worn by individuals throughout their lives.Halo: Cryptum, ''page 13'' Fulfilling a broad variety of roles encompassing from a highly advanced protective suit and neurally-integrated computer system to an article of everyday clothing, personal armor was a central item of Forerunner culture. The armor protected its user both physically and medically, augmented their memory and perception and granted them immediate access to vast amounts of information. With its advanced medical conveniences, it was the primary reason for the Forerunners' virtually indefinite lifespans. In addition, the design and outward appearance of one's armor was a conspicuous indicator of their status in the exceedingly hierarchical Forerunner society. Armor suits specifically designed for combat were known as combat skins.Halo: Combat Evolved, campaign level ''The Library''
Description File:H4 - Lifeworkers.jpg|thumb|300px|Two armor-clad Lifeworkers. A suit of personal armor typically had smoothly curved features, with sections of physical armor plating laid over an inner shell of hard light. The luminous hard light shell, visible through gaps between the armor plates, outlined the wearer in a series of trim-lines.Halo: Silentium, ''pages 21-22'' Armor could also change its shape to an extent based on the occasion, be it everyday use, combat or defense, or ceremony.Halo: Silentium, ''page 26''Rebirth Component-wise, a typical suit of armor consisted of several ribbon-like sections of torso armor,Halo: Cryptum, ''page 71''Halo: Cryptum, ''page 107'' shoulder and arm guards, leg guards and boots.Halo: Cryptum, ''page 18'' The helmet typically left the wearer's face visible under an adjustable film of energy,Halo: Cryptum, ''pages 116, 121'' while the edges of the helmet itself outlined the facial features. In some cases, the hands were covered by a similar wrap of energy.
Armor also served as an outward reflection of a Forerunner's state of mind. The color of the hard light cocoon changed based on the wearer's mood; for example, a dark shade expressed displeasure. If the armor detected danger, it would automatically take on a defensive mode.Halo: Silentium, ''page 90'' If the wearer was excited or upset, the armor's inner glow would intensify and the armor might even visibly ripple and the plating would bulk up,Halo: Cryptum, ''page 119''Halo: Silentium, ''page 287'' as if preparing for an attack. This was especially apparent in Warrior-Servant armor which would become thicker and more robust in preparation for battle. Similarly, deep distress or anguish would cause an armor's outward posture to slouch.Halo: Silentium, ''page 251''
Forerunner armor was colored according to one's rate and position. Typically, their primary coloration varied from white or light gray to black, with the color of the trim-lines ranging from white to various colors. For example, Ecumene Council|Council advisors wore black armor with green highlights, while the armor worn by Council security was colored black and red.Halo: Cryptum, ''page 256'' The armor worn by IsoDidact|Bornstellar Makes Eternal Lasting as a Manipular was primarily colored silver-gray, with white and green trim-lines. The lavishness and overall decoration of Forerunner armor varied between rates; higher rates, such as Builders, wore more ornate armor than Warrior-Servants, who stood lower in the hierarchy.Halo: Cryptum, ''page 81-82''
Forerunner ships were often equipped with facilities capable of producing suits of armor at will, using small engineering units, some barely visible, to "grow" the armor around the user.Halo: Cryptum, ''page 106'' The suits were also adaptable, and could be constructed to fit any other species, including the various species of humans. The appearance of the suit's ancilla would also be modeled according to the user's species.Halo: Cryptum, ''page 108'' Due to its inner layer being composed of hard light, sets of Forerunner armor were very malleable and capable of adapting to different physical builds and attributes. For example, the Ur-Didact was able to use the armor of the female Builder, Maker-of-Moons.Halo: Silentium, ''page 108'' "Condensed combat wraps" stored aboard warships could also adapt a normal suit of armor to function as a combat skin.Halo: Cryptum, ''page 126''
Forerunners wore personal armor almost invariably on everyday occasions, although conventional garments would be temporarily donned in certain instances, including routine replenishment, repair, cleaning and checks performed on the armor while a Forerunner stayed in the safety of their residence or a ship, for example.Halo: Cryptum, ''page 247''Halo: Silentium, ''page 197'' Armor would also have to be removed for the ritual involved with Forerunner mutation|mutation.Halo: Cryptum, ''page 148'' When removed, a suit of armor would automatically unwind from the wearer's body and fold itself into a compact bundle for storage.
Capabilities and effects File:HTMCC-H4 Terminals MasterBuilder.png|thumb|300px|The armor worn by Faber, the Master Builder. Forerunner armor suits were equipped with ancillas, personal artificial intelligence constructs which interfaced directly with the wearer's mind. The ancilla stored and collated information recorded by the armor and the wearer's own sensory data, which could both be accessed later, significantly enhancing a Forerunner's already accurate memory.Halo: Silentium, ''page 41'' In addition to their own stores of knowledge, a personal ancilla could connect to a network, such as that of a starship, and provide information for the wearer at will. However, the information one could access was limited based on their position. Personal armor also allowed mature Forerunners to connect to the Domain. Armor also acted as a sophisticated mind-machine interface; for example, individuals could astrogation|navigate a starship via their armor, sometimes with more than one Forerunner linked to one another in synchrony.Halo: Silentium, ''page 70''
The armor eliminated a Forerunner's natural need to sleep, artificially managing the functions normally taken care of by sleeping and allowing a constant continuity of consciousness without side effects. This gave Forerunners more time for their daily activities and meditation.Halo: Cryptum, ''page 241'' Forerunners did still rarely experience diagnostic waking dreams induced by the armor for "housekeeping" purposes.Halo: Silentium, ''page 150'' The armor was integrated with the wearer's mind to the point that in cases of psychologically harmful experiences, the armor could selectively purge specific memories. In the event of extreme mental damage, the armor could "reset" the owner's brain to a stable state. However, this process could potentially result in complications.Halo: Silentium, ''page 161''
Forerunners could transfer enormous amounts of information to one another through the armor at the touch of each other's fingertips,Halo: Cryptum, ''page 140'' and could engage in secure "silent conversation" by linking hands.Halo: Silentium, ''page 24'' Forerunners of higher forms, namely Promethean commanders, were capable simultaneously processing the collective sensory experience of thousands of individuals, relayed through their armor.Halo: Cryptum, ''page 162'' The armor's sensor equipment greatly amplified a Forerunner's senses, and could even substitute natural vision altogether, such as in the case of Bitterness-of-the-Vanquished, who, despite her blindness, received visual sensory input from her armor.Halo: Silentium, ''page 247''
Personal armor granted its wearer immunity to most diseases. In emergency situations, the armor could suspend its user until they were rescued, and even provide nourishment for a time. Most Forerunner armor was capable of keeping the wearer alive for years without outside influences. If operational, the armor would also preserve the wearer's body after death.Halo: Primordium, ''page 52'' Impressions of the wearer's consciousness were also stored in the armor in the rare event of death; traditionally, this mind transfer|essence would be placed into a timelocked Durance.Halo: Cryptum, ''pages 47-48'' Forerunner armor also served as a powered exoskeleton, assisting or enhancing the wearer's movement.Halo: Primordium, ''page 218'' Personal armor was sealed against vacuum or the lack of atmosphere.Halo: Cryptum, ''page 116'' Most if not all Forerunner armor possessed N-barriers and a system involving lenses to protect the user from harm.Halo: Evolutions - Essential Tales of the Halo Universe, "Soma the Painter"
In some cases, personal armor could be configured to make its wearer hover some distance over the ground as opposed to walking. Lifeworkers and Warrior-Servants have been observed using this capability.Halo 4, ''Terminal (Halo 4)|Terminals'' The specific features contained by a Forerunner's armor also varied according to their rate and task; for example, Lifeworker armor contained a wide array of equipment related to medicine and biological research, while armor used by Warrior-Servants was designed with combat and warfare in mind. One notable attribute of Warrior armor was its ability to attune itself to specific forms of attack.Halo: Escalation, ''Halo: Escalation Issue 10|Issue 10''
Though the body armor provided the user with certain advantages, it also caused the user to lose sensitivity to the world around them. For example, when Bornstellar Makes Eternal Lasting decided to remove his body armor on Earth, he found himself exceedingly vulnerable; a simple touch from Chakas caused a strong reaction. Since Forerunners also relied on the armor to keep track of minute details in their surroundings, supposedly allowing them to occupy their minds with more sophisticated thoughts, a Forerunner deprived of their armor might find their powers of observation significantly reduced, particularly in an unfamiliar environment.Halo: Cryptum, ''page 78''
Countermeasures The Forerunners also developed various countermeasures to be used against personal armor. Small automatons known as armor cracking units were specifically designed to break through armor.Halo: Primordium, ''page 13'' Programs known as artificial intelligence suppressor|AI suppressors could deactivate a suit's ancilla, allowing the attacker to take control of the armor itself.Halo: Cryptum, ''page 194'' Powerful ancillas, such as Mendicant Bias, were capable of overriding personal armor and even using it to crush the wearer.Halo: Primordium, ''page 186''
Production notes In ''The Forerunner Saga'', Forerunner characters are described as virtually always having their faces visible, as the face portion of the helmet of the armor is merely an invisible energy field. Most released visual media, including ''Origins'' and the Terminal (Halo 4)|terminals of ''Halo 4'', depict generic Forerunner armor with a helmet that completely or partially conceals the wearer's face, even on occasions where any extra protection would hardly be appropriate, including the Didact and Faber wearing full helmets in a Council meeting. The Librarian's headdress is a notable exception to this, although it is unclear whether her outfit shown in ''Halo 4'' is meant to be a suit of personal armor or a more conventional dress.
Gallery
File:HCr Promethean Concept.png|The scrapped concept art of a Forerunner combat skin by Bungie File:H4-Terminal-Didact-Armor.jpg|The Ur-Didact clad in full armor. File:H4 Didact 3d model 2.jpg|The Didact in his newer Warrior body-assist armor.Halo 4: The Essential Visual Guide, ''page 16''
File:H4_-_Lifeworker.jpg|A male Lifeworker wearing armor typical of his rate. File:Didactarmor.png|The Didact wearing his older suit of armor during the Human-Forerunner War. File:H4 - Warrior-Servants.jpg|A squad of Prometheans clad in battle armor. File:H4 - Warrior-Servants 2.jpg|Two armored Warrior-Servants. File:Enc22 H4 Promethean.png|A Promethean warrior in his armor. File:Halo 4 Promethean Concept art.jpg|Concept art of a Promethean's armor. File:Forerunner origins.jpg|A suit of personal armor in ''Origins''. File:ForeunnerCGI.jpg|A Lifeworker with a Monitor. File:H4 MJOLNIR Prefect.png|A MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR (GEN2) MJOLNIR Powered Assault Armor/Prefect|armor based on a Prefect's armor.
List of appearances
''Halo Legends''
*''Origins''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Soma the Painter''
''Halo: Cryptum''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo: Silentium''
''Rebirth''
''Halo: Escalation''
''Halo: Last Light''
''Halo Mythos''
''Halo: Fractures''
*''Promises to Keep''
*''Defender of the Storm''
*''Untitled story (Halo: Fractures)|Untitled story''
''Halo: Renegades''
Sources
Category:Forerunner technology Category:Protective clothing
|
Picket cruisers were vessels used by the Forerunner Forerunner fleet|fleet for orbital patrol and interdiction. Several of the cruisers were able to fit inside of the Didact's ship.
List of appearances
''Halo: Cryptum''
Sources
Category:Forerunner ship classes
|
File:HW-Forerunner Reactor.jpg|thumb|An inactive Forerunner secondary reactor on Harvest. The Forerunner secondary reactors, sometimes referred to as bonus reactors, are Forerunner generators. They are characterised by their circular structures with four pylons pointing upwards to its "chimney". Each reactor features a walkway outlining the building's edge. The hollowed center emits a bright bluish-purple light when the reactor is in use. These reactors have been found on Harvest, Arcadia, on the surface of the shield world Trove, and within its interior.Halo Wars
History The Forerunner secondary reactors are reactors built and used by the Forerunners in their ground based attacks. In some battles, they had time to retreat and detonate them. On occasion they were overwhelmed by the Flood and were not able to destroy them.Halo Wars: Official Strategy Guide
By 2531, when United Nations Space Command|UNSC forces from explored the surface of Etran Harborage, at least two of these reactors remained intact and operational despite the Flood's domination over the shield world's surface. UNSC forces were able to reactivate these reactors, which provided similar level of power generation as UNSC reactor|their UNSC counterparts.Halo Wars, campaign level ''Shield World (level)|Shield World''
File:BonusReactor.png|thumb|An active secondary reactor on the Flood-infested surface of Etran Harborage. Gameplay The Forerunner secondary reactor is a building found in ''Halo Wars'' campaign and multiplayer. It increases the tech level of any player that stations an infantry unit within it, allowing players to bypass the need to construct the UNSC reactors or Covenant temple.
Two secondary reactors could be found in the campaign level ''Shield World (level)|Shield World''. The building is much more common in Skirmish maps, typically defended by unidentified insurrectionist group|rebels, the Flood, or Aggressor Sentinels. Units garrisoned in the structure receive the same defensive bonus as they would in a deployable lookout tower. Although the building itself cannot be destroyed, the infantry inside can be killed, allowing the structure and its benefit to be contested between players.
Gallery
File:HW Screenshots Leipzig 1.jpg|A battle occurring near a secondary reactor on Frozen Valley. File:HW2 ForerunnerReactor Concept.jpg|An unused kitbash concept of the reactor for ''Halo Wars 2''.
List of appearances
''Halo Wars''
Sources
Category:Forerunner buildings
|
During the Development of Halo 5: Guardians|development of ''Halo 5: Guardians'', a system was concepted and drawn up by 343 industries for inclusion in the game, though was ultimately cut while being conceptualised for unknown reasons.
History The Forerunner Socket System was a Weapons (gameplay)|weapons system cut from ''Halo 5: Guardians''. It was a system to be used by mainly the Forerunner faction for their weapons and vehicles. The cores would have been able to be swapped out of the vehicles and weapons, but would not be able to be swapped between the vehicles or weapons.
Socket Cores Weapon Core: Beam: The beam core which was apart of the Mega Cores|mega cores designed for the Forerunner vehicles also cut from ''Halo: 5'' the cut core was to fire a continuous beam of Hard light. Ability Core: Shield Array: The shield array mega core was designed for the Forerunner vehicles also cut from ''Halo: 5'' the cut core was to produce a blue hard light shield in front of a small area on the vehicle. Deployer Core: Enemy Spawn: The enemy spawn mega core was designed for the Forerunner vehicles also cut from ''Halo: 5'' the cut core was to produce Sentinel like pods that would hunt down and attack enemies.
File:H5G ForerunnerSockets Concept.jpg|Concept art of the cores
Socket tank
File:H5G SocketTank Concept.jpg
Gallery
File:H5G SocketWeapons Concept 1.jpg|Concept art of possible Socket Weapons File:H5G SocketWeapons Concept 2.jpg|Concept art of more possible Socket Weapons
Sources
Category:Deleted material Category:Halo 5: Guardians
|
File:HW-Forerunner Spire of Healing.png|300px|thumb|The Spire of healing. The Forerunner Spire of Healing is a Forerunner structure that heals units.
Overview The Spire is quite similar to a beam emitter, with a central firing mechanism, but with a circular mark on the ground it is stationed on. When approached by wounded or damaged units, the Spire discharges a beam while the ground circular mark brightens, healing the said units. Its healing powers is of unknown origin.
Gameplay The Forerunner Spire of Healing is available in the Skirmish maps ''Frozen Valley'' and ''Barrens (Halo Wars map)|Barrens''. It is recommended for the player to secure the structure at the beginning of the level. If secured, it will ease the player's need of new units as the structure will constantly heal the unit if attacked. Additionally, it will also save a UNSC leader's Heal and Repair power, and the need to create an Huragok|Engineer.
Trivia It may be related to the Regenerator, due to their similar design and function, along with the Regenerator's possible Forerunner origins.
Gallery
File:Spire of healing.png|A profile view of the Spire of Healing with its healing aura activated in ''Halo Wars''. File:HW Warthog Render 2.jpg|A squadron of Warthogs scouting out a Spire of Healing. File:Flame render.jpg|A large battle occurring around a Spire of Healing. File:HW Screenshots Leipzig 1.jpg|A battle occurring near the Spire of Healing on Frozen Valley. File:HW2 ForerunnerHealingStation Concept.jpg|Concept art for the spire in ''Halo Wars 2''. File:HW2-ForerunnerSpireofHealing.png|A Spire of Healing in ''Halo Wars 2''.
List of appearances
''Halo Wars''
''Halo Wars 2''
Sources
Category:Forerunner buildings
|
File:Primordium cover art.jpg|thumb|200px|Several different types of Forerunner craft.
Forerunner starships are ships used by the Forerunner species as a whole, including their Ecumene.
Overview
Ship designs were dynamic for the Forerunners. As such, classifications weren't based on incorporated systems or role, but rather on its formative nature within the era it was constructed. The Forerunners grouped warships into orders of battle based on defensive and offensive capabilities. This manifested as numbered orders for ships.
The Builders, Miners, and Lifeworkers all operated ships. Builder Security and the Warrior-Servants also operated numerous warships.
File:Forerunner Slipspace Drive.jpg|thumb|left|150px|A Forerunner crystal resonance chamber. A special type of design seed is used to construct Forerunner ships, known as ship-seeds. Engines
History
During the Human-Forerunner wars, Forerunner starships and Human starships fought one another. An example of this was during the Battle of Charum Hakkor.
In the millennia preceding the outbreak of the Flood War, during the High Ecumene period, the Skirr-class battlecruisers and the Second-order fast frigates were put into service. Only decades before the war, Raptors were also put into service.
File:Ships fr.png|thumb|left|200px|Forerunner ships combining their fire.
Forerunner ships participated in the Forerunner-Flood war. Some of which became infected by the Flood.
File:Keysip.png|thumb|200px|Keyships reseeding the galaxy. After the Great Purification of 97,445 BCE, Keyships played a role in the Reintroduction of species to their planet|homeworld.''Halo Legends'', Origins One Keyship, the ''Anodyne Spirit'', was hijacked by Mendicant Bias and would end up crash landing on the San'Shyuum homeworld of Janjur Qom. This ship would be later seen as a religion|religious artifact to the species and would later become part of the Covenant's city|holy city of ''High Charity'' along with a from Tuluk'katho.
Numerous other Forerunner ships ended up being buried, like Babd Catha Forerunner vessel|one under the Babd Catha Ice Shelf on Reach, Relic|one buried on Installation 05, and one buried in an asteroid in the Marcey system.
During the Created uprising, several Forerunner vessels were repurposed by the Created to help instill their rule. This included Acolyte-class harrier|Acolyte-class Harrier-class vessel|harriers as well as at least one .
Types
Ships of type
{| class"width: 50%;" cellspacing"1" border="0"
| !scope="col"|Class
!scope="col"|Ship Name
!scope="col"|Notes
| |rowspan="2"|
|''Deep Reverence''
|
| |''Long Reverence''
|
|}
Ships of the type
{| class"width: 50%;" cellspacing"1" border="0"
| !scope="col"|Class
!scope="col"|Ship Name
!scope="col"|Notes
| |
|''Anodyne Spirit''
|
| |Council ship
|''Seedling Star''
|
| |Planet-breaker
|Didact's ship|Unnamed ship
|
| |Exploration ship
|''Audacity''
|
| |rowspan="3"|Unknown
|Babd Catha Forerunner vessel|Unnamed vessel (Babd Catha, Reach)
|
| |Relic|Unnamed vessel (Installation 05)
|
| |Lifeworker terraforming vessel|Unnamed Lifeworker vessel (Unknown moon)
|
|}
Production notes A pitched map for ''Halo 4'', Cut Halo 4 levels|Genessis, was to feature a Keyship in its scenery.
Gallery
File:H2-Relic-MultiplayerMap.jpg|Forerunner ship buried on an island on Installation 05. File:H4 ForerunnerShips Concept 1.jpg|''Halo 4'' concept art for Forerunner ships. File:H4 ForerunnerShips Concept 1.jpg|''Halo 4'' concept art for Forerunner ships. File:HM-Forerunnerships1.png|Forerunner ships seen in ''Halo Mythos''. File:HM-Forerunnerships.png|Forerunner ships hovering over the surface of Charum Hakkor.
Sources
Category:Forerunner ships
|
File:HW SupplyElevator Screenshot.jpg|thumb|Forerunner Supply Elevator in ''Halo Wars''
The Forerunner Supply Elevator is a building in ''Halo Wars''. It is a structure that can be captured and controlled by the players. When it is controlled and an infantry unit is garrisoned inside, this building will perpetually create supplies for the player that controls it. It is a Forerunner structure that fulfills the function of a UNSC Supply Pad or covenant warehouse|the Covenant Warehouse. This can give the player a chance to replace the supply pad with something else, however if they then lose the structure they will be without a source of supplies, but because attacks on their base are much more frequent than that on the Supply Elevators, there is less of a danger of this happening.Halo Wars
Gallery
File:HW SupplyElevator Concept.jpg|Concept art for the supply elevator. File:HW_SupplyElevator_RenderEarly.jpg|An early version of the supply elevator from the development ''Halo Wars''. File:HW_SupplyElevator_Render.jpg|Renders of the supply elevator.
List of appearances
''Halo Wars''
Sources
See also Elevator
Category:Forerunner buildings
|
File:Main-Forerunner.png|thumb|200px|The Eld, the glyph symbolizing the Mantle|Mantle of Responsibility, one of the most common Forerunner glyphs. The Forerunners used several forms of symbols and glyphs to convey a variety of meanings. These symbols can be found on Forerunner technology and within Forerunner installations, including the Halo Array. The Covenant later adopted these symbols for their writing system as well as Covenant religion|religious imagery and as such, they are also commonly seen in Covenant technology and architecture.
Background While the specifics of Forerunner languages such as Jagon and Digon remain a mystery, with only a handful of words known, the writing system they used to convey meaning is far better understood.
The Forerunners appear to have used two different writing methods; the first was a system of glyphs or Wikipedia:Logograms|logograms, rather than parts of an Wikipedia:Alphabet|alphabet, highly contextual in nature, with the meaning of different glyphs altered by order and context, and further meaning could be derived if the reader used more three-dimensional interpretations; when combined with different glyphs, a symbol might have radically different meanings, making individual glyphs Wikipedia:Pictogram|pictograms or Wikipedia:Ideogram|ideograms.
The second mode seems to be a more conventional writing system, using two-dimensional characters. There appear to be at least two variations of this conventional script. One type, observed in Forerunner relics on Installation 00, either inscribed onto stone relicsHalo 3, multiplayer map, ''Sandtrap''Halo 3, multiplayer map, ''Sandbox'' or in holographic form,Halo 3, multiplayer map, ''Epitaph''Halo 3, multiplayer map, ''Construct'' involves highly complex characters resembling digital patterns or bar codes written vertically. In the other writing system, the characters are considerably simpler, consisting of a series of dots, squares, bars and triangles. The Covenant Sangheili (language)|script is derived from the latter, although they use highly embellished variations of the original characters used by the Forerunners.Halo: First Strike, ''page 197''
Other symbols found on Forerunner relics and structures are even less obvious in their meanings. They are obviously decorative in nature, but they are often larger and more elaborate in nature than their glyphs, and may depict specific shapes and forms, and may have more in common with Wikipedia:Petroglyph|petroglyphs than logograms.
The glyph system was also adopted by the Covenant as religious symbols, despite having little idea as to the true meanings of the original symbols; the most notorious example is their mistranslation of the "Reclaimer" glyph as meaning "Reclamation". Forerunner glyphs are found on Covenant Luminary|Luminaries as indicators of Forerunner relics, as the Reclaimer glyph was seen to represent humans on Harvest. Humans in general have had little success in translating Forerunner texts, with the notable exception of Dr. Catherine Halsey.''Halo: Ghosts of Onyx'' Indeed, it took nearly five years to decode glyphs recovered during the Battle of New Mombasa.Halo: Spartan Strike, ''Operation E: Brother's Keeper''
Specific symbols
The glyph representing the Mantle|Mantle of Responsibility,Halo 4, campaign level, ''Requiem (level)|Requiem'' the main belief system of the Forerunners, is perhaps the most ancient and ubiquitous Forerunner glyph. Known as the ''Eld'' or the ''Tree-mark'' due to its resemblance to a heavily stylized tree,Halo: Silentium, ''page 142-143'' the symbol appears frequently on Forerunner structures and installations due to the Mantle's all-encompassing nature in Forerunner society.
Among many other sites, this symbol appears inside and outside Installation 04's Silent Cartographer,Halo: Combat Evolved, campaign level, ''The Silent Cartographer''Halo: Combat Evolved Anniversary, campaign level, ''The Silent Cartographer'' as well as on Installation 05 in various areas.Halo 2 It also appears on Installation 00|the Ark's surface, if viewed from space. It also makes an appearance in the Terminal (Halo 3)|Terminals throughout the Ark. The symbol also appears on top of a Monitor's "head" and behind the "eye" on the center orb. The surface of Requiem also bears the symbol,Halo 3, ''Epilogue'' and the symbol is found in a wall on Requiem, accompanied by the inscription ''"Guardianship for all living things lies with those whose evolution is most complete. The Mantle of Responsibility shelters all."''. A similar symbol was found on Installation 03 and moved to Ivanoff Station to be studied.Halo 4, campaign level, ''Composer (level)|Composer''
File:Silent Cartographer Eld.png|Eld under Installation 04's Cartographer. File:Halo_CE_Derelict.jpg|The Mantle symbol in the Deep-Space Anomaly#0198. File:Ark_symbol.jpg|The Mantle symbol on the Ark's surface. File:H2-Uprising Eld.png|An engraving of the Mantle#Symbol|Mantle symbol on Installation 05. File:Forerunner Spaceship eld.png|Eld on one of the "fins" of the Babd Catha Forerunner vessel.
Shield Worlds are represented by a symbol described as a "double-lobed icon". The symbol was described when Catherine Halsey|Dr. Halsey was compiling her data with the Artificial intelligence|AI Endless Summer. While Dr. Halsey was working, Franklin Mendez|CPO Mendez asked her what the symbols on the screen are. Dr. Halsey replied that they are Forerunner symbols from the ruins on Onyx, and their theoretical translations. As she continued to work, Mendez then asked the meaning of a double-lobed glyph. Dr. Halsey replied that the symbol, roughly translated, means Shield World.Halo: Ghosts of Onyx, ''page 181''
File:HW 10021 symbol.JPG|Shield World 10021
The Forerunner glyph representing a Reclaimer is identical to the ''Marathon'' symbol,''Halo: Contact Harvest'' although the same symbol appears to have been in common use in Forerunner constructs, including the "eye" of 343 Guilty Spark, as well as the frontal section of an Enforcer. However, after ''Halo: Reach'', later media featured a more vague appearance of the original symbol.
The original ''Marathon'' symbol is also used by humans in various instances, and it is the ship emblem of the . It is unknown if this is simply a coincidence, or if there is a relation to their status as Reclaimers.
File:Reclaimer - H4.png|The Reclaimer glyph. File:Spartan_Ops_Reclaimer_Control_Pannel.png|The Reclaimer glyph on a Requiem control panel.
Defined types of circle symbols
A ''sigil'' is a symbol representing a specific Forerunner,Halo: Silentium, ''page 85'' ancilla, or any other entity. They were often used to label transmissions,Halo 3, ''Terminal (Halo 3)|Terminals'' or to indicate affiliation with a given individual; for example, members of Master Builder Faber's personal security carried his sigil.
Forerunners and ancilla have been known to change their sigils on some occasions; for example, the Ur-Didact's sigil being changed to an "unbound" state at some point after his fall from grace, and the Warden Eternal's sigil gaining a second ring.
File:Chrysopteron.gif|The second avatar of AdjutantReflex on Bungie.net. File:AdjutantReflex_3rd.gif|Hijacked AdjutantReflex File:Librarian.png|The Librarian File:Didact.png|The Ur-Didact's original sigil, later adopted by the IsoDidact File:Didact_unbound.png|The Ur-Didact's unbound sigil File:FilialDevotionSymbol.png|Filial Devotion File:Mendicant Bias.svg|Mendicant Bias File:Not_Rampant_Medicant_Bias.png|Another Mendicant Bias Sigil File:MendicantBias (Rampant).png|Rampant Mendicant Bias File:Offensive Bias.png|Offensive Bias File:FOR-343GS-logo2.png|343 Guilty Spark File:FOR-ArkAI-logo2.png|000 Tragic Solitude File:HM-solitude sigil.png|Another 000 Tragic Solitude sigil File:Gravemind.png|The Gravemind File:HtS Forerunner symbol.png|A Guardian File:Exuberant_Witness_Sigil.png|031 Exuberant Witness File:H5G-Kamchatka Warden Eternal glyph.png|The Warden Eternal's original sigil File:Warden Radio Tag.png|The Warden Eternal's current sigil File:Enc22 AdjutantRevendicate Emblem.svg|Adjutant Revendicate Enc22 InvariantBias Emblem.svg|Invariant Bias
In Installation 00|the Ark's Forerunner Citadel|Citadel, where the Prophet of Truth attempted to fire the seven Installations, each Installation is shown in detail. Each Halo has its own hologram showing its structure and status, as well as a holographic symbol identifying each Installation.
If the installation's fail safe protocol is activated, when the installations are all in communication the symbols all come back as white. In the case an installation is destroyed or contact is fully lost with it, the symbol used to describe it is red as shown with Installation 04.
File:HOSFM Installation 00 forerunner symbol.png|Ark (Installation 00) symbol File:Int1.jpg|Beta Halo (Installation 01) symbol File:Int2.jpg|Epsilon Halo (Installation 02) symbol File:Int3.jpg|Gamma Halo (Installation 03) symbol File:Int4.jpg|Alpha Halo (Installation 04 , Installation 08, and Installation 09) symbol File:Int5.jpg|Delta Halo (Installation 05) symbol File:Int6.jpg|Kappa Halo (Installation 06) symbol File:Int7.jpg|Zeta Halo (Installation 07) symbol File:White installation symbol.png|Kappa Halo's communication confirmed symbol. File:Red installation symbol.png|Alpha Halo's communication failed symbol.
Symbol types The Forerunners have been currently shown to use 7 different type of writing systems. The following are shown below. These symbols can often be found in hexagons.
The first type is the rectangle ones. The rectangle ones are seen in records the Forerunners have made.
Rectangle type symbols commonly have a bracket round them. Inside the brackets are small boxes. These range from 1-6 small ones, 1 to 4 medium ones, 1 to 3 medium sized ones, 1 to 2 big ones, or none at all. It has been noted that the top bracket is not always there. In that case there is either no boxes at all, or small boxes 1-6 would be inside the bracket.
Forerunner sigils are able to be used as normal characters in this.
File:Rectangle_Forerunner_alphabet.png|All known rectangle-type symbols. File:Forerunner holo shapes text.png|Possibly all known variants of the symbols (Found in the bottom right corner of a Halo 3 Forerunner hologram Atlas texture which was also used in Halo: Reach for covenant weapons). File:Halo-3-20070923025938534.jpg|The rectangle type symbols in a terminal with hexagon-type images. File:Forerunner Symbols with Weapons.jpg|A record of Forerunner weaponry, with the rectangle-type symbols making the names of the weapons. File:Rectangle_codes.png|Symbols used during the ''Halo 4'' #EvilAwakens marketing campaign. File:Lines Halo.png|Close analysis of the symbols used during the ''Halo 4'' #EvilAwakens marketing campaign. File:Lines_Halo_2.png|Expanded analysis of the symbols used during the ''Halo 4'' #EvilAwakens marketing campaign.
The second type is the hexagon type ones. The hexagon ones can appear without a hexagon around them but are more mostly seen with them around. These are seen in Forerunner signals and codes, and also control panels. Images are also known to be inside the hexagon type symbols as images in terminals.
File:Classified_Glyphs.png|Forerunner symbols that can make an alphabet if used in certain ways. Used in numerous places including control panels on forerunner devices. File:Hexagon_Cyphers.png|Two possible ciphers for the hexagon symbols used in the Section 3 ARG. File:Hunt_the_Signal_Glyph.png|A glyph used in Hunt the Signal that was used to find the Signal that led to the discovery of the Guardian sigil. File:Section_3_Glyph.png|A glyph used in the ''Section 3 ARG''. File:Cote_D%27Azur_transmission.png|A transmission from the Sigma Octanus IV artifact|artifact on Sigma Octanus IV with the hexagon symbols in it. File:ActivationConsole.png|Trove's Apex Site control panel with the hexagon symbols in it. File:Operation_C.png|X50's control panel with the hexagon symbols in it. File:White installation symbol.png|Installation symbol with two hexagon symbols at the top corner of it.
The third type is the circular type. The circular type can be seen with being in a circular pattern and has been seen on their own. These are seen in Forerunner co-ordinates, control panels, and several Forerunner artifacts. These are often circle round a Forerunner sigil. This type was also seen in the Halo 4: Promethean Weapons Trailer, where the Promethean weapons were looked over.
Forerunner sigils can be used as normal characters in this writing type.
File:Forerunner Symbols Alphabet 1.png|A complete alphabet of this language. File:Halo CEA Terminal Glyphs 1.png|"Assertion of control" Seen when 343 Guilty Spark contacts the . File:Halo CEA Terminal Glyphs 2.png|"Bio Scan Begin - End" Seen in a transmission in which 343 Guilty Spark lowered Installation 04's security to let the UNSC ''Pillar of Autumn'' though. File:H4 Promo Forerunner symbols.jpg|"Trespass is doom Reclaimer". Forerunner symbols put on numerous official Facebook pages during Halo 4's marketing. File:H4 Eld with circle symbols.png|Eld with the inscription, "Guardianship for all living things lies with those whose evolution is most complete. The Mantle of Responsibility shelters all."
File:H4 ELD transcribed.png|How the Eld says "Guardianship for all living things lies with those whose evolution is most complete. The Mantle of Responsibility shelters all."
File:H4-DelRio-Infinity-Bridge-04.jpg|The co-ordinates to Requiem that were found on Gamma Halo. That make a almost complete alphabet. Note letters "I", "J", "K", "L" don't appear. File:H4 Spartan Ops Slipspace artifact glyphs.png|"Techlink Established Forerunner" on one of the Requiem slipspace artifacts. File:H4 Control Panel.png|A symbol on a control panel on Requiem. File:H4 Requiem Control Pannel.png|A different Control panel on Requiem. The words "Shield", "On", "Off", and "Power" appear on it. File:H4 Spartan Ops Starmap.png|A Forerunner starmap with the circular type symbols near a system. File:H4Suppressorsymbols.png|Eld inscription on the Z-130 Suppressor Refractive skin File:Halo 5 Binary Rifle Zoom Hexagon symbols.png|Binary Rifle zoom symbols. Small hexagon equals medium range zoom. Large hexagon equals long range zoom.
The fourth type is the scripture type. These are found on Forerunner ruins and holograms.
There is three distinct sets: broad glyphs, LED-like glyphs, and circuit board-like glyphs.
File:Scripture.png|Forerunner script engraved onto a stone structure with energy going though it. File:Hologram Scripture.png|The same scripture as the one on the stone, but as a hologram wall. File:Scripture type Installation 05.png|Forerunner script on a hologram of the Halo rings on Installation 05. File:Scripture Old Analysis.png|An old analysis of the scripture-type glyphs.
The fifth type is the planet type. These are only found on planet records.
File:Infestation.jpg|Infestation of a planet with the planet type symbols at the top.
The sixth type is the line type. These are seen on Forerunner control panels and co-ordinate.
File:Forerunner_Numbers.png|Translation of the line-type glyphs File:Type_6_Forerunner_symbols.png|"01910876" as seen on Requiem control panels. File:Requiem signal Jam.png|"1" used to signify a signal on Requiem. File:Line Symbols Knights.png|"117" is seen when Cortana is confused about the Knights appearing for the first time. File:H4-DelRio-Infinity-Bridge-04.jpg|The line type symbol 0-9 seen round the co-ordinates to Requiem. File:Roland_translating_numbers.png|Roland translating the co-ordinates to Genesis.
The seventh type has only appeared in the stone object found at Cote d'Azur Museum of Natural History. This type is known to transmit hexagon type symbols out of it.
File:Line symbols.png|Analysis of existing small line type symbols. File:Halo 2- Tartarus-brutes wallpaper.jpg|Brute wallpaper for ''Halo 2'' with the symbols. File:Sadies story symbols.png|Symbols that appear in ''Sadie's Story''. File:Sigma Octanus Artifact.jpg|A look as the artifact. File:Halseys Forerunner research.png|Halsey checking to see if there is a link between this and the standard circle glyphs.
Round symbol analysis The symbols are primarily composed of circles and curves. Each glyph appears to use a circle as a base shape, often combined with either a Wikipedia:concentric|concentric circle or Wikipedia:Circular arc|fragments of one. Another common trait is the presence of one or more Wikipedia:circular arc|circular arcs whose Wikipedia:osculating circle|osculating circles' centers lie on the base circle. Non-circular arcs and small non-concentric circles can be seen on some glyphs. The filling in of areas is uncommon but has been seen in Forerunner glyphs.
According to Bungie employee Joseph Staten, the blue and red signs denote the safety of the area that is, whether or not the The Flood|Flood are present. However, this has only been noted when there are two red symbols together. As singular red symbols can mean something else as noted by them appearing in numerous locations on Installation 04 not linked to the Flood.
Several of the symbols are variations of each other, or simply rotated versions of one.
File:Halo anniversary cartographer Glyphs.png|Symbols that appear on Installation 04's Cartographer. File:Control Pannel Glphs.png|These symbols are seen on Control Room (Installation 04)|Installation 04's control room. File:343 Guilty Spark Glyphs.png|Glyph patterns seen in one of Installation 04's Flood containment facility|Flood containment facilities. File:Halo CE Multiplayer Glyphs.png|Glyph pairs for all ''Halo Combat Evolved's'' maps. File:Halo CE Forerunner exclusive Glyphs.png|All glyphs seen on Installation 04.
These symbols appeared throughout Line installations, specifically Line Installation 1-4:
File:Forerunner Echo.png|Glyphs that appeared before ships are shot down. File:Line_Installation_Glyphs.png|Circle glyphs that appeared in Line Installation 1-4's systems. File:Forerunner_Line_Installation_Glyphs.png|More glyphs that appeared in Line Installation 1-4's systems.
In several places linked to the Domain several glyphs appear after Fireteam Osiris activate a console in them. Currently glyphs of this type have appeared on Kamchatka and Genesis. The following glyphs and sigils have appeared.
File:H5G-Kamchatka Guardian glyph.png|The Guardian sigil on Kamchatka. File:H5G-Kamchatka Warden Eternal glyph.png|A blue glyph similar to the Warden Eternal's sigil on Kamchatka. File:H5G-Kamchatka unknown glyph 1.png|An unknown Forerunner glyph on Kamchatka. File:H5G-Kamchatka unknown glyph 2.png|An unknown Forerunner glyph on Kamchatka. File:H5G-Kamchatka unknown glyph 3.png|An unknown Forerunner glyph on Kamchatka. File:Genesis Glyph.png|An unknown Forerunner glyph on Genesis that appeared when a auxiliary station was activated.
These Forerunner symbols are featured on some installations, and also used as a key to open doors in Trove.
File:Iris icon.gif|The glyph on itself. File:Chrysopteron.gif|The avatar of AdjutantReflex on Bungie.net. File:Glyphs.png|The glyphs discovered in Iris. File:SOTA_symbol.jpg|The Iris symbol N'chala saw and carved on Earth. File:Halo Wars Iris Glyphs.png|The glyphs used to open the interior doors of Shield World 0459. File:Iris_-_Origins.png|A glyph in Cortana's eye. File:Waypoint-Mendicant-Bias-Rampant.jpg|Iris symbol on Mendicant Bias. File:IRIS_Planet.png|The Iris-like symbols on an Forerunner planet as seen in 343 Guilty Spark's memory before it is wiped.
These are symbols seen throughout Forerunner locations.
File:Halo 3 Bestriarum Glyphs.png|Glyphs seen in the Bestiarum and ''Halo 3'' manuals. File:Door symbols.png|Symbols used to open doors on Halo Wars's multiplayer level Release. File:Halseys Forerunner research.png|Halsey's research into several of the circle glyphs. File:Cortana_going_over_Forerunner_Glyphs.png|Cortana going into several of the circle glyphs. File:Halo_CEA_Terminal_Unknown_Glyph.png|Unknown glyph located in the room the Monitors met before they left the Ark. File:Pg 24 glyph.png|Glyph seen on page 24 of the Halo 3 manual
Wall symbols Around several Halo installations and Forerunner relics there are numerous murals and symbols on walls.
File:H2-UprisingSymbol.png|An undefined Forerunner symbol on Installation 05. File:H2-UprisingForerunnerMural.png|A mural engraved in a wall on Installation 05. A similar mural was present in Installation 04's Silent Cartographer. File:Hologram_Mural.png|Holographic version of the mural that is engraved on numerous locations on Forerunner relics. File:Halo 2 anniversary red mural.png|A mural engraved in a wall on Installation 05. This has been seen in red, blue, yellow, green, and without colour. File:Forerunner_circle.png|A circle symbol seen on numerous Forerunner planets and relics. File:Sandtrap Murals.png|Murals seen on the ''Halo 3'' map ''Sandtrap''.
External uses
In ''Halo 5: Guardians'', numerous Forerunner symbols are applied into Requisition system|REQ card emblems.
File:H5 Default Librarian Emblem.png|The Librarian emblem in its original default colors. File:Reclaimer Emblem.png|The Reclaimer emblem and banner in ''Halo 5'' in its original default colors. File:Glyphs REQ Card.png|Unknown symbols on a REQ card called "Glyphs". File:Glyphs_Emblem.png|Symbols on the emblem called "Glyphs" in a green color.
The Covenant have adapted many Forerunner symbols to their own uses. Some uses include putting the symbols on armor and weaponry. External
File:Halo2.com_Forerunner_symbols.png|Covenant Forerunner symbols as seen on ''Halo2.com''. File:Covenant Line symbols.png|Small line-type symbols as seen on a ''Halo 2'' marketing poster. File:Speaking_Elite.jpg|Sangheili (language)|Sangheili speech represented by Forerunner glyphs. File:Harvest Covenent chatter.png|Symbol pattern used by the Covenant for Harvest. File:Covenant Switch.png|Cyan symbol that appears on a switch in ''Halo Reach''. File:Glyph of Faith.JPG|The Glyph of Faith carved on the surface of Kholo. File:Covenant_Node_Halo_CE.png|Two Forerunner type glyphs appearing on a Covenant communication node. File:Sunaion_Guardian_Symbol.png|A Sangheili interpretation of a Guardian sigil.
Armor
File:Elitesymbol1.png|The non-glowing cyan symbol is found on the back of Stealth Sangheili and Sangheili Zealots. File:Covenant_Halo_3_Elite_Symbols_forerunner.png|Sangheili Minor harnesses emblazoned with Forerunner glyphs. File:Sangheili forerunner symbol.png|White symbol that appears on the Sangheili armor in ''Halo Reach''. File:Grunt Symbol.png|White symbol that appears on Grunts in numerous games. File:Halo 2 anniversary Armor Glyphs.png|Two symbols painted on Sangheili armor. File:Prophet_chair_symbol.png|Symbol used on the Prophets' anti-gravity chairs.
Weapons and vehicles
File:HaloCE-PlasmaGrenade.png|Green symbol in ''Halo CE''. File:H2-PlasmaGrenade.png|Green plasma grenade symbol in ''Halo 2''. File:PlasGren.png|Green plasma grenade symbol in ''Halo 3''. File:Sword_Study_HRB_1.jpg|Energy sword hilt with Forerunner symbols on it. File:Reach T1 Plas Grenade.png|Green plasma grenade symbol in ''Halo Reach''. File:Phantom_forerunner_symbol.png|Symbol that appears on the in ''Halo Reach''. File:Forerunner_symbols_Covenant_weapons.png|Weapons in ''Halo Reach'' with Forerunner symbols on them. File:Brute_Forerunner_tatoo.png|Forerunner mural tattooed on a Brute in ''Halo Reach''. File:Halseys Journal Covenant IRIS symbol.png|A symbol that appears in the inner-workings of the Kig-Yar point defense gauntlet that closely resembles that of the Iris artifact glyphs. File:Halo 4 Sword Symbols.png|Energy sword symbols in ''Halo 4''. File:H2A Render PlasmaGrenade.png|Green symbol projecting the symbol for Installation 04. File:QWMW3BgpZn crop.jpg|alt=Grey metal background, with a light-grey circular symbol|Circular glyph seen near the handle of a in ''Halo Reach''.
Covenant Huragok have during the Battle of Mombasa been noted to graffiti Forerunner symbols on the walls of New Mombasa. Some of the symbols depict the New Mombasa Superintendent's avatar along side the Forerunner symbols. The symbols were first seen in the Halo 3 ViDoc trailers and during gameplay as the symbol for the Regenerator.
File:Huragok_Patterns_2.png|All known symbols File:Y_glyph.jpg File:GlyphA.jpg File:GlyphB.jpg File:Super_Y_glyph.png File:SuperTriglyph.jpg File:SuperMonoGlyph.jpg File:Sad_Monoglyph.png File:O_glyph.jpg File:TheSuperCircle.jpg File:Transmission_glyphs.png
The following glyphs are used in several locations, but it is unknown who put them there.
File:Halo_2_Aniversary_Warlord_symbols.png|Hand-drawn glyphs on the map Warlord.
Development gallery
File:Forerunner_Terminals_Glyphs.jpg|Cut symbols in the ''Halo Combat Evolved Anniversary'' Terminals. File:Lightriflehud.jpeg|Cut render of the Lightrifle that had the Line type symbols "34-1112" on it. File:H4-Concept-Forerunner-Holoscreens.jpg|Forerunner control panel concept art. File:H4-Concept-TransitGrid-Holoscreen.jpg|Forerunner control panel concept. File:Halo_4_Concept_Art_by_Albert_Ng_19a.jpg|Forerunner control panel concept art. File:Draft_Forerunner_Terminal_Opening_2.png|Cut ''Halo 2: Anniversary'' Terminal symbols. File:Art_of_Halo_5_Symbols.jpg|Forerunner and Sangheili symbols in the ''Art of Halo 5'' book.
Trivia The base numerical glyph was used as an avatar by AdjutantReflex.Iris
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo Graphic Novel''
*''Second Sunrise over New Mombasa''
''Halo: Ghosts of Onyx''
''Iris''
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo: Contact Harvest''
''Halo: Reach''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
*''Spartan Ops''
''Halo: Escalation''
''Halo 2: Anniversary''
''Halo: Spartan Strike''
''Halo 5: Guardians''
Notes
Sources
Related links
Sangheili (language)
wikipedia:Logograms|Logograms Category:Forerunner symbols|
Category:Languages Category:Forerunner artifacts
|
File:Main-Forerunner.png|thumb|200px|The Eld, the glyph symbolizing the Mantle|Mantle of Responsibility, one of the most common Forerunner glyphs. The Forerunners used several forms of symbols and glyphs to convey a variety of meanings. These symbols can be found on Forerunner technology and within Forerunner installations, including the Halo Array. The Covenant later adopted these symbols for their writing system as well as Covenant religion|religious imagery and as such, they are also commonly seen in Covenant technology and architecture.
Background While the specifics of Forerunner languages such as Jagon and Digon remain a mystery, with only a handful of words known, the writing system they used to convey meaning is far better understood.
The Forerunners appear to have used two different writing methods; the first was a system of glyphs or Wikipedia:Logograms|logograms, rather than parts of an Wikipedia:Alphabet|alphabet, highly contextual in nature, with the meaning of different glyphs altered by order and context, and further meaning could be derived if the reader used more three-dimensional interpretations; when combined with different glyphs, a symbol might have radically different meanings, making individual glyphs Wikipedia:Pictogram|pictograms or Wikipedia:Ideogram|ideograms.
The second mode seems to be a more conventional writing system, using two-dimensional characters. There appear to be at least two variations of this conventional script. One type, observed in Forerunner relics on Installation 00, either inscribed onto stone relicsHalo 3, multiplayer map, ''Sandtrap''Halo 3, multiplayer map, ''Sandbox'' or in holographic form,Halo 3, multiplayer map, ''Epitaph''Halo 3, multiplayer map, ''Construct'' involves highly complex characters resembling digital patterns or bar codes written vertically. In the other writing system, the characters are considerably simpler, consisting of a series of dots, squares, bars and triangles. The Covenant Sangheili (language)|script is derived from the latter, although they use highly embellished variations of the original characters used by the Forerunners.Halo: First Strike, ''page 197''
Other symbols found on Forerunner relics and structures are even less obvious in their meanings. They are obviously decorative in nature, but they are often larger and more elaborate in nature than their glyphs, and may depict specific shapes and forms, and may have more in common with Wikipedia:Petroglyph|petroglyphs than logograms.
The glyph system was also adopted by the Covenant as religious symbols, despite having little idea as to the true meanings of the original symbols; the most notorious example is their mistranslation of the "Reclaimer" glyph as meaning "Reclamation". Forerunner glyphs are found on Covenant Luminary|Luminaries as indicators of Forerunner relics, as the Reclaimer glyph was seen to represent humans on Harvest. Humans in general have had little success in translating Forerunner texts, with the notable exception of Dr. Catherine Halsey.''Halo: Ghosts of Onyx'' Indeed, it took nearly five years to decode glyphs recovered during the Battle of New Mombasa.Halo: Spartan Strike, ''Operation E: Brother's Keeper''
Specific symbols
The glyph representing the Mantle|Mantle of Responsibility,Halo 4, campaign level, ''Requiem (level)|Requiem'' the main belief system of the Forerunners, is perhaps the most ancient and ubiquitous Forerunner glyph. Known as the ''Eld'' or the ''Tree-mark'' due to its resemblance to a heavily stylized tree,Halo: Silentium, ''page 142-143'' the symbol appears frequently on Forerunner structures and installations due to the Mantle's all-encompassing nature in Forerunner society.
Among many other sites, this symbol appears inside and outside Installation 04's Silent Cartographer,Halo: Combat Evolved, campaign level, ''The Silent Cartographer''Halo: Combat Evolved Anniversary, campaign level, ''The Silent Cartographer'' as well as on Installation 05 in various areas.Halo 2 It also appears on Installation 00|the Ark's surface, if viewed from space. It also makes an appearance in the Terminal (Halo 3)|Terminals throughout the Ark. The symbol also appears on top of a Monitor's "head" and behind the "eye" on the center orb. The surface of Requiem also bears the symbol,Halo 3, ''Epilogue'' and the symbol is found in a wall on Requiem, accompanied by the inscription ''"Guardianship for all living things lies with those whose evolution is most complete. The Mantle of Responsibility shelters all."''. A similar symbol was found on Installation 03 and moved to Ivanoff Station to be studied.Halo 4, campaign level, ''Composer (level)|Composer''
File:Silent Cartographer Eld.png|Eld under Installation 04's Cartographer. File:Halo_CE_Derelict.jpg|The Mantle symbol in the Deep-Space Anomaly#0198. File:Ark_symbol.jpg|The Mantle symbol on the Ark's surface. File:H2-Uprising Eld.png|An engraving of the Mantle#Symbol|Mantle symbol on Installation 05. File:Forerunner Spaceship eld.png|Eld on one of the "fins" of the Babd Catha Forerunner vessel.
Shield Worlds are represented by a symbol described as a "double-lobed icon". The symbol was described when Catherine Halsey|Dr. Halsey was compiling her data with the Artificial intelligence|AI Endless Summer. While Dr. Halsey was working, Franklin Mendez|CPO Mendez asked her what the symbols on the screen are. Dr. Halsey replied that they are Forerunner symbols from the ruins on Onyx, and their theoretical translations. As she continued to work, Mendez then asked the meaning of a double-lobed glyph. Dr. Halsey replied that the symbol, roughly translated, means Shield World.Halo: Ghosts of Onyx, ''page 181''
File:HW 10021 symbol.JPG|Shield World 10021
The Forerunner glyph representing a Reclaimer is identical to the ''Marathon'' symbol,''Halo: Contact Harvest'' although the same symbol appears to have been in common use in Forerunner constructs, including the "eye" of 343 Guilty Spark, as well as the frontal section of an Enforcer. However, after ''Halo: Reach'', later media featured a more vague appearance of the original symbol.
The original ''Marathon'' symbol is also used by humans in various instances, and it is the ship emblem of the . It is unknown if this is simply a coincidence, or if there is a relation to their status as Reclaimers.
File:Reclaimer - H4.png|The Reclaimer glyph. File:Spartan_Ops_Reclaimer_Control_Pannel.png|The Reclaimer glyph on a Requiem control panel.
Defined types of circle symbols
A ''sigil'' is a symbol representing a specific Forerunner,Halo: Silentium, ''page 85'' ancilla, or any other entity. They were often used to label transmissions,Halo 3, ''Terminal (Halo 3)|Terminals'' or to indicate affiliation with a given individual; for example, members of Master Builder Faber's personal security carried his sigil.
Forerunners and ancilla have been known to change their sigils on some occasions; for example, the Ur-Didact's sigil being changed to an "unbound" state at some point after his fall from grace, and the Warden Eternal's sigil gaining a second ring.
File:Chrysopteron.gif|The second avatar of AdjutantReflex on Bungie.net. File:AdjutantReflex_3rd.gif|Hijacked AdjutantReflex File:Librarian.png|The Librarian File:Didact.png|The Ur-Didact's original sigil, later adopted by the IsoDidact File:Didact_unbound.png|The Ur-Didact's unbound sigil File:FilialDevotionSymbol.png|Filial Devotion File:Mendicant Bias.svg|Mendicant Bias File:Not_Rampant_Medicant_Bias.png|Another Mendicant Bias Sigil File:MendicantBias (Rampant).png|Rampant Mendicant Bias File:Offensive Bias.png|Offensive Bias File:FOR-343GS-logo2.png|343 Guilty Spark File:FOR-ArkAI-logo2.png|000 Tragic Solitude File:HM-solitude sigil.png|Another 000 Tragic Solitude sigil File:Gravemind.png|The Gravemind File:HtS Forerunner symbol.png|A Guardian File:Exuberant_Witness_Sigil.png|031 Exuberant Witness File:H5G-Kamchatka Warden Eternal glyph.png|The Warden Eternal's original sigil File:Warden Radio Tag.png|The Warden Eternal's current sigil File:Enc22 AdjutantRevendicate Emblem.svg|Adjutant Revendicate Enc22 InvariantBias Emblem.svg|Invariant Bias
In Installation 00|the Ark's Forerunner Citadel|Citadel, where the Prophet of Truth attempted to fire the seven Installations, each Installation is shown in detail. Each Halo has its own hologram showing its structure and status, as well as a holographic symbol identifying each Installation.
If the installation's fail safe protocol is activated, when the installations are all in communication the symbols all come back as white. In the case an installation is destroyed or contact is fully lost with it, the symbol used to describe it is red as shown with Installation 04.
File:HOSFM Installation 00 forerunner symbol.png|Ark (Installation 00) symbol File:Int1.jpg|Beta Halo (Installation 01) symbol File:Int2.jpg|Epsilon Halo (Installation 02) symbol File:Int3.jpg|Gamma Halo (Installation 03) symbol File:Int4.jpg|Alpha Halo (Installation 04 , Installation 08, and Installation 09) symbol File:Int5.jpg|Delta Halo (Installation 05) symbol File:Int6.jpg|Kappa Halo (Installation 06) symbol File:Int7.jpg|Zeta Halo (Installation 07) symbol File:White installation symbol.png|Kappa Halo's communication confirmed symbol. File:Red installation symbol.png|Alpha Halo's communication failed symbol.
Symbol types The Forerunners have been currently shown to use 7 different type of writing systems. The following are shown below. These symbols can often be found in hexagons.
The first type is the rectangle ones. The rectangle ones are seen in records the Forerunners have made.
Rectangle type symbols commonly have a bracket round them. Inside the brackets are small boxes. These range from 1-6 small ones, 1 to 4 medium ones, 1 to 3 medium sized ones, 1 to 2 big ones, or none at all. It has been noted that the top bracket is not always there. In that case there is either no boxes at all, or small boxes 1-6 would be inside the bracket.
Forerunner sigils are able to be used as normal characters in this.
File:Rectangle_Forerunner_alphabet.png|All known rectangle-type symbols. File:Forerunner holo shapes text.png|Possibly all known variants of the symbols (Found in the bottom right corner of a Halo 3 Forerunner hologram Atlas texture which was also used in Halo: Reach for covenant weapons). File:Halo-3-20070923025938534.jpg|The rectangle type symbols in a terminal with hexagon-type images. File:Forerunner Symbols with Weapons.jpg|A record of Forerunner weaponry, with the rectangle-type symbols making the names of the weapons. File:Rectangle_codes.png|Symbols used during the ''Halo 4'' #EvilAwakens marketing campaign. File:Lines Halo.png|Close analysis of the symbols used during the ''Halo 4'' #EvilAwakens marketing campaign. File:Lines_Halo_2.png|Expanded analysis of the symbols used during the ''Halo 4'' #EvilAwakens marketing campaign.
The second type is the hexagon type ones. The hexagon ones can appear without a hexagon around them but are more mostly seen with them around. These are seen in Forerunner signals and codes, and also control panels. Images are also known to be inside the hexagon type symbols as images in terminals.
File:Classified_Glyphs.png|Forerunner symbols that can make an alphabet if used in certain ways. Used in numerous places including control panels on forerunner devices. File:Hexagon_Cyphers.png|Two possible ciphers for the hexagon symbols used in the Section 3 ARG. File:Hunt_the_Signal_Glyph.png|A glyph used in Hunt the Signal that was used to find the Signal that led to the discovery of the Guardian sigil. File:Section_3_Glyph.png|A glyph used in the ''Section 3 ARG''. File:Cote_D%27Azur_transmission.png|A transmission from the Sigma Octanus IV artifact|artifact on Sigma Octanus IV with the hexagon symbols in it. File:ActivationConsole.png|Trove's Apex Site control panel with the hexagon symbols in it. File:Operation_C.png|X50's control panel with the hexagon symbols in it. File:White installation symbol.png|Installation symbol with two hexagon symbols at the top corner of it.
The third type is the circular type. The circular type can be seen with being in a circular pattern and has been seen on their own. These are seen in Forerunner co-ordinates, control panels, and several Forerunner artifacts. These are often circle round a Forerunner sigil. This type was also seen in the Halo 4: Promethean Weapons Trailer, where the Promethean weapons were looked over.
Forerunner sigils can be used as normal characters in this writing type.
File:Forerunner Symbols Alphabet 1.png|A complete alphabet of this language. File:Halo CEA Terminal Glyphs 1.png|"Assertion of control" Seen when 343 Guilty Spark contacts the . File:Halo CEA Terminal Glyphs 2.png|"Bio Scan Begin - End" Seen in a transmission in which 343 Guilty Spark lowered Installation 04's security to let the UNSC ''Pillar of Autumn'' though. File:H4 Promo Forerunner symbols.jpg|"Trespass is doom Reclaimer". Forerunner symbols put on numerous official Facebook pages during Halo 4's marketing. File:H4 Eld with circle symbols.png|Eld with the inscription, "Guardianship for all living things lies with those whose evolution is most complete. The Mantle of Responsibility shelters all."
File:H4 ELD transcribed.png|How the Eld says "Guardianship for all living things lies with those whose evolution is most complete. The Mantle of Responsibility shelters all."
File:H4-DelRio-Infinity-Bridge-04.jpg|The co-ordinates to Requiem that were found on Gamma Halo. That make a almost complete alphabet. Note letters "I", "J", "K", "L" don't appear. File:H4 Spartan Ops Slipspace artifact glyphs.png|"Techlink Established Forerunner" on one of the Requiem slipspace artifacts. File:H4 Control Panel.png|A symbol on a control panel on Requiem. File:H4 Requiem Control Pannel.png|A different Control panel on Requiem. The words "Shield", "On", "Off", and "Power" appear on it. File:H4 Spartan Ops Starmap.png|A Forerunner starmap with the circular type symbols near a system. File:H4Suppressorsymbols.png|Eld inscription on the Z-130 Suppressor Refractive skin File:Halo 5 Binary Rifle Zoom Hexagon symbols.png|Binary Rifle zoom symbols. Small hexagon equals medium range zoom. Large hexagon equals long range zoom.
The fourth type is the scripture type. These are found on Forerunner ruins and holograms.
There is three distinct sets: broad glyphs, LED-like glyphs, and circuit board-like glyphs.
File:Scripture.png|Forerunner script engraved onto a stone structure with energy going though it. File:Hologram Scripture.png|The same scripture as the one on the stone, but as a hologram wall. File:Scripture type Installation 05.png|Forerunner script on a hologram of the Halo rings on Installation 05. File:Scripture Old Analysis.png|An old analysis of the scripture-type glyphs.
The fifth type is the planet type. These are only found on planet records.
File:Infestation.jpg|Infestation of a planet with the planet type symbols at the top.
The sixth type is the line type. These are seen on Forerunner control panels and co-ordinate.
File:Forerunner_Numbers.png|Translation of the line-type glyphs File:Type_6_Forerunner_symbols.png|"01910876" as seen on Requiem control panels. File:Requiem signal Jam.png|"1" used to signify a signal on Requiem. File:Line Symbols Knights.png|"117" is seen when Cortana is confused about the Knights appearing for the first time. File:H4-DelRio-Infinity-Bridge-04.jpg|The line type symbol 0-9 seen round the co-ordinates to Requiem. File:Roland_translating_numbers.png|Roland translating the co-ordinates to Genesis.
The seventh type has only appeared in the stone object found at Cote d'Azur Museum of Natural History. This type is known to transmit hexagon type symbols out of it.
File:Line symbols.png|Analysis of existing small line type symbols. File:Halo 2- Tartarus-brutes wallpaper.jpg|Brute wallpaper for ''Halo 2'' with the symbols. File:Sadies story symbols.png|Symbols that appear in ''Sadie's Story''. File:Sigma Octanus Artifact.jpg|A look as the artifact. File:Halseys Forerunner research.png|Halsey checking to see if there is a link between this and the standard circle glyphs.
Round symbol analysis The symbols are primarily composed of circles and curves. Each glyph appears to use a circle as a base shape, often combined with either a Wikipedia:concentric|concentric circle or Wikipedia:Circular arc|fragments of one. Another common trait is the presence of one or more Wikipedia:circular arc|circular arcs whose Wikipedia:osculating circle|osculating circles' centers lie on the base circle. Non-circular arcs and small non-concentric circles can be seen on some glyphs. The filling in of areas is uncommon but has been seen in Forerunner glyphs.
According to Bungie employee Joseph Staten, the blue and red signs denote the safety of the area that is, whether or not the The Flood|Flood are present. However, this has only been noted when there are two red symbols together. As singular red symbols can mean something else as noted by them appearing in numerous locations on Installation 04 not linked to the Flood.
Several of the symbols are variations of each other, or simply rotated versions of one.
File:Halo anniversary cartographer Glyphs.png|Symbols that appear on Installation 04's Cartographer. File:Control Pannel Glphs.png|These symbols are seen on Control Room (Installation 04)|Installation 04's control room. File:343 Guilty Spark Glyphs.png|Glyph patterns seen in one of Installation 04's Flood containment facility|Flood containment facilities. File:Halo CE Multiplayer Glyphs.png|Glyph pairs for all ''Halo Combat Evolved's'' maps. File:Halo CE Forerunner exclusive Glyphs.png|All glyphs seen on Installation 04.
These symbols appeared throughout Line installations, specifically Line Installation 1-4:
File:Forerunner Echo.png|Glyphs that appeared before ships are shot down. File:Line_Installation_Glyphs.png|Circle glyphs that appeared in Line Installation 1-4's systems. File:Forerunner_Line_Installation_Glyphs.png|More glyphs that appeared in Line Installation 1-4's systems.
In several places linked to the Domain several glyphs appear after Fireteam Osiris activate a console in them. Currently glyphs of this type have appeared on Kamchatka and Genesis. The following glyphs and sigils have appeared.
File:H5G-Kamchatka Guardian glyph.png|The Guardian sigil on Kamchatka. File:H5G-Kamchatka Warden Eternal glyph.png|A blue glyph similar to the Warden Eternal's sigil on Kamchatka. File:H5G-Kamchatka unknown glyph 1.png|An unknown Forerunner glyph on Kamchatka. File:H5G-Kamchatka unknown glyph 2.png|An unknown Forerunner glyph on Kamchatka. File:H5G-Kamchatka unknown glyph 3.png|An unknown Forerunner glyph on Kamchatka. File:Genesis Glyph.png|An unknown Forerunner glyph on Genesis that appeared when a auxiliary station was activated.
These Forerunner symbols are featured on some installations, and also used as a key to open doors in Trove.
File:Iris icon.gif|The glyph on itself. File:Chrysopteron.gif|The avatar of AdjutantReflex on Bungie.net. File:Glyphs.png|The glyphs discovered in Iris. File:SOTA_symbol.jpg|The Iris symbol N'chala saw and carved on Earth. File:Halo Wars Iris Glyphs.png|The glyphs used to open the interior doors of Shield World 0459. File:Iris_-_Origins.png|A glyph in Cortana's eye. File:Waypoint-Mendicant-Bias-Rampant.jpg|Iris symbol on Mendicant Bias. File:IRIS_Planet.png|The Iris-like symbols on an Forerunner planet as seen in 343 Guilty Spark's memory before it is wiped.
These are symbols seen throughout Forerunner locations.
File:Halo 3 Bestriarum Glyphs.png|Glyphs seen in the Bestiarum and ''Halo 3'' manuals. File:Door symbols.png|Symbols used to open doors on Halo Wars's multiplayer level Release. File:Halseys Forerunner research.png|Halsey's research into several of the circle glyphs. File:Cortana_going_over_Forerunner_Glyphs.png|Cortana going into several of the circle glyphs. File:Halo_CEA_Terminal_Unknown_Glyph.png|Unknown glyph located in the room the Monitors met before they left the Ark. File:Pg 24 glyph.png|Glyph seen on page 24 of the Halo 3 manual
Wall symbols Around several Halo installations and Forerunner relics there are numerous murals and symbols on walls.
File:H2-UprisingSymbol.png|An undefined Forerunner symbol on Installation 05. File:H2-UprisingForerunnerMural.png|A mural engraved in a wall on Installation 05. A similar mural was present in Installation 04's Silent Cartographer. File:Hologram_Mural.png|Holographic version of the mural that is engraved on numerous locations on Forerunner relics. File:Halo 2 anniversary red mural.png|A mural engraved in a wall on Installation 05. This has been seen in red, blue, yellow, green, and without colour. File:Forerunner_circle.png|A circle symbol seen on numerous Forerunner planets and relics. File:Sandtrap Murals.png|Murals seen on the ''Halo 3'' map ''Sandtrap''.
External uses
In ''Halo 5: Guardians'', numerous Forerunner symbols are applied into Requisition system|REQ card emblems.
File:H5 Default Librarian Emblem.png|The Librarian emblem in its original default colors. File:Reclaimer Emblem.png|The Reclaimer emblem and banner in ''Halo 5'' in its original default colors. File:Glyphs REQ Card.png|Unknown symbols on a REQ card called "Glyphs". File:Glyphs_Emblem.png|Symbols on the emblem called "Glyphs" in a green color.
The Covenant have adapted many Forerunner symbols to their own uses. Some uses include putting the symbols on armor and weaponry. External
File:Halo2.com_Forerunner_symbols.png|Covenant Forerunner symbols as seen on ''Halo2.com''. File:Covenant Line symbols.png|Small line-type symbols as seen on a ''Halo 2'' marketing poster. File:Speaking_Elite.jpg|Sangheili (language)|Sangheili speech represented by Forerunner glyphs. File:Harvest Covenent chatter.png|Symbol pattern used by the Covenant for Harvest. File:Covenant Switch.png|Cyan symbol that appears on a switch in ''Halo Reach''. File:Glyph of Faith.JPG|The Glyph of Faith carved on the surface of Kholo. File:Covenant_Node_Halo_CE.png|Two Forerunner type glyphs appearing on a Covenant communication node. File:Sunaion_Guardian_Symbol.png|A Sangheili interpretation of a Guardian sigil.
Armor
File:Elitesymbol1.png|The non-glowing cyan symbol is found on the back of Stealth Sangheili and Sangheili Zealots. File:Covenant_Halo_3_Elite_Symbols_forerunner.png|Sangheili Minor harnesses emblazoned with Forerunner glyphs. File:Sangheili forerunner symbol.png|White symbol that appears on the Sangheili armor in ''Halo Reach''. File:Grunt Symbol.png|White symbol that appears on Grunts in numerous games. File:Halo 2 anniversary Armor Glyphs.png|Two symbols painted on Sangheili armor. File:Prophet_chair_symbol.png|Symbol used on the Prophets' anti-gravity chairs.
Weapons and vehicles
File:HaloCE-PlasmaGrenade.png|Green symbol in ''Halo CE''. File:H2-PlasmaGrenade.png|Green plasma grenade symbol in ''Halo 2''. File:PlasGren.png|Green plasma grenade symbol in ''Halo 3''. File:Sword_Study_HRB_1.jpg|Energy sword hilt with Forerunner symbols on it. File:Reach T1 Plas Grenade.png|Green plasma grenade symbol in ''Halo Reach''. File:Phantom_forerunner_symbol.png|Symbol that appears on the in ''Halo Reach''. File:Forerunner_symbols_Covenant_weapons.png|Weapons in ''Halo Reach'' with Forerunner symbols on them. File:Brute_Forerunner_tatoo.png|Forerunner mural tattooed on a Brute in ''Halo Reach''. File:Halseys Journal Covenant IRIS symbol.png|A symbol that appears in the inner-workings of the Kig-Yar point defense gauntlet that closely resembles that of the Iris artifact glyphs. File:Halo 4 Sword Symbols.png|Energy sword symbols in ''Halo 4''. File:H2A Render PlasmaGrenade.png|Green symbol projecting the symbol for Installation 04. File:QWMW3BgpZn crop.jpg|alt=Grey metal background, with a light-grey circular symbol|Circular glyph seen near the handle of a in ''Halo Reach''.
Covenant Huragok have during the Battle of Mombasa been noted to graffiti Forerunner symbols on the walls of New Mombasa. Some of the symbols depict the New Mombasa Superintendent's avatar along side the Forerunner symbols. The symbols were first seen in the Halo 3 ViDoc trailers and during gameplay as the symbol for the Regenerator.
File:Huragok_Patterns_2.png|All known symbols File:Y_glyph.jpg File:GlyphA.jpg File:GlyphB.jpg File:Super_Y_glyph.png File:SuperTriglyph.jpg File:SuperMonoGlyph.jpg File:Sad_Monoglyph.png File:O_glyph.jpg File:TheSuperCircle.jpg File:Transmission_glyphs.png
The following glyphs are used in several locations, but it is unknown who put them there.
File:Halo_2_Aniversary_Warlord_symbols.png|Hand-drawn glyphs on the map Warlord.
Development gallery
File:Forerunner_Terminals_Glyphs.jpg|Cut symbols in the ''Halo Combat Evolved Anniversary'' Terminals. File:Lightriflehud.jpeg|Cut render of the Lightrifle that had the Line type symbols "34-1112" on it. File:H4-Concept-Forerunner-Holoscreens.jpg|Forerunner control panel concept art. File:H4-Concept-TransitGrid-Holoscreen.jpg|Forerunner control panel concept. File:Halo_4_Concept_Art_by_Albert_Ng_19a.jpg|Forerunner control panel concept art. File:Draft_Forerunner_Terminal_Opening_2.png|Cut ''Halo 2: Anniversary'' Terminal symbols. File:Art_of_Halo_5_Symbols.jpg|Forerunner and Sangheili symbols in the ''Art of Halo 5'' book.
Trivia The base numerical glyph was used as an avatar by AdjutantReflex.Iris
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo Graphic Novel''
*''Second Sunrise over New Mombasa''
''Halo: Ghosts of Onyx''
''Iris''
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo: Contact Harvest''
''Halo: Reach''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
*''Spartan Ops''
''Halo: Escalation''
''Halo 2: Anniversary''
''Halo: Spartan Strike''
''Halo 5: Guardians''
Notes
Sources
Related links
Sangheili (language)
wikipedia:Logograms|Logograms Category:Forerunner symbols|
Category:Languages Category:Forerunner artifacts
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The phrase Forerunner Tank can refer to several pieces of cut content from the ''Halo'' games.
Cut Halo: Combat Evolved vehicles#Forerunner tank|Forerunner tank - a Forerunner vehicle cut from very early stages of ''Halo: Combat Evolved''s development.
Forerunnertank - a Cut Halo 2 levels|cut campaign level intended to be in ''Halo 2''.
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File:HW-Teleporter.jpg|thumb|A teleporter (left) and a teleporter exit point (right). The Forerunner teleporter is a Forerunner device utilising the principle of slipspace translocation for near-instantaneous transport over short distances to another teleporter or a teleporter exit point. The teleporter emits a green aura while its exit pad emits a blue aura.Halo Wars There was at least two sets within the shield world Trove.Halo Wars, campaign level ''Beachhead (Halo Wars level)|Beachhead''
Gameplay The Forerunner teleporter is a building found in ''Halo Wars'' campaign and multiplayer. They are directly based off of ''Halo 2'' and Halo 3|''3'''s teleporters, and function in the same way. The teleporter instantly sends units to another teleporter location or a teleporter exit. However, only one unit can use the teleporter at a time, so a large attack force will take a longer time to go through, allowing enemies to pick off teleported units one-by-one at the exit.
Two bidirectional set of Forerunner teleporter could be found in the campaign level ''Beachhead (Halo Wars level)|Beachhead'', one of which must be used to progress the level. The building is more common in Skirmish maps, appearing in ''Blood Gulch (Halo Wars level)|Blood Gulch'', ''Labyrinth'', and ''Fort Deen''. The teleporters in ''Labyrinth'' allow for two-way access, while ''Fort Deen'' is the only map where the teleporters are defended by unidentified insurrectionist group|rebels.
List of appearances
''Halo Wars''
Sources
Category:Forerunner buildings
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Forerunner turrets are a Forerunner defensive mechanism. They were deployed around the wreckage of ''High Charity'' on Installation 00 in 2559 to defend the quarantine zone against attackers, and prevent the Flood from escaping. The turrets were also employed to defend the Sentinel launchers near the site, but were ultimately unsuccessful at keeping Banished forces away from ''High Charity''.
Operation The turrets fire a blue continuous beam, similar to the Sentinel beam utilised by gold Aggressor Sentinels.
Gallery
File:HW2 ForerunnerTurret Concept.jpg|Concept art of the turret. File:HW2 ForerunnerTurretFiring.png|The Forerunner turret firing its beam weapon. File:HW2 ForerunnerTurret.png|The Forerunner turret disabled by a disruption emitter.
List of appearances
''Halo Wars 2''
Sources
Category:Forerunner weapons
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File:H5G - deleted Forerunner wasp.jpg|thumb|200px|The Forerunner wasp. The Forerunner wasp is an alien lifeform deleted from ''Halo 5: Guardians''. It is seemingly a Wikipedia:Wasp|wasp that would have lived on the Forerunner planet Genesis. The creature's design was conceived by 343 Industries artist David Bolton.
Sources
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File:H5G - Forerunner weapon rack concept.jpg|300px|thumb|Forerunner weapon racks. Forerunner weapon racks are devices used for Promethean weapons storage. They are typically encountered on Forerunner worlds, such as Requiem or Genesis.Halo 4Halo 5: Guardians They can also be found aboard Forerunner combat ships such as the ''Mantle's Approach'', or in hidden Foreruner facilities such as on Meridian or Sanghelios.
Gallery
File:H4-Concept-ForerunnerWeaponRack.jpg|Concept art for the Forerunner weapon rack in ''Halo 4''.
List of appearances
''Halo 4''
*''Spartan Ops''
''Halo 5: Guardians''
Sources
See also Covenant supply case
Category:Forerunner technology
|
Forerunner is an achievement in ''Halo 4'' and ''Halo: The Master Chief Collection''. It is awarded when the player completes the third campaign level, ''Forerunner (level)|Forerunner'', on any difficulty. The achievement is worth 10 Gamerscore. It is represented by a shield with a "3" inside it in ''Halo 4'' and is represented by an image of Requiem's core, as seen in the mission, in the Xbox art.
Sources
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|parscore=25,000
}}
Forerunner is the fourth campaign level of ''Halo 4'', and the third one with actual gameplay.
Completing the level earns the player the "Forerunner (achievement)|Forerunner" achievement, worth 10 Gamerscore points. The level-exclusive achievement "This is my Rifle, This is my Gun" is awarded for carrying a United Nations Space Command|UNSC weapon all the way through the level on Heroic or Legendary, worth 20 Gamerscore points.
In ''Halo: The Master Chief Collection'', "Forerunner" and "This is my Rifle, this is my Gun", unlockable with the same respective criteria, are now worth 10 Gamerscore points. "Lord of Admirals", worth 5 Gamerscore points, is awarded for finding and accessing the Terminal (Halo 4)|terminal in the level. Beating the level's 20 minute par time and 22,000 point par score unlocks "Raging in the Dark" and "Shadow of a Sundered Star|Shadow of Sundered Star", respectively, each worth 10 Gamerscore points.
Summary The level is mainly set in Core of Requiem|a rocky region under the habitable surface of the shield world Requiem, as well as a series of Forerunner structures, including two relay pylons and a satellite station inside the shell enveloping the shield world. The prototype UNSC warship has arrived near Requiem to investigate Cortana's distress beacon, and the John-117|Master Chief must disable two beam towers that are causing communications interference preventing Cortana from contacting the ''Infinity'' in order to warn the ship about Requiem's defenses. During the level, the player faces opposition from both the Prometheans occupying the shield world as well as Jul 'Mdama's Covenant|Covenant remnant forces. The assault on the first pylon primarily involves combat on foot, while the second one is more vehicle-focused. After deactivating the second beam tower, the Chief uses a series of teleportation grid#Requiem|translocation portals to reach what Cortana assumes to be a relay satellite, while Covenant remnant warships converge on the same location; instead of a communications relay, however, the satellite turns out to house a Cryptum. The finale of the level introduces the primary antagonist of the game, the Promethean leader known as the Ur-Didact|Didact. With Requiem's core collapsing, the Master Chief flees to a portal back to the surface on a Karo'etba-pattern Ghost|Ghost, arriving in time to witness the ''Infinity'', out of control, coming through Requiem's atmosphere broadcasting a distress signal. With the Didact's Cryptum chasing the ''Infinity'', the Master Chief sets out to help the stricken ship.
Transcript
{''Gameplay''}
''The slipspace portal delivers John into a small Forerunner room. Four Z-2500 autosentry|autosentry units line the walls.''
John-117: "What were Promethean Knight|those things?"
Cortana: "Some sort of advanced defense AIs. Related to the Sentinels, I'm guessing, but it's hard to say without a closer look. C'mon, let's figure out where that transit system dumped us."
''John-117 leaves the room and enters a platform inside Requiem's core - a hollow sphere of gigantic proportions.''
File:Halo4-Cortana-RequiemCore.jpg|thumb|300px|Cortana observing the core of Requiem. Cortana: "Put me in the console."
''John approaches a console at the end of the platform and inserts Cortana's data crystal chip into it.''
{''Cutscene''}
''John and Cortana observe the area. A distant purple sphere hovers in an otherwise empty expanse, with two energy beams anchoring it to the core's inner surface.''
John-117: "Where's ''Infinity''?"
Cortana: "This is Core of Requiem|Requiem's core, all right, but ''Infinity'' is definitely not here."
''Cortana brings up a holographic panel in front of her.''
Cortana: "That satellite in the center is amplifying the ship's broadcasts like a relay."
John-117: "Maybe we can use it to respond."
Cortana: "Perhaps."
''Cortana access several other options on the screen.''
Cortana: "Those beams coming off of it are creating the interference we've been experiencing. We'd have to take them out to contact ''Infinity''."
John-117: "Can you get us there?"
''Cortana presses a final prompt, opening a nearby translocation portal.''
Cortana: "Opening a gate to the first beam pylon. Pull me, and let's go."
''John retrieves Cortana from the terminal and readies his rifle.''
{''Gameplay''}
''John enters the portal and arrives at a small hallway.''
John-117: "This is the first pylon?"
''The Chief exits into a tight canyon. A schematic is displayed on his heads-up display|HUD, showing the path to the pylon.''
Cortana: "Negative, this is as close as I could get us. Hope you don't mind hoofing it a little."
File:H4-Forerunner-Pylon-1.jpg|thumb|300px|The first pylon, looming over the cliffs.
''The Chief exits into a small valley, where Promethean Crawler|mechanical quadrupeds are crawling over the rocks. The nearby skyline is dominated by the pylon.''
Cortana: "Contacts!"
''The automatons hastily retreat as John approaches. He continues on, encountering more of them in the next valley.''
Cortana: "And they're back! Coming down the walls!"
''John quickly defeats the Crawlers and resumes his journey.''
John-117: "Those weren't the same things we saw in the Terminus."
Cortana: "Similar cortical footprints as the tower AIs... They're connected, all right."
''John activates a hard light bridge. Crossing the bridge, he enters another valley.''
Cortana: "Look out!"
{''Cutscene''}
''John looks up just in time to see a Promethean Knight crashing down from above. The Knight knocks John on the ground, emptying his shields, and screams; its faceplate splits open, revealing a glowing blue skull that is disturbingly human. John punches the Knight's head and then kicks its abdomen, knocking the machine off him. Snarling, the Knight quickly teleports away.''
Cortana: "Well he's just a ray of sunshine, isn't he?"
{''Gameplay''}
Cortana: "From that peek under the hood, I'd say these constructs must be mimetic in nature."
File:H4-Forerunner-Cliff-Knights.jpg|thumb|300px|Multiple Knights observe the Chief's progress from the cliffs.
''John arrives at a cliff edge. Knights are seen phasing away from the opposite rocks.''
John-117: "More of them?"
Cortana: "Similar phasing activity at the edge of our sensors. We're about to get busy!"
''John enters another small valley. A Knight teleports into the area as Crawlers come into view. The Knight releases a Promethean Watcher from its back and attacks the Chief, as several other Knights observe from atop the canyon. John eventually eliminates all hostiles, causing the observing Knights to teleport away. The Chief enters a doorway on the far side of the valley, which leads into a hallway stocked with Forerunner ordnance.''
Cortana: "I've discovered something interesting about our new friends. When the big ones explode, that momentary flash we're seeing is actually a data purge."
''A schematic of a Knight is displayed. As the Knight dissolves, a data stream is extracted and translated by Cortana.''
John-117: "Can you tap into it?"
Cortana: "So far, I've pulled multiple strings referring to the big ones as "Promethean Knights". Beyond that, though, things get a bit dense."
''The Chief exits into a large cavern, disposing of more Knights and Crawlers along the way. As he approaches a raised platform, he picks up a garbled transmission from Captain Del Rio over the COM.''
Cortana: "The relay interference is increasing. We must be getting close to the pylon."
''More Prometheans occupy the area below. After wiping out the opposition, John's HUD is distorted by purple static.''
John-117: "What's that distortion?"
Cortana: "...that's me. Something about moving through those portals is increasing the load on my systems."
John-117: "Are you...going to be alright?"
Cortana: "Don't worry. I've held off rampancy this long, haven't I?"
--- ''If the Chief stalls:''
Cortana: "Chief, we won't be able to contact ''Infinity'' if we don't get to that pylon and take it down."
--- File:2821570-gallery.jpg|thumb|300px|Armed with a Z-250 lightrifle|lightrifle, the unshielded Chief engages a pack of Crawlers.
''On the far side of the depression is a rocky path, which leads up to the exit; the second terminal lies below this path. After traversing another tunnel, John finally arrives at the pylon. The walkway leading to the top is blocked by hardlight shields.''
Cortana: "That's the target, but it looks like the entrance is shielded. Let's figure out how to take it down."
''John explores the area, engaging more Prometheans, and eventually finds an energy sphere in one of the smaller structures.''
Cortana: "One of the shield's power cores. Take it out!"
''John destroys the sphere.''
Cortana: "I read two more cores on our level. Hit them before you climb all the way up."
''John continues on and destroys the second core in another structure.''
Cortana: "Well done, Chief! One to go."
''John destroys the last core.''
Cortana: "Great, that's all the cores. Head for the top of the pylon."
''John heads up the main structure. Two more Knights phase in to block the pylon entrance, but are quickly defeated.''
Cortana: "Chief, look at this:"
''A schematic is displayed as another garbled transmission from Del Rio plays in the background, displaying the ''Infinity'' approaching Requiem's entrance portal.''
Cortana: "That's Requiem! They're not inside at all...they're moving into orbit."
''John enters an elevator, which starts up to the top of the pylon.''
Captain (Navy)|Captain Andrew Del Rio (Video COM): ''(garbled)'' "This is Captain Andrew Del Rio, hailing any survivors of the ; we're approaching your last known location."
''The video feed is briefly superimposed by the same Ur-Didact|orange glyph encountered at the Cartographer.''
John-117: "Did he say ''Forward Unto Dawn''?"
Cortana: "They must have intercepted our distress beacon!"
John-117: "The beacon was pulled into Requiem with us. If they try to follow it..."
Cortana: "...they'll get caught in the gravity well. I'll keep trying to warn them; you just get that beam down!"
''The elevator stops and the doors open. A rotating mechanism is projecting the energy beam into the distant satellite. A small console stands directly in front of the beam emitter.''
Cortana: "That's the beam control!"
{''Cutscene''}
File:HTMCC-H4 Pylon controls.png|thumb|300px|Shield pylon controls for the first pylon.
''John pulls out a metal shaft inside the console, reorients it to a horizontal position, then slams the cylinder back in. The beam emitter deactivates and retracts into the floor.''
Cortana: "It's working. The signal from the relay is starting to clear up."
Del Rio (COM): "UNSC Fleet Command|FLEETCOM Actual, we've detected a UNSC beacon coming from somewhere ''inside'' the planet-"
{''Gameplay''}
John-117: "They haven't hit the gravity well yet."
''A portal activates on the far side of the chamber.''
Cortana: "There's still too much interference to warn them. We've got to disable that other beam before they're pulled in like we were."
''John is returned to his starting point. With the first pylon disabled, only half of the energy field surrounding the satellite remains active. As the Chief approaches the console, three s and their Ru'swum-pattern Phantom|Phantom escorts drop out of slipspace inside the core. They rapidly close in on the second pylon.''
File:H4-KnightsWatchers-HardlightShield.jpg|thumb|300px|Two Watchers protecting a Knight Battlewagon. Cortana: "I was wondering why ''Infinity'' hadn't encountered the Covenant yet."
John-117: "What are they doing here?"
Cortana: "They're heading to the second pylon as well!"
John-117: "That can't be a coincidence."
''Cortana activates a second portal, transporting John to a small cavern. Another schematic is displayed, showing the path to the pylon.''
Cortana: "Sounds like the Prometheans don't want the Covenant here, either. The proselytization network|battlenet's already lighting up with reports of resistance all around the pylon."
''John drops down an opening in the rocks and arrives in a large valley. One of the light cruisers moves into position, dispensing drop pods into the area. Covenant troops leave the pod and immediately engage patrolling Prometheans.''
Cortana: "Drop pods!"
''John moves up to a raised path on the opposite side of the valley. A Promethean Knight phases in behind a Sangheili and stabs him in the back. John eliminates the Knight and moves on. A group of Watchers enters the area; one of them generates a Forerunner Z-510 focus turret|beam turret, which opens fire on both the Chief and Covenant infantry. After dispatching all hostiles in the valley, John enters the adjacent valley.''
''Two Karo'etba-pattern Ghost|Ghosts speed past John, but a Knight swiftly cuts down both drivers with its blade. After killing the Knight, John boards one of the Ghosts and speeds through the valley, past Covenant and Promethean infantry battling for control. Another unintelligible transmission from Del Rio is received just before John reaches the exit tunnel.''
Cortana: "The relay's signal is breaking up again. We're almost to the beam."
''The garbled video feed switches to a diagram, showing the ''Infinity'' moving into Requiem's open entrance portal.''
Cortana: "They've found the opening! We better get up to that relay, and fast!"
File:H4-Forerunner-Pylon-2.jpg|thumb|300px|The second pylon, occupied by Covenant troops.
''John arrives at the second pylon. The area is occupied by Covenant infantry, supported by Type-26 Banshee|Banshees and Ghosts. John finds the first power core and disables it, liquidating the opposition along the way.''
Cortana: "Power core down. Shield's weak, but still online. Take out the other two power cores and we can access the pylon."
''John moves on to destroy the second power core.''
Cortana: "Second power core offline. Good job, Chief!"
''John disables the final power core.''
Cortana: "That'll do it. Shields should be down. Get up to that beam!"
''John reaches the top of the main structure, battling past several Sangheili and enters the elevator.''
Del Rio (Video COM): "UNSC ''Infinity'' to survivor, ''Forward Unto Dawn''. Reading a faint Identification friend or foe|IFF tag near the planetary core, do you read?"
Cortana: "The planet's core? They know we're here! ''Infinity'', this is UNSC AI Cortana. Do not approach Forerunner planet! Repeat, do not approach-"
Del Rio (Video COM): "''Infinity'' to UNSC asset! ''Forward Unto Dawn''! We read you, but you're breaking up! Helm, increase speed by point-seven. Get us in there."
Cortana: "Negative, ''Infinity''! ''Do not enter the planet!''"
Del Rio (Video COM): "If you can hear us, keep transmitting."
Cortana: "No! Chief, you've got to get that beam down ''now''!"
''The elevator stops, and John emerges into the emitter chamber.''
{''Cutscene''}
''John deactivates the second pylon, using the same method as the first.''
{''Gameplay''}
Cortana: "Cortana to ''Infinity'', do you copy? Come in, ''Infinity''! The interference is gone, but your suit's transmitter's not strong enough."
John-117: "Route us up to the relay satellite."
Cortana: "Already done! Go!"
''A portal appears at the end of the chamber. John heads in and phases back to the starting point. With both pylons disabled, the energy field surrounding the satellite is now completely gone. A large portal activates on the far side of the platform.''
Cortana: "Once we're on the satellite, there's bound to be a central control point."
''Covenant light cruisers depart from the second pylon and reverse towards the satellite.''
John-117: "The Covenant are moving towards the relay, too."
Cortana: "This doesn't make any sense! Why would they care about a broadcast relay?"
John-117: "I'll handle them; you just find us that control node."
''John enters the portal and is brought to the satellite. The central chamber is dominated by an Cryptum|ominous grey sphere, engraved with orange patterns.''
File:HTMCC-H4 RequiemCoreCryptum.png|thumb|300px|The Didact's dormant Cryptum.
''A Phantom arrives and drops off an Unggoy lance, with one Kig-Yar Sniper. They are quickly disposed of.''
John-117: "How soon 'til ''Infinity'' hits the gravity well?"
Cortana: "A minute or two, max! The Covenant are making a push for something on the far side of the satellite."
--- ''If the Chief approaches the orb:''
John-117: "Is that the signal relay?"
Cortana: "Yes. Now we just have to hope we can use it to warn ''Infinity'' before it's too late!"
--- ''Two doorways lie opposite each other, leading to opposite sides of the chamber. John can enter either; on the left side, the Prometheans are using their superior weapons to keep the Covenant intruders at bay. On the right side, Promethean forces are being forced back by the numerically superior Covenant. The Chief advances through the chaos, eventually reaching a walkway leading up to the orb.''
Cortana: "Chief, you need to hear this!"
''Infinity'' Communications (COM): "We're detecting a slight gravimetric disturbance near the planetary entrance. Suggest altering approach vector: 43K-750K-12K."
Cortana: "They're not diverting from the opening! Hurry, Chief!"
''John arrives at the far side of the satellite, where several Sangheili are combating Promethean Knights, including Endurance-of-Will. He quickly eliminates the last hostiles in the area. Two small pillars imprinted with the Reclaimer symbol stands on the far end of the walkway.''
Cortana: "Wait! Something's not right-"
John-117: "We don't have time!"
Cortana: "The pillars! Touch the pillars!"
File:H4 Cryptum open.jpg|thumb|300px|The Cryptum's occupant is set free after a hundred thousand years of slumber.
''John places his hands on each pillar.''
John-117: "''Infinity''! This is Sierra-117 of the . Do you copy?"
''John's own speech is distorted and amplified back at him. The sphere slowly rises, emanating an orange glow. John stares at it in confusion.''
John-117: "''Infinity''? Do you read?"
''Again, John's words are distorted and amplified back to him. The sphere continues to rise, its black plating folding away to reveal a glowing orange core. Below the Chief, both Covenant and Promethean forces cease fighting and look upwards as the Cryptum is set free.''
Cortana: "Chief...Chief, let go of the contacts!"
''John quickly pulls his hands away from the pillars, proceeding to ready his assault rifle.''
John-117: "Find us an exit."
Cortana: "Don't wait around on my account..."
''John leaps off the platform just as the Cryptum releases an orange energy wave, knocking the Covenant and Prometheans off their feet. John takes cover behind a small barrier, peeking over to observe the sphere.''
''A small triangular capsule lowers itself out of the Cryptum's bottom opening. The capsule opens up to reveal Ur-Didact|a kneeling humanoid figure. Upon seeing him, John ducks back behind the barrier. The figure stands up and flexes his muscles. His customized combat skin assembles itself around him. Once fully armored, the figure assesses his surroundings.''
Ur-Didact: "So fades the great harvest of Halo: Silentium|my betrayal."
''The Ur-Didact waves his hand, creating a shimmering wave over the nearby Prometheans; their blue highlights turn orange, signifying his control over them. The Sangheili bow down in reverence of their living god.''
Jul 'Mdama: "Didact!"
''The Ur-Didact's platform floats toward the Chief's position. He looks at John disdainfully.''
Ur-Didact: "Even Covenant|these beasts recognized what you were oblivious to, human. Your nobility has blinded you...as ever."
''The metal barrier shielding John disintegrates. John immediately raises his rifle, but the Forerunner simply reaches out and constraint field|telekinetically binds him. The helpless John is lifted to face the Didact.''
Ur-Didact: "The Librarian left little to chance, didn't she? Turning Promethean Knight|my own guardians - Requiem|my own world - against me." ''(looks down at the Prometheans, then looks back at John)'' "But what hubris to believe she could protect her pets from me forever. If you haven't mastered even ''these'' primitives ''(looks down at the Sangheili)'', then Man has not attained the Mantle. Your ascendance may yet be prevented."
''The Ur-Didact pulls John in closer.''
Ur-Didact: "Time was your ally, human. But now it has abandoned you. The Forerunners... Post-Covenant War conflicts#Return of the Prometheans|have returned."
File:HTMCC-H4 ThisTombIsNowYours.png|thumb|300px|The Chief is rendered helpless by the Didact's constraint field.
''The Ur-Didact summons his helmet, which assembles itself to resemble a glowing metal skull. John struggles futilely against his grip.''
Ur-Didact: "This tomb...is now yours."
''The Ur-Didact tosses John away, slamming him against a wall. He crashes onto the floor. The Spartan groans and forces himself back up, seeing the Ur-Didact retreat back into the rising Cryptum, now surrounded by swirling energy.''
Cortana: "Slipspace rupture! Chief, move!"
''John runs for his life. The Cryptum's energy glows increasingly bright, then explodes with a blinding flash. Cut to black.''
Cortana: "Chief, please! We've got to go!"
''Fade in to John's HUD, slowly coming to. He's back in the canyon.''
Cortana: "That...Didact. He manipulated ''Infinity''s signal to get us to release him! ''Get up!''"
''John regains full consciousness and quickly forces himself up.''
John-117: "What's happening?"
''John looks up to see a swirling energy field forming above him. A light cruiser is sucked into the breach, alongside masses of debris.''
Cortana: "Moving the satellite into slipspace destabilized the core."
''A nearby Phantom is pulled into the field as well, smashing into another Phantom in the process. Both crash into the canyon walls, their Ghost complement spilling out ahead of the Chief.''
Cortana: "The Didact's leaving! We've got to find a portal out of here before the whole network collapses!"
{''Gameplay''}
''John heads to the Phantom's crash site. All of the Ghosts are still intact.''
Cortana: "Grab one of those Ghosts!"
''John boards the Ghost and begins to drive down the valley.''
Cortana: "Hang on, I'm going to channel energy from your shields to overdrive the Ghost's boost."
''John's energy shields are depleted, but his Ghost can boost faster and indefinitely. He charges down the valley.''
--- ''If the Chief exits (or is knocked out of) the Ghost:''
Cortana: "Chief, what are you doing?"
--- ''Another Phantom crashes into the canyon.''
Cortana: "Keep going! Keep going!"
''John encounters numerous Unggoy running for their lives. He speeds past them.''
''The canyon is rapidly disintegrating around John as the gravity well grows stronger, sucking chunks of rock upwards. As he enters a cave, Cortana picks up another transmission from Del Rio.''
Cortana: "Emergency broadcast from ''Infinity''!"
Del Rio (COM): "FLEETCOM, this is ''Infinity''. We are encountering an unidentifiable gravimetric disturbance and are being pulled ''inside'' a planet of ''Forerunner'' origin! Possible contact with the UNSC ''Forward Unto Dawn''! Jettisoning complete log buoy|log beacons at our last known!"
John-117: "Cortana, we need to get up there."
Cortana: "It's not like I can get out and push!"
''John advances through the imploding caves, chasms and valleys, passing by more fleeing Unggoy along the way.''
Cortana: "The core's not going to last much longer!"
''John drives over a chasm, revealing a large portal up ahead.''
Cortana: "Portal, up ahead!"
''The Ghost enters the portal. As it leaves the ground for the last time in the core, John's shield recharges.''
File:H4-E3-Campaign-4.jpg|thumb|300px|The ''Infinity'' emerges inside Requiem.
''A portal opens near a rocky cliff, spitting out John's Ghost. The edge of the cliff is rapidly approaching.''
Cortana: "Whoa, cowboy!"
''John quickly vaults on top of the Ghost, then kick-jumps off of it, coming to a stop inches away from the edge. The Ghost plummets into the fog below and explodes.''
Cortana: "Chief, there!"
''John looks up and sees the massive UNSC ''Infinity'' emerging from the clouds, electricity sparkling around the hull. The ship leaves the cloud layer and draws closer to the Chief.''
Del Rio (COM): "Mayday! Mayday! This is the captain of the UNSC ''Infinity''. Unknown entity has seized control of our ship! We're without power, and on a collision course with an unidentified Forerunner planet!"
''The ''Infinity'' speeds past the Chief's position and descends into the jungles ahead.''
John-117: "Track its descent."
File:H4 - Cryptum.png|thumb|300px|The Cryptum towers over the Master Chief.
Cortana: "Marking. Impact predicted Seven|77.8 kilometers due north."
''John watches as the ''Infinity'' descends. The air begins to waver and distort behind him as the Cryptum rises from below the cliff edge. John quickly turns back and readies his assault rifle in alarm. The Cryptum sends out a scanning pulse, then zooms away to the ''Infinity'' at supersonic speed.''
Cortana: "You know where he's heading..."
John-117: "Same place we are."
''John walks directly towards the camera.''
''Cut to black. Level ends.''
Trivia
A Legendary-only easter egg allows the player to Incineration Cannons on Forerunner|spawn nine Z-390 incineration cannon|Incineration Cannons in the mission. Another Legendary-only easter egg allows the player to Hidden weapons caches on Forerunner|spawn two hidden weapons caches, one with Incineration Cannons and another with Z-750 binary rifle|Binary Rifles, near the Cryptum.
During the final segment of the mission, the player can occasionally cause a glitch in the game by ramming a rock with a boosting Ghost right as the rock juts into the air. This will launch the Ghost and the player up into the air and out of the map, where they will continue to fall below the map for several seconds before the game reverts to last checkpoint. Sometimes, during the Ghost segment, John-117's shields will not be drained and diverted to the Ghost's engines. If this happens, sometimes dialogue during this segment will not play.
The Covenant ships that slip inside the core take a substantial amount of time moving to the second pylon and satellite, but when you go through the teleporters, they are much closer. During the cutscene where the Didact is freed, the two Elites besides the Promethean Knights are both shown with energy swords. In a later shot, one of the Elites is shown with a Needler instead. In the final cutscene, Captain Andrew Del Rio states that the is without power. However, the ship's engines are clearly powered up as it passes over the Master Chief.
In co-op mode, players who die during the Ghost escape sequence will respawn already riding a new Ghost, to prevent death from making it impossible to finish the level. The animation of the Promethean Knight leaping onto John is changed if the level is played with the Halo 4 skulls#Black Eye|Black Eye skull on. In the alternate animation, it shoots the player after being kicked off to ensure your shields don't recharge from your melee.
* Rarely, though, in the ''Halo: The Master Chief Collection'' version of ''Halo 4'', even if the player has the Black Eye skull on, the default animation will still play and John's shields will still recharge like normal, thus causing all dialogue between this sequence and the next sequence to not play. In the section where the Promethean Knight|Knight kills the Elite drivers of the Ghosts, the Ghosts to be hovering; also if the player touches them they will fall to the ground as any other vehicle would. The two paths to the Cryptum on "Almost Home" reverse the battles between the Covenant and the Prometheans. On the left path, the Prometheans appear to be winning. On the right path, the Covenant appear to be winning. The map profile image for this level can be found under the name "Forerunners" through the Halo Waypoint website, indicating that the title for the level may have originally been plural. During the first playthrough of the level on a given Xbox 360, an extended pickup animation will play for each Forerunner weapon the first time it is acquired. The animations will not appear on subsequent playthroughs unless one clears all ''Halo 4'' data from the console's system cache. The same is true of Cortana's unique dialog regarding the terminal on the level ''Requiem (level)|Requiem'', as well as the very first appearance of terminals throughout the campaign.
*In the ''Master Chief Collection'' version of ''Halo 4'', the pickup animation of the Forerunner weapons will play in every level, but only if the player chooses the level in which they will play; if the player plays the campaign from the start, without losing progress, or choosing another level during the play, the animations won't play.
Gallery
File:H4-Concept-Requiem-Interior.jpg|Early concept art of the level. File:H4-Concept-Requiem-Interior-2.jpg|Early concept art of the level. File:H4 Requiem InteriorCore Concept.jpg|Concept art of the level. File:Halo4conceptart10.jpg|Early concept art of the level. File:H4 RequiemCore Early Concept 1.jpg|Early concept art of the level. File:H4 RequiemCore Early Concept 2.jpg|Early concept art of the level. File:H4 RequiemCore Early Concept 3.jpg|Early concept art of the level. File:H4 Beam Pylon concept art.jpg|Early concept art of the pylon. File:H4-Concept-RequiemPylon.jpg|Finalized concept art of a pylon. File:H4-Concept-Pylons-Core.jpg|Finalized concept art of Requiem's core, with the pylons rising out of the cliffs. File:H4 Concept ForerunnerPylon.png|Concept art of a pylon in the distance. File:H4-Concept-Pylon-Emitter.jpg|Concept art of a pylon's beam emitter. File:H4-Concept-Forerunner-Cryptum.jpg|Concept art of the Cryptum. File:H4 DidactAwakening Concept 1.jpg|Early concept art of the Didact's awakening from the Cryptum. File:H4 DidactAwakening Concept 2.jpg|Early concept art of the Didact's awakening from the Cryptum. File:H4_EarlyCryptumPlatform_Concept_1.jpg|Early concept sketches of the Didact's Cryptum platform, at the level's end. File:H4_EarlyCryptumPlatform_Concept_2.jpg|Early concept sketches of the Didact's Cryptum platform, at the level's end. File:H4 CryptumFrame Concept.jpg|Concept art of the Cryptum's frame at the level's end.
File:2821560-gallery.jpg|John-117 facing a Forerunner door in a cavern. File:2821561-gallery.jpg|A first-person view of John-117 observing one of the pylons from a distance. File:HTMCC-H4 PressKit Knight.jpg|A Promethean Knight screeches. File:2821559-gallery.jpg|John-117 wielding a lightrifle in first-person. File:HTMCC-H4 PressKit Chief&Knight.jpg|A Promethean Knight wrestles with John-117. File:2821563-gallery.jpg|First-person view of John-117 fighting a Promethean Knight and a Promethean Watcher|Watcher. File:2821562-gallery.jpg|John-117 near the entrance to one of the pylons. File:H4-ForerunnerPylon-Detail.jpg|Close-up view of one of the Forerunner pylons. File:HTMCC-H4 PressKit Cryptum.jpg|The Ur-Didact's Cryptum. File:Woah, Cowboy.png|John-117 almost falls off a cliff with his Ghost. File:H4-E3-Campaign-2.jpg|John-117, moments before the ''Infinity'' arrives inside Requiem. File:Chief_at_cliff.png|John-117 raises his assault rifle at the Cryptum.
Sources
Category:Halo 4 campaign
|
This is a walkthrough for the Halo 4 campaign level Forerunner. It is the third playable mission. This walkthrough is written for play at the Legendary difficulty all strengths of enemies reflected are at the Legendary level, but contains notes for lower difficulties. Like the previous level, you do not have any allies who accompany you. Your starting Weapons for this mission are your Trusty Assault Rifle and Magnum Pistol. Your Starting equipment is the Z-90 Photonic Coalescence Emitter/Aegis|Hardlight Shield.
Buried & Forgotten
So the Slipspace Portal has delivered you somewhere. Look to the sides of the hallway and swap out your hardlight shield for an Z-2500 Automated Protection Drone|Auto Sentry. Advance forward. You'll arrive at a console that you'll insert Cortana into and she'll tell you that you need to deactivate some power lines to Communicate with Infinity. Hop through the Portal that appears and get ready to fight. As you come out of your little start area you'll encounter a few crawlers that run away. Don't waste your ammo here, wait for the real fight. Advance again and your going to encounter a pack of Crawlers. They'll fall easy enough to a headshot so use your magnum and dispatch them quickly. Move again and activate the light bridge. Cross it and you'll encounter your first Knight in a similar fashion to the Sangheili from Dawn/Walkthrough|Dawn. Watch him run away and advance again. You're going to encounter another pack of Crawlers, a Watcher and a Knight. Deploy your Auto Sentry here. It's very good at keeping the watcher out of your hair while you deal with the Crawlers. Kill them with headshots then redeploy your Auto Sentry and finish off the Watcher. With any luck it will only take a single burst from your Assault Rifle thanks to the Auto Sentry. Now the Knight, on Legendary these guys are hella tough. they regenerate shields quickly, they teleport out of your line of fire and they close really fast and can melee you to death before you can think about it (And if you don't kill the watcher first they get to have a hardlight shield and someone to resurrect them after they die). Use the Auto Sentry to distract and short bursts to kill him. Swap out your Assault rifle for the light rifle he dropped. It's similar to a Battle Rifle|BR85 Heavy Barrel Service Rifle/DMR|M395 Designated Marksman Rifle combo. It has the three round burst when not zoomed and a single high power shot when zoomed in. Advance into the structure. If you don't have any ammo left for your Magnum (and you're not trying for the This is my Rifle, this is my Gun achievement) grab a suppressor off the ammo crate on the wall. Advance again and you'll encounter another Knight. Deploy your Auto Sentry, close and using the suppressor in short bursts take it out. If you go to the right you'll encounter another Knight several Crawlers and a Watcher. If you go straight to the left you'll skip them and save some time and ammo. Stay left and advance to another platform. Several Crawlers will jump up onto the platform, kill them with head shots then look to the far right wall, you'll see some more crawlers climbing here. Headshot them then refill your lightrifle from the crate on the right hand side. Look down and forward and you'll see a Knight Battlewagon deploying a Watcher. Take out the Watcher then deploy your Auto Sentry and take out the Knight when he jumps up to the platform. Finish off any crawlers you see below and swap your suppressor for the Knight's Scattershot. Advance into the hallway. On the left there is an alcove with reloads for your Lightrifle and Scattershot.
Advance again to the door but do not go through yet. There is a large Forerunner structure. To the right side you should see a Knight deploying a Watcher. Kill the Watcher then the Knight using your Lightrifle and Auto Sentry. Run back to the alcove and refill your ammo and Grenades if you need. Once your full up advance out of the hall but don't leave the ledge. Kill all the crawlers you can see, there are plenty around, and if you can spot the Watchers kill them too. Once everything you can see is dead drop down and go to the right side of the structure. You will be directed to destroy three power spheres that control the shields to the place you need to go. Kill the first one with a melee then look out the other side you should be able to see the second one well enough to shoot it with the Lightrifle. Once the second one is dead finish off the crawlers and the Knight. Before moving to station three, finish off the remaining ground floor enemies. There are a few crawlers a Knight and a Watcher. Now take a minute and go into the central structure. Using the Scattershot clear out the Knight Battlewagon on top. Reload your weapons and go back to the entrance to the central structure. On the opposite side to the power core you need to destroy deploy your Auto sentry. Now run to the core and blow it up. Two Knights will appear at the entrance to the central tower. If you were quick enough you will have enough time for the Auto sentry to distract them while you sneak behind them up the tower to the Pylon. deactivate the Pylon then jump through the Portal.
Enemy of My Enemy
Now you're through the second portal and onto the next area. Drop down into the hole and advance into the next area. You'll see a whole lot of Covies fighting Prometheans. Sit back for a few and watch the carnage. Eventually there will only be a few troops in this area to mop up. Most likely a Sangheili and a couple of Grunts. After these easy pickings move on the right side slowly and carefully once you see the next battle pick off the Watchers, then the Knight Battlewagon (who should be easily handled being weakened by the Elites pounding on it. Finish off the Elites, then move up. You'll see a Knight Battlewagon eviscerate an Elite. Using your Scattershot you should be able to finish it off fairly quickly, before the Watchers get involved. Now take out the three Watchers that are left and a Beam turret. Once done advance again, you'll encounter several Sangheili on Type-32 Rapid Attack Vehicle|Ghosts that are killed by a Knight. Sneak up behind the Knight after and assassinate him. Run back and grab a Ghost and slowly make your way forward. Sweep through the area and kill all the Covenant troops here. Keep your Ghost and move on to the next area which contains Crawlers fighting Grunts|Unggoy and Jackals|Kig-Yar. Move into the structure. Grab any reloads you need before heading out.
As you exit the hall you'll see a Sangheili and a Type-26 Ground Support Aircraft|Banshee to the left. Splatter the Elite and leave the Banshee for now. Don't stop moving. Circle the structure splattering and shooting as many Grunts and Elites as possible without getting killed. There are two more Banshees in the air and a ghost on the ground just avoid them as best you can for now. Once you've splattered a majority of the ground forces kill the Ghost. Now head back and grab the Banshee. You should be able to kill the flying enemies now without having to worry about ground fire. Once they're destroyed focus on the central structure. There are a few Elites there, Drop some Banshee bombs on them and finish them off with the autocannons. Land on top of the tower and hop out. Mop up any reamining ground enemies, then take out the shield power cores. Run back up the tower to the pylon and deactivate. Jump through the Portal. Alternate Method If you are unsure of your piloting skills with a Ghost you can try this method. Splatter the Elite when you exit the hall. Boost your Ghost to the entrance to the Central structure and up the ramp. get off and clear out the Elites. Once you're clear up top start using your Lightrifle to clear the ground. There are a couple of Ammo crates up there for reloads. Be wary of the Banshees, get under cover when they start to strafe you. When all the ground enemies are dead, hop down and kill the power cores, then run up and deactivate the pylon.
Almost Home
Once you're through the third portal, sight down your Lightrifle this is the last shooting you're going to be doing for the whole level. Take out the Grunts and Jackals at the end of the room then turn left. Open the door, now Run. Head up the left hand structure and assassinate the Elite here. Now run to the back of the area into the door that opens. The ledge at the back of the room goes up and down so get on and go up and out the other door. Repeat the movement of the last area and go left, only this time don't kill anyone, just keep running, they're all too focused on killing each other that unless you give them a reason, they'll pretty much ignore you. Hop up the back past the Knight, and up the ramp. Keep going running and jumping and avoiding being shot by the Beam turret and hit the last activation area. Boom. Next Stop, Certain Death
Hop on a Ghost and drive. Cortana is going to boost you, and you don't have weapons, but don't worry, no one is going to shoot at you. Just keep going until you hit the portal. Watch the cutscene, you're done. Remember to use the left stick to tilt the Ghost while airborne to land flat or tilted back.
Legendary Notes The Auto Sentry is your best friend, it provides covering fire, distraction, and defense for you. The other choice for equipment is the hardlight shield, which is minimally effective on Legendary difficulty. Your two most effective weapons on this level are the Lightrifle and Scattershot. They'll effectively engage Promethean Knights at both range and in CQC. Your order for dealing with Promethean enemies should be Watcher, Crawler, Knight. Good Skulls here are Tilt, Thunderstorm and Famine. Most weapons are racked, dealing with Sangheili Warriors is only slightly more annoying than dealing with Sangheili Commanders, which is most of what you deal with, and Lightrifles and Scattershots are effective against Covenant and Promethean Shields. If you wish to go for this level's achievement This is my Rifle, this is my Gun, the most effective weapon is the Z-250 Directed Energy Engagement Weapon|Lightrifle with you keeping your M6H Personal Defense Weapon System as your UNSC backup. With Headshots you can effectively engage enemies at range and up close, while your Magnum has 40 rounds total giving you 40 dead crawlers.
Video Walkthrough
Category:Halo 4 walkthroughs
|
|place=Milky Way
|result=Forerunner Victory Halo Array Great Purification|sterilizes the galaxy
|side1= Ecumene|Forerunner ecumene
|side2= Flood
|commanders1=
Ur-Didact IsoDidact Librarian Master Builder Faber Mendicant Bias (before defection)
Offensive Bias (constructed late in the war)
|commanders2=
The Primordial Gravemind Mendicant Bias (after defection)
|forces1=
Forerunner military Trillions of Warrior-Servants Builder Security Forerunner fleet
3 million+ Forerunner planets Numerous Installations
*Many planetary navies
*Emergency Circumstance Fleet
*Security Fleet
*Suppression Fleet
*Primary Pioneer Group
*Advance Survey Team-Alpha Numerous Sentinels
|forces2=
Trillions of Flood Millions of captured unarmed superluminal vessels Thousands of captured warships Numerous star roads and other Precursor constructs
|casual1= Near total: Most are killed by the activation of Halo Array while few survive and depart the galaxy.
|casual2= Extremely heavy: All Flood and Flood biomass is destroyed except for those contained in secure Forerunner facilities; all Precursor constructs destroyed
}}
The Forerunner-Flood war, known as the Flood war, was a pivotal galactic conflict that occurred between the Forerunners and the Flood parasite. It was started on Seaward|G617 g1 around 97,745 BCE and lasted approximately three centuries. The Forerunners concluded the war in 97,445 BCE with the creation and activation of the Halo Array, seven superweapons that Great Purification|purged the galaxy of all Sentience|sentient life in order to stop the Flood. The conflict ended the Forerunners' eons-long rule in the galaxy; most of their ecumene having fallen to the Flood, the few remaining members of the species went into exile after completing the Reintroduction|repopulation of the galaxy's sentient species from specimens Conservation Measure|preserved at Installation 00|the Ark.
Background File:Crowd of Forerunner.jpg|thumb|250px|left|Forerunners gathered in an assembly. The Forerunners were an ancient race who thrived as the dominant civilization in the Milky Way galaxy, organizing their ecumene over millions of terrestrial planets. They derived their authority from the Mantle, their pledge to watch over and preserve all life in the galaxy. The Forerunners' society was based on caste-like strata known as rates, with a Warrior-Servant|dedicated military class which included both naval elements and ground forces. Their technological capacity was without equal, in areas such as the understanding of Slipstream space|slipspace, energy manipulation, artificial intelligence and astroengineering. They measured technological advancement in a Technological Achievement Tiers|succession of Tiers.Bestiarum
While powerful, the Forerunners were not the only major civilization in the galaxy. Other races with interstellar empires included Ancient humanity|prehistoric humanity, who had Human-San'Shyuum alliance|allied with the early San'Shyuum. Around 107,445 BCE, the Flood emerged as a threat within the humans' territory, supposedly having entered the galaxy from Path Kethona|one of the Magellanic Clouds. The infection caught the humans and San'Shyuum by surprise, infecting their populations and taking their worlds at a steady rate. At a certain point during the conflict, however, the Flood stopped infecting humans altogether and began to recede from the galaxy. Although widely believed to be the result of a cure created by humanity,Halo: Silentium, ''page 37'' this retreat was in fact due to the Flood's own long-term strategy to bring ruin to the Forerunners.Halo: Primordium, ''page 364''
Unknown to the Forerunners at this time, the Flood was actually a manifestation of the Precursors, a race of incredibly powerful beings who seeded the galaxy with life. Ten million years earlier, the Forerunners had Forerunner-Precursor war|rebelled against the Precursors and driven them to extinction; those who survived transmuted themselves to a molecular powder, meant to regenerate the Precursors at a later time. When biological beings came into contact with this powdercorrupted over millions of yearsit manifested itself as a parasitic lifeform; the earliest stage of the Flood. Far from accepting defeat and extinction, the Precursors decided to wield their new form as an instrument to exact their revenge on the Forerunners for their crimes, and to bring unity to all life.Halo: Silentium, ''pages 173-175''
The Forerunners first encountered the Flood during this conflict, witnessing its frightening power firsthand. Even at its withering state, the Flood proved to be a potent threat, infesting hundreds of Forerunner fleets before the Warrior-Servant|Warriors adopted a policy of total extermination, destroying all traces of the Flood wherever they were found.Halo: Silentium, ''page 36'' Combined with the humans and San'Shyuum practicing a similar strategy for several centuries, no trace of the Flood seemingly remained in the galaxy afterward.Halo: Cryptum, "Chapter 34"
While quelled for a time, the threat of the Flood would shape Forerunner politics for millennia to come. Two major factions emerged in the Forerunner political scene with differing views on how to best prepare against the parasite's return. A series of devastating superweapons, known as Halo Array|Halos, was created by the Builders while the Prometheans, led by the Ur-Didact|Didact, devised a more strategic defense solution consisting of numerous military installations known as Shield Worlds. However, the Prometheans eventually lost to the Builders and were forced into exile, securing Master Builder Faber's position in the Ecumene Council's favor for over a thousand years. This infighting eroded the Forerunners from within, making them more vulnerable against the Flood's second wave.
Aware of the inevitability of the return of the Flood threat, the Lifeworkers led by the Librarian began indexing and protecting species across the galaxy. The Halos and their extragalactic construction facilitiesArkswere constructed with this Conservation Measure in mind, designed to house artificial ecosystems and countless sentient species, a means to partially undo the damage on galactic life in the event the Halos were used. Due to its colossal scale, this indexing and preservation project would last all the way until the end of the conflict with the Flood, and even then failed to save even remotely all of the galaxy's sentient life.Halo: Silentium, ''page 27''
After over nine thousand years, the Flood returned, contesting the Forerunners for control of the entire galaxy. While the Flood sought to assimilate all sentient life, the Forerunners attempted to defend against the Flood threat using several measures to both directly combat them as well as carry out research in regards to the parasite's capabilities.
War
File:H4 - Warrior-Servants 2.jpg|thumb|300px|Forerunner Warriors stand ready against the Flood. After nearly ten thousand years of absence, the Flood reappeared on the planet Seaward|G617 g1, a lightly inhabited world harboring a small commune of Forerunners. The Flood initially caught the Forerunner military by surprise, using captured non-military vessels to penetrate local Forerunner naval blockades to descend and land upon Forerunner-colonized worlds, overrunning local defenses and converting billions of Forerunners per world with hundreds of millions of Flood forms. Eventually, Forerunner fleets were forced to commence orbital bombardment on Flood-infested worlds to prevent the Flood's spread to other planets.Halo 3, ''Terminal (Halo 3)|Terminals''
File:Ships fr.png|thumb|left|300px|Forerunner ships combining their firepower for an orbital bombardment. As the Flood grew in number and became more intelligent in the process, the Forerunners identified a centralized intelligence coordinating their efforts: the Gravemind, the consciousness of the Flood itself, embodied in agglomerated collectives of biomass and in the millions of Flood forms. Using attrition tactics, the Flood gradually weakened the most formidable Forerunner naval countermeasures, one of which consisted of using Keyships and drawing the Flood into pricey naval engagements. However, even Forerunner commanders realized that their naval tactics were being overcome, and a new solution was necessary if the Forerunners were to pull of out this stalemate.
The highest levels and tiers of the Forerunner Fleet Command began to realize that Forerunner species' extinction was plausible at the Flood's discretion as so many Forerunners had fallen victim to the Flood. As the Flood continued to spread, planetary self-bombardment after Flood infestation turned into complete system-wide destruction by detonating planetary system stars after a large Flood presence was detected in a Forerunner system. Forerunner military forces were ordered to don Combat skin|heavy armor and other personnel were ordered into protective stasis. Flood were taken into M-series facility|M-type installations and studied in an effort to find yet another countermeasure.
Hundreds of other unsuccessful methods were attempted by the Forerunners to overcome the Flood. Among these failed plans was the use of the Composer, a machine designed to circumvent Flood infection by Mind transfer|translating an organic being's mental pattern into data and then transferring that pattern over an artificial body devoid of Flood infection. Unfortunately, this process proved to be flawedall infected Forerunners treated with the Composer succumbed to decay and gruesome death.Halo: Silentium, ''page 40'' While galaxy-wide sterilization using the Halo rings existed as an option, the Forerunners would not resort to the Halos until the very end, viewing them as contrary to their Mantle to protect life.
On a larger scale, the Forerunners were relatively successful in keeping the Flood threat contained during the initial stalemate, lasting nearly three hundred years: no more than twelve outer systems were lost over this period.Halo: Cryptum, ''page 244'' For a significant amount of time, the Forerunner government managed to suppress information on the Flood threat, keeping its true nature hidden from the general populace of their core systems to avoid panic; the Flood was publicly claimed to be a mutation-inducing disease caused by stellar radiation.Halo: Cryptum, ''page 235'' However, during the stalemate, the Flood was secretly readying for an attack.
}}
File:Mendicant.jpg|thumb|300px|A now rampant Mendicant Bias defects to the Flood. The Forerunners had created a powerful Contender-class artificial intelligence|''Contender''-class artificial intelligence known as Mendicant Bias, and tasked it with leading all of their defensive efforts. Mendicant had deployed major fragments of itself on numerous warships as well as all of the twelve installations of the original Halo Array. Around 97,495 BCE, Mendicant Bias was charged with the first test-firing of a Halo, Installation 07, near the former Precursor world of Charum Hakkor. As a result of this small-scale activation, an ancient entity imprisoned on Charum Hakkor, known as the Primordial, was released and subsequently transported to Installation 07 for study. Master Builder Faber tasked Mendicant Bias with interrogating the Primordial before having Installation 07 moved to a hidden locale to conduct his own unsanctioned experiments in secret.Halo: Cryptum, "Chapter 39" During its 43-year long discourse with the Primordial, Mendicant Bias was convinced by the entity, actually a Gravemind, to turn against its Forerunner masters.Halo: Primordium, ''page 272''
Around the same time, Faber used Installation 07 to suppress a San'Shyuum Battle of Janjur Qom|insurrection, practically wiping out the species aside from samples indexed by the Librarian. The Ecumene Council deemed this a severe violation against the Mantle. The remaining Halo rings were to be brought to the Capital and were slated to be decommissioned, as they were deemed too destructive. This turned out to be a miscalculation on the Forerunners' part, as the rampant Mendicant Bias would arrive aboard Installation 07 and take control of many of the Halo rings over the capital.Halo: Cryptum, "Chapter 37" Despite heavy resistance from the Forerunner fleets, Mendicant Bias successfully fired Installation 07 in the Capital system, delivering a catastrophic blow to the Forerunner leadership for a time.
While the Forerunner government had downplayed the Flood threat up until this point, they were now forced to take more drastic measures in order to survive. The Ecumene Council remained in disarray after Mendicant Bias' attack. The Ur-Didact had only recently returned from a millennium of exile, but the Master Builder, before being removed from power, had managed to capture the Didact and abandon him in a Flood-infested region of the galaxy. However, the Didact had duplicated his essence to another body, creating a secondary incarnation of himself, known as the IsoDidact. This copy assumed the role of the original Didact and reassumed command of the Forerunner military. Hoping to defeat the Flood via conventional strategy, the IsoDidact reactivated his shield worlds and the defense plan he had engineered thousands of years earlier.Halo: Cryptum, ''page 250''Halo: Cryptum, ''page 341'' The Forerunners scored a temporary victory as the IsoDidact's forces reclaimed Installation 07 and captured the rampant Mendicant Bias. The Ecumene Council, which had been crippled by Mendicant Bias' attack, was reinstated shortly afterward as the "New Council".Halo: Primordium, ''page 374-375''
File:H4-Terminal-Flood-Fleet.jpg|thumb|300px|A fleet of infected Forerunner and Ancient Human ships. The Forerunners' victory was short-lived; Mendicant Bias' defection and subsequent decapitating strike on the Old Council had marked a turning point in the course of the war. What had been a steadily growing but relatively contained infestation now rapidly exploded beyond hope of control. Using vessels and forces operated by both corrupted biologicals and AIs, supposedly marshaled during the decades Mendicant Bias and Installation 07 were missing, the Flood began to strike critical Forerunner systems in overwhelming numbers. Due to the Forerunners' previous cover-up of the Flood threat, subverted forces were initially welcomed in many systems left unaware of their true nature. Two thousand systems were rapidly infected, becoming home to Flood hives.Halo: Silentium, ''pages 183-184'' Undeterred the Flood continued to spread; with the Forerunner defenses unable to stop the Flood's advance, over 500,000 star systems were infected by the Flood. The Flood soon controlled two-thirds of the ecumene; these areas were referred to as Burns.Halo: Silentium, ''String 20''
When the Flood threat began to spiral out of control, the Forerunners resorted to an ancient defensive barrier; the Maginot Line|Jat-Krula, often translated as the "Maginot Line", which protected their core systems within the Orion complex. The Forerunner leadership decided to focus on the preservation of the systems within the Line while leaving the rest of the ecumene to fend for themselves.Halo: Silentium, ''pages 104-105'' The Forerunners mostly succeeded in holding the Flood at bay at this barrier before the very end of the war, although the Flood managed to breach the Line in several locations.Halo: Silentium, ''page 193'' The Forerunner Librarian and her Lifeworkers journeyed beyond this line at great personal risk, continuing their mission of indexing and documenting sentient species across the galaxy, filling every vessel possible with documented species for transit to the Ark for safety in the campaign to save all species possible from the advancing Flood. Over a period of four years, the IsoDidact commanded Forerunner defense operations from within the Line, leading forces combined from Warrior-Servants and Builder Security.Halo: Silentium, ''page 197''
Although Mendicant Bias had been disassembled and scattered across the ecumene, the facilities in which the disparate parts of the metarch were held were eventually overrun by the Flood and Mendicant was soon reconstituted as the commander of the Flood's fleets.Halo: Silentium, ''pages 267-268'' Furthermore, as the Flood gained more biomass, it continued to develop into more potent and dangerous forms; massive compound mind nodes known as Key Minds were formed as entire planets were assimilated. The raw computing power of these enormous collectives could outwit even the most advanced Forerunner AIs.Halo: Silentium, ''pages 186-187''
The Flood became more virulent as the infection took up more aspects; the most prominent of these was the logic plague, the ability to subvert and corrupt Forerunner artificial intelligences. This metaphysical form of corruption could eventually be perpetuated by any Flood form or infected AI, and rapidly spread across the Forerunners' data networks. The Forerunner Juridicals were forced to halt all legal proceedings as their principal network and many of their primary agentsCatalogwere overtaken by the logic plague.Halo: Silentium, ''pages 214-215'' Even in the final years of the war, the Forerunners were determined to salvage infested vessels and purge them of both biological and software infection wherever possible; only a minute fraction of these attempts were ultimately successful, eventually resulting in the Forerunners terminating these efforts completely and opting for complete destruction of all infected ships.
In this late stage of the war, the Flood became powerful enough to use neural physics-based technology, allowing them to take control of the numerous Precursor artifacts, such as star roads, that had lain dormant across the galaxy for millions of years. The Forerunners did not possess any formidable defense against the sheer power and destructive capability of the Precursor constructs, which were capable of effortlessly dealing widespread devastation on entire Forerunner fleets. After disabling their weapons and shields, the star roads corralled Forerunner vessels into smaller units to allow their crews to be parasitized by the Flood. Less than one half of one percent of Forerunner vessels attacked this way were able to self-destruct before they were overwhelmed. The Precursor constructs were also capable of manipulating space-time to become unsuitable for Forerunner slipspace travel and leaving entire fleets stranded or lost in anomalous slipspace transit.Halo: Silentium, ''pages 235-236'' During this time, entire planets such as Triniel committed planet-wide mass suicide to deprive the Flood access to their biomass as potential hosts. The Flood would then leave the dead world untouched as there was nothing of interest on the planet for them despite entire Forerunner cities being left intact.Halo: Renegades, ''pages 202-203''
File:HM Ark destruction.png|thumb|left|300px|The destruction of the Greater Ark. Having evacuated the remaining Forerunner population to safety, Forerunner fleets were repositioned to defend a region of four themas, nearly overrun by the Flood. Despite attaining a Battle of the 78th Thema|rare victory at the 78th Thema, the Forerunners continued to lose ground in most engagements. All surviving vessels from the last Forerunner fleets were eventually assigned under the command of the metarch-class AI Offensive Bias, designed to replace and counter the rampant Mendicant Bias.Halo: Silentium, ''page 215'' In a decisive last stand beyond Jad Sappar, the last combined Forerunner fleet faced massive swarms of infested ships, supported by thousands of star roads.Halo: Silentium, ''pages 222-223''
With the defenses of the Capital and the entire Orion complex failing and the Forerunner fleets across the galaxy being steadily ravaged by the Flood, strategic command of the ecumene was placed in the greater Ark, which eventually held the last remnants of the ecumene aside from minor pockets of survivors across the galaxy.Halo: Silentium, ''page 327'' The Librarian's biological specimensincluding her core human populationonce held on the Ark's surface were moved to the nearby Omega Halo, which, along with Installation 07, was the last of the Master Builder's original Halos.Halo: Silentium, ''pages 237-238'' A handful of Forerunner military commanders survived to retreat to the greater Ark, managing to bring a small number of warships with them to defend what was now the ecumene's last bastion.Halo: Silentium, ''page 245''
The remaining Forerunner leadership gathered at the greater Ark, including the Ur-Didact, who had been recovered from deep within the Burn by the Master Builder. Soon after their arrival, the Ark came under siege by Mendicant Bias and its fleet of Flood-controlled ships and star roads. Out of desperation, the remnants of the Council restored the Master Builder to command, as he was the only one with a realistic vision on how to stop the Flood: the Halo Array, which targeted all neural structuresincluding the Flood and their Precursor structures, thus capable of stopping them once and for all. While this was true, it was too little, too late, and he knew this better than anyone: he revealed the location of the Installation 00|lesser Ark to the IsoDidact and ordered him there.Halo: Silentium, ''String 29''
The Battle of the greater Ark|penultimate battle of the Forerunners was bitterly short: Omega Halo's primary weapon, having never been upgraded, could only fire in one direction and it was able to fire only once, tearing a hole in the approaching Flood wave and striking the Large Magellanic Cloud; while seemingly devastating, the Flood paused only momentarily to restore their line. Further delayed only slightly by the desperate defense offered by Offensive Bias, Mendicant Bias and the Flood fleet destroyed Omega Halo and the greater Ark, along with most of the Forerunner fleet.Halo: Silentium, ''String 33''
In the chaos just before the battle was joined, the Ur-Didactwho had been driven mad by the Gravemindused a Composer to Mind transfer|harvest the essences of the entire human population of Omega Halo, much to the horror of the Librarian who had placed all of her hope in humanity. The Didact planned to use the essences of both the humans and his own Prometheans to build an army of Promethean Knight|mechanical warriors, which he believed could fight an extended campaign against the Flood. This was a grave transgression in the eyes of the Librarian, who had already laid plans for humanity as the Reclaimer|successors to the Forerunners. In order to stop the Ur-Didact, the Librarian forcibly incapacitated him and imprisoned him within the shield world Requiem.Halo 4, Terminal (Halo 4)|Terminals''
}}
File:HaloFiring.png|thumb|300px|The firing of the Halo Array, leading to the end of the war. The IsoDidact (rescued from the destruction of Omega Halo by 343 Guilty Spark|Monitor Chakas), Offensive Bias, and the remaining Forerunners headed to the Installation 00|lesser Ark, along with the surviving biological specimens from the greater Ark. This formerly secret installation contained the Forerunners' final weapon: the newer Halo Array, which would purge the galaxy of sentient life, depriving the Flood of all biomass that they could consume, thus halting them. The seven rings were deployed in their designated locations across the galaxy, and while the firing preparations were being conducted, Mendicant Bias and the Flood prepared to assault the Ark. In order to give the IsoDidact time to fire the rings, the Librarian journeyed to Earth, broadcasting a feint message to draw the Flood there. Ignoring the IsoDidact's pleas to return to the Ark, the Librarian calmly embraced her inevitable demise in the savanna near Mount Kilimanjaro, overlooking the construction of the Portal at Voi|Portal to the Ark.
To ensure enough time for the Halo Array to fire, the IsoDidact ordered Offensive Bias and all that remained of the Forerunner fleets to delay Mendicant Bias' fleet.Halo: Silentium, ''String 38'' While the IsoDidact initiated the Halo Array's activation sequence, the Flood fleet engaged the last Forerunner fleet in Battle of the Maginot Sphere|a massive naval battle. Feigning incompetence and using delaying tactics, Offensive Bias and his fleet held off the Flood as the Halos activated, exterminating all sentient life in the Milky Way galaxy. With the previously Flood-controlled ships now adrift, Offensive Bias annihilated Mendicant's remaining fleet within minutes. Offensive then proceeded to extract the last remaining shard of Mendicant Bias from one of its core ships and return it to the lesser Ark.
Aftermath The Halo effect purged the galaxy of all sentient life, eliminating the threat of the Flood as it was deprived of available biomass and its collective consciousness. All Precursor artifacts and structures, composed of abstract neural physics construction, were likewise destroyed. These included the Domain, a metaphysical repository of knowledge treasured by the Forerunners as the source of all their cultural heritage and ancestral wisdom.Halo: Silentium, ''pages 322-323''
The surviving Forerunners on the Ark, under the leadership of the IsoDidact, imprisoned what was thought to be the last component of Mendicant Bias deep within Installation 00. The lifeforms sheltered on the Ark were eventually returned to their homeworlds and reintroduction|reintroduced to their native ecosystems, now free of the Flood, by the remaining Forerunners and their automatons; this process was led by the new Lifeshaper, Chant-to-Green.Rebirth
Despite the Lifeworkers' best efforts, the firing of the Halos resulted in mass extinction events on countless worlds across the galaxy; most prominently those the Forerunners had never had the time or resources to index. On many planets, Lifeworkers had to prioritize which species to save; for example, it was estimated that only one-thousandth of Earth's large species would survive. Around four years before the firing of the Halos, 123 technologically capable species had been indexed; however, a number of these were doomed to perish due to the Lifeworkers' limited resources,Halo: Silentium, ''page 18'' combined with the devastation of the preserves on the greater Ark and Omega Halo. Many species also died out as a result of planetary ecosystems failing to properly recover after their reseeding, during the subsequent period known as the dark time.
After this reseeding effort was finished the surviving Forerunners left the galaxy,Halo Encyclopedia (2009 edition), ''pages 16, 28, 171, and 289'' vowing to exclude themselves from the affairs of other species out of guilt over their failure as galactic custodians. The Forerunners left the Mantle for humanity to Reclaimer|reclaimHalo 4, campaign level ''Reclaimer (level)|Reclaimer'' as the Precursors had intended millions of years earlier.
Gallery
File:Forerunner Meeting.jpg|A group of Forerunners discuss the Flood. File:Ships flood.png|Flood-infected Forerunner ships. File:Old_HW_Armament.jpg|Forerunner combatants facing a horde of Flood. File:TerminalArkArray.jpg|The Halo Array at Installation 00, awaiting its deployment across the galaxy. File:Keysip.png|Keyships serving out their mission to reseed life throughout the galaxy.
List of appearances
''Halo 2''
''Iris''
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo Legends''
*''Origins''
''Halo: Cryptum''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo: Silentium''
''Rebirth''
''Halo: Broken Circle''
''Halo: Last Light''
''Halo 5: Guardians''
''Halo Mythos: A Guide to the Story of Halo''
''Halo: Fractures''
*''Promises to Keep''
*''Defender of the Storm''
''Halo Wars 2''
''Halo: Renegades''
''Halo: Point of Light''
''Halo Infinite''
Sources
Category:Wars
|
Ten million years before the Forerunner-Flood war,Halo: Silentium, ''String 15, page 181'' the Forerunners rose up and destroyed their creators, the race of beings known as the Precursors, in a sudden uprising.
Overview Most details and even the causes of this conflict remain obscure or contradictory, as any records of it had been completely lost and/or intentionally suppressed by the Forerunners over the subsequent millions of years.Halo: Cryptum, ''page 342'' According to some Forerunners who later learned of the event, the Precursors had decided to erase the Forerunners from existence, as they had done with many of their other creations.Halo: Primordium, ''page 194'' (''"Long ago, when it became apparent that the Precursors were about to erase Forerunners, there was a war, and Forerunners erased ''them''."'')Halo Mythos, ''page 7'' The Librarian learned this information from the Sedaaro Forerunners' biological memory reservoir,Halo: Cryptum, ''page 203'' which, in turn, recorded the memories of the early Forerunners who fought in the war.
However, the Gravemind claimed that the Forerunners struck against their creators completely unprovoked, enraged by the Precursors' decision to pass the Mantle|Mantle of Responsibility on to Prehistoric human civilization|prehistoric humanity instead of the Forerunners. According to the Gravemind, the Precursors did not defend themselves and simply marveled at the sheer violence the Forerunners were capable of.Halo: Silentium, ''String 24''
After driving the Precursors away from the Milky Way galaxy, the Forerunnersunder the leadership of the then-dominant Warrior-Servant|Warrior rateHalo: Silentium, ''page 14''chased them down to the satellite galaxy of Path Kethona, where they finished their work, driving the Precursors to near-extinction. However, the Forerunners who traveled to Path Kethona never returned to the Milky Way, as they were unable to bear the burden of what they had done. Those who defied their commanders and invoked the Mantle were either executed or exiled on a barren planet and would later remain as the only Forerunner survivors of the fleet that conducted the extermination campaign at Path Kethona.Halo: Silentium, ''String 15''
Another account made by the Curator between 2554 and 2558 with information it learned from the Domain gives a version of the events that both match up with and differ from those of the former two accounts. According to this account, the Precursors seeded life in the Milky Way before settling in Path Kethona, leaving behind only remnants of their existence in the Milky Way. These remnants would later be discovered by the Forerunners who would also learn of the Mantle and lay claim to it as they were the most technologically advanced species in the galaxy thus believed it should fall to them to uphold it. However, such power made the Forerunners arrogant and prideful, which was observed by the Precursors. The Precursors did not approve of the Forerunners' brash claim to the Mantle and decided to wipe out the Forerunners and give the Mantle to another species they deemed worthy. The Forerunners discovered this when they sent an expedition to Path Kethona in search of the Precursors, ultimately encountering them. The Forerunner leadership was determined to avoid this fate and struck a preemptive strike on the Precursors, launching the largest known military campaign in the Milky Way's history at the time. They proceeded to near-exterminate their creators with only a fraction of their forces returning and then kept the conflict and its outcome a secret throughout the majority of Forerunner history.Halo Mythos, ''pages 7-9''
At some point, some Precursors fled to the world of Netherop where they hid amongst the local Tier 6 civilization. When the Forerunners found them, they dispatched a Guardian Custode to wipe out the Precursors. However, at the cost of destroying the Netherop civilization and turning the planet itself into a barren wasteland, the Precursors were able to destroy the Guardian with a weapon later dubbed the Divine Hand.
Aftermath Though all Precursors were believed to have been eradicated, the Primordial, who originally claimed to be the last Precursor, later stated that a number of Precursors survived by escaping beyond the Forerunners' reach.Halo: Primordium, ''page 364'' A few Precursors did indeed manage to survive the Forerunners' extermination efforts. They either went into suspended animation or became dust that would regenerate into their past forms when the time was right. However, time rendered the dust defective, and it only created sickness and disease. With this new form, (the earliest stage of the Flood), and embittered by the conflict with the Forerunners, the Precursors vowed that none of their creations would rise against them again.Halo: Silentium, ''String 13''
During her expedition to Path Kethona, the Librarian discovered seeds left behind by peaceful Precursors that had eventually died. Secretly taking the seeds with her back to Bastion, the Librarian began a plan to ensure the rebirth of the Precursor race on a world outside of the Milky Way galaxy where they would be able to thrive and grow without outside interference. In 2558, with the help of Rion Forge and 343 Guilty Spark, the Librarian's plan was put into motion.
In 2559#November|November 2559, the UNSC and the Swords of Sanghelios sought the Precursor weapon on Netherop, hoping to use it to destroy Cortana's Guardians. After realizing the true nature of the weapon's creators and seeing its power for themselves, the two sides decided that it was just too dangerous to use. While on Netherop, Rosa Fuertes encountered the Precursor fugitives, still alive and in hiding on the planet, who cured Rosa's prion disease after she promised to keep their secret and to ensure that everyone else left as well. It's unclear if the Precursors remained on Netherop as well or if they left with Rosa who sensed that they were still with her after Rosa's encounter with the Precursor survivors.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo: Silentium''
''Halo Mythos''
''Halo: Point of Light''
''Halo: Outcasts''
Sources
Category:Wars Category:Precursor
|
|classification=
|subspecies= Sedaaro Forerunner
|diet=Omnivorous
|height=198.1414 cm (6 ft 6 in13 ft 7 in)
Miners: 198.1-325.4 cm (6ft 6in-9ft 8in)
Builders: 215.9-414 cm (7ft 1in-13ft 7in)
Lifeworkers: 238.8-297.2 cm (7ft 10in-9ft 9in)
Warrior-Servants: 271.8-391.2 cm (8ft 11in-12ft 10in)
Prometheans: 274.3-335.3 cm (9ft-11ft)
|weight=110.6-408.2 kg (243.9-900 lbs)
Miners: 110.6-325kg (243.9-716.4lbs)
Builders: 109.8-360.6kg (242-795lbs)
Lifeworkers: 117.4-221.6kg (259.3-488.5lbs)
Warrior-Servants: 130.5-377.1kg (287.7-831.4lbs)
Prometheans: 249.5-408.2kg (550-900lbs)
|distinctions=Tall, humanoid, partially furred; various forms assumed by artificially-induced Forerunner mutation|mutation
|lifespan=Thousands of years
|homeworld=*Ghibalb Maethrillian
|techlevel=Tier 1
|notable-person=*Ur-Didact Librarian IsoDidact Faber-of-Will-and-Might Bornstellar's father Chant-to-Green
|othernames=*The Gods Holy Ones The Ancients The Creators Great Ones
|languages=Digon, Jagon
}}
The Forerunners (Latin ''Primoris prognatus'', meaning "Firstborn") were an ancient species of Technological Achievement Tiers#Tier 1: World Builders|extremely technologically advanced beings whose empireknown as the ecumeneencompassed three million fertile worlds in the Milky Way|Milky Way Galaxy.Halo: Cryptum, ''page 9'' The Forerunners reigned for millennia as the ascendant civilization in the galaxy until the Great Purification|activation of the Halo Array, their Pyrrhic solution to halt the Flood, in 97,445 BCE. Although they themselves are essentially Extinction|extinct, evidence of their existence remained, spread across the galaxy in the form of numerous creations, installations and artifacts.
The Forerunners took upon themselves the role of caretakers of the galaxy, and believed that this "Mantle" had been passed down to them by the Precursors, an even more powerful race that preceded the Forerunner civilization.Halo: Cryptum, ''Epilogue'' "Forerunner" is a literal translation of the species' name for themselves; they identified themselves as such because they believed that they held an impermanent place in the universe's Living Time, though, in time, they too would be succeeded by other, superior races.Halo: Cryptum, ''page 31'' Before their disappearance from the galaxy, the Forerunners would name humanity their successors, identifying them with the title "Reclaimer".
In modern history, the alien hegemony known as the Covenant mythologized the Forerunners and revered them as gods, deriving much of their own technology from Forerunner artifacts found throughout the galaxy, and held that any who defaced these relics were List of known Covenant heretics|heretics.
History
The Forerunners were created by the Precursors, a powerful race responsible for seeding the Milky Way Galaxy with life and creating many other species, 15,000,000 BCE|fifteen million years ago. The Forerunners were seeded on the planet Ghibalb in the Orion complex from a base stock that also produced humanity. The world served as the hub of the Forerunners' fledgling interstellar civilization, comprised of twelve systems within the nebular complex, until it was rendered uninhabitable by an astroengineering disaster. The Forerunners had attempted to manipulate several stars in their region of space, but accidentally caused a series of supernovae that resulted in their planet being burned to a cinder by radiation. This event nearly caused the Forerunners' extinction.Halo: Cryptum, ''page 222''
For ages, the Forerunners and humans evolved alongside each other with the Forerunners eventually overtaking their peers in wisdom and technological development. The Forerunners would master many arts and sciences at the feet of the Precursors, serving as their assistants and adjutants while the strange workings of their creators' minds and artifacts eluded even the Forerunners' keen intellects. As their interstellar civilization developed, the Forerunners came to believe they would be judged worthy to be the inheritors of the Precursors' Mantle of guardianship of all life. However, according to some records, over 10,000,000 BCE|ten million years ago, the Forerunners achieved interstellar travel on their own and found remnants of their creators' existence long after the latter had left the galaxy to observe it from Path Kethona. During this time, the Forerunners discovered and claimed the Mantle as their own.Halo Mythos, ''page 7'' The Precursors did not approve of this and made the decision to strip the Forerunners of the Mantle, wipe out the Forerunners,Halo Mythos, ''page 7'' and pass down the Mantle to humans instead. Other records state that the Precursors originally chose humans to bear the Mantle without the Forerunners ever holding it beforehand. Provoked either by this revelation alone,Halo: Silentium, ''page 209'' or the Precursors' alleged decision to eradicate the Forerunners as a "problematic" species,Halo: Primordium, ''page 194'' (''"Long ago, when it became apparent that the Precursors were about to erase Forerunners, there was a war, and Forerunners erased ''them''."'') the Forerunners responded by Forerunner-Precursor war|overthrowing their creators, exterminating most of them in retaliation.
The Forerunners, led by the then-dominant rate of Warrior-Servant|Warriors, began their thorough campaign of extermination in the Milky Way galaxy and later chased the last Precursors down to the Magellanic Clouds|satellite galaxy of Path Kethona. There, they would finish their work, eradicating all but a few Precursors who managed to elude them. However, some Forerunners began to question the ethics of the genocide and refused to take part; many were summarily executed, while others were exiled on a barren planet in Path Kethona without any advanced technology. Sedaaro Forerunner|This population would survive for millions of years, preserving the knowledge of their origins in a biological reservoir of ancestral memory. However, they would remain as the last survivors of the fleet that traveled to Path Kethona, as those who had carried out the genocide until the end never returned to the Milky Way.Halo: Silentium, ''Strings 10, 11, 15''
Records of this war were gradually lost to time over millions of years, and Forerunner civilization as of the Forerunner-Flood war believed that the Precursors had simply disappeared after fulfilling their ultimate goal: creating the Forerunners to be their successors as holders of the Mantle.Halo: Cryptum, ''page 203'' For several millions of years after the annihilation of the Precursors, the truth was purposefully suppressed by those in power; there were Boundless|some who attempted to uncover the true relationship between the Forerunners and the Precursors, but they were discreetly silenced, mainly by Warriors and Builders.Halo: Silentium, ''pages 67-68''
Over the course of their history, the Forerunners established empires, fought wars, built worlds, and fought each other in a number of civil wars, one of which took place over half a million years before their war against the Flood. Their own various civilizations grew, splintered, merged and evolved until all eventually converged into the ecumene. To safeguard the Orion complexthe center of the ecumene's governanceduring these conflicts, the Forerunners constructed the Maginot Line, an immense array of Line installation|defensive installations spread out in a sphere which completely surrounded the Orion complex. This defense was meant to repel any possible enemy incursion, but it eventually proved vulnerable against an unconventional attack.Halo: Silentium, ''pages 104-105'' During the civil wars, the Builder rate first rose to supremacy and initiated a cultural purge of the other rates, such as Warriors and Miners, which involved the suppression of their ancient rituals.Halo: Silentium, ''page 119''
The Forerunner civilization had cemented its place as the preeminent civilization in the galaxy by roughly 150,000 BCE,Halo Encyclopedia (2009 edition), ''page 26'' around the same time humanity first began moving its Prehistoric human civilization|latest interstellar civilization away from their homeworld, supposedly to escape early Forerunner control.Halo: Cryptum, ''page 20'' The Capital, the center of the Forerunner ecumene and the seat of the Ecumene Council, was constructed around 122,990 BCE.Halo: Cryptum, ''page 296'' At some point in their history, the Forerunners fought a series of battles known as the Kradal conflicts in the galactic center.Halo: Silentium, ''page 246''
File:H4-Terminal-CharumHakkor-Battle.jpg|thumb|275px|Forerunner and human forces clash on Charum Hakkor.
Around 107,445 BCE, the Forerunners went to Human-Forerunner wars|war with humanity's Prehistoric human civilization|interstellar empire, in response to a perceived invasion of worlds where the Forerunners had relocated other species.Halo: Cryptum, ''page 25'' This invasion was thought to be caused by both human resentment at Forerunner expansionism during the previous fifty years and by the rapid growth of human populations.Halo: Cryptum, ''pages 112, 130'' After the war, a small number of Forerunners discovered the true cause of the invasion: a desperate human migration away from an extragalactic parasite known as the Flood. Desperate for new, uninfected worlds to replace the ones lost to the Flood, humanity invaded the worlds of other civilizations, bringing them into direct conflict with the Forerunners, who saw themselves as protectors of the Mantle.Halo: Cryptum, ''pages 267 - 273''
The Forerunners perceived humanity's actions to be a threat to the principles of the Mantle, and therefore waged a decisive war against humans, subjugating every human-controlled world and wiping them clean of all traces of human civilization. As punishment, humanity was stripped of its empire and technology and was exiled to its homeworld, Earth|Erde-Tyrene. There, humanity was devolved, splintered among its collective species and forced to begin anew.Halo: Cryptum, ''pages 127 and 188'' The Flood, meanwhile, had been pushed beyond the edge of the galaxy, ostensibly by humanity's military efforts, and was not seen again for nearly nine millennia.
Following the events of the war with humanity, a select group of Councilor (Forerunner)|Councilors and other elite Forerunners turned their attention to the possibility that the Flood would return. The Didact advocated a policy of watchfulness and military readiness, and proposed the construction of a series of shield worlds to provide quick military support should the Flood reappear. However, this plan was overruled by the council in favor of one put forward by a faction of Forerunner Builders led by Master Builder Faber-of-Will-and-Might, who proposed the construction of an array of galaxy-sterilizing Halo Array|superweapons as the ultimate defense against such a threat. These proposed weapons would be designed to starve the Flood to death by killing all sentient life in the galaxy with enough biomass to sustain them.''Halo: Combat Evolved'', campaign level ''Two Betrayals''
The Council's acceptance of this plan caused the Librarian, a prominent Forerunner Lifeworker and the wife of the Didact, to speak out in condemnation of the Builders' proposal of mass genocide, and as a result, she and other Lifeworkers were permitted to work on the project as well, integrating their own measures for preserving the galaxy's life into the plan. The plan, the Conservation Measure, resulted in the Lifeworkers gaining biological preserves on the Builders' installations, including two Arks and a network of massive ring-shaped superweapons known collectively as the Halo Array. Meanwhile, the Didact and the other Prometheans who had supported his cause were removed from the council and executed or exiled. The entire Warrior-Servant rate was marginalized over the next thousand years, with their fleets and armies disbanded or merged into Builder Security, leaving the Forerunners ill-prepared when the Flood re-emerged.Halo: Cryptum, ''page 237-238''
File:Forerunner Meeting.jpg|275px|thumb|left|A group of Forerunners in combat skin discussing the Flood threat. Roughly nine thousand years after their war with the humans, a Forerunner survey team on the planet Seaward came into contact with the Flood. After this first contact, the Forerunners immediately recognized the great danger that the Flood posed to the entire galaxy and attempted to contain them. Even though they knew the power of the Flood, the principles of the Mantle forbade them from destroying it. As such, the attempt to contain the Flood was a failure, as they tried methods more suited to disease control instead of all-out warfare, trying to contain and quarantine the Flood rather than attack and destroy it outright. They did not start war until it was far too late.Halo 3, ''Terminal (Halo 3)|Terminals''
File:ForerunnerObserver.jpg|thumb|275px|A Forerunner observes one of the Halo rings' construction. When the Forerunners were unable to contain the Flood outbreak, the galaxy entered a state of war. The Forerunners desperately studied the Flood, looking for any exploitable weakness. As the Forerunners soon realized that conventional naval tactics were ineffective against the parasite's onslaught, they developed new weapons and tactics to combat the Flood. The Sentinels were deployed as a means of maintaining the Flood through surgical, localized tactics. Eventually, the Forerunner fleet began to enact premature stellar collapse within compromised planetary systems, causing supernovae to engulf entire worlds.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 169'' However, these tactics proved only to slow, but never stop the expansion of the Flood. Even at this late hour, the Forerunners were reluctant to use the Halo Array, believing that they should continue to embrace the Mantle and to protect life rather than to destroy it. This led to great stretches of anguished debate and even civil war.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 172''
File:TerminalArkArray.jpg|thumb|275px|The Halo Array over the Ark, awaiting its distribution across the galaxy.
After nearly three centuries of war, what had been a relative stalemate quickly began to turn in the Flood's favor. The Gravemind managed to convince Mendicant Bias, the AI in charge of Forerunner defense, to unite with the Flood and turn its military assets against its creators. With the Flood growing at an exponential rate, entire themas of the ecumene were overrun; the Flood-infested regions, known as Burns, soon covered two-thirds of Forerunner space.Halo: Silentium, ''page 190'' The Forerunners eventually resorted to the Maginot Line, leaving all systems beyond the Orion complex to fend for themselves. Meanwhile, the Flood and the Graveminds developed into more capable and Key Mind|powerful forms, enabling them to tap into Precursor neural physics and control Precursor artifacts scattered across the galaxy. The Forerunners possessed no effective defense against these constructs and the Flood won most naval engagements as a result.Halo: Silentium, ''pages 214-215''
After the Maethrillian|Capital system was Fate of Maethrillian|overwhelmed, the surviving leaders and population of the ecumene were relocated on the extragalactic installation known as the greater Ark, the original Ark used to manufacture the first Halo rings. Aware that the Ark would not stay safe from the Flood for long, the Forerunner leadership realized that the only way to stop the parasite was to deprive it of all hosts by firing the Halo Array. Soon after this decision, the Flood attacked the greater Ark and destroyed it. With most of the Forerunner leadership and population dead, the few surviving Forerunners, led by the IsoDidact, journeyed to Installation 00, the lesser Ark, its location still hidden from the Flood. The IsoDidact had the Halos distributed across the galaxy and activated the rings, killing all sentient life of sufficient biomass in the Milky Way, including any surviving Forerunners within the range of the Halo effect.Halo 2, campaign level ''The Great Journey'' However, the Forerunner Lifeworkers had managed to save some of the galaxy's species by transporting them to the Ark during the Conservation Measure.Halo Legends, ''Origins'' All neural structures within the Halos' range were destroyed; these included all Precursor artifacts, including the Domain, which the Forerunners had come to regard as the foundation of their culture.Halo: Silentium, ''pages 322-323''
File:Keyships.png|thumb|275px|Keyships departing to reseed life in the galaxy.
}}
A number of Forerunners survived the firing of the Halo Array. Some managed to take refuge on Installation 00, safely out of the Array's range, while the Halo effect swept over the galaxy; most notably, this included the Lifeworkers assigned to installation and the IsoDidact. Based on limited information prior to the firing of the Halos, most of the other rates were believed to have perished on the greater Ark,Halo: Silentium, ''page 314'' though a number of Warrior-Servants,Rebirth Builders, and Engineer (rate)|Engineers were shown to be present later on,Halo: Fractures, ''"Promises to Keep"'' indicating that more Forerunners survived to take shelter on the lesser Ark than previously predicted.
Around 97,368 BCE, the Forerunners discovered that the Xalanyn, a previously unknown species, had inexplicably survived the firing of the Halo rings. Realizing that their plan to pass the Mantle to humanity was in danger and that the Xalanyn were a threat to the rest of the still-recovering species on the Milky Way, the Forerunners decided that the Xalanyn were to be imprisoned on Installation 07.
After the remaining Forerunners had made sure that the Halos had done their work and the Flood had been eliminated, the species that were preserved on the Ark were Reintroduction|returned to their home planets, a process lasting for over a century. This was done by the remaining Forerunners under the leadership of the new Lifeshaper, Chant-to-Green, who received the title from the Librarian before the latter stranded herself on Earth at the endgame of the Flood war.
Following the reseeding process, a group of surviving Forerunners led by the IsoDidact, now known by his original name of Bornstellar Makes Eternal Lasting, Mission to Maethrillian|traveled to Maethrillian, the ecumene's former capital, in an effort to repair the Domain. While still mourning the loss of his wife, Bornstellar viewed a message wherein the Librarian revealed what she had learned from the Gravemind about the Domain's true nature and requested that he repair it. Within the capital, they were confronted by a Precursor construct known as Abaddon, who had been housed in the megastructure for millennia and now intended to bring the Forerunners to trial for their crimes. However, the Forerunners were successful in restoring the Domain with the sacrifice of Growth-Through-Trial-of-Change, undoing some of the damage the Halos had caused.
The remaining Forerunners subsequently exiled themselves, as, according to Bornstellar, they were done meddling in the affairs of others. This exile has also been referred to as a "Great Journey" by Bornstellar, who wished to bear the record of the Forerunner civilization's failures and their ultimate sacrifice for future generations. The Forerunners left the Milky Way, journeying to another galaxy where they spread their numbers thin, with the plan of allowing their species to die out in time. At least Bornstellar and Chant-to-Green gave up advanced technology in favor of a simple, primitive lifestyle.Halo: Fractures, ''Untitled story (Halo: Fractures)|Untitled story''
Apart from the Forerunners sheltered on the Ark, the Ur-Didact also survived, having been imprisoned in a Cryptum in the shield world Requiem. While the Librarian was killed by the Halo pulse on Earth,Halo: Silentium, ''pages 323-325'' she left behind Librarian#Legacy|personality impressions of herself in various installations to guide humanity on the path she had intended for them. One such imprint existed in Kilimanjaro Forerunner complex|a Forerunner facility beneath Mount Kilimanjaro, while Librarian's Rest|another was based on Requiem.Halo 4, campaign level ''Reclaimer (level)|Reclaimer'' Several of these imprints would later consolidate at the Absolute Record.Halo: Renegades
File:4 mural.jpg|150px|thumb|The Covenant was founded upon the worship of the Forerunners.
After their disappearance, the Forerunners left behind a great deal of artifacts, many of the more significant ones overseen by their dedicated monitors which would react to outside visitors in accordance with their programmed instructions. The mystery surrounding the Forerunners and their technology would later become a source of worship, legend, advanced technology, or combination thereof for the various future civilizations which eventually stumbled upon some of the many Forerunner artifacts across the galaxy.Halo: Contact Harvest
The first known species to make use of reverse-engineered Forerunner technology were the Sangheili and San'Shyuum, having evolved on worlds rich in Forerunner artifacts. Regarding these artifacts and their creators with religious reverence, San'Shyuum Schism|many Sangheili-San'Shyuum war|wars broke out over whether the relics should be left in peace or used to advance their own technology.Halo: Contact Harvest, ''pages 146-147'' Those who believed the latter came together to form the hegemony known as the Covenant, who together created a Covenant religion|complex religion based around venerating the Forerunners as gods. Due to misinterpreting the ancients' records, the Covenant believed that the Forerunners disappeared from the galaxy after the Halo Array elevated their species to a state of trans-sentient godhood. As such, they appropriated many Forerunner technologies and artifacts, with the use of Luminary|Luminaries that allowed them to track Forerunner-made objects all across the galaxy. The most holy of these artifacts, the "Sacred Rings" or Halo Array|Halo installations, were constantly searched for 1700 years, since the Covenant believed themselves to be the chosen inheritors of the Forerunners' legacy,Halo Evolutions - Essential Tales of the Halo Universe volume II, ''page 299'' and by locating and activating the Halo Array, they believed that they too could follow the Forerunners into godhood.Halo 2, campaign level ''Sacred Icon'' This was referred to as the "Covenant religion#The Great Journey|Great Journey" by the Covenant races.Halo 2 This mimicry of the Forerunners' remnants caused the Covenant to rise to a Technological Achievement Tiers|high technological tier very quickly, but additionally stunted their innovation of said technology and kept them from uncovering its true potentials.Halo: The Fall of Reach, ''page 241'' ''page 275 2010 reprint''Halo: First Strike ''page 87''
File:Relic main.png|thumb|left|225px|Humans examine a Forerunner Relic (location)|relic on Harvest. As for humanity, they had been chosen by the Forerunners to carry the title of "Reclaimer" and eventually take over the Mantle. The Librarian had imparted humanity with a species-wide ''geas'';Halo: Primordium, ''page 375'' these genetic instructions include an innate familiarity with Forerunner technology.Halo: The Flood, ''pages 84, 146, 170''Halo: First Strike, ''page 142'' However, humans themselves were unaware of this and came into contact with Forerunner artifacts relatively late in their history, after they had Human colonies|colonized many planets. In 2491, a The Assembly|collective of human artificial intelligences uncovered the presence of Forerunner relics on Onyx and kept them hidden in the meantime for fear that humanity was not yet ready to use such advanced technology. As such, archaeological excavations did not uncover them until 2511, and the United Nations Space Command's Office of Naval Intelligence responded by hiding the planet's location and Zone 67|securing the area. However, little progress was made in translating any of the relics.Halo: Ghosts of Onyx, ''pages 122-127'' Other relics were discovered on Reach, Earth, and many other colonies. A Reach titanium mine had been shut down when they breached Menachite portal complex|a Forerunner complex, and SWORD Base|SWORD and CASTLE Base were built to guard relics' locations.Halo: First Strike, ''page 108'' The Portal at Voi was buried under New Mombasa and undiscovered until much later, prompting ONI to construct ONI Alpha Site (location)|a major facility to study and cover up the structure from the general population.Halo: The Essential Visual Guide, 'page 132'' Mixed reactions came from scientists who studied the artifacts, some fascinated by their potential, others fearful for the possibility of a two-front war.Halo: The Fall of Reach, ''Chapter 25''
File:HR Epilogue Autumn.png|thumb|225px|The discovery of Installation 04 was the turning point of the Human-Covenant war. Forerunner artifacts became instrumental to beginning and ending the Human-Covenant War. First contact was made when humanity's Reclaimer status was discovered by the Covenant, who did not understand that they were being labeled as Forerunner objects. The Hierarchs of the Covenant soon learned humanity's status as apparently living descendants of their supposed gods, and found it potentially destructive to their religion. Thus they decided to hide this information from the general population and ordered that humanity be eradicated, a goal in which they nearly succeeded. Battles were fought often with relics at the center of the conflict, sometimes risking giving the Covenant victory early, other times hindering them and turning in favor of humans due to the Covenant's reluctance to damage Forerunner treasures. Many relics were destroyed by humans often as traps for Covenant or to keep them from falling into enemy hands.Halo Wars, campaign levels ''Reactor (Halo Wars level)|Reactor'', ''Escape (Halo Wars level)|Escape''Halo: Evolutions - Essential Tales of the Halo Universe, ''Dirt''
The most important of Forerunner artifacts to be involved was the Halo Array, Installation 04|the first ring of which was discovered on the heels of the destructive Fall of Reach.Halo: Combat Evolved, campaign level ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn'' The resulting Battle of Installation 04 revealed to humanity the existence of the Forerunners and their sacred place in the Covenant's religion, as well as the rings' true purpose as weapons of mass destruction. The activation of the Halos led to the awakening of other Forerunner relics, such as the Onyx Sentinel|Sentinels of Onyx, or Installation 00|the Ark that controlled the Halo Array. Humanity's utilization of Forerunner tech was thus regarded as a "game-changer" to turn battles into their favorHalo: Reach, campaign level ''The Package'' and also changed the goal of the war, now to keep the Covenant from reactivating the Array in their misguided pursuit of apotheosis. As the conflict drew to a close, the Covenant had been plunged Great Schism|into civil war as some discovered the Great Journey was false and thus Fleet of Retribution|allied with humanity.''Halo 3 Battle of Installation 00|The final battle of the war was fought aboard the Forerunners' Ark, and the UNSC and Covenant separatist forces together secured the Halo Array, destroying the Ark shortly afterward. In the post-war years humanity was beginning to reclaim its appointed place, gaining many technological leaps as a result of acquiring and reverse-engineering Forerunner technology with the assistance of a number of Huragok they had managed to procure.Halo: The Thursday War
File:HTMCC-H4 ThisTombIsNowYours.png|thumb|275px|The Didact overpowers John-117.
The years following the end of the Human-Covenant War saw the revival of a Forerunner presence in the galaxy, with the reawakening of the Ur-Didact, once the supreme commander of the Forerunner Warrior-Servants. A zealous Forerunner supremacist with a renegade hatred for humans, the Ur-Didact sought to use a machine known as the Composer to convert all of humanity into Promethean Knight|subservient war machines near the end of the Forerunners' war with the Flood. To prevent this, the Librarian imprisoned the Didact in a Cryptum on the shield world Requiem, where he remained for the next 100,000 years.
In 2557|July 2557, the Ur-Didact and his mechanized Promethean forces were accidentally awakened by SPARTAN-II Program|Spartan John-117 who had stumbled upon Requiem. His views unchanged by his long exile, the Didact disregarded humanity's Reclaimer status and maintained his belief that only the Forerunners were worthy of the Mantle. The Didact and his Prometheans, allied with a Jul 'Mdama's Covenant|new Covenant faction, went to war against humanity, aiming to prevent them from attaining the Mantle. Attempting to use the Composer to digitize humanity, the Didact New Phoenix Incident|attacked Earth. However, the Master Chief and his Smart AI|AI Cortana stopped and defeated the hateful Forerunner, casting him into a slipspace portal, and subsequently destroying the Composer and the Mantle's Approach|Didact's ship. They were aided in this by the Librarian, who had left an imprint of her memories behind on Requiem. The Librarian's essence augmented the Master Chief's genetic code in order to allow him to face the Didact, giving him, along with other things, an immunity to the Composer that saved his life. However, the Didact survived his fall into slipspace and intended to finish what he started. While the Didact was eventually "contained" as a threat by the Master Chief and his Blue Team|squad-mates,''Halo: Escalation'', Halo: Escalation Issue 10|Issue 10 the Promethean-Covenant alliance was not defeated by this setback and the conflict was still in progress in early 2558 when the Requiem campaign|returned to Requiem. After a lengthy campaign, Requiem was destroyed by the Covenant leader Jul 'Mdama, along with all Promethean constructs present on the shield world.Halo 4
At some point after the Didact's attack on Earth, Cortana learned about the existence of Keeper-of-Tools, a Forerunner Builder alive on Genesis and went after him, but the Builder managed to escape from her.
Physiology File:HTMCC-H4 Terminals ProtectorOfTheEcumene.png|thumb|275px|The Ur-Didact, a full-rate Promethean, before undergoing a procedure to achieve Flood immunity which left him disfigured. The Forerunners were a bipedal species resembling humans in overall shape, though they were larger in stature. Over the course of their lives, Forerunners underwent a number of Forerunner mutations|artificially-induced mutations, modifying their bodies to better suit the field of work of their rate. More specific aspects of their appearance varied with lineage, age and even personal tastes. They relied heavily on Forerunner personal armor|personal body-assist armor which, in addition to protecting the wearer from harm, augmented their physiology and mental faculties. Among many other advantages, it made their lifespans virtually indefinite by providing constant life support and medical care.Halo: Cryptum, ''page 47-48''
Before their first mutation, as Manipulars, Forerunners were tall and slender, and possessed patches of fine, purple-pink or white fur on the top of their heads, along their nape and shoulder area, as well as the backs of their hands.Halo: Primordium, ''page 33-34'' Their facial features were similar to those of humanity, and they were capable of making analogous expressions, but this changed as they mutated to their higher forms, which characteristically had stiffer facial muscles and a more limited ability to convey emotions.Halo: Cryptum, ''page 28'' There was also a cultural stigma associated with expressing emotions; while even certain higher forms were capable of producing some semblance of a smile or laughter, for example, such uncontrolled display of emotions was regarded as barbaric.Halo: Silentium, ''page 89'' Unlike humans, Forerunners lacked pronounced noses or ears, having two slitted nostrils and a set of bulbous protrusions instead. Their skulls otherwise bore a very strong resemblance to those of humans, with subtle differences. The Forerunners also had a genetic code that was remarkably similar to humans, though they were not known to be genetically related.Halo: Cryptum, ''page 26'' However the defunct Theoretical rate of the Forerunners own studies of human and Forerunner origins concluded that humanity share a genetic structure homogeneous to the Forerunners.Halo: Point of Light, ''page 18''
The Forerunners exhibited sexual dimorphism largely mirroring that of humans, with the females being more slender and somewhat smaller in stature than the males. The height of higher-form males ranged from around three to four meters; for example, the Ur-Didact was three and a half meters tall,Halo 4: The Essential Visual Guide, ''page 16'' while Bornstellar's father, a high-ranking Builder, was around four meters. Bornstellar's mother, a female Builder of the same social standing, was just over two meters in height,Halo: Cryptum, ''page 224-225'' while the Librarian, head of the Lifeworker rate, was nearly three meters tall.Halo 4: The Essential Visual Guide, ''page 17'' Males of higher forms also bore less resemblance to humans, while the females appear to have been more human-like in appearance. A large portion of this dimorphism was artificially induced with their mutations and determined by rate.Halo: Silentium, ''page 141''
File:Didactskull2.png|thumb|left|150px|The skull of the Didact, a Warrior-Servant who underwent a great amount of mutations. Their skin color ranged greatly, including gray, black, blue, pink, or a mixture thereof. The number of fingers Forerunners possessed varied according to their rate and form; the most common number of fingers per hand appears to have been six, with two opposable thumbs,Halo: Primordium, ''page 339''Halo: Silentium, ''page 83'' although some Lifeworkers could have as many as seven fingers per hand.Halo: Primordium, ''page 166'' Meanwhile, the Librarian had only five fingers in each hand, although this was a deviation from the norm.
Thanks to their advanced life-support and medical technology, Forerunners could maintain a youthful appearance for thousands of years should they so choose.Halo: Cryptum, ''page 338'' Even though Forerunner armor was capable of healing most injuries which would otherwise be certainly lethal, including fatal doses of radiation,Halo: Cryptum, ''page 209'' on rare occasions Forerunner individuals may choose to decline basic treatment; the ancient Warrior-Servant known as Bitterness-of-the-Vanquished, for example, chose to remain blind and instead relied on her armor to provide sensory input for her.Halo: Silentium, ''page 247''
While the Forerunners had a biological need to sleep, this necessity was eliminated by the use of personal armor which allowed them a constant continuity of consciousness without having to sleep;Halo: Cryptum, ''page 241'' only on rare cases, they would experience diagnostic waking dreams.Halo: Silentium, ''page 150'' As such, Forerunners slept very rarely, mostly doing so by choice in instances such as long stretches of space travel, which themselves were rare due to their exceedingly fast slipspace technology.Halo: Silentium, ''page 63''
Forerunners possessed highly advanced mental capabilities, far beyond those of a human in the case of their higher forms. These abilities were further augmented by their use of personal armor, which integrated with the wearer neurally and stored sensory information and memories, even consistently backing up the wearer's consciousness.Halo: Silentium, ''page 161'' The armor also allowed Forerunners direct information transfer to one another,Halo: Cryptum, ''page 140'' which could also be employed in the form of "silent conversation".Halo: Silentium, ''page 24'' Higher-form Forerunners had the ability to process enormous amounts of information simultaneously; for example, Warrior-Servant commanders could simultaneously process the sensory input of thousands of their subordinates while coordinating large-scale battles and themselves experiencing reality in multiple separate frames of reference with variable streams of time.Halo: Cryptum, ''pages 162, 316'' The use of an ancilla enabled Forerunners to recall any past event with exact accuracy,Halo: Cryptum, ''page 319'' and even without armor or a personal ancilla they could remember enormous amounts of precise information; for example, the Didact was able to recite a verbal control code consisting of hundreds of completely random words and numbers after thousands of years.Halo: Silentium, ''pages 82-83''
File:Forerunner forms.png|thumb|275px|Forerunners of different rates and forms, demonstrating the artificially-induced variety among the species.
When a Manipular was ready to work within a particular rate, they would undergo an artificially-induced transformation into a more advanced form, which differed depending on the Manipular's chosen caste. Referred to as a "mutation", the transition typically occurred over a long period of time.Halo: Cryptum, ''page 225'' A typical Forerunner would undergo several mutations over the course of a lifetime, though this was not always the case. Mutations altered Forerunners' abilities and physical shape to suit their class; Warrior-Servants, for example, underwent mutations that made them stronger and more robust. After their first mutation, Forerunners also gained the ability to access the Domain, a realm of information where the entire collated knowledge of the Forerunner civilization was contained.Halo: Cryptum, ''page 167-168''
In emergency circumstances, an operation known as a "brevet mutation" could be performed on a Manipular. This was a mutation that occurred over a much briefer period of time, and was often painful. Rarely, a brevet mutation could fail and result in deformities; there were rumors that Forerunners whose mutations had failed were sequestered in special enclaves, hidden from the general population.Halo: Cryptum, ''page 146'' The Ur-Didact performed a brevet mutation on Bornstellar Makes Eternal Lasting to give him access to the Domain.Halo: Cryptum, ''page 178''
Society and culture File:Main-Forerunner.png|thumb|275px|The Forerunner symbols#Eld|Eld symbol represents the Mantle, a permeating aspect of Forerunner culture. File:Crowd of Forerunner.jpg|thumb|275px|A crowd of Forerunners. The Forerunner civilization was based around the Mantle|Mantle of Responsibility, a belief that it was their role to protect all life in the galaxy; it was generally believed that the Forerunners had gained the Mantle as a birthright from the Precursors after they vanished. As a result of their perceived status as universal guardians, the Forerunners largely secluded themselves above other species.Halo: Cryptum, ''page 112-113'' They monitored the evolution of other sentient species throughout the galaxy, intervening in ways that ensured their civilizations would follow paths of peace, free of conflict, but also so that they would not challenge Forerunner dominance. To maintain their position, the Forerunners committed acts such as relocating other species from their homeworlds in order to expand their own empire or gain control of new resources. They also enforced the Mantle by hindering the development of other species, even reducing opposing species to small populations of specimens, as they did with Prehistoric human civilization|early humanity.Halo: Cryptum, ''page 126-127'' Those species who submitted to Forerunner rule lived within the ecumene as subject species, allied with but ultimately subservient to the Forerunners; some of these species helped eliminate pockets of human resistance after the human-Forerunner wars.Halo: Primordium, ''page 156''
The Forerunners themselves were a race almost entirely without conflict; although political disputes were not uncommon, violence or war between Forerunners was almost unheard of, the last Forerunner civil wars having been fought half a million years before their civilization's end. As such, the Warrior-Servants, who conducted most of the Forerunners' military operations, were often looked down upon by the higher rates, as their actions were perceived to be contradictory to the Forerunners' role of preserving life. While they generally strove for peace, when provoked to a war, the Warrior-Servants would carry out the war ruthlessly and thoroughly, as they believed defiance of their rule was equal to showing contempt to the Mantle itself.Halo: Cryptum, Chapter 2 One example is the human-Forerunner wars, where many humans were executed following their defeat, and all traces of human achievement was erased from the galaxy.
Forerunner culture was highly stagnant; the fundamental aspects of their societysuch as their rate-based social hierarchyremained unchanged for millions of years.Halo: Silentium, ''page 14'' The Forerunners had a rigid social structure, where one's position would be determined mainly by their rate, part of a complex system of different social classes mainly based around a particular occupation. Cultural practices and customs varied by rate and position; generally, Forerunner culture was full of formality and ritual, particularly with the Builders, the highest of the rates. Forerunners placed a great deal of value on family lineage and tradition, and one's rate and social standing were largely hereditary.Halo: Cryptum, ''page 242'' When Growth-Through-Trial-of-Change, born to a Builder family, chose to become a Lifeworker instead, she was treated as an outcast by her family.
A central aspect of Forerunner culture was the Domain, a vast repository of information containing virtually all knowledge collated by the Forerunners over the eons, including impressions of the deceased,Halo: Silentium, ''page 255'' leading the Forerunners to also view the Domain as a form of afterlife.Halo: Silentium, ''page 275'' Although the Domain permeated Forerunner society for countless millennia, its origin or true nature remained mysterious to the Forerunners themselves. The Domain was best understood by the monastic class of Haruspis|Haruspices, who dedicated their lives to the study of the Domain.Halo: Silentium, ''pages 241-242'' While unknown to the Forerunners, the Domain was actually a neural physics-based Precursor construct, and as such was destroyed when the Halos fired, taking most of the Forerunners' recorded history and knowledge with it.
Despite their lack of need to sleep as a result of the use of personal armor, Forerunners had certain moments where each member of a household would retreat for several hours of individual meditation. These moments were typically arranged according to the local day-night cycle, and were sacrosanct in traditional Builder families. During this time, the activities on an entire planet would slow down, including traffic and even the operations of ancillas.
Forerunners did not eat meat, as the Forerunners' scripture surrounding the Mantle forbade "the eating of the flesh of unfortunates".Halo: Cryptum, ''page 88'' Taking one's own life was also gravely forbidden.Halo: Cryptum, ''page 99'' Despite their in many ways conservative society, nudity or sexuality were not considered taboos in Forerunner culture; for example, it was normal for both participants to be naked during the rite of Forerunner mutation|mutation, without the procedure being considered explicitly sexual.Halo: Cryptum, ''page 153''
Some Forerunners rejected their advanced technology, including personal armor, and adopted a more austere and primitive lifestyle in seclusion from the rest of Forerunner society. One such community existed on Seaward, which would incidentally become the first planet in the Forerunner ecumene to be overrun by the Flood.Halo: Evolutions - Essential Tales of the Halo Universe (Volume I), "Soma the Painter"
The Forerunners' primary governing body was known as the Ecumene Council. Based in the capital, it was led by the First Councilor and composed of five hundred Councilor (Forerunner)|Councilors, in addition to support by a network of ancillas known as the Metarchy|Council metarchy.Halo: Cryptum, ''page 292'' The Councilors, who came from various rates, typically served for a thousand years and led humble lifestyles.Halo: Cryptum, ''page 255'' The capital also housed the ecumene's primary judicial institution, known as the Capital Court, which could be assembled into the Supreme Mantle Court in times of great crisis.Halo: Cryptum, ''page 264''
Forerunner society was divided into a number of different classes known as rates, each rate specializing in a particular field of work. The Builders, who designed most Forerunner technology, from ships and weapons to their various megastructures, were the highest rate and wielded the most political power. The second rate were the Miners, who obtained construction materials for the Builders' projects and were responsible for planetary and stellar engineering. Below the Miners were the Lifeworkers, who were responsible for medicine and biological research. The Juridicals were a rate whose duties encompassed legal matters within the ecumene. The Warrior-Servants served as the primary fighting force of the ecumene, while the Engineer (rate)|Engineers maintained technology and machinery.
The rates, in turn, were divided into smaller units, guilds, Maniples and clans. Adolescent individuals, known as Manipulars, were not considered to be part of a rate until their mutation into first-form. During special occasions, each rate of Forerunners wore unique ceremonial headgear except for one day of Grand Star Season, when all rates would wear similar headgear.Halo: Cryptum, ''page 37''
File:H4 - D&L.jpg|thumb|275px|The Didact and the Librarian embrace. Forerunner customs involving marriage were said to be complex; they married for a variety of reasons, though it was said that the lower rates married more often for love,Halo: Cryptum, ''page 77'' while there were often more complex reasons such as familial relations involved in the courtship of higher rates such as Builders. Intermarriage between rates was not unheard of; for example, the Ur-Didact|Didact, a Warrior-Servant, married the Librarian, a Lifeworker. Additionally, a certain degree of courtship between rates was considered commonplace before individuals were espoused to formal marriage.Halo: Cryptum, ''page 231-232'' Polygamy was also an accepted practice, at least among the higher rates, as demonstrated by Master Builder Faber-of-Will-and-Might|Faber having many wives.Halo: Silentium, ''page 251'' At certain points in their lives, females would enter a "millennial interim", a period when they would not bear children.Halo: Cryptum, ''page 224''
File:Reclaimer - H4.png|thumb|200px|The Forerunner glyph for "Reclaimer". Forerunners spoke a variety of languages. Some dialects were older than others, and accordingly were less widely used. Digon was an ancient language used by Prometheans, while Jagon was a slightly less old language used by Builders.Halo: Cryptum, ''page 227''
The most commonly encountered system of Forerunner symbols|Forerunner glyphs seems to be based on a series of circular, complex shapes. The glyphs have been inscribed almost everywhere Forerunners were once present, from different areas of Earth, to the Halos. They were also known to put these glyphs and symbols onto their weapons, machinery and clothing, something the Covenant also copied, evident with the Forerunner symbols placed on the hilt of the Type-1 Energy Weapon/Sword|energy sword and on the Combat harness|Sangheili combat harness. Among the most well-known glyphs are the "Mantle" and "Reclaimer" symbols, as well as the sigils of individual Forerunners. Some variations of Forerunner symbology possess a strangely attractive, even disorienting quality to humans.Halo: First Strike, ''page 142'' (2003)
In addition to the well-known symbols and glyphs, the Forerunners also utilized a more conventional writing system. The characters used in Forerunner writing have been described as resembling a series of dots, squares, bars and triangles. The Covenant writing system is derived from the original Forerunner script, although they use highly embellished variations of the simple, geometric characters used by the Forerunners.Halo: First Strike, ''page 197''
Forerunner names had concrete meanings in their language, and commonly consisted of a combination of words expressing positive attributes in a grandiose, somewhat poetic manner. In many cases, a Forerunner's name was associated with typical terminology involved with the practices of the rate they were born into; for example, "Bornstellar-Makes-Eternal-Lasting" reflects his Builder lineage. In informal conversation, these names were typically shortened, with only a single part being used.Halo: Cryptum, ''page 261''
Many, though not all, higher-ranked or older Forerunners were only known by a title not given at birth but rather adopted at one point in the Forerunner's life, often originating as a sobriquet given to that individual due to one of their traits; for example, the Didact, born Shadow-of-Sundered-Star, gained the name "Didact" from his students while teaching in the College of Strategic Defense of the Mantle|War College.Halo: Cryptum, ''page 227-228'' Manipulars were identified as "Form Zero" in their full names.Halo: Cryptum, ''page 33''
When a Forerunner died (usually by accident or, on rare occasions, during war) elaborate ceremonies would be enacted before their remains were disposed of in fusion fires associated with the activities of their rates a melting torch or planet cutter, for example.
First, the Forerunner's last memories would be extracted from their armor, which Mind transfer|preserved a few hours of the occupant's mental patterns. This reduced splinter of personality would be placed in a timelock|time-locked Durance with a half-life of more than a million years. The body would then be torched in a solemn ceremony attended only by close relations. A bit of plasma from the immolation was preserved by the appointed Master of the Mantle, who secured it along with the essence in the Durance. The Durance was then given to the closest members of the dead Forerunner's family, who were charged with making sure that it would never be abused. Families and rates were very protective of such places, and tampering with a family Durance was considered sacrilege.
Traditionally, Forerunner space travel involved several rituals. When a Builder family was returning from an interstellar journey, the entire family would stand at the bridge deck and observe the ship's approach. The senior family member would issue commands in ancient Jagon. These actions were entirely ceremonial, as nearly all Forerunner ships were controlled by an ancilla.
After making a slipspace jump, Forerunners of high position, including Councilors, would conduct a ceremony where they formally congratulated the ship's ancilla and would in turn receive a small golden disk containing the cost of Slipstream space#Time dilation|particle reconciliation for the journey.Halo: Cryptum, ''page 283''
During prolonged space journeys, Forerunners would often play "diverting games" through their armor to pass the time.Halo: Cryptum, ''page 129''
Technology File:Forerunner AI.jpg|thumb|275px|A Sentinel and a Monitor. Both are Forerunner creations with specific tasks. The Forerunners' technological achievements were almost without parallel in the known galaxy with them being rivaled by ancient humanity and the San'Shyuum before the latter two species defeat in the human-Forerunner wars and with only the Precursors being known to surpass the Foreunners technologically. They managed to create solidified surfaces out of light by using technology known as hard light, use Slipstream space|slipspace to Slipspace translocation|teleport between locations almost instantaneously, and create numerous forms of advanced machinery. Another of their greatest achievements is their ability to initiate premature stellar collapses of stars and create planets in less than 10,000 years. The Halo Array and the shield worlds are, above all others, the most significant pieces of surviving Forerunner technology. The planet Onyx and its inner Dyson sphere, Trevelyan|Shield World 006, in particular demonstrated both their ability for engineering on a grand scale, and their near-transcendent grasp of slipspace technology. Forerunner technology is remarkably resilient, being able to remain intact for over a hundred millennia.Halo: Combat Evolved
Even after millions of years, Forerunner technology still advanced at a comparatively rapid rate, with a number of new breakthroughs and developments occurring within even a single millennium.Halo: Cryptum, ''page 98'' It was believed by some Builders that the Forerunners had possessed more advanced technologies in their distant past that they had later lost during periods of technological regression. This was at least partially true, as demonstrated by ten-million-year-old Forerunner probability mirrors, used for large-scale spacetime reconciliation, and similarly ancient cloaking technology used to obfuscate the interior of an entire star system in the Large Magellanic Cloud.Halo: Silentium, ''page 113''
They employed a wide variety of artificial intelligence constructs, generally known to them as ancillas. These ranged from simple personal assistants integrated in their armors to various kinds of robotic Monitors and immensely powerful Metarch-class ancilla|Metarch-level AIs, of which the most sophisticated type was the Contender-class artificial intelligence|Contender-class.
The Forerunners had mastered the use of various energy fields, including buffer fields which they used to manipulate gravity,Halo: Cryptum, ''page 304'' constraint fields used to restrain individuals, confinement fields used to block the movement of entire ships, and the containment and collection fields they used to harness entire stars for energy production.Halo: Cryptum, ''page 243'' Entire planets could be made habitable even in conditions of lethal stellar radiation via planetary shields.Halo: Cryptum, ''page 254''
File:HCE-HardLightEnergyBridge-screen.jpg|thumb|275px|left|Light bridges are a common application of the Forerunners' hard light technology. The Forerunners had an unparalleled knowledge of quantum science, which enabled them much of their sophisticated technology.Halo: Cryptum, ''page 100'' After a number of instances of catastrophic data loss in their history, they had abandoned conventional digital storage in binary code entirely in favor of storing information in substrates of Wikipedia:Quantum foam|quantum foam.Halo: Silentium, ''page 131'' Virtually all Forerunner technology was powered by harnessing and draining the energies of untold numbers of nascent alternate realities in the form of vacuum energy.Halo: Silentium, ''page 279'' This enabled the Forerunners to harness enormous amounts of energy, with a single slipspace-based transmission noted as requiring more energy than the generation capacity of all UNSC assets combined.Halo: Ghosts of Onyx, ''page 182-183''
In addition to their superior grasp of slipspace travel, the Forerunners had mastered many other methods of higher-dimensional manipulation. They were capable of altering the fabric of time and space within Slipspace bubble|contained "bubbles" of slipspace, allowing the storage of enormous masses and volumes within a comparatively tiny space; as an extreme example, the 300-million-kilometer Trevelyan|Shield World 006 was held in a space only 23 centimeters in diameter in normal space. In these bubbles, the flow of time could be Timelock|suspended altogether, or numerous millennia could be made to transpire while only seconds had passed in normal space.Halo: Primordium, ''page 366'' The Forerunners routinely employed the higher dimensions of slipspace in their fleet engagements and created defenses which extended into slipspace,Halo: Silentium, ''page 211'' most prominently the Maginot Line.Halo: Blood Line
Forerunner technology could also produce certain objects remarkably quickly without extensive production facilities. For example, personal armor could be manufactured by small engineering units on board a starship,Halo: Cryptum, ''page 106'' and entire ships could be "grown" from a "design seed", being manufactured on-site from preprogrammed "blueprints" and construction materials obtained from local resources. Likewise, certain automatons such as Promethean Crawlers could be "conjured" on-site and constructed in a matter of seconds from raw materials present in the ground. Most Forerunner technology could disassemble and reconfigure itself into a completely different form, and automatically gather any additional construction materials if necessary; this was demonstrated when the Librarian had a use both itself and resources mined locally to construct the Portal at Voi.Halo: Silentium, ''page 324'' The Forerunners did use dedicated production plants for large-scale industry. An example of this is the vast Sentinel manufacturing facility on Onyx, which could produce a new Onyx Sentinel|Sentinel every six seconds.Halo: Ghosts of Onyx, ''page 316''
The Huragok, nanotechnology|nanomechanical "supercomputers" created by the Forerunners for the purposes of maintaining their technology, remained behind after the activation of the Halo Array. Many were eventually incorporated into the Covenant.
Forerunner spacecraft used special Slipspace flake|crystals embedded in their slipspace drives to travel through slipspace. In order to move through ordinary space, they utilized reaction drives which harnessed virtual particles as a propulsive force; however, they still required the use of onboard reaction mass.Halo: Cryptum, ''page 124'' The reaction drive of a mere automated cargo transport allowed travel from Edom to Erde-Tyrene, (a distance of 100 million kilometers at the time), within forty-eight hours; this was considered a mundane trip that did not warrant slipspace manipulation.Halo: Cryptum, ''pages 19 and 20'' In addition, the Forerunners created a network of slipspace portals for high-traffic slipspace transit across the galaxy.Halo: Cryptum, ''page 200'' Aboard starships, limited inertial dampening was achieved through the use of buffer fields,Halo: Cryptum, ''page 114'' but during extreme acceleration, the occupants' armors had to be locked to the deck.
Forerunner warships could be enormous in scale; the most recent models of Fortress-class vessel were around a hundred kilometers in length,Halo: Cryptum, ''page 312'' while the Ur-Didact|Didact's personal command vessel, ''Mantle's Approach'', was 371 kilometers in height and was even then surpassed in size by the largest Forerunner ships.Halo 4: The Essential Visual Guide, ''page 193''
The interiors of all Forerunner ships were not entirely composed of matter; for example, the structure of a planet-breaker was only half matter, with one third being fuel and reaction mass and the rest being comprised of hard light, allowing the captain to configure the ship's internal layout and decoration at will. At least some types of Forerunner craft can alter their geometry to better suit their current situation; for example, making the ship more aerodynamic in preparation for surface landing.
Forerunners could also create upgrade seeds to upgrade vessels of other species into seamless hybrids of their original technology and Forerunner technology. The inclusion of a Forerunner slipspace flake would give the vessel a Forerunner slipspace drive. Other known upgrades include stealth capability, upgraded weapons, comm and navigational systems kept within the framework of the ship's original operating functional capability.
Forerunners used a type of quantum entanglement for superluminal communications|communications, allowing instant data transfer over vast distances. These communications were routed over proprietary encryption protocols, which could be used to track the source or destination of the communication.Halo: Cryptum, ''page 125'' Forerunners did not use electromagnetic radiation (light, radio, microwaves, etc.) to communicate,Halo: Cryptum, ''page 144'' presumably due to latency, interference, and security issues. Despite this, mundane radar emitters still played a role in short-range detection of incoming objects, such as on Seclusion Spiral, a remote gas mining station.Halo: Fractures, "Defender of the Storm" They also used a form of superluminal communication involving wormholes; however, these communications were significantly slower than communication via the Domain.Halo: Combat Evolved Anniversary, ''terminal/Halo: Combat Evolved Anniversary|Terminal 4''
Forerunner sensors were capable of instantaneous scanning and detection across interstellar distances. As a particularly impressive example of their available sensor ranges, the Forerunners' core authority routinely tracked individual slipspace jumps across the galaxy.Halo: Cryptum, ''page 136'' They were also capable of viewing various alternate spaces adjoining the physical universeincluding denial of locale, natal void, shunspace, trick geodetics and a photon-only realm known as the Glowand ascertaining events or objects in normal space through their signatures sometimes visible in these realms. Forerunners shipboard sensors were also highly accurate, being capable of providing a detailed analysis of a single planet's geological and ecological composition from lightyears away through the use of long-range entanglements.Halo: Silentium, ''page 121''
The Forerunner government used an automated network to collate data from all technological equipment across their ecumene, from mundane devices such as a jetbrush to communications satellites and space stations; overseen by non-intelligent automatons, the system filtered unusual observations and relayed possible significant anomalies to the authorities, specifically the Prelate (Forerunner)|Prelate. Such anomalies included catastrophes or "Xenovents" - supposedly referring to contact with alien lifeforms. This is how the Forerunners first learned of the Flood's reemergence around 97,745 BCE.Halo: Evolutions - Essential Tales of the Halo Universe (Volume I), "Soma the Painter", ''page 10''
"Luminary|Luminaries", which were originally designed to pinpoint Forerunner technology, were used to find "relics" by the Covenant. They are also capable of locating Reclaimers. A misunderstanding of a Luminary's readings led to First Battle of Harvest|the outbreak of the Human-Covenant War.
Forerunners utilized various camouflaging technologies, including dazzlers, which generated visual and auditory delusions, or bafflers, which created geometric distortions that could effectively hide a large area not only from plain sight, but also a starship's sensors.Halo: Cryptum, ''page 43'' Cloaking systems were standard on most warships, ranging from small Harrier-class vessel|attack harriers to enormous command ships like ''Mantle's Approach''.Halo: Silentium, ''page 273'' While ships could not use their energy weapons or projectiles while cloaked without giving away their position, gravitic weaponry allowed the ship to remain undetected.Halo: Silentium, ''page 213''
The Forerunners were capable of extracting an individual's complete mental and biological patterns and memories, which could then be encoded in either another biological body or stored as data. A Forerunner could create an offshoot of their consciousness housed in an ancillary system, as the Librarian did on Requiem.Halo: Silentium, ''page 297'' An individual's pattern could also be imprinted over another body; an example of this was the Ur-Didact's creation of the IsoDidact.Halo: Silentium, ''page 20'' Typically, a dead Forerunner's final memories were recovered and stored in a time-locked container known as a Durance. An abstracted consciousness could also be used as a template for an ancilla; 343 Guilty Spark was created in this manner.Halo: Primordium, ''pages 356-357''
The Forerunners had the technology to reproduce entire individuals from encoded DNA/RNA/silicon samples in data streams.Bestiarum: "''DNA/RNA/Silicon samples are encoded in this data stream. Reproduction of individuals for analysis is prohibited by this facility.''" This was the primary manner of indexing biological beings during the Conservation Measure; due to their lack of resources, the Lifeworkers were forced to reduce most specimens into data, although their patterns and memories would be reconstituted during the reintroduction.Halo: Silentium, ''page 57'' Recovered essences or specific commands could also be coded into a sentient being through a genetic imprint known as a ''geas'', which could potentially be passed on for numerous generations, with encoded memories or actions programmed to trigger under specified circumstances.Halo: Cryptum, ''page 55''
As part of an effort to protect themselves against the Flood, the Forerunners created a machine known as the Composer. Designed to process Flood victims ''en masse'', the Composer also reduced its targets to ash, denying the Flood access to any biomass. In the original plan, new bodies would be created for the abstracted individuals, now free of infection. However, the Forerunners never mastered the process and the victims' original forms could no longer be restored.Halo: Silentium, ''page 40'' The Composer was later used by the Didact in an attempt to create an army of Promethean Promethean Knight|war machines, which led to his imprisonment on Requiem.
File:Old HW Armament.jpg|275px|thumb|A group of Forerunner soldiers firing light-based weaponry. The Forerunners used a broad variety of weapons, encompassing various forms of directed energy weaponry as well as AI suppressor|electronic warfare and offensive technologies based upon Confinement field|energy fields. Forerunner energy weapons proved to be very effective when battling the Flood, burning Flood forms to the point that they cannot be revived by Pod infector|infection forms. Additionally, after the Flood's emergence, certain weapons were designed to disintegrate their targets upon inflicting a critical hit, preventing the Flood from making use of any biological matter.
Forerunner infantry weapons utilize various forms of ammunition, including hard light, accelerated beams of ionized particles, antimatter,Halo 4: The Essential Visual Guide, ''page 101'' or combinations thereof. Although many, such as the Scattershot and Lightrifle, fill relatively basic roles and have clear analogues in human weaponry, many of these weapons also have exotic properties, such as the Scattershot's ricocheting projectiles or the Boltshot's secondary burst function. Forerunner ground forces also use Z-040 Attenuation Field Generator/Localized|pulse grenades which generate an energy-drain field before collapsing, destroying any targets within its effective radius. In most contexts these weapons are operated by dedicated automatons, one example of which are the bipedal armiger constructs. When participating in combat operations, the biological Forerunners themselves used advanced powered exoskeleton|exoskeletons called combat skins which ranged greatly in size and capability from more conventional, ground-based battle suits to much larger infantry armatures that were capable of spaceflight, such as war sphinxes and seeker (vehicle)|seekers.
The many varieties of Forerunner sentinels carry a wide array of weaponry. The Aggressor Sentinels use moderately effective Sentinel beam|beam weapons, which can also be wielded by humans and certain Covenant races. Meanwhile, Enforcers are equipped with Forerunner missile launcher|missile launchers and a pair of shard cannons, which fire clusters of smaller red Needler-like projectiles or bolts of energy at an incredibly high rate of fire. The Onyx Sentinel|Sentinels of Onyx had significantly more powerful weaponry and shielding. Their energy weapons functioned via a single, slow-charging, extremely powerful golden beam which was effective against energy shields and armor alike.''Halo: Ghosts of Onyx'' The Forerunners also constructed stationary Forerunner automated turret|automated turrets, resembling stripped-down sentinels. Monitors are capable of defending themselves with high-powered pulse weapons akin to those used by Sentinels, as well as with gravity manipulation technology.Halo 3, campaign level ''Floodgate''Halo 3, campaign level ''Halo (Halo 3 level)|Halo'' As one example of Forerunner weapons technology, certain types of beams could be merged into one stream to amplify its power; this capability was used on both Unidentified Forerunner weapon|infantry weapons as well as Unidentified Forerunner dreadnought class|starship weaponry.Halo Legends: ''Origins''
Forerunner weapons are manufactured out of various forms of exotic matter on an atomic level in hyper-precise nanofabrication forges in accordance with instructions programmed into design seeds by Forerunner pattern-weavers working in conjunction with an ancilla. Because of the fidelity of these manufacturing methods, every weapon and piece of technology could be built perfectly identical down to the atomic level. While the Builders designed most of their technology to be highly uniform, the Warrior-Servants preferred to craft their weapons and armor to be unique and aesthetically pleasing whenever possible. However, the Warrior tradition of custom-crafted equipment waned almost completely as the Forerunners' war with the Flood became increasingly desperate, leaving little room for design considerations beyond lethality and efficiency. Forerunner firearms, like the rest of their technology, are highly sophisticated; most are composed of disparate parts held together by energy fields and display self-assembling capabilities. At least some Forerunner weapons are designed to operate differently according to their wielder; for example, the Z-390 incineration cannon|Incineration Cannon known as the ''River of Light'' will only unlock its full capabilities in the right hands while reducing its destructive power when wielded by a Promethean Knight construct.
File:H2A - Library.jpg|thumb|300px|The Library of Installation 05, a classic example of Forerunner architecture.
Forerunner architecture incorporates heavy use of geometric angles, usually at either extremely sharp degrees - Forerunner buildings are usually trapezoidal - or at forty-five degree angles. Most Forerunner architecture is constructed with a special type of silver-gray metal that resists deterioration, bullets, plasma bolts and fire, as made evident by Forerunner structures standing in pristine condition 100,000 - 150,000 years after they were built. However, their resistance to heavy plasma fire is limited; concentrated plasma discharge is capable of destroying some Forerunner architecture.Halo: Ghosts of Onyx, ''page ???''Halo 2, campaign level ''The Great Journey'' Other structures and Council ship|certain starships were built with a golden-bronze colored metal.
The Forerunners were also highly skilled at creating stone architecture. Typically, these buildings were built from a pale brown or tan stone. These structures were more subject to wear and aging, but their architectural sophistication remains apparent after 100,000 years.Halo 3, multiplayer map ''Sandtrap''Halo 2, campaign level ''Delta Halo'' A particularly prominent example of intact Forerunner stone architecture could be found within Onyx's Zone 67, which contained a massive Forerunner city constructed entirely of polished Onyx (material)|chalcedonic quartz.Halo: Ghosts of Onyx, ''page 269'' In some structures, such as the Menachite portal complex|Forerunner complex beneath Reach's Menachite Mountain, patterns and symbols had been embedded in the rock itself by manipulating its mineral inclusions.Halo: First Strike, ''page 139'' (2003) Most interestingly, certain Forerunner buildings incorporated "mutable" stonework: Temple of the Abiding Truth|a stone Forerunner structure in Ontom, Sanghelios featured passages that could shift and change by literally reshaping the stone from which their walls were built.
In addition to physical structures, a large portion of Forerunner architecture is actually composed of sophisticated hard light construction. Such architecture is often crafted in the likeness of corporeal matter, most commonly gray Forerunner metal. Hard light structures can form complex shapes and in many cases, be entirely indistinguishable from physical construction,Halo: Primordium, ''pages 116, 201'' making it difficult to determine which structural components are made up of actual matter. This technology has many uses, from acting as basic structural components such as platforms or walls to decorating and furnishing everything from Forerunner homes and public spaces to starship interiors. Many Forerunner structures are capable of materializing when needed and then melting away when deactivated, a feature most likely facilitated through the use of hard light. The immaterial and flexible nature of this technology lends it a great deal of uses, but as a drawback, it is susceptible to power failures;Halo: Primordium, ''page 50'' nonetheless, certain Forerunner ships, such as the command warship ''Mantle's Approach'', employ hard light bonding as a means of maintaining the vessel's structural integrity. Some Forerunner structures, including many of those on Requiem, incorporate components which float in the air without any physical support.
Many symbols and patterns on Forerunner structures employ complex geometric shapes that appear to operate in dimensions higher than human understanding can comprehend. The Forerunners also decorated the interiors of their structures with a complex pattern of engraved straight lines and applied decorative touches and designs to nearly everything that they built, from structures to weapons. Even Sentinel drones possess small holographic Forerunner script around their "eyes".Halo 3 Some Forerunner structures, most prominently those on Requiem, mark bullet holes and other forms of weapon strike points with a small glyph automatically etched around the damaged portion of the surface within moments of the impact.
The Forerunners were highly skilled at creating natural-looking habitats, such as those of the Halo installations, which tend to be very elaborate and include realistic weather patterns and self-sustaining biomes. Although they are clearly distinct from the natural landscape, Forerunner structures often appear to "grow" out of the surrounding terrain, resulting in an impression of complementing the landscape as opposed to replacing it.The Art of Halo, ''page 90''
File:Halo 3 - Installation04B.jpg|thumb|300px|The incomplete Installation 08 over the Installation 00|Ark.
While the Forerunners' architectural and technological prowess is legendary, their masterpieces also extended to the fields of stellar and planetary engineering.
Trevelyan|Shield World 006, a full-size Dyson sphere|Dyson shell, existed in slipstream space, where planets and stars cannot ordinarily exist. In addition, the slipspace bubble containing the enormous construct was enclosed within Onyx, a planet-sized structure composed of trillions of Onyx Sentinel|Sentinels arranged into a complex structural scaffolding and covered by a terrestrial crust. The Forerunners also created many smaller shield worlds, essentially planet-sized Dyson shells with terrestrial inner and outer surfaces as well a miniaturized sun in the center. Some works of Forerunner engineering are also located beyond the confines of the galaxy, including Installation 00, a vast, flower-shaped construct with a terrestrial surface and its own artificial star for illumination. Another example of the Forerunners' mastery of megascale engineering was the Capital, a structure which surpassed even the Ark in sheer enormity and complexity.Halo: Cryptum, ''pages 280-281''
In addition to moving and manipulating stars for use in their megastructures, Forerunner Miners, specifically stellar-class engineers known colloquially as "plasma jockeys", experimented with stabilizing young stars.Halo: Cryptum, ''page 221'' The Forerunners had also harnessed dozens of stars for energy production by using sophisticated energy fields to direct the energy output of a star. Specialized plasma jockey installations were also capable of suspending the collapse of a star, although this was rarely entertained due to the enormous amounts of energy required in the process.Halo 4, multiplayer map ''Solace'' (map description) In addition to stellar manipulation, the Forerunners were capable of considerably speeding up a planet's formation, artificially collapsing an asteroid field into a molten mass, then cooling it down and forming it into a terrestrial planet in less than ten thousand years; a relatively short period of time for the ageless Forerunners.
Production notes
, only the first mention in ''Halo: Combat Evolved''.
in almost all media.
in ''Halo Legends: The Duel''.
}}
According to Bungie employee David Candland, (Evil Otto: ''"One of the most striking retcons to me is the basic concept of whole role of humanity. Originally (back in Halo 1) the reason why humans weren't conquered and incorporated into the Covenant collective was because their presence defied Covenant religion. When the Covenant discovered humans, they knew they were forerunners, but their presence implied the "great journey" failed. They also weren't the all powerful gods they worshiped, so the Prophets wanted to "sweep them under the carpet," as it were."'') Bungie's original intention for the connection between humanity and Forerunners was that they were one and the same; this was hinted repeatedly throughout the ''Halo'' Trilogy (Evil Otto: ''"The plot lines in our games imply this everywhere - the chief being called reclaimer, only humans being able to retrieve and insert the index, Spark telling the chief, "you are forerunner." etc."'') and alluded to in Joseph Staten's novel ''Halo: Contact Harvest''. During the development of ''Halo 3'', Bungie was internally split on the relationship of humans and Forerunners. This has been described as there having been a "Game" team, and a "Terminals" team. The "Game" team seemed to continue the original intention, as certain dialogue from ''Halo 3's'' story would imply, while the "Terminals" team added the idea that Forerunners were a "...subset of early humans uplifted by another group (the precursors?)."This is echoed in Terminal (Halo 3)|''Halo 3's'' terminals, and also material released as part of the game's marketing campaign, but such materials do not explicitly comment on the connection between Forerunners and humanity. Because Bungie management were more focused on getting the game finished than canon, the game shipped with both versions and both were approved.
* The Halo: Evolutions story Soma the Painter first confirmed the two species were seperate species and afterwards the books of ''The Forerunner Saga'' released by 343 Industries expanded greatly on the similarities and difference between both peoples, establishing that the two species were indeed related but distinct and that the actual connection goes far further back than the events in the books, to the time when both species had been created by the Precursors.
*In ''Titan (canceled game)|Titan'', the canceled ''Halo'' MMO, the Forerunners were depicted as humans with dark skin and white hair, similar to the Atlanteans from Disney's ''Wikipedia:Atlantis: The Lost Empire|Atlantis: The Lost Empire''. This interspecies resemblance is likely based on Bungie's original intention of the Forerunners being ancient humans. The Forerunners fill a similar narrative role to the marathongame:Jjaro|Jjaro from Bungie's ''Marathon'' trilogy. The Jjaro likewise vanished eons ago but left behind technology which is reverse-engineered by the marathongame:Pfhor (Race)|Pfhor, the primary antagonists of the series and spiritual predecessors to the Covenant. The plot of the third game, ''Marathon Infinity'', involves the escape of a cosmic entity known as the marathongame:W'rkncacnter|W'rkncacnter through the Pfhor's misuse of an ancient Jjaro superweapon, similar to the Flood's release by the Covenant on Installation 04. The protagonist is effectively an undead cyborg reanimated and augmented through the use of Jjaro technology which enables him to interface with other Jjaro technology, much as the Spartan-IIs were created due to a ''geas'' which enables them to use Forerunner technology. Bungie environment artist Paul Russel was largely responsible for establishing the Forerunners' architecture and aesthetic. He cited some of his influences as being sails and movie marquees, as well as the works of American architect Wikipedia:Frank Lloyd Wright|Frank Lloyd Wright; in particular, Wright's use of cantilevers and stained glass windows with repeating geometric patterns of lines in complementary angles. Russel jokingly stated that ''"I also like the idea of Forerunner columns being sausages meticulously and gorgeously wrapped in bacon by Frank Lloyd Wright's genetic precursor. Now that is a tall tale. Because as far as I know, Forerunner architecture is inedibleunless the fans say otherwise."''Halo: The Great Journey: The Art of Building Worlds, ''page 28''
Gallery
File:TSC01.png|A hologram of the Silent Cartographer facility on Installation 04 in ''Halo: Combat Evolved''. File:04B Control Room.png|Installation 08's control room. File:HCr Promethean Concept.png|Bungie concept art of a Promethean combat skin, later reused for the design of a Prefect's armor. File:MMO ForerunnerCity Concept 1.jpg|Concept art made by Ensemble Studios for ''Titan (canceled game)|Titan'' of a Forerunner city in its prime. File:Forerunner origins.jpg|A Forerunner Combat Skin, as seen in ''Origins''. File:Old_HW_Commanders.png|A group of Forerunner military leaders within the Control Room of a Halo Array|Halo Installation. File:Forerunner Apex.jpg|A Forerunner activating a console, showing a remarkable similarity to a human hand. Note that this depiction may not be accurate.''Halo Legends'': ''Origins'': Commentary: Frank O'Connor: "This is a bit of a trick, you see? Cortana doesn't ''actually'' know what they look like, so their appearance may be further explored in future ''Halo'' canon. File:Origins_library.png|Forerunner automatons indexing the various lifeforms the Forerunners gathered at the Ark. File:ForeunnerCGI.jpg|A Lifeworker facing a Monitor in ''Halo: Combat Evolved Anniversarys Terminal (Halo: Combat Evolved Anniversary)|terminals. File:H4 - Lifeworkers.jpg|Two Forerunner Lifeworkers in ''Halo 4'''s Terminal (Halo 4)|terminals. File:HTMCC-H4 Terminals DidactAndLibrarian.png|The Didact and the Librarian. File:HM-Forerunnerships1.png|Forerunner ships in ''Halo Mythos''. File:HTV-Forerunnerstuff.png|Forerunner technology in ''Halo: The Television Series''.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo Graphic Novel''
*''The Last Voyage of the Infinite Succor''
*''Breaking Quarantine''
''Halo: Ghosts of Onyx''
''Halo: Uprising''
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo Wars''
''Halo: Helljumper''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
*''The Duel''
''Halo: Evolutions''
*''Dirt''
*''Soma the Painter''
*''The Mona Lisa''
*''The Return''
''Halo: Blood Line''
''Halo: Reach''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Cryptum''
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo: The Thursday War''
''Scanned''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
*''Spartan Ops''
''Halo: Silentium''
*''Rebirth''
''Halo: Spartan Assault''
''Halo: Escalation''
''Halo: Mortal Dictata''
''Halo: Broken Circle''
''Halo: Nightfall''
''Halo 2: Anniversary''
''Halo: New Blood''
''Halo: Spartan Strike''
''Halo: Hunters in the Dark''
''Halo: Saint's Testimony''
''Halo: Last Light''
''Halo 5: Guardians''
''Halo: Shadow of Intent''
''Know Your Enemy''
''Halo: Ground Command''
''Halo Mythos: A Guide to the Story of Halo''
''Halo: Fractures''
*''Lessons Learned''
*''What Remains''
*''Promises to Keep''
*''Defender of the Storm''
''Halo: Tales from Slipspace''
*''Something Has Happened''
*''Dominion Splinter''
''Halo: Smoke and Shadow''
''Halo Wars 2''
''Halo: Envoy''
''Halo: Retribution''
''Halo: Legacy of Onyx''
''Halo: Bad Blood''
''Halo: Fireteam Raven''
''Halo: Silent Storm''
''Halo: Official Spartan Field Manual''
''Halo: Battle Born''
''Halo: Renegades''
''Halo: Outpost Discovery''
''Halo: Meridian Divide''
''Halo: Shadows of Reach''
*''Sacrifice''
''Halo: Point of Light''
''Halo: Divine Wind''
''Halo Infinite''
''Halo: The Television Series''
''Halo: The Rubicon Protocol''
''Vertical Umbrage''
''Halo: Outcasts''
''Sunrise on Sanghelios''
''Saturn Devouring His Son''
''Battle for the Blood-Moon''
''Halo: Epitaph''
Notes
Sources
External links
.
Category:Forerunner|
Category:Sapient species Category:Host species
|
|devname
|name=Forerunnertank
|image=File:H2 ForerunnerTank Midbreak Storyboard 5.jpg|300px
|player=
John-117
Thel 'Vadamee
|date=
|place=Installation 05
|objective=
|parscore=
|partime=
|nowalk=yes
}}
}}
"forerunnertank" was the working title for a series of two campaign levels Cut Halo 2 levels|cut from ''Halo 2''. The missions would have served as successors to the Quarantine Zone mission, showcasing the John-117|Master Chief and Thel 'Vadam|the Arbiter's introduction to the Gravemind.
Overview While Development of Halo 2|making ''Halo 2'', Bungie developed pairs of levels under single names - such as Outskirts and Metropolis being originally created as one level named "Earth City". Forerunnertank was seemingly similar in this regard, seemingly intended to comprise of two individual missions in which the player would alternate between playing as Master Chief and the Arbiter (then-known in development under the name Dervish).
The mission was first discussed on the ''Halo 2'' cutscene commentary contained in the Halo 3 Legendary Edition|''Halo 3'' Legendary Edition's ''Halo 2'' cinematics commentary. In the commentary, the mission is discussed by Joseph Staten and Jason Jones, who express their despair from the amount of issues encountered during the level's creation. The level was intended to take place after the level Quarantine Zone, and showcase the Master Chief's journey through the Sentinel wall and the bowels of Installation 05 - something largely not present in the final game. The details explained in the developer commentary line up with many of the Halo 2 storyboards|storyboards showcased by Lee Wilson, and as such many parallels can be made.
Curiously, the cinematic scripts for Gravemind (level)|Gravemind found in the Halo 2 Editing Kit features a poem about the cutting of the level:
Storyboards breakdown The storyboards posted online by Lee Wilson show a slightly different series of events regarding the battle in the Quarantine zone (location)|quarantine zone area; a seemingly-alternate end to the Quarantine Zone mission showcases a team consisting of Avery Johnson, Miranda Keyes and Master Chief in the quarantine zone above a "thermal outtake platform" - near the site of a crashed D77-TC Pelican|Pelican. The trio are attempting to repair a damaged radio to little success, before being ambushed by the Arbiter. Due to the early era in which these storyboards were produced, the Marines still wear their ''Combat Evolved''-design uniforms, and the Arbiter wears a regular combat harness rather than his Arbiter body armor.
The Master Chief and Arbiter engage in a fistfight before being interrupted by the arrival of a Covenant Kez'katu-pattern Phantom|Phantom, staffed by Tartarus and his Jiralhanae|Brutes. The Brutes make their way toward the humans, but are themselves interrupted by the emergence of the "Flood Hulk" - seemingly an early design idea for what would later go on to become the Cut Halo 2 enemies#Flood Juggernaut|Flood Juggernaut. Notably, the Hulk appears to reuse the design of the Sharquoi, originally featured in ''Marathon'' and Cut Halo: Combat Evolved enemies|cut from ''Combat Evolved''.
File:H2 FloodHulk Storyboard Outro 1.jpg|
File:H2 FloodHulk Storyboard Outro 2.jpg|
File:H2 FloodHulk Storyboard Outro 3.jpg|
File:H2 FloodHulk Storyboard Outro 4.jpg|
File:H2 FloodHulk Storyboard Outro 5.jpg|
File:H2 FloodHulk Storyboard Outro 6.jpg|
File:H2 FloodHulk Storyboard Outro 7.jpg|
File:H2 FloodHulk Storyboard Outro 8.jpg|
File:H2 FloodHulk Storyboard Outro 9.jpg|
File:H2 FloodHulk Storyboard Outro 10.jpg|
File:H2 FloodHulk Storyboard Outro 11.jpg|
File:H2 FloodHulk Storyboard Outro 12.jpg|
File:H2 FloodHulk Storyboard Outro 13.jpg|
File:H2 FloodHulk Storyboard Outro 14.jpg|
File:H2 FloodHulk Storyboard Outro 15.jpg|
The Flood Hulk is fired upon by all sides, though it does manage to take a swipe at Tartarus' Phantom - but is ultimately defeated and falls onto the platform - which collapses under the weight. The Hulk, two Brutes, the Arbiter and Master Chief all fall into the pit, with the Chief landing successfully and picking up a Brute Shot - before fading to gameplay. This cutscene may coincide with the cutscene mentioned in the ''Halo 2'' developer commentary by Staten, as similary-large to the Gravemind opening cutscene and ultimately cut.
File:H2 ForerunnerTank Storyboard Intro 1.jpg|
File:H2 ForerunnerTank Storyboard Intro 2.jpg|
File:H2 ForerunnerTank Storyboard Intro 3.jpg|
File:H2 ForerunnerTank Storyboard Intro 4.jpg|
The second set of storyboards then seem to focus on the outro of this level, depicting the Master Chief creeping around in the "Gravemind's lair" with a BR55 battle rifle|battle rifle. He walks around a few corridors before stumbling onto the Gravemind and being captured. These storyboards are labelled in their original filenames as "intra" - a standard used for cutscenes which take place between two subsequent missions (such as the cutscene in the middle of the levels The Arbiter and The Oracle).
File:H2 ForerunnerTank Midbreak Storyboard 1.jpg|
File:H2 ForerunnerTank Midbreak Storyboard 2.jpg|
File:H2 ForerunnerTank Midbreak Storyboard 3.jpg|
File:H2 ForerunnerTank Midbreak Storyboard 4.jpg|
File:H2 ForerunnerTank Midbreak Storyboard 5.jpg|
The final set of storyboards then seem to focus on the Arbiter's encounter with the Gravemind. The Elite attempts to stay hidden while observing the Gravemind's talk with the Master Chief by hiding behind a pillar - which is then revealed to be a large tentacle. The Arbiter is captured and the cutscene then proceeds to play out in a similar fashion to the opening cutscene of the Gravemind (level)|Gravemind level in the final game. A few changes are present such as the addition of Flood forms (including a more finalised design of the Juggernaut) throwing corpses into the Gravemind's pit.
File:H2_ForerunnerTank_Storyboard_Outro_1.jpg File:H2_ForerunnerTank_Storyboard_Outro_2.jpg File:H2_ForerunnerTank_Storyboard_Outro_3.jpg File:H2_ForerunnerTank_Storyboard_Outro_4.jpg File:H2_ForerunnerTank_Storyboard_Outro_5.jpg File:H2_ForerunnerTank_Storyboard_Outro_6.jpg File:H2_ForerunnerTank_Storyboard_Outro_7.jpg File:H2_ForerunnerTank_Storyboard_Outro_8.jpg File:H2_ForerunnerTank_Storyboard_Outro_9.jpg File:H2_ForerunnerTank_Storyboard_Outro_10.jpg File:H2_ForerunnerTank_Storyboard_Outro_11.jpg File:H2_ForerunnerTank_Storyboard_Outro_12.jpg File:H2_ForerunnerTank_Storyboard_Outro_13.jpg File:H2_ForerunnerTank_Storyboard_Outro_14.jpg File:H2_ForerunnerTank_Storyboard_Outro_15.jpg File:H2_ForerunnerTank_Storyboard_Outro_16.jpg
Gameplay File:H2 gondola library.jpg|thumb|250px|The Quarantine Zone Gondola was adapted from geometry intended for the titular Forerunner tank. Little is known of the Forerunner tank's intended gameplay, though a few details were discussed in the developer commentary. This level was intended to serve as the proper introduction for the Gravemind character, and feature the Gravemind's tentacles throughout the mission periodically slamming down at the player and moving behind doors like "racing freight trains". The level was to involve the titular "Forerunner Tank" - a large Forerunner vehicle (or large Sentinel variant akin to ''Halo 3''s cut Strato-Sentinels) which would have been - as described by Jones - "''... awesome, that blows things up, glows a lot from little windows and moves real fast.''". The geometry for the Forerunner Tank was later reused in the level Quarantine Zone as the Gondola which the player rides near the end of the mission. Some of the technology developed for the Gravemind's tentacles was to be later reused in the High Charity (level)|High Charity level, in which the tentacles would reappear and smash through the windows encountered in the mission.
Sources
|
|classification=
|subspecies= Sedaaro Forerunner
|diet=Omnivorous
|height=198.1414 cm (6 ft 6 in13 ft 7 in)
Miners: 198.1-325.4 cm (6ft 6in-9ft 8in)
Builders: 215.9-414 cm (7ft 1in-13ft 7in)
Lifeworkers: 238.8-297.2 cm (7ft 10in-9ft 9in)
Warrior-Servants: 271.8-391.2 cm (8ft 11in-12ft 10in)
Prometheans: 274.3-335.3 cm (9ft-11ft)
|weight=110.6-408.2 kg (243.9-900 lbs)
Miners: 110.6-325kg (243.9-716.4lbs)
Builders: 109.8-360.6kg (242-795lbs)
Lifeworkers: 117.4-221.6kg (259.3-488.5lbs)
Warrior-Servants: 130.5-377.1kg (287.7-831.4lbs)
Prometheans: 249.5-408.2kg (550-900lbs)
|distinctions=Tall, humanoid, partially furred; various forms assumed by artificially-induced Forerunner mutation|mutation
|lifespan=Thousands of years
|homeworld=*Ghibalb Maethrillian
|techlevel=Tier 1
|notable-person=*Ur-Didact Librarian IsoDidact Faber-of-Will-and-Might Bornstellar's father Chant-to-Green
|othernames=*The Gods Holy Ones The Ancients The Creators Great Ones
|languages=Digon, Jagon
}}
The Forerunners (Latin ''Primoris prognatus'', meaning "Firstborn") were an ancient species of Technological Achievement Tiers#Tier 1: World Builders|extremely technologically advanced beings whose empireknown as the ecumeneencompassed three million fertile worlds in the Milky Way|Milky Way Galaxy.Halo: Cryptum, ''page 9'' The Forerunners reigned for millennia as the ascendant civilization in the galaxy until the Great Purification|activation of the Halo Array, their Pyrrhic solution to halt the Flood, in 97,445 BCE. Although they themselves are essentially Extinction|extinct, evidence of their existence remained, spread across the galaxy in the form of numerous creations, installations and artifacts.
The Forerunners took upon themselves the role of caretakers of the galaxy, and believed that this "Mantle" had been passed down to them by the Precursors, an even more powerful race that preceded the Forerunner civilization.Halo: Cryptum, ''Epilogue'' "Forerunner" is a literal translation of the species' name for themselves; they identified themselves as such because they believed that they held an impermanent place in the universe's Living Time, though, in time, they too would be succeeded by other, superior races.Halo: Cryptum, ''page 31'' Before their disappearance from the galaxy, the Forerunners would name humanity their successors, identifying them with the title "Reclaimer".
In modern history, the alien hegemony known as the Covenant mythologized the Forerunners and revered them as gods, deriving much of their own technology from Forerunner artifacts found throughout the galaxy, and held that any who defaced these relics were List of known Covenant heretics|heretics.
History
The Forerunners were created by the Precursors, a powerful race responsible for seeding the Milky Way Galaxy with life and creating many other species, 15,000,000 BCE|fifteen million years ago. The Forerunners were seeded on the planet Ghibalb in the Orion complex from a base stock that also produced humanity. The world served as the hub of the Forerunners' fledgling interstellar civilization, comprised of twelve systems within the nebular complex, until it was rendered uninhabitable by an astroengineering disaster. The Forerunners had attempted to manipulate several stars in their region of space, but accidentally caused a series of supernovae that resulted in their planet being burned to a cinder by radiation. This event nearly caused the Forerunners' extinction.Halo: Cryptum, ''page 222''
For ages, the Forerunners and humans evolved alongside each other with the Forerunners eventually overtaking their peers in wisdom and technological development. The Forerunners would master many arts and sciences at the feet of the Precursors, serving as their assistants and adjutants while the strange workings of their creators' minds and artifacts eluded even the Forerunners' keen intellects. As their interstellar civilization developed, the Forerunners came to believe they would be judged worthy to be the inheritors of the Precursors' Mantle of guardianship of all life. However, according to some records, over 10,000,000 BCE|ten million years ago, the Forerunners achieved interstellar travel on their own and found remnants of their creators' existence long after the latter had left the galaxy to observe it from Path Kethona. During this time, the Forerunners discovered and claimed the Mantle as their own.Halo Mythos, ''page 7'' The Precursors did not approve of this and made the decision to strip the Forerunners of the Mantle, wipe out the Forerunners,Halo Mythos, ''page 7'' and pass down the Mantle to humans instead. Other records state that the Precursors originally chose humans to bear the Mantle without the Forerunners ever holding it beforehand. Provoked either by this revelation alone,Halo: Silentium, ''page 209'' or the Precursors' alleged decision to eradicate the Forerunners as a "problematic" species,Halo: Primordium, ''page 194'' (''"Long ago, when it became apparent that the Precursors were about to erase Forerunners, there was a war, and Forerunners erased ''them''."'') the Forerunners responded by Forerunner-Precursor war|overthrowing their creators, exterminating most of them in retaliation.
The Forerunners, led by the then-dominant rate of Warrior-Servant|Warriors, began their thorough campaign of extermination in the Milky Way galaxy and later chased the last Precursors down to the Magellanic Clouds|satellite galaxy of Path Kethona. There, they would finish their work, eradicating all but a few Precursors who managed to elude them. However, some Forerunners began to question the ethics of the genocide and refused to take part; many were summarily executed, while others were exiled on a barren planet in Path Kethona without any advanced technology. Sedaaro Forerunner|This population would survive for millions of years, preserving the knowledge of their origins in a biological reservoir of ancestral memory. However, they would remain as the last survivors of the fleet that traveled to Path Kethona, as those who had carried out the genocide until the end never returned to the Milky Way.Halo: Silentium, ''Strings 10, 11, 15''
Records of this war were gradually lost to time over millions of years, and Forerunner civilization as of the Forerunner-Flood war believed that the Precursors had simply disappeared after fulfilling their ultimate goal: creating the Forerunners to be their successors as holders of the Mantle.Halo: Cryptum, ''page 203'' For several millions of years after the annihilation of the Precursors, the truth was purposefully suppressed by those in power; there were Boundless|some who attempted to uncover the true relationship between the Forerunners and the Precursors, but they were discreetly silenced, mainly by Warriors and Builders.Halo: Silentium, ''pages 67-68''
Over the course of their history, the Forerunners established empires, fought wars, built worlds, and fought each other in a number of civil wars, one of which took place over half a million years before their war against the Flood. Their own various civilizations grew, splintered, merged and evolved until all eventually converged into the ecumene. To safeguard the Orion complexthe center of the ecumene's governanceduring these conflicts, the Forerunners constructed the Maginot Line, an immense array of Line installation|defensive installations spread out in a sphere which completely surrounded the Orion complex. This defense was meant to repel any possible enemy incursion, but it eventually proved vulnerable against an unconventional attack.Halo: Silentium, ''pages 104-105'' During the civil wars, the Builder rate first rose to supremacy and initiated a cultural purge of the other rates, such as Warriors and Miners, which involved the suppression of their ancient rituals.Halo: Silentium, ''page 119''
The Forerunner civilization had cemented its place as the preeminent civilization in the galaxy by roughly 150,000 BCE,Halo Encyclopedia (2009 edition), ''page 26'' around the same time humanity first began moving its Prehistoric human civilization|latest interstellar civilization away from their homeworld, supposedly to escape early Forerunner control.Halo: Cryptum, ''page 20'' The Capital, the center of the Forerunner ecumene and the seat of the Ecumene Council, was constructed around 122,990 BCE.Halo: Cryptum, ''page 296'' At some point in their history, the Forerunners fought a series of battles known as the Kradal conflicts in the galactic center.Halo: Silentium, ''page 246''
File:H4-Terminal-CharumHakkor-Battle.jpg|thumb|275px|Forerunner and human forces clash on Charum Hakkor.
Around 107,445 BCE, the Forerunners went to Human-Forerunner wars|war with humanity's Prehistoric human civilization|interstellar empire, in response to a perceived invasion of worlds where the Forerunners had relocated other species.Halo: Cryptum, ''page 25'' This invasion was thought to be caused by both human resentment at Forerunner expansionism during the previous fifty years and by the rapid growth of human populations.Halo: Cryptum, ''pages 112, 130'' After the war, a small number of Forerunners discovered the true cause of the invasion: a desperate human migration away from an extragalactic parasite known as the Flood. Desperate for new, uninfected worlds to replace the ones lost to the Flood, humanity invaded the worlds of other civilizations, bringing them into direct conflict with the Forerunners, who saw themselves as protectors of the Mantle.Halo: Cryptum, ''pages 267 - 273''
The Forerunners perceived humanity's actions to be a threat to the principles of the Mantle, and therefore waged a decisive war against humans, subjugating every human-controlled world and wiping them clean of all traces of human civilization. As punishment, humanity was stripped of its empire and technology and was exiled to its homeworld, Earth|Erde-Tyrene. There, humanity was devolved, splintered among its collective species and forced to begin anew.Halo: Cryptum, ''pages 127 and 188'' The Flood, meanwhile, had been pushed beyond the edge of the galaxy, ostensibly by humanity's military efforts, and was not seen again for nearly nine millennia.
Following the events of the war with humanity, a select group of Councilor (Forerunner)|Councilors and other elite Forerunners turned their attention to the possibility that the Flood would return. The Didact advocated a policy of watchfulness and military readiness, and proposed the construction of a series of shield worlds to provide quick military support should the Flood reappear. However, this plan was overruled by the council in favor of one put forward by a faction of Forerunner Builders led by Master Builder Faber-of-Will-and-Might, who proposed the construction of an array of galaxy-sterilizing Halo Array|superweapons as the ultimate defense against such a threat. These proposed weapons would be designed to starve the Flood to death by killing all sentient life in the galaxy with enough biomass to sustain them.''Halo: Combat Evolved'', campaign level ''Two Betrayals''
The Council's acceptance of this plan caused the Librarian, a prominent Forerunner Lifeworker and the wife of the Didact, to speak out in condemnation of the Builders' proposal of mass genocide, and as a result, she and other Lifeworkers were permitted to work on the project as well, integrating their own measures for preserving the galaxy's life into the plan. The plan, the Conservation Measure, resulted in the Lifeworkers gaining biological preserves on the Builders' installations, including two Arks and a network of massive ring-shaped superweapons known collectively as the Halo Array. Meanwhile, the Didact and the other Prometheans who had supported his cause were removed from the council and executed or exiled. The entire Warrior-Servant rate was marginalized over the next thousand years, with their fleets and armies disbanded or merged into Builder Security, leaving the Forerunners ill-prepared when the Flood re-emerged.Halo: Cryptum, ''page 237-238''
File:Forerunner Meeting.jpg|275px|thumb|left|A group of Forerunners in combat skin discussing the Flood threat. Roughly nine thousand years after their war with the humans, a Forerunner survey team on the planet Seaward came into contact with the Flood. After this first contact, the Forerunners immediately recognized the great danger that the Flood posed to the entire galaxy and attempted to contain them. Even though they knew the power of the Flood, the principles of the Mantle forbade them from destroying it. As such, the attempt to contain the Flood was a failure, as they tried methods more suited to disease control instead of all-out warfare, trying to contain and quarantine the Flood rather than attack and destroy it outright. They did not start war until it was far too late.Halo 3, ''Terminal (Halo 3)|Terminals''
File:ForerunnerObserver.jpg|thumb|275px|A Forerunner observes one of the Halo rings' construction. When the Forerunners were unable to contain the Flood outbreak, the galaxy entered a state of war. The Forerunners desperately studied the Flood, looking for any exploitable weakness. As the Forerunners soon realized that conventional naval tactics were ineffective against the parasite's onslaught, they developed new weapons and tactics to combat the Flood. The Sentinels were deployed as a means of maintaining the Flood through surgical, localized tactics. Eventually, the Forerunner fleet began to enact premature stellar collapse within compromised planetary systems, causing supernovae to engulf entire worlds.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 169'' However, these tactics proved only to slow, but never stop the expansion of the Flood. Even at this late hour, the Forerunners were reluctant to use the Halo Array, believing that they should continue to embrace the Mantle and to protect life rather than to destroy it. This led to great stretches of anguished debate and even civil war.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 172''
File:TerminalArkArray.jpg|thumb|275px|The Halo Array over the Ark, awaiting its distribution across the galaxy.
After nearly three centuries of war, what had been a relative stalemate quickly began to turn in the Flood's favor. The Gravemind managed to convince Mendicant Bias, the AI in charge of Forerunner defense, to unite with the Flood and turn its military assets against its creators. With the Flood growing at an exponential rate, entire themas of the ecumene were overrun; the Flood-infested regions, known as Burns, soon covered two-thirds of Forerunner space.Halo: Silentium, ''page 190'' The Forerunners eventually resorted to the Maginot Line, leaving all systems beyond the Orion complex to fend for themselves. Meanwhile, the Flood and the Graveminds developed into more capable and Key Mind|powerful forms, enabling them to tap into Precursor neural physics and control Precursor artifacts scattered across the galaxy. The Forerunners possessed no effective defense against these constructs and the Flood won most naval engagements as a result.Halo: Silentium, ''pages 214-215''
After the Maethrillian|Capital system was Fate of Maethrillian|overwhelmed, the surviving leaders and population of the ecumene were relocated on the extragalactic installation known as the greater Ark, the original Ark used to manufacture the first Halo rings. Aware that the Ark would not stay safe from the Flood for long, the Forerunner leadership realized that the only way to stop the parasite was to deprive it of all hosts by firing the Halo Array. Soon after this decision, the Flood attacked the greater Ark and destroyed it. With most of the Forerunner leadership and population dead, the few surviving Forerunners, led by the IsoDidact, journeyed to Installation 00, the lesser Ark, its location still hidden from the Flood. The IsoDidact had the Halos distributed across the galaxy and activated the rings, killing all sentient life of sufficient biomass in the Milky Way, including any surviving Forerunners within the range of the Halo effect.Halo 2, campaign level ''The Great Journey'' However, the Forerunner Lifeworkers had managed to save some of the galaxy's species by transporting them to the Ark during the Conservation Measure.Halo Legends, ''Origins'' All neural structures within the Halos' range were destroyed; these included all Precursor artifacts, including the Domain, which the Forerunners had come to regard as the foundation of their culture.Halo: Silentium, ''pages 322-323''
File:Keyships.png|thumb|275px|Keyships departing to reseed life in the galaxy.
}}
A number of Forerunners survived the firing of the Halo Array. Some managed to take refuge on Installation 00, safely out of the Array's range, while the Halo effect swept over the galaxy; most notably, this included the Lifeworkers assigned to installation and the IsoDidact. Based on limited information prior to the firing of the Halos, most of the other rates were believed to have perished on the greater Ark,Halo: Silentium, ''page 314'' though a number of Warrior-Servants,Rebirth Builders, and Engineer (rate)|Engineers were shown to be present later on,Halo: Fractures, ''"Promises to Keep"'' indicating that more Forerunners survived to take shelter on the lesser Ark than previously predicted.
Around 97,368 BCE, the Forerunners discovered that the Xalanyn, a previously unknown species, had inexplicably survived the firing of the Halo rings. Realizing that their plan to pass the Mantle to humanity was in danger and that the Xalanyn were a threat to the rest of the still-recovering species on the Milky Way, the Forerunners decided that the Xalanyn were to be imprisoned on Installation 07.
After the remaining Forerunners had made sure that the Halos had done their work and the Flood had been eliminated, the species that were preserved on the Ark were Reintroduction|returned to their home planets, a process lasting for over a century. This was done by the remaining Forerunners under the leadership of the new Lifeshaper, Chant-to-Green, who received the title from the Librarian before the latter stranded herself on Earth at the endgame of the Flood war.
Following the reseeding process, a group of surviving Forerunners led by the IsoDidact, now known by his original name of Bornstellar Makes Eternal Lasting, Mission to Maethrillian|traveled to Maethrillian, the ecumene's former capital, in an effort to repair the Domain. While still mourning the loss of his wife, Bornstellar viewed a message wherein the Librarian revealed what she had learned from the Gravemind about the Domain's true nature and requested that he repair it. Within the capital, they were confronted by a Precursor construct known as Abaddon, who had been housed in the megastructure for millennia and now intended to bring the Forerunners to trial for their crimes. However, the Forerunners were successful in restoring the Domain with the sacrifice of Growth-Through-Trial-of-Change, undoing some of the damage the Halos had caused.
The remaining Forerunners subsequently exiled themselves, as, according to Bornstellar, they were done meddling in the affairs of others. This exile has also been referred to as a "Great Journey" by Bornstellar, who wished to bear the record of the Forerunner civilization's failures and their ultimate sacrifice for future generations. The Forerunners left the Milky Way, journeying to another galaxy where they spread their numbers thin, with the plan of allowing their species to die out in time. At least Bornstellar and Chant-to-Green gave up advanced technology in favor of a simple, primitive lifestyle.Halo: Fractures, ''Untitled story (Halo: Fractures)|Untitled story''
Apart from the Forerunners sheltered on the Ark, the Ur-Didact also survived, having been imprisoned in a Cryptum in the shield world Requiem. While the Librarian was killed by the Halo pulse on Earth,Halo: Silentium, ''pages 323-325'' she left behind Librarian#Legacy|personality impressions of herself in various installations to guide humanity on the path she had intended for them. One such imprint existed in Kilimanjaro Forerunner complex|a Forerunner facility beneath Mount Kilimanjaro, while Librarian's Rest|another was based on Requiem.Halo 4, campaign level ''Reclaimer (level)|Reclaimer'' Several of these imprints would later consolidate at the Absolute Record.Halo: Renegades
File:4 mural.jpg|150px|thumb|The Covenant was founded upon the worship of the Forerunners.
After their disappearance, the Forerunners left behind a great deal of artifacts, many of the more significant ones overseen by their dedicated monitors which would react to outside visitors in accordance with their programmed instructions. The mystery surrounding the Forerunners and their technology would later become a source of worship, legend, advanced technology, or combination thereof for the various future civilizations which eventually stumbled upon some of the many Forerunner artifacts across the galaxy.Halo: Contact Harvest
The first known species to make use of reverse-engineered Forerunner technology were the Sangheili and San'Shyuum, having evolved on worlds rich in Forerunner artifacts. Regarding these artifacts and their creators with religious reverence, San'Shyuum Schism|many Sangheili-San'Shyuum war|wars broke out over whether the relics should be left in peace or used to advance their own technology.Halo: Contact Harvest, ''pages 146-147'' Those who believed the latter came together to form the hegemony known as the Covenant, who together created a Covenant religion|complex religion based around venerating the Forerunners as gods. Due to misinterpreting the ancients' records, the Covenant believed that the Forerunners disappeared from the galaxy after the Halo Array elevated their species to a state of trans-sentient godhood. As such, they appropriated many Forerunner technologies and artifacts, with the use of Luminary|Luminaries that allowed them to track Forerunner-made objects all across the galaxy. The most holy of these artifacts, the "Sacred Rings" or Halo Array|Halo installations, were constantly searched for 1700 years, since the Covenant believed themselves to be the chosen inheritors of the Forerunners' legacy,Halo Evolutions - Essential Tales of the Halo Universe volume II, ''page 299'' and by locating and activating the Halo Array, they believed that they too could follow the Forerunners into godhood.Halo 2, campaign level ''Sacred Icon'' This was referred to as the "Covenant religion#The Great Journey|Great Journey" by the Covenant races.Halo 2 This mimicry of the Forerunners' remnants caused the Covenant to rise to a Technological Achievement Tiers|high technological tier very quickly, but additionally stunted their innovation of said technology and kept them from uncovering its true potentials.Halo: The Fall of Reach, ''page 241'' ''page 275 2010 reprint''Halo: First Strike ''page 87''
File:Relic main.png|thumb|left|225px|Humans examine a Forerunner Relic (location)|relic on Harvest. As for humanity, they had been chosen by the Forerunners to carry the title of "Reclaimer" and eventually take over the Mantle. The Librarian had imparted humanity with a species-wide ''geas'';Halo: Primordium, ''page 375'' these genetic instructions include an innate familiarity with Forerunner technology.Halo: The Flood, ''pages 84, 146, 170''Halo: First Strike, ''page 142'' However, humans themselves were unaware of this and came into contact with Forerunner artifacts relatively late in their history, after they had Human colonies|colonized many planets. In 2491, a The Assembly|collective of human artificial intelligences uncovered the presence of Forerunner relics on Onyx and kept them hidden in the meantime for fear that humanity was not yet ready to use such advanced technology. As such, archaeological excavations did not uncover them until 2511, and the United Nations Space Command's Office of Naval Intelligence responded by hiding the planet's location and Zone 67|securing the area. However, little progress was made in translating any of the relics.Halo: Ghosts of Onyx, ''pages 122-127'' Other relics were discovered on Reach, Earth, and many other colonies. A Reach titanium mine had been shut down when they breached Menachite portal complex|a Forerunner complex, and SWORD Base|SWORD and CASTLE Base were built to guard relics' locations.Halo: First Strike, ''page 108'' The Portal at Voi was buried under New Mombasa and undiscovered until much later, prompting ONI to construct ONI Alpha Site (location)|a major facility to study and cover up the structure from the general population.Halo: The Essential Visual Guide, 'page 132'' Mixed reactions came from scientists who studied the artifacts, some fascinated by their potential, others fearful for the possibility of a two-front war.Halo: The Fall of Reach, ''Chapter 25''
File:HR Epilogue Autumn.png|thumb|225px|The discovery of Installation 04 was the turning point of the Human-Covenant war. Forerunner artifacts became instrumental to beginning and ending the Human-Covenant War. First contact was made when humanity's Reclaimer status was discovered by the Covenant, who did not understand that they were being labeled as Forerunner objects. The Hierarchs of the Covenant soon learned humanity's status as apparently living descendants of their supposed gods, and found it potentially destructive to their religion. Thus they decided to hide this information from the general population and ordered that humanity be eradicated, a goal in which they nearly succeeded. Battles were fought often with relics at the center of the conflict, sometimes risking giving the Covenant victory early, other times hindering them and turning in favor of humans due to the Covenant's reluctance to damage Forerunner treasures. Many relics were destroyed by humans often as traps for Covenant or to keep them from falling into enemy hands.Halo Wars, campaign levels ''Reactor (Halo Wars level)|Reactor'', ''Escape (Halo Wars level)|Escape''Halo: Evolutions - Essential Tales of the Halo Universe, ''Dirt''
The most important of Forerunner artifacts to be involved was the Halo Array, Installation 04|the first ring of which was discovered on the heels of the destructive Fall of Reach.Halo: Combat Evolved, campaign level ''The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn'' The resulting Battle of Installation 04 revealed to humanity the existence of the Forerunners and their sacred place in the Covenant's religion, as well as the rings' true purpose as weapons of mass destruction. The activation of the Halos led to the awakening of other Forerunner relics, such as the Onyx Sentinel|Sentinels of Onyx, or Installation 00|the Ark that controlled the Halo Array. Humanity's utilization of Forerunner tech was thus regarded as a "game-changer" to turn battles into their favorHalo: Reach, campaign level ''The Package'' and also changed the goal of the war, now to keep the Covenant from reactivating the Array in their misguided pursuit of apotheosis. As the conflict drew to a close, the Covenant had been plunged Great Schism|into civil war as some discovered the Great Journey was false and thus Fleet of Retribution|allied with humanity.''Halo 3 Battle of Installation 00|The final battle of the war was fought aboard the Forerunners' Ark, and the UNSC and Covenant separatist forces together secured the Halo Array, destroying the Ark shortly afterward. In the post-war years humanity was beginning to reclaim its appointed place, gaining many technological leaps as a result of acquiring and reverse-engineering Forerunner technology with the assistance of a number of Huragok they had managed to procure.Halo: The Thursday War
File:HTMCC-H4 ThisTombIsNowYours.png|thumb|275px|The Didact overpowers John-117.
The years following the end of the Human-Covenant War saw the revival of a Forerunner presence in the galaxy, with the reawakening of the Ur-Didact, once the supreme commander of the Forerunner Warrior-Servants. A zealous Forerunner supremacist with a renegade hatred for humans, the Ur-Didact sought to use a machine known as the Composer to convert all of humanity into Promethean Knight|subservient war machines near the end of the Forerunners' war with the Flood. To prevent this, the Librarian imprisoned the Didact in a Cryptum on the shield world Requiem, where he remained for the next 100,000 years.
In 2557|July 2557, the Ur-Didact and his mechanized Promethean forces were accidentally awakened by SPARTAN-II Program|Spartan John-117 who had stumbled upon Requiem. His views unchanged by his long exile, the Didact disregarded humanity's Reclaimer status and maintained his belief that only the Forerunners were worthy of the Mantle. The Didact and his Prometheans, allied with a Jul 'Mdama's Covenant|new Covenant faction, went to war against humanity, aiming to prevent them from attaining the Mantle. Attempting to use the Composer to digitize humanity, the Didact New Phoenix Incident|attacked Earth. However, the Master Chief and his Smart AI|AI Cortana stopped and defeated the hateful Forerunner, casting him into a slipspace portal, and subsequently destroying the Composer and the Mantle's Approach|Didact's ship. They were aided in this by the Librarian, who had left an imprint of her memories behind on Requiem. The Librarian's essence augmented the Master Chief's genetic code in order to allow him to face the Didact, giving him, along with other things, an immunity to the Composer that saved his life. However, the Didact survived his fall into slipspace and intended to finish what he started. While the Didact was eventually "contained" as a threat by the Master Chief and his Blue Team|squad-mates,''Halo: Escalation'', Halo: Escalation Issue 10|Issue 10 the Promethean-Covenant alliance was not defeated by this setback and the conflict was still in progress in early 2558 when the Requiem campaign|returned to Requiem. After a lengthy campaign, Requiem was destroyed by the Covenant leader Jul 'Mdama, along with all Promethean constructs present on the shield world.Halo 4
At some point after the Didact's attack on Earth, Cortana learned about the existence of Keeper-of-Tools, a Forerunner Builder alive on Genesis and went after him, but the Builder managed to escape from her.
Physiology File:HTMCC-H4 Terminals ProtectorOfTheEcumene.png|thumb|275px|The Ur-Didact, a full-rate Promethean, before undergoing a procedure to achieve Flood immunity which left him disfigured. The Forerunners were a bipedal species resembling humans in overall shape, though they were larger in stature. Over the course of their lives, Forerunners underwent a number of Forerunner mutations|artificially-induced mutations, modifying their bodies to better suit the field of work of their rate. More specific aspects of their appearance varied with lineage, age and even personal tastes. They relied heavily on Forerunner personal armor|personal body-assist armor which, in addition to protecting the wearer from harm, augmented their physiology and mental faculties. Among many other advantages, it made their lifespans virtually indefinite by providing constant life support and medical care.Halo: Cryptum, ''page 47-48''
Before their first mutation, as Manipulars, Forerunners were tall and slender, and possessed patches of fine, purple-pink or white fur on the top of their heads, along their nape and shoulder area, as well as the backs of their hands.Halo: Primordium, ''page 33-34'' Their facial features were similar to those of humanity, and they were capable of making analogous expressions, but this changed as they mutated to their higher forms, which characteristically had stiffer facial muscles and a more limited ability to convey emotions.Halo: Cryptum, ''page 28'' There was also a cultural stigma associated with expressing emotions; while even certain higher forms were capable of producing some semblance of a smile or laughter, for example, such uncontrolled display of emotions was regarded as barbaric.Halo: Silentium, ''page 89'' Unlike humans, Forerunners lacked pronounced noses or ears, having two slitted nostrils and a set of bulbous protrusions instead. Their skulls otherwise bore a very strong resemblance to those of humans, with subtle differences. The Forerunners also had a genetic code that was remarkably similar to humans, though they were not known to be genetically related.Halo: Cryptum, ''page 26'' However the defunct Theoretical rate of the Forerunners own studies of human and Forerunner origins concluded that humanity share a genetic structure homogeneous to the Forerunners.Halo: Point of Light, ''page 18''
The Forerunners exhibited sexual dimorphism largely mirroring that of humans, with the females being more slender and somewhat smaller in stature than the males. The height of higher-form males ranged from around three to four meters; for example, the Ur-Didact was three and a half meters tall,Halo 4: The Essential Visual Guide, ''page 16'' while Bornstellar's father, a high-ranking Builder, was around four meters. Bornstellar's mother, a female Builder of the same social standing, was just over two meters in height,Halo: Cryptum, ''page 224-225'' while the Librarian, head of the Lifeworker rate, was nearly three meters tall.Halo 4: The Essential Visual Guide, ''page 17'' Males of higher forms also bore less resemblance to humans, while the females appear to have been more human-like in appearance. A large portion of this dimorphism was artificially induced with their mutations and determined by rate.Halo: Silentium, ''page 141''
File:Didactskull2.png|thumb|left|150px|The skull of the Didact, a Warrior-Servant who underwent a great amount of mutations. Their skin color ranged greatly, including gray, black, blue, pink, or a mixture thereof. The number of fingers Forerunners possessed varied according to their rate and form; the most common number of fingers per hand appears to have been six, with two opposable thumbs,Halo: Primordium, ''page 339''Halo: Silentium, ''page 83'' although some Lifeworkers could have as many as seven fingers per hand.Halo: Primordium, ''page 166'' Meanwhile, the Librarian had only five fingers in each hand, although this was a deviation from the norm.
Thanks to their advanced life-support and medical technology, Forerunners could maintain a youthful appearance for thousands of years should they so choose.Halo: Cryptum, ''page 338'' Even though Forerunner armor was capable of healing most injuries which would otherwise be certainly lethal, including fatal doses of radiation,Halo: Cryptum, ''page 209'' on rare occasions Forerunner individuals may choose to decline basic treatment; the ancient Warrior-Servant known as Bitterness-of-the-Vanquished, for example, chose to remain blind and instead relied on her armor to provide sensory input for her.Halo: Silentium, ''page 247''
While the Forerunners had a biological need to sleep, this necessity was eliminated by the use of personal armor which allowed them a constant continuity of consciousness without having to sleep;Halo: Cryptum, ''page 241'' only on rare cases, they would experience diagnostic waking dreams.Halo: Silentium, ''page 150'' As such, Forerunners slept very rarely, mostly doing so by choice in instances such as long stretches of space travel, which themselves were rare due to their exceedingly fast slipspace technology.Halo: Silentium, ''page 63''
Forerunners possessed highly advanced mental capabilities, far beyond those of a human in the case of their higher forms. These abilities were further augmented by their use of personal armor, which integrated with the wearer neurally and stored sensory information and memories, even consistently backing up the wearer's consciousness.Halo: Silentium, ''page 161'' The armor also allowed Forerunners direct information transfer to one another,Halo: Cryptum, ''page 140'' which could also be employed in the form of "silent conversation".Halo: Silentium, ''page 24'' Higher-form Forerunners had the ability to process enormous amounts of information simultaneously; for example, Warrior-Servant commanders could simultaneously process the sensory input of thousands of their subordinates while coordinating large-scale battles and themselves experiencing reality in multiple separate frames of reference with variable streams of time.Halo: Cryptum, ''pages 162, 316'' The use of an ancilla enabled Forerunners to recall any past event with exact accuracy,Halo: Cryptum, ''page 319'' and even without armor or a personal ancilla they could remember enormous amounts of precise information; for example, the Didact was able to recite a verbal control code consisting of hundreds of completely random words and numbers after thousands of years.Halo: Silentium, ''pages 82-83''
File:Forerunner forms.png|thumb|275px|Forerunners of different rates and forms, demonstrating the artificially-induced variety among the species.
When a Manipular was ready to work within a particular rate, they would undergo an artificially-induced transformation into a more advanced form, which differed depending on the Manipular's chosen caste. Referred to as a "mutation", the transition typically occurred over a long period of time.Halo: Cryptum, ''page 225'' A typical Forerunner would undergo several mutations over the course of a lifetime, though this was not always the case. Mutations altered Forerunners' abilities and physical shape to suit their class; Warrior-Servants, for example, underwent mutations that made them stronger and more robust. After their first mutation, Forerunners also gained the ability to access the Domain, a realm of information where the entire collated knowledge of the Forerunner civilization was contained.Halo: Cryptum, ''page 167-168''
In emergency circumstances, an operation known as a "brevet mutation" could be performed on a Manipular. This was a mutation that occurred over a much briefer period of time, and was often painful. Rarely, a brevet mutation could fail and result in deformities; there were rumors that Forerunners whose mutations had failed were sequestered in special enclaves, hidden from the general population.Halo: Cryptum, ''page 146'' The Ur-Didact performed a brevet mutation on Bornstellar Makes Eternal Lasting to give him access to the Domain.Halo: Cryptum, ''page 178''
Society and culture File:Main-Forerunner.png|thumb|275px|The Forerunner symbols#Eld|Eld symbol represents the Mantle, a permeating aspect of Forerunner culture. File:Crowd of Forerunner.jpg|thumb|275px|A crowd of Forerunners. The Forerunner civilization was based around the Mantle|Mantle of Responsibility, a belief that it was their role to protect all life in the galaxy; it was generally believed that the Forerunners had gained the Mantle as a birthright from the Precursors after they vanished. As a result of their perceived status as universal guardians, the Forerunners largely secluded themselves above other species.Halo: Cryptum, ''page 112-113'' They monitored the evolution of other sentient species throughout the galaxy, intervening in ways that ensured their civilizations would follow paths of peace, free of conflict, but also so that they would not challenge Forerunner dominance. To maintain their position, the Forerunners committed acts such as relocating other species from their homeworlds in order to expand their own empire or gain control of new resources. They also enforced the Mantle by hindering the development of other species, even reducing opposing species to small populations of specimens, as they did with Prehistoric human civilization|early humanity.Halo: Cryptum, ''page 126-127'' Those species who submitted to Forerunner rule lived within the ecumene as subject species, allied with but ultimately subservient to the Forerunners; some of these species helped eliminate pockets of human resistance after the human-Forerunner wars.Halo: Primordium, ''page 156''
The Forerunners themselves were a race almost entirely without conflict; although political disputes were not uncommon, violence or war between Forerunners was almost unheard of, the last Forerunner civil wars having been fought half a million years before their civilization's end. As such, the Warrior-Servants, who conducted most of the Forerunners' military operations, were often looked down upon by the higher rates, as their actions were perceived to be contradictory to the Forerunners' role of preserving life. While they generally strove for peace, when provoked to a war, the Warrior-Servants would carry out the war ruthlessly and thoroughly, as they believed defiance of their rule was equal to showing contempt to the Mantle itself.Halo: Cryptum, Chapter 2 One example is the human-Forerunner wars, where many humans were executed following their defeat, and all traces of human achievement was erased from the galaxy.
Forerunner culture was highly stagnant; the fundamental aspects of their societysuch as their rate-based social hierarchyremained unchanged for millions of years.Halo: Silentium, ''page 14'' The Forerunners had a rigid social structure, where one's position would be determined mainly by their rate, part of a complex system of different social classes mainly based around a particular occupation. Cultural practices and customs varied by rate and position; generally, Forerunner culture was full of formality and ritual, particularly with the Builders, the highest of the rates. Forerunners placed a great deal of value on family lineage and tradition, and one's rate and social standing were largely hereditary.Halo: Cryptum, ''page 242'' When Growth-Through-Trial-of-Change, born to a Builder family, chose to become a Lifeworker instead, she was treated as an outcast by her family.
A central aspect of Forerunner culture was the Domain, a vast repository of information containing virtually all knowledge collated by the Forerunners over the eons, including impressions of the deceased,Halo: Silentium, ''page 255'' leading the Forerunners to also view the Domain as a form of afterlife.Halo: Silentium, ''page 275'' Although the Domain permeated Forerunner society for countless millennia, its origin or true nature remained mysterious to the Forerunners themselves. The Domain was best understood by the monastic class of Haruspis|Haruspices, who dedicated their lives to the study of the Domain.Halo: Silentium, ''pages 241-242'' While unknown to the Forerunners, the Domain was actually a neural physics-based Precursor construct, and as such was destroyed when the Halos fired, taking most of the Forerunners' recorded history and knowledge with it.
Despite their lack of need to sleep as a result of the use of personal armor, Forerunners had certain moments where each member of a household would retreat for several hours of individual meditation. These moments were typically arranged according to the local day-night cycle, and were sacrosanct in traditional Builder families. During this time, the activities on an entire planet would slow down, including traffic and even the operations of ancillas.
Forerunners did not eat meat, as the Forerunners' scripture surrounding the Mantle forbade "the eating of the flesh of unfortunates".Halo: Cryptum, ''page 88'' Taking one's own life was also gravely forbidden.Halo: Cryptum, ''page 99'' Despite their in many ways conservative society, nudity or sexuality were not considered taboos in Forerunner culture; for example, it was normal for both participants to be naked during the rite of Forerunner mutation|mutation, without the procedure being considered explicitly sexual.Halo: Cryptum, ''page 153''
Some Forerunners rejected their advanced technology, including personal armor, and adopted a more austere and primitive lifestyle in seclusion from the rest of Forerunner society. One such community existed on Seaward, which would incidentally become the first planet in the Forerunner ecumene to be overrun by the Flood.Halo: Evolutions - Essential Tales of the Halo Universe (Volume I), "Soma the Painter"
The Forerunners' primary governing body was known as the Ecumene Council. Based in the capital, it was led by the First Councilor and composed of five hundred Councilor (Forerunner)|Councilors, in addition to support by a network of ancillas known as the Metarchy|Council metarchy.Halo: Cryptum, ''page 292'' The Councilors, who came from various rates, typically served for a thousand years and led humble lifestyles.Halo: Cryptum, ''page 255'' The capital also housed the ecumene's primary judicial institution, known as the Capital Court, which could be assembled into the Supreme Mantle Court in times of great crisis.Halo: Cryptum, ''page 264''
Forerunner society was divided into a number of different classes known as rates, each rate specializing in a particular field of work. The Builders, who designed most Forerunner technology, from ships and weapons to their various megastructures, were the highest rate and wielded the most political power. The second rate were the Miners, who obtained construction materials for the Builders' projects and were responsible for planetary and stellar engineering. Below the Miners were the Lifeworkers, who were responsible for medicine and biological research. The Juridicals were a rate whose duties encompassed legal matters within the ecumene. The Warrior-Servants served as the primary fighting force of the ecumene, while the Engineer (rate)|Engineers maintained technology and machinery.
The rates, in turn, were divided into smaller units, guilds, Maniples and clans. Adolescent individuals, known as Manipulars, were not considered to be part of a rate until their mutation into first-form. During special occasions, each rate of Forerunners wore unique ceremonial headgear except for one day of Grand Star Season, when all rates would wear similar headgear.Halo: Cryptum, ''page 37''
File:H4 - D&L.jpg|thumb|275px|The Didact and the Librarian embrace. Forerunner customs involving marriage were said to be complex; they married for a variety of reasons, though it was said that the lower rates married more often for love,Halo: Cryptum, ''page 77'' while there were often more complex reasons such as familial relations involved in the courtship of higher rates such as Builders. Intermarriage between rates was not unheard of; for example, the Ur-Didact|Didact, a Warrior-Servant, married the Librarian, a Lifeworker. Additionally, a certain degree of courtship between rates was considered commonplace before individuals were espoused to formal marriage.Halo: Cryptum, ''page 231-232'' Polygamy was also an accepted practice, at least among the higher rates, as demonstrated by Master Builder Faber-of-Will-and-Might|Faber having many wives.Halo: Silentium, ''page 251'' At certain points in their lives, females would enter a "millennial interim", a period when they would not bear children.Halo: Cryptum, ''page 224''
File:Reclaimer - H4.png|thumb|200px|The Forerunner glyph for "Reclaimer". Forerunners spoke a variety of languages. Some dialects were older than others, and accordingly were less widely used. Digon was an ancient language used by Prometheans, while Jagon was a slightly less old language used by Builders.Halo: Cryptum, ''page 227''
The most commonly encountered system of Forerunner symbols|Forerunner glyphs seems to be based on a series of circular, complex shapes. The glyphs have been inscribed almost everywhere Forerunners were once present, from different areas of Earth, to the Halos. They were also known to put these glyphs and symbols onto their weapons, machinery and clothing, something the Covenant also copied, evident with the Forerunner symbols placed on the hilt of the Type-1 Energy Weapon/Sword|energy sword and on the Combat harness|Sangheili combat harness. Among the most well-known glyphs are the "Mantle" and "Reclaimer" symbols, as well as the sigils of individual Forerunners. Some variations of Forerunner symbology possess a strangely attractive, even disorienting quality to humans.Halo: First Strike, ''page 142'' (2003)
In addition to the well-known symbols and glyphs, the Forerunners also utilized a more conventional writing system. The characters used in Forerunner writing have been described as resembling a series of dots, squares, bars and triangles. The Covenant writing system is derived from the original Forerunner script, although they use highly embellished variations of the simple, geometric characters used by the Forerunners.Halo: First Strike, ''page 197''
Forerunner names had concrete meanings in their language, and commonly consisted of a combination of words expressing positive attributes in a grandiose, somewhat poetic manner. In many cases, a Forerunner's name was associated with typical terminology involved with the practices of the rate they were born into; for example, "Bornstellar-Makes-Eternal-Lasting" reflects his Builder lineage. In informal conversation, these names were typically shortened, with only a single part being used.Halo: Cryptum, ''page 261''
Many, though not all, higher-ranked or older Forerunners were only known by a title not given at birth but rather adopted at one point in the Forerunner's life, often originating as a sobriquet given to that individual due to one of their traits; for example, the Didact, born Shadow-of-Sundered-Star, gained the name "Didact" from his students while teaching in the College of Strategic Defense of the Mantle|War College.Halo: Cryptum, ''page 227-228'' Manipulars were identified as "Form Zero" in their full names.Halo: Cryptum, ''page 33''
When a Forerunner died (usually by accident or, on rare occasions, during war) elaborate ceremonies would be enacted before their remains were disposed of in fusion fires associated with the activities of their rates a melting torch or planet cutter, for example.
First, the Forerunner's last memories would be extracted from their armor, which Mind transfer|preserved a few hours of the occupant's mental patterns. This reduced splinter of personality would be placed in a timelock|time-locked Durance with a half-life of more than a million years. The body would then be torched in a solemn ceremony attended only by close relations. A bit of plasma from the immolation was preserved by the appointed Master of the Mantle, who secured it along with the essence in the Durance. The Durance was then given to the closest members of the dead Forerunner's family, who were charged with making sure that it would never be abused. Families and rates were very protective of such places, and tampering with a family Durance was considered sacrilege.
Traditionally, Forerunner space travel involved several rituals. When a Builder family was returning from an interstellar journey, the entire family would stand at the bridge deck and observe the ship's approach. The senior family member would issue commands in ancient Jagon. These actions were entirely ceremonial, as nearly all Forerunner ships were controlled by an ancilla.
After making a slipspace jump, Forerunners of high position, including Councilors, would conduct a ceremony where they formally congratulated the ship's ancilla and would in turn receive a small golden disk containing the cost of Slipstream space#Time dilation|particle reconciliation for the journey.Halo: Cryptum, ''page 283''
During prolonged space journeys, Forerunners would often play "diverting games" through their armor to pass the time.Halo: Cryptum, ''page 129''
Technology File:Forerunner AI.jpg|thumb|275px|A Sentinel and a Monitor. Both are Forerunner creations with specific tasks. The Forerunners' technological achievements were almost without parallel in the known galaxy with them being rivaled by ancient humanity and the San'Shyuum before the latter two species defeat in the human-Forerunner wars and with only the Precursors being known to surpass the Foreunners technologically. They managed to create solidified surfaces out of light by using technology known as hard light, use Slipstream space|slipspace to Slipspace translocation|teleport between locations almost instantaneously, and create numerous forms of advanced machinery. Another of their greatest achievements is their ability to initiate premature stellar collapses of stars and create planets in less than 10,000 years. The Halo Array and the shield worlds are, above all others, the most significant pieces of surviving Forerunner technology. The planet Onyx and its inner Dyson sphere, Trevelyan|Shield World 006, in particular demonstrated both their ability for engineering on a grand scale, and their near-transcendent grasp of slipspace technology. Forerunner technology is remarkably resilient, being able to remain intact for over a hundred millennia.Halo: Combat Evolved
Even after millions of years, Forerunner technology still advanced at a comparatively rapid rate, with a number of new breakthroughs and developments occurring within even a single millennium.Halo: Cryptum, ''page 98'' It was believed by some Builders that the Forerunners had possessed more advanced technologies in their distant past that they had later lost during periods of technological regression. This was at least partially true, as demonstrated by ten-million-year-old Forerunner probability mirrors, used for large-scale spacetime reconciliation, and similarly ancient cloaking technology used to obfuscate the interior of an entire star system in the Large Magellanic Cloud.Halo: Silentium, ''page 113''
They employed a wide variety of artificial intelligence constructs, generally known to them as ancillas. These ranged from simple personal assistants integrated in their armors to various kinds of robotic Monitors and immensely powerful Metarch-class ancilla|Metarch-level AIs, of which the most sophisticated type was the Contender-class artificial intelligence|Contender-class.
The Forerunners had mastered the use of various energy fields, including buffer fields which they used to manipulate gravity,Halo: Cryptum, ''page 304'' constraint fields used to restrain individuals, confinement fields used to block the movement of entire ships, and the containment and collection fields they used to harness entire stars for energy production.Halo: Cryptum, ''page 243'' Entire planets could be made habitable even in conditions of lethal stellar radiation via planetary shields.Halo: Cryptum, ''page 254''
File:HCE-HardLightEnergyBridge-screen.jpg|thumb|275px|left|Light bridges are a common application of the Forerunners' hard light technology. The Forerunners had an unparalleled knowledge of quantum science, which enabled them much of their sophisticated technology.Halo: Cryptum, ''page 100'' After a number of instances of catastrophic data loss in their history, they had abandoned conventional digital storage in binary code entirely in favor of storing information in substrates of Wikipedia:Quantum foam|quantum foam.Halo: Silentium, ''page 131'' Virtually all Forerunner technology was powered by harnessing and draining the energies of untold numbers of nascent alternate realities in the form of vacuum energy.Halo: Silentium, ''page 279'' This enabled the Forerunners to harness enormous amounts of energy, with a single slipspace-based transmission noted as requiring more energy than the generation capacity of all UNSC assets combined.Halo: Ghosts of Onyx, ''page 182-183''
In addition to their superior grasp of slipspace travel, the Forerunners had mastered many other methods of higher-dimensional manipulation. They were capable of altering the fabric of time and space within Slipspace bubble|contained "bubbles" of slipspace, allowing the storage of enormous masses and volumes within a comparatively tiny space; as an extreme example, the 300-million-kilometer Trevelyan|Shield World 006 was held in a space only 23 centimeters in diameter in normal space. In these bubbles, the flow of time could be Timelock|suspended altogether, or numerous millennia could be made to transpire while only seconds had passed in normal space.Halo: Primordium, ''page 366'' The Forerunners routinely employed the higher dimensions of slipspace in their fleet engagements and created defenses which extended into slipspace,Halo: Silentium, ''page 211'' most prominently the Maginot Line.Halo: Blood Line
Forerunner technology could also produce certain objects remarkably quickly without extensive production facilities. For example, personal armor could be manufactured by small engineering units on board a starship,Halo: Cryptum, ''page 106'' and entire ships could be "grown" from a "design seed", being manufactured on-site from preprogrammed "blueprints" and construction materials obtained from local resources. Likewise, certain automatons such as Promethean Crawlers could be "conjured" on-site and constructed in a matter of seconds from raw materials present in the ground. Most Forerunner technology could disassemble and reconfigure itself into a completely different form, and automatically gather any additional construction materials if necessary; this was demonstrated when the Librarian had a use both itself and resources mined locally to construct the Portal at Voi.Halo: Silentium, ''page 324'' The Forerunners did use dedicated production plants for large-scale industry. An example of this is the vast Sentinel manufacturing facility on Onyx, which could produce a new Onyx Sentinel|Sentinel every six seconds.Halo: Ghosts of Onyx, ''page 316''
The Huragok, nanotechnology|nanomechanical "supercomputers" created by the Forerunners for the purposes of maintaining their technology, remained behind after the activation of the Halo Array. Many were eventually incorporated into the Covenant.
Forerunner spacecraft used special Slipspace flake|crystals embedded in their slipspace drives to travel through slipspace. In order to move through ordinary space, they utilized reaction drives which harnessed virtual particles as a propulsive force; however, they still required the use of onboard reaction mass.Halo: Cryptum, ''page 124'' The reaction drive of a mere automated cargo transport allowed travel from Edom to Erde-Tyrene, (a distance of 100 million kilometers at the time), within forty-eight hours; this was considered a mundane trip that did not warrant slipspace manipulation.Halo: Cryptum, ''pages 19 and 20'' In addition, the Forerunners created a network of slipspace portals for high-traffic slipspace transit across the galaxy.Halo: Cryptum, ''page 200'' Aboard starships, limited inertial dampening was achieved through the use of buffer fields,Halo: Cryptum, ''page 114'' but during extreme acceleration, the occupants' armors had to be locked to the deck.
Forerunner warships could be enormous in scale; the most recent models of Fortress-class vessel were around a hundred kilometers in length,Halo: Cryptum, ''page 312'' while the Ur-Didact|Didact's personal command vessel, ''Mantle's Approach'', was 371 kilometers in height and was even then surpassed in size by the largest Forerunner ships.Halo 4: The Essential Visual Guide, ''page 193''
The interiors of all Forerunner ships were not entirely composed of matter; for example, the structure of a planet-breaker was only half matter, with one third being fuel and reaction mass and the rest being comprised of hard light, allowing the captain to configure the ship's internal layout and decoration at will. At least some types of Forerunner craft can alter their geometry to better suit their current situation; for example, making the ship more aerodynamic in preparation for surface landing.
Forerunners could also create upgrade seeds to upgrade vessels of other species into seamless hybrids of their original technology and Forerunner technology. The inclusion of a Forerunner slipspace flake would give the vessel a Forerunner slipspace drive. Other known upgrades include stealth capability, upgraded weapons, comm and navigational systems kept within the framework of the ship's original operating functional capability.
Forerunners used a type of quantum entanglement for superluminal communications|communications, allowing instant data transfer over vast distances. These communications were routed over proprietary encryption protocols, which could be used to track the source or destination of the communication.Halo: Cryptum, ''page 125'' Forerunners did not use electromagnetic radiation (light, radio, microwaves, etc.) to communicate,Halo: Cryptum, ''page 144'' presumably due to latency, interference, and security issues. Despite this, mundane radar emitters still played a role in short-range detection of incoming objects, such as on Seclusion Spiral, a remote gas mining station.Halo: Fractures, "Defender of the Storm" They also used a form of superluminal communication involving wormholes; however, these communications were significantly slower than communication via the Domain.Halo: Combat Evolved Anniversary, ''terminal/Halo: Combat Evolved Anniversary|Terminal 4''
Forerunner sensors were capable of instantaneous scanning and detection across interstellar distances. As a particularly impressive example of their available sensor ranges, the Forerunners' core authority routinely tracked individual slipspace jumps across the galaxy.Halo: Cryptum, ''page 136'' They were also capable of viewing various alternate spaces adjoining the physical universeincluding denial of locale, natal void, shunspace, trick geodetics and a photon-only realm known as the Glowand ascertaining events or objects in normal space through their signatures sometimes visible in these realms. Forerunners shipboard sensors were also highly accurate, being capable of providing a detailed analysis of a single planet's geological and ecological composition from lightyears away through the use of long-range entanglements.Halo: Silentium, ''page 121''
The Forerunner government used an automated network to collate data from all technological equipment across their ecumene, from mundane devices such as a jetbrush to communications satellites and space stations; overseen by non-intelligent automatons, the system filtered unusual observations and relayed possible significant anomalies to the authorities, specifically the Prelate (Forerunner)|Prelate. Such anomalies included catastrophes or "Xenovents" - supposedly referring to contact with alien lifeforms. This is how the Forerunners first learned of the Flood's reemergence around 97,745 BCE.Halo: Evolutions - Essential Tales of the Halo Universe (Volume I), "Soma the Painter", ''page 10''
"Luminary|Luminaries", which were originally designed to pinpoint Forerunner technology, were used to find "relics" by the Covenant. They are also capable of locating Reclaimers. A misunderstanding of a Luminary's readings led to First Battle of Harvest|the outbreak of the Human-Covenant War.
Forerunners utilized various camouflaging technologies, including dazzlers, which generated visual and auditory delusions, or bafflers, which created geometric distortions that could effectively hide a large area not only from plain sight, but also a starship's sensors.Halo: Cryptum, ''page 43'' Cloaking systems were standard on most warships, ranging from small Harrier-class vessel|attack harriers to enormous command ships like ''Mantle's Approach''.Halo: Silentium, ''page 273'' While ships could not use their energy weapons or projectiles while cloaked without giving away their position, gravitic weaponry allowed the ship to remain undetected.Halo: Silentium, ''page 213''
The Forerunners were capable of extracting an individual's complete mental and biological patterns and memories, which could then be encoded in either another biological body or stored as data. A Forerunner could create an offshoot of their consciousness housed in an ancillary system, as the Librarian did on Requiem.Halo: Silentium, ''page 297'' An individual's pattern could also be imprinted over another body; an example of this was the Ur-Didact's creation of the IsoDidact.Halo: Silentium, ''page 20'' Typically, a dead Forerunner's final memories were recovered and stored in a time-locked container known as a Durance. An abstracted consciousness could also be used as a template for an ancilla; 343 Guilty Spark was created in this manner.Halo: Primordium, ''pages 356-357''
The Forerunners had the technology to reproduce entire individuals from encoded DNA/RNA/silicon samples in data streams.Bestiarum: "''DNA/RNA/Silicon samples are encoded in this data stream. Reproduction of individuals for analysis is prohibited by this facility.''" This was the primary manner of indexing biological beings during the Conservation Measure; due to their lack of resources, the Lifeworkers were forced to reduce most specimens into data, although their patterns and memories would be reconstituted during the reintroduction.Halo: Silentium, ''page 57'' Recovered essences or specific commands could also be coded into a sentient being through a genetic imprint known as a ''geas'', which could potentially be passed on for numerous generations, with encoded memories or actions programmed to trigger under specified circumstances.Halo: Cryptum, ''page 55''
As part of an effort to protect themselves against the Flood, the Forerunners created a machine known as the Composer. Designed to process Flood victims ''en masse'', the Composer also reduced its targets to ash, denying the Flood access to any biomass. In the original plan, new bodies would be created for the abstracted individuals, now free of infection. However, the Forerunners never mastered the process and the victims' original forms could no longer be restored.Halo: Silentium, ''page 40'' The Composer was later used by the Didact in an attempt to create an army of Promethean Promethean Knight|war machines, which led to his imprisonment on Requiem.
File:Old HW Armament.jpg|275px|thumb|A group of Forerunner soldiers firing light-based weaponry. The Forerunners used a broad variety of weapons, encompassing various forms of directed energy weaponry as well as AI suppressor|electronic warfare and offensive technologies based upon Confinement field|energy fields. Forerunner energy weapons proved to be very effective when battling the Flood, burning Flood forms to the point that they cannot be revived by Pod infector|infection forms. Additionally, after the Flood's emergence, certain weapons were designed to disintegrate their targets upon inflicting a critical hit, preventing the Flood from making use of any biological matter.
Forerunner infantry weapons utilize various forms of ammunition, including hard light, accelerated beams of ionized particles, antimatter,Halo 4: The Essential Visual Guide, ''page 101'' or combinations thereof. Although many, such as the Scattershot and Lightrifle, fill relatively basic roles and have clear analogues in human weaponry, many of these weapons also have exotic properties, such as the Scattershot's ricocheting projectiles or the Boltshot's secondary burst function. Forerunner ground forces also use Z-040 Attenuation Field Generator/Localized|pulse grenades which generate an energy-drain field before collapsing, destroying any targets within its effective radius. In most contexts these weapons are operated by dedicated automatons, one example of which are the bipedal armiger constructs. When participating in combat operations, the biological Forerunners themselves used advanced powered exoskeleton|exoskeletons called combat skins which ranged greatly in size and capability from more conventional, ground-based battle suits to much larger infantry armatures that were capable of spaceflight, such as war sphinxes and seeker (vehicle)|seekers.
The many varieties of Forerunner sentinels carry a wide array of weaponry. The Aggressor Sentinels use moderately effective Sentinel beam|beam weapons, which can also be wielded by humans and certain Covenant races. Meanwhile, Enforcers are equipped with Forerunner missile launcher|missile launchers and a pair of shard cannons, which fire clusters of smaller red Needler-like projectiles or bolts of energy at an incredibly high rate of fire. The Onyx Sentinel|Sentinels of Onyx had significantly more powerful weaponry and shielding. Their energy weapons functioned via a single, slow-charging, extremely powerful golden beam which was effective against energy shields and armor alike.''Halo: Ghosts of Onyx'' The Forerunners also constructed stationary Forerunner automated turret|automated turrets, resembling stripped-down sentinels. Monitors are capable of defending themselves with high-powered pulse weapons akin to those used by Sentinels, as well as with gravity manipulation technology.Halo 3, campaign level ''Floodgate''Halo 3, campaign level ''Halo (Halo 3 level)|Halo'' As one example of Forerunner weapons technology, certain types of beams could be merged into one stream to amplify its power; this capability was used on both Unidentified Forerunner weapon|infantry weapons as well as Unidentified Forerunner dreadnought class|starship weaponry.Halo Legends: ''Origins''
Forerunner weapons are manufactured out of various forms of exotic matter on an atomic level in hyper-precise nanofabrication forges in accordance with instructions programmed into design seeds by Forerunner pattern-weavers working in conjunction with an ancilla. Because of the fidelity of these manufacturing methods, every weapon and piece of technology could be built perfectly identical down to the atomic level. While the Builders designed most of their technology to be highly uniform, the Warrior-Servants preferred to craft their weapons and armor to be unique and aesthetically pleasing whenever possible. However, the Warrior tradition of custom-crafted equipment waned almost completely as the Forerunners' war with the Flood became increasingly desperate, leaving little room for design considerations beyond lethality and efficiency. Forerunner firearms, like the rest of their technology, are highly sophisticated; most are composed of disparate parts held together by energy fields and display self-assembling capabilities. At least some Forerunner weapons are designed to operate differently according to their wielder; for example, the Z-390 incineration cannon|Incineration Cannon known as the ''River of Light'' will only unlock its full capabilities in the right hands while reducing its destructive power when wielded by a Promethean Knight construct.
File:H2A - Library.jpg|thumb|300px|The Library of Installation 05, a classic example of Forerunner architecture.
Forerunner architecture incorporates heavy use of geometric angles, usually at either extremely sharp degrees - Forerunner buildings are usually trapezoidal - or at forty-five degree angles. Most Forerunner architecture is constructed with a special type of silver-gray metal that resists deterioration, bullets, plasma bolts and fire, as made evident by Forerunner structures standing in pristine condition 100,000 - 150,000 years after they were built. However, their resistance to heavy plasma fire is limited; concentrated plasma discharge is capable of destroying some Forerunner architecture.Halo: Ghosts of Onyx, ''page ???''Halo 2, campaign level ''The Great Journey'' Other structures and Council ship|certain starships were built with a golden-bronze colored metal.
The Forerunners were also highly skilled at creating stone architecture. Typically, these buildings were built from a pale brown or tan stone. These structures were more subject to wear and aging, but their architectural sophistication remains apparent after 100,000 years.Halo 3, multiplayer map ''Sandtrap''Halo 2, campaign level ''Delta Halo'' A particularly prominent example of intact Forerunner stone architecture could be found within Onyx's Zone 67, which contained a massive Forerunner city constructed entirely of polished Onyx (material)|chalcedonic quartz.Halo: Ghosts of Onyx, ''page 269'' In some structures, such as the Menachite portal complex|Forerunner complex beneath Reach's Menachite Mountain, patterns and symbols had been embedded in the rock itself by manipulating its mineral inclusions.Halo: First Strike, ''page 139'' (2003) Most interestingly, certain Forerunner buildings incorporated "mutable" stonework: Temple of the Abiding Truth|a stone Forerunner structure in Ontom, Sanghelios featured passages that could shift and change by literally reshaping the stone from which their walls were built.
In addition to physical structures, a large portion of Forerunner architecture is actually composed of sophisticated hard light construction. Such architecture is often crafted in the likeness of corporeal matter, most commonly gray Forerunner metal. Hard light structures can form complex shapes and in many cases, be entirely indistinguishable from physical construction,Halo: Primordium, ''pages 116, 201'' making it difficult to determine which structural components are made up of actual matter. This technology has many uses, from acting as basic structural components such as platforms or walls to decorating and furnishing everything from Forerunner homes and public spaces to starship interiors. Many Forerunner structures are capable of materializing when needed and then melting away when deactivated, a feature most likely facilitated through the use of hard light. The immaterial and flexible nature of this technology lends it a great deal of uses, but as a drawback, it is susceptible to power failures;Halo: Primordium, ''page 50'' nonetheless, certain Forerunner ships, such as the command warship ''Mantle's Approach'', employ hard light bonding as a means of maintaining the vessel's structural integrity. Some Forerunner structures, including many of those on Requiem, incorporate components which float in the air without any physical support.
Many symbols and patterns on Forerunner structures employ complex geometric shapes that appear to operate in dimensions higher than human understanding can comprehend. The Forerunners also decorated the interiors of their structures with a complex pattern of engraved straight lines and applied decorative touches and designs to nearly everything that they built, from structures to weapons. Even Sentinel drones possess small holographic Forerunner script around their "eyes".Halo 3 Some Forerunner structures, most prominently those on Requiem, mark bullet holes and other forms of weapon strike points with a small glyph automatically etched around the damaged portion of the surface within moments of the impact.
The Forerunners were highly skilled at creating natural-looking habitats, such as those of the Halo installations, which tend to be very elaborate and include realistic weather patterns and self-sustaining biomes. Although they are clearly distinct from the natural landscape, Forerunner structures often appear to "grow" out of the surrounding terrain, resulting in an impression of complementing the landscape as opposed to replacing it.The Art of Halo, ''page 90''
File:Halo 3 - Installation04B.jpg|thumb|300px|The incomplete Installation 08 over the Installation 00|Ark.
While the Forerunners' architectural and technological prowess is legendary, their masterpieces also extended to the fields of stellar and planetary engineering.
Trevelyan|Shield World 006, a full-size Dyson sphere|Dyson shell, existed in slipstream space, where planets and stars cannot ordinarily exist. In addition, the slipspace bubble containing the enormous construct was enclosed within Onyx, a planet-sized structure composed of trillions of Onyx Sentinel|Sentinels arranged into a complex structural scaffolding and covered by a terrestrial crust. The Forerunners also created many smaller shield worlds, essentially planet-sized Dyson shells with terrestrial inner and outer surfaces as well a miniaturized sun in the center. Some works of Forerunner engineering are also located beyond the confines of the galaxy, including Installation 00, a vast, flower-shaped construct with a terrestrial surface and its own artificial star for illumination. Another example of the Forerunners' mastery of megascale engineering was the Capital, a structure which surpassed even the Ark in sheer enormity and complexity.Halo: Cryptum, ''pages 280-281''
In addition to moving and manipulating stars for use in their megastructures, Forerunner Miners, specifically stellar-class engineers known colloquially as "plasma jockeys", experimented with stabilizing young stars.Halo: Cryptum, ''page 221'' The Forerunners had also harnessed dozens of stars for energy production by using sophisticated energy fields to direct the energy output of a star. Specialized plasma jockey installations were also capable of suspending the collapse of a star, although this was rarely entertained due to the enormous amounts of energy required in the process.Halo 4, multiplayer map ''Solace'' (map description) In addition to stellar manipulation, the Forerunners were capable of considerably speeding up a planet's formation, artificially collapsing an asteroid field into a molten mass, then cooling it down and forming it into a terrestrial planet in less than ten thousand years; a relatively short period of time for the ageless Forerunners.
Production notes
, only the first mention in ''Halo: Combat Evolved''.
in almost all media.
in ''Halo Legends: The Duel''.
}}
According to Bungie employee David Candland, (Evil Otto: ''"One of the most striking retcons to me is the basic concept of whole role of humanity. Originally (back in Halo 1) the reason why humans weren't conquered and incorporated into the Covenant collective was because their presence defied Covenant religion. When the Covenant discovered humans, they knew they were forerunners, but their presence implied the "great journey" failed. They also weren't the all powerful gods they worshiped, so the Prophets wanted to "sweep them under the carpet," as it were."'') Bungie's original intention for the connection between humanity and Forerunners was that they were one and the same; this was hinted repeatedly throughout the ''Halo'' Trilogy (Evil Otto: ''"The plot lines in our games imply this everywhere - the chief being called reclaimer, only humans being able to retrieve and insert the index, Spark telling the chief, "you are forerunner." etc."'') and alluded to in Joseph Staten's novel ''Halo: Contact Harvest''. During the development of ''Halo 3'', Bungie was internally split on the relationship of humans and Forerunners. This has been described as there having been a "Game" team, and a "Terminals" team. The "Game" team seemed to continue the original intention, as certain dialogue from ''Halo 3's'' story would imply, while the "Terminals" team added the idea that Forerunners were a "...subset of early humans uplifted by another group (the precursors?)."This is echoed in Terminal (Halo 3)|''Halo 3's'' terminals, and also material released as part of the game's marketing campaign, but such materials do not explicitly comment on the connection between Forerunners and humanity. Because Bungie management were more focused on getting the game finished than canon, the game shipped with both versions and both were approved.
* The Halo: Evolutions story Soma the Painter first confirmed the two species were seperate species and afterwards the books of ''The Forerunner Saga'' released by 343 Industries expanded greatly on the similarities and difference between both peoples, establishing that the two species were indeed related but distinct and that the actual connection goes far further back than the events in the books, to the time when both species had been created by the Precursors.
*In ''Titan (canceled game)|Titan'', the canceled ''Halo'' MMO, the Forerunners were depicted as humans with dark skin and white hair, similar to the Atlanteans from Disney's ''Wikipedia:Atlantis: The Lost Empire|Atlantis: The Lost Empire''. This interspecies resemblance is likely based on Bungie's original intention of the Forerunners being ancient humans. The Forerunners fill a similar narrative role to the marathongame:Jjaro|Jjaro from Bungie's ''Marathon'' trilogy. The Jjaro likewise vanished eons ago but left behind technology which is reverse-engineered by the marathongame:Pfhor (Race)|Pfhor, the primary antagonists of the series and spiritual predecessors to the Covenant. The plot of the third game, ''Marathon Infinity'', involves the escape of a cosmic entity known as the marathongame:W'rkncacnter|W'rkncacnter through the Pfhor's misuse of an ancient Jjaro superweapon, similar to the Flood's release by the Covenant on Installation 04. The protagonist is effectively an undead cyborg reanimated and augmented through the use of Jjaro technology which enables him to interface with other Jjaro technology, much as the Spartan-IIs were created due to a ''geas'' which enables them to use Forerunner technology. Bungie environment artist Paul Russel was largely responsible for establishing the Forerunners' architecture and aesthetic. He cited some of his influences as being sails and movie marquees, as well as the works of American architect Wikipedia:Frank Lloyd Wright|Frank Lloyd Wright; in particular, Wright's use of cantilevers and stained glass windows with repeating geometric patterns of lines in complementary angles. Russel jokingly stated that ''"I also like the idea of Forerunner columns being sausages meticulously and gorgeously wrapped in bacon by Frank Lloyd Wright's genetic precursor. Now that is a tall tale. Because as far as I know, Forerunner architecture is inedibleunless the fans say otherwise."''Halo: The Great Journey: The Art of Building Worlds, ''page 28''
Gallery
File:TSC01.png|A hologram of the Silent Cartographer facility on Installation 04 in ''Halo: Combat Evolved''. File:04B Control Room.png|Installation 08's control room. File:HCr Promethean Concept.png|Bungie concept art of a Promethean combat skin, later reused for the design of a Prefect's armor. File:MMO ForerunnerCity Concept 1.jpg|Concept art made by Ensemble Studios for ''Titan (canceled game)|Titan'' of a Forerunner city in its prime. File:Forerunner origins.jpg|A Forerunner Combat Skin, as seen in ''Origins''. File:Old_HW_Commanders.png|A group of Forerunner military leaders within the Control Room of a Halo Array|Halo Installation. File:Forerunner Apex.jpg|A Forerunner activating a console, showing a remarkable similarity to a human hand. Note that this depiction may not be accurate.''Halo Legends'': ''Origins'': Commentary: Frank O'Connor: "This is a bit of a trick, you see? Cortana doesn't ''actually'' know what they look like, so their appearance may be further explored in future ''Halo'' canon. File:Origins_library.png|Forerunner automatons indexing the various lifeforms the Forerunners gathered at the Ark. File:ForeunnerCGI.jpg|A Lifeworker facing a Monitor in ''Halo: Combat Evolved Anniversarys Terminal (Halo: Combat Evolved Anniversary)|terminals. File:H4 - Lifeworkers.jpg|Two Forerunner Lifeworkers in ''Halo 4'''s Terminal (Halo 4)|terminals. File:HTMCC-H4 Terminals DidactAndLibrarian.png|The Didact and the Librarian. File:HM-Forerunnerships1.png|Forerunner ships in ''Halo Mythos''. File:HTV-Forerunnerstuff.png|Forerunner technology in ''Halo: The Television Series''.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo Graphic Novel''
*''The Last Voyage of the Infinite Succor''
*''Breaking Quarantine''
''Halo: Ghosts of Onyx''
''Halo: Uprising''
''Halo 3''
*''Terminal (Halo 3)|Terminals''
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo Wars''
''Halo: Helljumper''
''Halo 3: ODST''
''Halo Legends''
*''Origins''
*''The Duel''
''Halo: Evolutions''
*''Dirt''
*''Soma the Painter''
*''The Mona Lisa''
*''The Return''
''Halo: Blood Line''
''Halo: Reach''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Cryptum''
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo: The Thursday War''
''Scanned''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
*''Spartan Ops''
''Halo: Silentium''
*''Rebirth''
''Halo: Spartan Assault''
''Halo: Escalation''
''Halo: Mortal Dictata''
''Halo: Broken Circle''
''Halo: Nightfall''
''Halo 2: Anniversary''
''Halo: New Blood''
''Halo: Spartan Strike''
''Halo: Hunters in the Dark''
''Halo: Saint's Testimony''
''Halo: Last Light''
''Halo 5: Guardians''
''Halo: Shadow of Intent''
''Know Your Enemy''
''Halo: Ground Command''
''Halo Mythos: A Guide to the Story of Halo''
''Halo: Fractures''
*''Lessons Learned''
*''What Remains''
*''Promises to Keep''
*''Defender of the Storm''
''Halo: Tales from Slipspace''
*''Something Has Happened''
*''Dominion Splinter''
''Halo: Smoke and Shadow''
''Halo Wars 2''
''Halo: Envoy''
''Halo: Retribution''
''Halo: Legacy of Onyx''
''Halo: Bad Blood''
''Halo: Fireteam Raven''
''Halo: Silent Storm''
''Halo: Official Spartan Field Manual''
''Halo: Battle Born''
''Halo: Renegades''
''Halo: Outpost Discovery''
''Halo: Meridian Divide''
''Halo: Shadows of Reach''
*''Sacrifice''
''Halo: Point of Light''
''Halo: Divine Wind''
''Halo Infinite''
''Halo: The Television Series''
''Halo: The Rubicon Protocol''
''Vertical Umbrage''
''Halo: Outcasts''
''Sunrise on Sanghelios''
''Saturn Devouring His Son''
''Battle for the Blood-Moon''
''Halo: Epitaph''
Notes
Sources
External links
.
Category:Forerunner|
Category:Sapient species Category:Host species
|
Foreshadow is the thirteenth track on Volume 2 of the Halo 4: Original Soundtrack.
|
|date=
|playernumber=8
|gametypes=*Infection Strongholds Free-For-All
|terrain=Rocks, ancient stone ruins, trees, dense foliage
|symmetry=
}}
Forest is an asymmetrical multiplayer arena map that was released with ''Halo Infinite''s Season 04: Infection.
Universe and lore Forest is set on a cliffside forest on Heian, in and around the ruins of stone structures bearing clear elements of Forerunner architecture. However, the location has ties to Ancestors|ancient human civilization as well.
Overview
The following are locations on the map that are so named on the player's heads-up display during gameplay:
Altar Big River Bridge Falls Cavern Cliffside Jungle Grotto High Path High Temple Hollow Tree Low Temple Sanctuary Shrine Stumps Worm Hole
Trivia File:HINF HCS WelcomeToTheJungle.jpg|thumb|200px|Players at the 2023 HCS Dallas event playing Infection on Forest for the first time. Forest was first shown on 2023#June|June 3, 2023 at the 2023 Halo Championship Series|HCS Dallas Global Invitational tournament, where it (and ''Halo Infinite''s new Infection mode) could be played by visitors at the Wikipedia:Complexity Gaming|Complexity Gaming booth.
Easter eggs Several cave paintings and etchings can be found on the map.
*A cave painting can be found depicting a stick figure of John-117 defending a herd of sheep from two wolves. The same cave painting can be found on Cliffhanger.
*An etching of depicting a stick figure of John-117 chasing rabbits away from some carrots.
*Several cave paintings and etchings featuring pigeons, a reoccurring easter egg on several maps.
**A certain a cave painting can be found depicting nine total pigeons. Two of the pigeons, first seen on the map Cliffhanger, are rendered in the style of the Wikipedia:Nazca Lines|Nazca Lines; the left pigeon features the symbol representing the mysterious organization Evangelion:SEELE|SEELE from the ''Wikipedia:Neon Genesis Evangelion|Neon Genesis Evangelion'' franchise, and the right pigeon wears a hard hat and a safety vest, referencing the pigeon-themed art on the map Streets. Two other pigeons in the group also wear a hard hat and safety vest. Another of the pigeons wears John-117's helmet, is holding an MA series|assault rifle, and is saying "hope," in reference to one of the overarching themes of ''Halo Infinite''s campaign and marketing.
Gallery
File:HINF Concept ForestExploration1.jpg|Early concept exploration of Forest. File:HINF Concept ForestExploration2.jpg|More early concept exploration of Forest. File:HINF Concept ForestSkybox.jpg|Concept exploration of the map's skybox. File:HINF Concept ForestDistantTemple.jpg|Concept art of the distant temple in Forest's skybox. File:HINF Concept ForestDistantTemple1.jpg|More concept art of the distant temple. File:HINF Concept ForestDistantTemple2.jpg|More concept art of the distant temple. File:HINF Concept ForestDistantTemple3.jpg|Various concepts of the distant temple. File:HINF Concept ForestTemple.jpg|Concept art of the temple above the map. File:HINF Concept ForestHollowTree1.jpg|Concept art of the hollow tree. File:HINF Concept ForestHollowTree2.jpg|More concept art of the hollow tree. File:HINF Concept ForestHollowTree3.jpg|More concept art of the hollow tree. File:HINF Concept ForestHollowTree.jpg|Nearly finalized concept art of the hollow tree. File:HINF Concept ForestTreeInterior.jpg|Concept art of the hollow tree's interior. File:HINF Concept ForestTreeInteriorAndBridge.jpg|More concept art of the hollow tree's interior and adjacent tree bridge. File:HINF Concept ForestHollowTreePond1.jpg|Concept art of the hollow tree and adjacent pond. File:HINF Concept ForestHollowTreePond2.jpg|More concept art of the hollow tree and pond. File:HINF Concept ForestCliffsidePath.jpg|Concept art of the cliffside path. File:HINF Concept ForestAltarPlatform.jpg|Concept art of the platform leading to the altar. File:HINF Concept ForestAltarRamp.jpg|More concept art of the platform leading to the altar. File:HINF Concept ForestAltar1.jpg|Concept art of the altar. File:HINF Concept ForestAltar.jpg|More concept art of the altar. File:HINF Concept ForestAltarBridge.jpg|Concept art of the bridge connecting the altar platforms. File:HINF Concept ForestAltar2.jpg|Finalized concept art of the altar. File:HINF Concept ForestShrine.jpg|Concept art of the shrine. File:HINF Concept ForestShrine2.jpg|More concept art of the shrine. File:HINF Concept ForesShrineCliff.jpg|Concept art of the cliffside path leading to the shrine. File:HINF Concept ForestFallenTree2.jpg|Concept exploration of the fallen tree. File:HINF Concept ForestFallenTree.jpg|Concept art of the fallen tree. File:HINF Concept ForestFallenTreePath.jpg|Concept art of the path leading to the fallen tree. File:HINF Concept ForestGravLift.jpg|Concept art of the upper floor of the temple. File:HINF Concept ForestUpperTemple.jpg|More concept art of the temple's upper floor. File:HINF Concept ForestTempleLedge.jpg|Concept art of the upper ledge on the exterior of the temple. File:HINF Concept ForestTempleWaterfall.jpg|Concept art of the waterfall at the front of the temple. File:HINF Concept ForestLowerTemple1.jpg|Concept art of the lower floor of the temple. File:HINF Concept ForestLowerTemple2.jpg|More concept art of the temple's lower floor. File:HINF Concept ForestLift.jpg|Concept art of the gravity lift. File:HINF Concept ForestGravLiftShaft.jpg|Concept art of details on the gravity lift shaft. File:HINF Concept ForestRiverTemple.jpg|Concept art of the exterior of the temple at the upstream end of the river. File:HINF Concept ForestRiverRamp.jpg|Concept art of the ramp leading down into the river. File:HINF Concept ForestRiverbed.jpg|Concept art of the riverbed. File:HINF Concept ForestBrokenBridge.jpg|Concept art of the broken bridge over the river. File:HINF Concept ForestWaterfallBridge.jpg|Concept art of the bridge at the waterfall. File:HINF Concept ForestCave1.jpg|Concept art of the cave. File:HINF Concept ForestCave2.jpg|More concept art of the cave. File:HINF Concept ForestCave3.jpg|More concept art of the cave. File:HINF Concept ForestSanctuary.jpg|Concept art of the central sanctuary. File:HINF Concept ForestSanctuary2.jpg|More concept art of the sanctuary. File:HINF Concept ForestSanctuary3.jpg|More concept art of the sanctuary. File:HINF Concept ForestBrokenBridge2.jpg|Concept art of another broken bridge at the sanctuary. File:HINF Concept ForestRockDetails.jpg|Concept art of rock details on the map. File:HINF Concept ForestTerrainDetails.jpg|Concept art of the map's terrain. File:HINF Concept ForestTerrain.jpg|More concept art of the map's terrain. File:HINF Concept ForestTerrain1.jpg|More concept art of the map's terrain. File:HINF Concept ForestTerrain2.jpg|More concept art of the map's terrain.
File:HINF S4SandboxShowcase.jpg|A promotional render showing a multiplayer match on Forest. File:HINF ForestRiver.png|The stream running through the ruins. File:HINF ForestRiverRuins.png|Another view of the ruins along the river. File:HINF S4ForestHeader.jpg|A view of the forest and waterfalls, with the temple looming in the distance. File:HINF ForestWaterfallsCaveView.png|The previous waterfalls as seen from a nearby cave. File:HINF ForestCliffPath.png|A cliffside path on the edge of the map. File:HINF ForestCave.png|The interior of a cave on the map. File:HINF ForestTreeCave.png|A large hollowed-out tree seen from the entrance to a cave. File:HINF ForestHollowTree.png|The interior of the hollow tree. File:HINF ForestCenter.png|A central raised platform on Forest. File:HINF ForestNest.png|A nest with two large eggs overlooking the stream. File:HINF ForestDistantTemple.png|The temple that can be seen in the distance. File:HINF ForestBattle.png|A multiplayer match on Forest. File:HINF-ForestWinner.png|A player wins a game of Infection on Forest.
File:HINF ForestJohnVsWolves.png|The cave painting of John-117 defending a herd of sheep from two wolves. File:HINF ForestJohnVsRabbits.png|The etching of John-117 defending carrots from some rabbits. File:HINF ForestPigeons.png|The cave painting featuring various styles of pigeons.
Sources
Category:Halo Infinite multiplayer maps
|
Dr. Forester was a scientist working for the Office of Naval Intelligence. He was also a teacher for an unknown educational system. One of his graduate students was Leonard Gillespie.
Forester worked with Dr. Catherine Halsey on artificial intelligence research, including the project to create a neural link between a human and a smart artificial intelligence|smart AI. Halsey occasionally noted Forester's skepticism of her theories, or his incorrect use of terms such as "telepathy" he used to describe the neural linkage. In addition, Forester dismissed Halsey's theories on AI housing in a hyper-dimensional matrix as a "novel fancy". According to Halsey, he failed to grasp the possibility that her storage system could be constructed within the eleven-dimensional spacetime of Slipstream space as opposed to normal space.Halo: Reach, ''Dr. Halsey's personal journal''
List of appearances
''Halo: Reach''
*''Dr. Halsey's personal journal''
Sources
Category:Human characters Category:Educators
|
}}
Forever We Fight is a ''Halo Infinite'' trailer released on November 28, 2021. The ''Carry On'' trailer was released alongside this trailer and acts as a continuation of the scene with John-117 fighting the Banished Jiralhanae on Installation 07.
Transcript
''The trailer opens in the distant past, as shepherd brothers sleep in a field next to a fire. One of the shepherds, wakes up and examines his surroundings, with the other younger individual slowly arising to observe them. The first shepherd walks away from the camp with a flame torch in hand and using a branch as a walking stick, with their companion starting to follow. As they walk through their pasture of sheep, the flock runs away in a single direction. The two shepherds begin to spot glowing eyes surrounding them as the laughs of hyenas become more audible.''
Young Shepherd: ''[In Arabic]'' "Brother."
''The older shepherd turns to warn the young shepherd.''
Older Shepherd: ''[In Arabic]'' "No, no! Get back!"
''The older shepherd turns to face the hyenas. Cut to Europe during World War II. A farmer drags a wounded soldier across a field as shells drop around them.''
File:HINF MarketingWWII.png|thumb|250px|World War II. Farmer: "Ariane!"
''The two enter a house, and the farmer lowers the soldier to the floor to begin treating the soldier as he screams in agony, with Ariane looking on.''
Farmer: ''[In French]'' "Don't move. Stay still."
''She runs to a sink near the window, but is distracted by the sound of artillery firing. A shell hits just outside her window, knocking both herself and the farmer to the floor. The two look at each other, with the farmer tending to the soldier's bullet wound with a pair of forceps.''
Farmer: ''[In French]'' "I need more time..."
''On broken glass, the woman grabs the bolt-action rifle that the farmer brought into the house. The soldier winces as he looks at her, and the woman cycles the rifle as she tearfully looks back at the soldier. The farmer drops a bullet from his forceps into a tub of water, which cuts to the near-future, as a coastguard is dropped into the ocean. She swims towards a drowning man and secures him.''
Coastguard: "You're okay, hold on."
''The coastguard signals to an aircraft which is hovering above them, swaying heavily in the wind. The coastguard struggles to reach towards a rope which is lowered near them, as warning sounds are heard from the aircraft. Cut to an astronaut at the cockpit of her ship.''
File:HINF - Shaw-Fujikawa Engine Test Ship.png|thumb|250px|Scale test ship. Astronaut: "Shaw-Fujikawa Translight Engine|Shaw-Fujikawa Translight scale test commencing in three..."
''Cut to a control room, as multiple controllers observe the astronaut.''
Astronaut: "...two, one..."
Mission Control: "Execute."
''The astronaut enters her ship into a chaotic slipspace rupture, and she braces at her controls as the ship begins to violently shake, several warning systems sounding. Cut to an unknown planet where a battle is raging, as a damaged AV-14 Hornet is hit by a rocket, losing both of its engines.''
Hornet Pilot: "Mayday mayday, we're going down."
''The Hornet crashes into an agricultural field in the middle of a battle, sliding down a hill. A Marine runs towards the wreckage and drags the pilot out, carrying him away as a shell lands near them. Cut to John-117 on Installation 07, who turns to observe a battle. The camera juxtaposes himself with the older shepherd and Ariane, as the three of them charge into their respective battles. John-117 engages in melee with a pair of Jiralhanae as the astronaut screams during her slipspace jump, and he leaps over a third Jiralhanae as the coastguard successfully lifts the drowning man out of the water. John-117 fires on Banished forces below him before cutting to black.
BECOME File:Halo Infinite - Logo for light.png|250px|center
Gallery
File:HINF ZetaHaloConflict.png|John-117 on Installation 07. File:HINF - Falcon Predecessor.png|A predecessor to the Falcon used by the CMA.
Sources
Category:Halo Infinite trailers
|
The Forges are a human family, originally residing on Earth.Halo Wars: Official Strategy Guide, ''page 22''
Members John Forge's father John Forge - A UNSC Marine Corps|Marine Sergeant who served in the Human-Covenant War. Laine Forge - Presumed to have divorced from John, after the many times he served in prison. Rion Forge - John's daughter, operating as the captain of Ace of Spades|a salvager ship after the Human-Covenant War.Halo: Fractures, ''Into the Fire'', ''page 241'' (Google Play edition)
Jillian - Rion's aunt, who still maintained a good relationship with John. Cayce - Laine's son and Rion's half brother.
List of appearances
''Halo Wars: Genesis''
''Halo Wars''
''Halo Mythos''
''Halo: Fractures
*''Into the Fire''
''Halo Wars 2''
''Halo: Smoke and Shadow''
''Halo: Renegades''
''Halo: Point of Light''
Sources
Category:Families
|
File:Halo3-Legendary-Camera.png|thumb|200px|A forge filter placed in game.
Forge Filters, also known as FX, are ''Halo 3'', ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary'' and ''Halo 5: Guardians'' Forge objects that were first introduced in the Legendary Map Pack and on the Mythic Map Pack in ''Halo 3''. They apply visual effects to the map during gameplay.
Background The primary function of the Filters is to alter the way maps look like by applying special effects. The effects were made to make the Custom Game and Forge experience more enjoyable and different for players, and are also quite useful when making machinima.
When in Forge, Filters appear as spheres; these spheres contain smaller orbs, which contain little wire-frame cameras. Outside of Forge, Filters are invisible, though their effects are still present. There are six different effects, which may be combined. The effects are applied to the screen at all times, with no way to limit them to a certain area.
Halo 3 Filters
Colorblind removes all color from the screen, effectively turning everything grayscale. The filter is named for Wikipedia:Color blindness|an optical deficiency that has a similar effect. This filter could be placed in a team game to confuse players.
Gloomy darkens and desaturates the screen while also raising the contrast. In the Legendary ViDoc, one of the Bungie artists calls it "the ''Wikipedia:Gears of War|Gears of War'' one", referring to Epic Games' dark and atmospheric shooter.
Juicy applies a dark and richer look to the game by increasing the saturation of on-screen colors and slightly darkening the screen. This effect pretty much eliminates glare, which can give objects and even characters a sort of faded look. It can be used to make sniping easier in a match.
Nova makes things look more faded and blurry. It applies somewhat sharp outlines to objects that are close to the camera, blurring all else. This effect is almost like a snow blizzard's or fog's effect on the eyes. It can be thought as an opposite to Juicy. It makes sniping more difficult.
Old Timey applies a Wikipedia:Sepia|sepia effect to the map, giving the appearance of an old film projector. In some cases, however, parts of the heads-up display remain blue.
Pen & Ink applies an effect to the map, making it look almost drawn. The colors are removed, contrast is increased, and sharp outlines appear on objects close to the camera. The increased contrast also makes bright areas appear quite blurry. The filter is similar to a combination of Colorblind and Nova.
Halo: Reach Filters Forge Filters make a return in ''Halo: Reach'' with even more selections.
Colorblind removes all color from the screen, effectively turning everything grayscale.
Next Gen darkens and desaturates the screen while also raising the contrast and adds a small amount of film grain.
Juicy applies a dark and richer look to the game by increasing the saturation of on-screen colors and slightly darkening the screen. This effect pretty much eliminates glare, which can give objects and even characters a sort of faded look.
Nova highly overamplifies the lights, making distant objects very difficult to see, especially in lit areas.
Old Timey applies a sepia effect to the map and an animated film grain effect, giving the scene an appearance of old film.
Pen & Ink applies an effect to the map, making it look almost drawn. The colors are removed, contrast is increased, and sharp outlines appear on objects close to the camera, leaving the scene starkly black and white.
Purple adds a purple/blue tint.
Green adds a green tint.
Orange adds a orange/red tint.
Trivia Including the complete absence of filters, there are seven filters in ''Halo 3''. The Forge Filters were introduced in the ''Arby 'n' the Chief'' episode "Legendary", when Master Chief and the Arbiter downloaded the Legendary Map Pack and turned on all the Forge Filters for the full effects. The Forge Filters are also available in Cold Storage and the Mythic Map Pack maps (Assembly, Orbital, Sandbox, Longshore, Citadel and Heretic). You can turn on multiple filters at once, which is potentially useful for setting the mood. As an example, combining Pen & Ink, Gloomy, and Nova produces a sort of blizzard effect.
*Combining Pen & Ink and Juicy on Blackout creates a "Frozen Wasteland" effect, the result is that almost everything on the map appears to be covered in snow, even player models.
*Combining Gloomy and Old Timey on Cold Storage or Blackout creates a horror movie appearance, which can be used to make Infection matches more interesting.
*It is nearly impossible to see with them all on. Juicy and Old Timey allows players to see through Energy Barriers. Even with Pen and Ink or Colorblind activated, some things can still retain their color, such as the blue glow of a Man Cannon or Gravity lift|Gravity Lift when approached. In Halo: Reach, if you combine Purple, Next Gen (Gloomy) and Olde Timey, it will give a rainy environment. Machinima uses Forge Filters in the game to put effects in the Machinima films.
Gallery
File:Colorblind.jpg|Colorblind File:Gloomy.jpg|Gloomy File:Juicy.jpg|Juicy File:Nova.jpg|Nova File:Old timey.jpg|Old Timey File:Pen ink.jpg|Pen & Ink
File:Halo Reach Colorblind.jpg|Colorblind File:Halo Reach Green.jpg|Green File:Halo Reach Juicy.jpg|Juicy File:Reach Next gen.jpg|Next Gen File:Halo Reach Nova.jpg|Nova File:Reach Old timey.jpg|Old Timey File:Reach Orange.jpg|Orange File:Reach Pen and ink.jpg|Pen and Ink File:Reach Purple.jpg|Purple File:CommanderTony userprofile.png|A model example of two different filters (Next Gen and Old Timey)
Sources
See also Forge Legendary Map Pack Category:Halo 3
Category:Forge objects Category:Multiplayer
|
|location= "Great Anvils", near Apex, Requiem
|terrain= Three flat islands
|gametypes= *Capture the Flag Dominion Flood (gametype)|Flood Team Slayer Ricochet (gametype)|Ricochet
|playernumber= 4-16
}}
Forge Island is a ''Halo 4'' multiplayer map intended for use as a Forge/Halo 4|Forge canvas, consisting of three flat islands, nicknamed the "Great Anvils". The map was released as free downloadable content for ''Halo 4'', originally scheduled for release on April 11, 2013.
Forge Island passed certification earlier than expected and was made available for download for free on March 29, 2013.
Universe and lore
Forge Island is set in a peninsula to the southwest of Requiem's smallest continent, referred to by science teams as the "Great Anvils". The geological data gathered from this area is used by Infinity Science's Forge group to help set up custom War Games scenarios, gaining the designation War Games Map_Set/: 230-1.
Overview
This is the first Forge/Halo 4|Forge canvas on ''Halo 4'' that allows players to go and Forge on sea level, and also provides the largest space available; If the width of the largest island was '1', you could go away from the middle of the map by about 6-10 units.
Forge Island includes three flat islands with green grass along with pale brown patches of dirt. Apart from the very edges of the islands, the entire top is flat. It also featured all new pieces, being the first ''Halo'' map to feature a green screen piece, flat, natural stone walls, and place-able trees. Also, several pieces that on other maps belonged to other object groups were moved to 'Buildings' these pieces were more cumbersome for rendering and dynamic lighting, and as such, in "Buildings", fewer of them could be placed. File:HMCC H4 Forge Island Map.png|Forge Island Loading Screen.
Forge The Forge Island-exclusive Forge items are the same as the ones in ''Ravine''. The map features a Wikipedia:Chroma key|green screen in its new unique palette, obviously intended for machinima purposes. Many objects that had once been in separate pallets, such as the "Walkway Large" or the "Window Coliseum" have now been moved to the "Buildings" pallet. This is due to how these objects are just as taxing on performance as the other "Building" pieces. As a result of this, the object limit for the "Buildings" pallet has increased from 12 to 20.
Trivia
By placing a two-way teleporter inside the islands, you can enter a 'cave' inside the island, which is also a fully forgeable (albeit probably not intended) area. The rocky spikes protruding upwards from the sea (Visible better when in the 'cave') are also fully hollow.
File:H4 Forge Island Inside the 1st Island.png File:H4_Forge_Island_2nd_Island.png File:H4 Forge Island 3rd Island.png
In the shadow of the 2nd island, if you place a respawn point down into it, you'll actually spawn underwater. Go upwards until you get outside the soft kill boundary, and you can then forge underwater. Make sure to place a two-way teleporter above the surface, so you can teleport back and forth to learn how big this forgeable underwater area is, remember if you go too high up the hard kill boundary will kill you.
File:H4_Forge_Island_2nd_Island_Shadow.png File:H4_Forge_Island_Underwater.png
Gallery
File:H4_ForgeIslands_AllIslands.jpg|All 3 Islands. File:H4_ForgeIsland_Map.jpg|A map created on one of the Great Anvils. File:H4-F41HUD.png|A hud of the Broadsword looking at one of the 3 Islands. File:H4-G79HHUD.png|A Pelican flying above the 1st Island, looking at the 2nd Island. File:H4 Forge Island out of bounds look.png|Out of bounds on Forge Island, the 3 islands can be seen at the bottom.
Sources
Category:Forge maps Category:Halo 4 DLC
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Gametype labels, also known as Forge labels, are special designations that may be applied to most Forge objects in ''Halo: Reach''. Each gametype label, when applied to an object, gives that object one or more special properties. For example, applying the label "KOTH_HILL" to an object will turn that object into a Hill for King of the Hill gametypes. Gametype labels, when used on an object whose "Gametype-Specific" setting is "true", can also be used to make an object only spawn when a map is played with a specific gametype. Some labels, like "INFECTION" and "CTF", exist solely for this purpose and are otherwise non-functional.
To apply a gametype label to an object, open that object's properties menu (by pressing X when aiming at the object), and then open the "Advanced Options" sub-menu. Note that to apply the labels for a given gametype, you must select that gametype in the Forge lobby (in place of "Basic Editing").
List of gametype labels The following is a list of gametype labels and their effects.
Though these labels are not available in all gametypes, they are not gametype-specific. FFA_ONLY This object will only spawn in FFA games. TEAM_ONLY This object will only spawn in team games.
If a team is not present during a game, its AS_BOMB and AS_GOAL objects will not be active. Neutral AS_BOMBs are only active in Neutral Bomb. ASSAULT A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Assault. AS_BOMB A spawn point for a bomb in Assault. To fully support Assault (Assault, One Bomb, Neutral Bomb), there must be one of these per-team, and one owned by Neutral. AS_GOAL A drop location for a bomb in Assault. To fully support Assault (Assault, One Bomb, Neutral Bomb), there must be one of these per-team. AS_RES_ZONE A Respawn Area that is active when its owner's bomb is not planted. This label only has an effect when applied to Respawn Zones; if applied to other objects, those objects become invulnerable and cannot be picked up. AS_RES_ZONE_AWAY A Respawn Area that is active when its owner's bomb is planted. This label only has an effect when applied to Respawn Zones; if applied to other objects, those objects become invulnerable and cannot be picked up.
CTF A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Capture the Flag|CTF. CTF_FLAG_RETURN A spawn and drop point for flags in CTF. To fully support CTF (CTF, One Flag), there must be one of these per-team. There must be enough clear space around the object for a flag to spawn, and the object will not spawn a flag if its owning team is not active in the game. CTF_RES_ZONE A Respawn Area that is active when its owner's flag is at home. This label only has an effect when applied to Respawn Zones; if applied to other objects, those objects become invulnerable and cannot be picked up. CTF_RES_ZONE_AWAY A Respawn Area that is active when its owner's flag is stolen. This label only has an effect when applied to Respawn Zones; if applied to other objects, those objects become invulnerable and cannot be picked up.
HEADHUNTER A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Headhunter (game variant)|Headhunter. HH_DROP_POINT A location for scoring skulls. There must be at least one on the map to support Headhunter.
INFECTION A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Infection. INF_HAVEN A Haven, for use in Safe Havens. To support Infection (even if Havens are disabled), there must be at least one INF_HAVEN on the map. To fully support Save Havens, there must always be at least two Havens on the map during gameplay. INF_SPAWN A generic gametype label with no special function.
Invasion is much more complex than other gametypes, and it uses a large amount of gametype labels. INVASION A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Invasion. INV_GATES An object with this label will be deleted at the end of a Phase. Use the "Spawn Sequence" setting to specify which Phase this object is active in. The object must have a non-Never Respawn Time. Do not use this label on weapons, vehicles, or Armor abilities|Armor Ability pickups. INV_MANCANNON An internally-used label that should not be applied to objects in Forge. It is used on Spire (map)| (map)|Spire's Man Cannons. INV_NO_CORE_ZONE Used on the default variant of Breakpoint, hill markers with this label may be found inside the Spartan team phase 2 and 3 spawn areas. Although seemingly impossible due to the one way shields, if the data core used during a "Capture the Flag" phase is dropped in one of these regions it instantly resets. INV_OBJECTIVE A destination for a Phase -- that is, a Territory, or the drop point for a Bomb or Core. Use the "Spawn Sequence" setting (with values of 1, 2, or 3) to set which Phase this objective is used for. Edit the object's Shape properties to define the size of the area. INV_OBJ_FLAG A spawn point for a Bomb or Core. Use the "Spawn Sequence" setting (with values of 1, 2, or 3) to set which Phase this objective is used for. INV_PLATFORM An internally-used label that should not be applied to objects in Forge. It has something to do with the two lifts on Spire, which change how high they extend between phases 2 and 3 of Invasion. INV_RES_P1
A respawn area for Phase 1. Use the "Spawn Sequence" setting (with values of 0, 1, or 2) to specify which Fireteams may spawn here. (A value of 3 or higher makes the area usable by all Fireteams on a team.) Edit the object's Shape properties to define the size of the area. INV_RES_P2
A respawn area for Phase 2. It functions identically to INV_RES_P1 objects. INV_RES_P3
A respawn area for Phase 3. It functions identically to INV_RES_P1 objects. INV_RES_ZONE A backfield respawn zone, usable by all Fireteams on a team. Edit the object's Shape properties to define the size of the area. INV_VEHICLE An object with this label will spawn at the start of a Phase. Use the "Spawn Sequence" setting to specify which Phase will make this object spawn. The object must have a non-Never Respawn Time. INV_WEAPON Functions identically to INV_VEHICLE, but no waypoint is shown over the object.
INV_SLAYER A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Invasion Slayer. INV_SLAYER_DROP An area that can be captured to spawn weapons and vehicles. Required. INV_SLAYER_RES_ZONE A respawn zone for a Fireteam. Use the "Spawn Sequence" setting (with values of 0, 1, or 2) to specify which Fireteams may spawn here. (A value of 3 or higher makes the area usable by all Fireteams on a team.)
INV_PLATFORM Do not use this label. INV_MANCANNON Do not use this label. CREATED_VEHICLES An internally-used gametype label used to track vehicles created by the game engine. The game engine will not spawn new vehicles at drop points (or new vehicles with this label) if more than 15 vehicles with this label are present on the map. NONE Objects with this label will be deleted when the map is saved.
JUGGERNAUT A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Juggernaut.
KOTH A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in King of the Hill|KOTH. KOTH_HILL A Hill. Use the "Spawn Sequence" setting to specify the order in which Hills should activate when the gametype uses ordered Hills. (Note that that setting is currently broken.) At least one must be present on the map to support KOTH.
ODDBALL A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Oddball. ODDBALL_BALL A ball spawn point. At least one must be present on the map to support Oddball.
RACE A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Race. RACE_SPAWN A generic gametype label with no special function. RACE_FLAG A checkpoint. Use the "Spawn Sequence" setting to specify the order that players must drive through them. Multiple checkpoints can share the same Spawn Sequence, in which case a driver may pass through either. Players may respawn at the nearest checkpoint upon dying. These objects are required to support Race. NONE Objects with this label will be deleted when the map is saved.
RALLY A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Rally. RACE_SPAWN A generic gametype label with no special function. RALLY_FLAG A Rally checkpoint. These objects are required to support Rally. NONE Objects with this label will be deleted when the map is saved.
SLAYER A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Slayer.
STOCKPILE A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Stockpile. STP_FLAG A spawn point for flags. Required. STP_GOAL A goal point for flags. At least one per-team is needed.
TERRITORIES A generic gametype label with no special function. Use on a Gametype-Specific object to make that object only spawn in Territories. TERR_OBJ A Territory. Territories must have a non-zero "Spawn Sequence" setting. The number of Territories to be used can be specified in the gametype settings; the Territories with the lowest Spawn Sequence values are the ones that are used first. At least one must be present on the map, and no more than five will be used.
A number of objects with invalid gametype labels exist on maps. Default Boneyard and Spire (map)| (map)|Spire, for example, possess several objects with abnormal labels. These objects are Gametype-Specific, but because their labels do not correspond to any known or usable gametypes, they are only visible in Basic Editing.
Objects bearing the "INVASION_SLAYER" label (the correct label is "INV_SLAYER") can be found in these places:
Shotgun in a small room near the Core room on Boneyard [''screenshot'']
Grenade launcher|Grenade Launcher in a small room opposite Boneyard's INVASION_SLAYER Shotgun M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher lying in a U-shaped piece on Boneyard's Junkyard Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher on Boneyard's conveyor belt Rocket Launcher on Spire, near the Sniper rifle|Sniper Rifle Type-52 Special Applications Rifle|Focus Rifle on Spire, near the second Phase's objectives Plasma Launcher on Spire, opposite the INVASION_SLAYER Focus Rifle
Boneyard also has two Initial Spawn Points with the "CINEMA_TEST" label, in the open expanse that Sangheili|Elites must cross in Phase 1. [''screenshot''] Spire has two Hill Markers with the "TELEPORTER" label; one next to the Man Cannon near the Spire, and another next to that Man Cannon's destination.
Sources
Category:Forge Category:Halo: Reach
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This article contains details on Equipment placeable in Forge mode in ''Halo 3''. For Forge objects|objects in other categories, please see one of the pages listed below.
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Equipment
Category:Halo 3
Category:Forge objects
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This article contains details on Goals placeable in Forge mode in ''Halo 3''. For Forge objects|objects in other categories, please see one of the pages listed below.
For many of these objects, a specific game type must be selected under "Change game type" in the Forge pause menu before they will appear in the item menu.
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Goals
Category:Halo 3
Category:Forge objects
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This article contains details on objects in the Scenery category placeable in Forge mode in ''Halo 3''. For Forge objects|objects in other categories, please see one of the pages listed below.
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Scenery
Category:Halo 3
Category:Forge objects
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This article contains details on Spawning|Spanwers, or spawn points, placeable in Forge mode in ''Halo 3''. For Forge objects|objects in other categories, please see one of the pages listed below.
For many of these objects a specific game type must be selected under "Change game type" in the Forge pause menu before they will appear in the item menu.
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Spawners
Category:Halo 3
Category:Forge objects
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This article contains details on Teleporters placeable in Forge mode in ''Halo 3''. For Forge objects|objects in other categories, please see one of the pages listed below.
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Teleporters
Trivia If you set multiple Two-Way Nodes to the same channel, you may teleport to one teleporter, or you may teleport to some other one.
Category:Halo 3
Category:Forge objects
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This article contains details on Vehicles placeable in Forge mode in ''Halo 3''. For Forge objects|objects in other categories, please see one of the pages listed below.
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Vehicles
Category:Forge objects
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This article contains details on Weapons placeable in Forge mode in ''Halo 3''. For Forge objects|objects in other categories, please see one of the pages listed below.
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Weapons
|description=Plasma Rifles can drain shields very rapidly.
|protip=Dual-wielding a Plasma Rifle with a headshot-capable weapon can allow for easy kills, as long as you don't miss with the Rifle.
|DefaultCost=2
|DefaultMax=16
|AssemblyCost=2
|AssemblyMax=16
|AvalancheCost=0
|AvalancheMax=0
|CitadelCost=2
|CitadelMax=16
|GhostTownCost=2
|GhostTownMax=16
|HereticCost=2
|HereticMax=16
|HighGroundCost=0
|HighGroundMax=0
|LongshoreCost=0
|LongshoreMax=0
|OrbitalCost=2
|OrbitalMax=16
|ThePitCost=2
|ThePitMax=16
|RatsNestCost=2
|RatsNestMax=16
|SandtrapCost=0
|SandtrapMax=0
|SnowboundCost=2
|SnowboundMax=16
|ValhallaCost=0
|ValhallaMax=0
}}
Category:Forge objects
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This article contains details on armor abilities placeable in Forge mode in ''Halo 4''. For Forge objects|objects in other categories, please see one of the pages listed below.
Armor abilities Type-3 active camouflage|Active Camouflage - Cost: $50
Z-2500 autosentry|Autosentry - Cost: $50
Z-90 hardlight shield|Hardlight Shield - Cost: $50
Type-27 hologram|Hologram - Cost: $50
Series 12 Jet pack|Jet Pack - Cost: $50
Z-5080 Promethean vision|Promethean Vision - Cost: $50
M2705 regeneration field|Regeneration Field - Cost: $50
M805X thruster pack|Thruster Pack - Cost: $50
Category:Halo 4
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This article contains details on weapons placeable in Forge mode in ''Halo 4''. For Forge objects|objects in other categories, please see one of the pages listed below.
Weapons, Human MA5D assault rifle|Assault Rifle BR85HB battle rifle|Battle Rifle M395 DMR|DMR M9 fragmentation grenade|Frag Grenade M6G Magnum|Magnum M247H machine gun|Mounted Machine Gun Turret ARC-920 railgun|Railgun M41 rocket launcher|Rocket Launcher M739 SAW|SAW M45D Tactical Shotgun|Shotgun SRS99-S5 AM sniper rifle|Sniper Rifle M6 Spartan Laser|Spartan Laser M363 sticky detonator|Sticky Detonator
Weapons, Covenant Zubo-pattern beam rifle|Beam Rifle Elo'Nakada-pattern concussion rifle|Concussion Rifle Mosa-pattern carbine|Covenant Carbine Type-1 energy sword|Energy Sword Pez'tk-pattern fuel rod gun|Fuel Rod Cannon Gravity hammer (fiction)|Gravity Hammer Pek-pattern plasma cannon|Mounted Plasma Cannon Type-33 Needler|Needler Anskum-pattern plasma grenade|Plasma Grenade Type-25 plasma pistol|Plasma Pistol Kelos'vaarda-pattern storm rifle|Storm Rifle
Weapons, Forerunner Z-750 binary rifle|Binary Rifle Z-110 Boltshot|Boltshot Z-390 incineration cannon|Incineration Cannon Z-250 lightrifle|Lightrifle Z-040 pulse grenade|Pulse Grenade Z-180 Scattershot|Scattershot Z-130 Suppressor|Suppressor
Category:Halo 4
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This article contains details on Armor abilities|Armor Abilities placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
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Armor Abilities
Category:Halo: Reach Category:Forge objects
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This article contains details on objects in the Gadgets category placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
It is very important to note that the limits for objects grouped in the same section applies to all of them. For instance placing a Fusion Coil on a map also reduces the number of objects remaining for all parts in the "Explosives" section.
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{|class="toc"
|Contents
| |
Explosives|1 Explosives Health_Station|2 Health Station Powerups|3 Powerups Cannons.2C_Men|4 Cannons, Men Shields|5 Shields Special_FX|6 Special FX Teleporters|7 Teleporters Toys|8 Toys Lights|9 Lights
|}
Explosives Explosive objects share a part limit. Placing any reduces the number remaining for all.
Health Station
Powerups Powerups share a part limit. Placing any reduces the number remaining for all three.
Cannons, Men Man Cannons and lifts share a part limit. Placing any reduces the number remaining for all.
Shields Although they fall under Gadgets on Forge World and Tempest, One Way Shields and Shield Doors are kept under Forge objects in Halo: Reach/Scenery#Doors, Windows, and Walls|Scenery on most other maps they are available on.
Forge Filter|Special FX These objects share a part limit. Placing any reduces the number remaining for all.
Teleporters Teleporter pads share a part limit. Placing any reduces the number remaining for all three types.
Toys Objects that fall under Toys share a part limit. Placing any reduces the number remaining for all.
Lights Light sources share a part limit. Placing any reduces the number remaining for all.
Category:Halo: Reach Category:Forge objects
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This article contains details on Objectives placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
These parts must have their "Forge Labels|Game Type Label" property, and possibly "Team" property, set in order to function as anything. As a result each of these parts is useful in several different game types. Some are even interchangeable given the appropriate label.
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Objectives
Category:Halo: Reach Category:Forge objects
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This article contains details on objects in the Scenery category placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
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{|class="toc"
|Contents
| |
Scenery|1 Scenery Barricades|2 Barricades Crates|3 Crates Decorative|4 Decorative Doors.2C_Windows.2C_and_Walls|5 Doors, Windows, and Walls Sandbags|6 Sandbags Pallets|7 Pallets Notes|8 Notes
|}
Scenery The following objects are considered separate. Placing one on a map reduces the number remaining for only that one type of object.
|SpireCost=50
|SpireMax=12
|TempestCost=10
|TempestMax=100
}}
|TempestCost=10
|TempestMax=50
}}
|TempestCost=10
|TempestMax=50
}}
|TempestCost=10
|TempestMax=50
}}
Barricades Barricades share a part limit. Placing any reduces the number remaining for all available on the map in question.
Crates Crates share a part limit. Placing any reduces the number remaining for all.
Decorative Decorative objects share a part limit. Placing any reduces the number remaining for all.
Doors, Windows, and Walls Objects in this section on Anchor 9 and Breakpoint share a part limit. On those maps placing any one part from this section reduces the number remaining for all of them. On all other maps these parts are considered separate; placing one only effects the number remaining for that specific part. On Forge World and Tempest these objects are actually found under Gadgets, but are listed in this article due to appearing under Scenery on most other maps.
Sandbags Sandbags share a part limit. Placing any reduces the number remaining for all.
Pallets Pallets share a part limit. Placing any reduces the number remaining for all.
Notes
Category:Halo: Reach Category:Forge objects
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This article contains details on objects in the Spawning category placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
It is important to note that placing either a Safe Boundary or a Soft Safe Boundary will reduce the number remaining for both. This also applies, separately from the Safe Boundaries, to Kill Boundaries and Soft Kill Boundaries.
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Spawning
Safe Boundary and Soft Safe Boundary share a part limit. Placing either reduces the number remaining for both.
Kill Boundary and Soft Kill Boundary share a part limit. Placing either reduces the number remaining for both.
Category:Halo: Reach Category:Forge objects
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This article contains details objects in the Structure category placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
The format of this page differs from the other pages listing Forge objects due to the Structure category only applying to a small number of maps, and including a very large number of parts.
Objects in the same section share a common part limit. Placing one reduces the number remaining for all the others in the same grouping.
Building Blocks
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |Block, 1x1A 1 "unit" square block. A unit being the same distance the "Edit coordinates" menu uses when manually tweaking an objects location. Slightly taller than a Spartan, the player can just barely see over one when jumping.
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|100
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|100
| |Block, 1x1, FlatVery similar to a Block, 1x1 however only 20% as thick.
| |Block, 1x1, ShortHalf as thick as a Block, 1x1.
| |Block, 1x1, Tall 2.5 times as tall as a Block, 1x1.
| |Block, 1x1, Tall and Thin In terms of the unit of measurement used by the other blocks, this part is 1.0 x 0.5 x 3.0.
| |Block, 1x2
| |Block, 1x4
| |Block, 2x1, Flat
| |Block, 2x2
| |Block, 2x2 Flat
| |Block, 2x2, Short
| |Block, 2x2, Tall
| |Block, 2x3
| |Block, 2x4
| |Block, 3x1, Flat
| |Block, 3x3
| |Block, 3x3, Flat
| |Block, 3x3, Short
| |Block, 3x3, Tall
| |Block, 3x4
| |Block, 4x4
| |Block, 4x4, Flat
| |Block, 4x4, Short
| |Block, 4x4, Tall
| |Block, 5x1, ShortDespite the "Short" in its name this object is as thick as the other blocks labeled "flat."
| |Block, 5x5, Flat
|}
Bridges and Platforms
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |Bridge, Small
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|50
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|50
| |Bridge, MediumTwice as long as a Bridge, Small.
| |Bridge, LargeThree times as long as a Bridge, Small.
| |Bridge, XLargeFive times as long as a Bridge, Small.
| |Bridge, Diagonal
| |Bridge, Diag, Small
| |DishHalf of a very large, round, saucer.
| |Dish, OpenAlmost identical to a Dish, but with a notch out it on one side.
| |Corner, 45 Degrees
| |Corner, 2x2
| |Corner, 4x4
| |Landing Pad
| |Platform, Ramped
| |Platform, Large
| |Platform, XL
| |Platform, XXL
| |Platform, Y
| |Platform, Y, Large
| |Sniper Nest
| |Staircase
| |Walkway, Large
|}
Buildings
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |Bunker, Small
|rowspan"vertical-align:top;text-align:center"|$150
|rowspan"vertical-align:top;text-align:center"|12
|rowspan"vertical-align:top;text-align:center"|$150
|rowspan"vertical-align:top;text-align:center"|12
| |Bunker, Small, Covered
| |Bunker, Box
| |Bunker, RoundTwo placed side by side form the bases on Hemorrhage.
| |Bunker, Ramp
| |PyramidPlaced on ends of Quarry on Forge World to make Asylum bases.
| |Tower, 2 Story
| |Tower, 3 Story
| |Tower, Tall
| |Room, Double
| |Room, Triple
|}
Decorative
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |Antenna, Small
|rowspan"vertical-align:top;text-align:center"|$50
|rowspan"vertical-align:top;text-align:center"|100
|rowspan"vertical-align:top;text-align:center"|$50
|rowspan"vertical-align:top;text-align:center"|100
| |Antenna, SatelliteUsed on top of the dish in the center of Pinnacle.
| |Brace
| |Brace, Large
| |Brace, Tunnel
| |Column
| |Cover
| |Cover, Crenellation
| |Cover, Glass
| |Glass Sail
| |Railing, Small
| |Railing, Medium
| |Railing, Long
| |Teleporter Frame
| |Strut
| |Large Walkway Cover
|}
Doors, Windows, and Walls
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |Door
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|50
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|50
| |Door, Double
| |Window
| |Window, Double
| |Wall
| |Wall, Double
| |Wall, Corner
| |Wall, Curved
| |Wall, ColiseumVery, very large and flat, relatively few of these can be used to create a large section of wall or floor. However, not the most aesthetically pleasing part when used to construct most of a map.
| |Window, ColiseumThe perfect shape to plug the entrance/exit to Forge World#The Coliseum|The Coliseum area on Forge World. One can also fit in the depression at the back of the chamber. Not quite as large as a Wall, Coliseum, however when used to wall off an area it makes it look less like a solid concrete bunker due to the large panes of glass.
| |Tunnel, Short
| |Tunnel, Long
|}
Inclines
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |Bank, 1x1
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|100
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|100
| |Bank, 1x2
| |Bank, 2x1
| |Bank, 2x2
| |Ramp, 1x2
| |Ramp, 1x2, Shallow
| |Ramp, 2x2
| |Ramp, 2x2, Steep
| |Ramp, Circular, Small
| |Ramp, Circular, LargeTwo of these form the structure in the center of Asylum.
| |Ramp, Bridge, Small
| |Ramp, Bridge, Medium
| |Ramp, Bridge, Large
| |Ramp, XL
| |Ramp, StuntThe blue stripes on this part unfortunately do not change color with the "Object Color" proprety.
|}
Natural
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |Rock, Small
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|50
|rowspan"vertical-align:top;text-align:center"|$10
|rowspan"vertical-align:top;text-align:center"|50
| |Rock, Flat
| |Rock, Medium 1
| |Rock, Medium 2
| |Rock, Spire 1
| |Rock, Spire 2
| |Rock, SeastackThe largest piece of rock, only available on Forge World. If several are used to block off an area it may be helpful to rotate them differently in order to disguise the reuse of the same part. See also: Wikipedia:Stack (geology)|Stack on Wikipedia.
|style="background-color:#AAA"|
|style="background-color:#AAA"|
| |Rock, Arch
|rowspan="3"|
|rowspan="3"|
| |Rock, Small 1The smallest piece of rock, only available on Tempest.
|rowspan"background-color:#AAA"|
|rowspan"background-color:#AAA"|
| |Rock, Spire 3 Only available on Tempest. Good for forming walls or blocking off cave entrances.
|}
Miscellaneous These parts do not have a category and are simply listed in the root of the "Structure" menu in Forge.
{|border"width:900px"
| !rowspan"width:600px;text-align:left"|Object
!colspan"width:150px;text-align:center"|Forge World
!colspan"width:150px;text-align:center"|Tempest
| !style="text-align:center"|Cost
!style="text-align:center"|Max
!style="text-align:center"|Cost
!style="text-align:center"|Max
| |GridA large, blue-tinted, transparent, checkered grid designed to help lay out and align pieces in Forge.
|style="vertical-align:top;text-align:center"|$100
|style="vertical-align:top;text-align:center"|2
|style="vertical-align:top;text-align:center"|$100
|style="vertical-align:top;text-align:center"|2
|}
Category:Halo: Reach Category:Forge objects
|
This article contains details on Vehicles placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
Note that all types of Warthogs share a part limit. Placing any reduces the number remaining for all variants.
__NOTOC__
Vehicles
|description=
|DefaultCost=0
|DefaultMax=0
|ForgeWorldCost=100
|ForgeWorldMax=8
|SpireCost=100
|SpireMax=8
}}
Category:Forge objects
|
This article contains details on Weapons placeable in Forge mode in ''Halo: Reach|Halo Reach''. For Forge objects|objects in other categories, please see one of the pages listed below.
__NOTOC__
{|class="toc"
|Contents
| |
Weapons.2C_Human|1 Weapons, Human Weapons.2C_Covenant|2 Weapons, Covenant
|}
Weapons, Human
Weapons, Covenant
|description=
|DefaultCost=10
|DefaultMax=16
}}
Category:Halo: Reach Category:Forge objects
|
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