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File:H3 Forge menu Summary.jpg|450px|thumb|An example of forge menus from Last Resort in ''Halo 3''. The Forge Objects lists serve to detail all objects available in Forge mode in ''Halo 3'', ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary'' and ''Halo 5: Guardians'', including prices, map availability, and the individual prices per map.Halo 3 Forge, Default Map Variants Note that the price for an item can change if the player modifies certain properties of it.
__NOTOC__
Viewing an item All Forge Objects are represented in the following format.
In the table, the "Cost" cells refer to how many Forge credits an item uses up. "Max" cells refer to how many of the item can be placed total. Greyed cells in the table mean that the item can't be placed on the corresponding map. In the example entris above, the greyed cells mean that the item cannot be placed in Citadel or Spire (map)| (map)|Spire.
Sources
See also Forge/Tricks|Forge Tricks
Category:Forge objects|
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Forge of Raansek is a vehicle manufacturer associated with the Banished. The forge notably manufactures the Bolroci Workshop Wraith, the Kaelum Workshop Banshee, and the Qavardu Workshop war-skiff.
Sources
Category:Clan workshops
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File:HINF Forge of Teash.png|thumb|350px|Forge of Teash.
The Forge of Teash was a Banished-operated maintenance depot established on the fragmented section of Installation 07 during mercenary group's occupation of the ring in 2560. Like Ransom Keep (location)|Ransom Keep, the Forge's main purpose was to repair the excavation equipment used at Site Novem. The Forge of Teash was overseen by Commander Durakkus, who also worked closely with those stationed at Site Novem.
History
On or after 2560#May|May 28, 2560, Master Chief Petty Officer|Master Chief John-117 attacked the Forge of Teash and destroyed the facility's fuel silos and Banished repair bay|repair bays. Although the Banished had breached the Conservatory (location)|Conservatory at Site Novem earlier, the Forge's destruction significantly slowed progress at other Banished dig sites. Prior to the site's decommissioning, the Forge of Teash manufactured Flaktura Workshop Skewers and Grenflekt Workshop Scrap Cannons.''Halo Encyclopedia (2022 edition)''
It is unknown if Commander Durakkus survived John-117's assault on the Forge of Teash.
Gallery
File:HINF CF ForgeOfTeash.jpg|Another view of Forge of Teash. File:HINF Banished Repair Bay.png|One of the Forge's repair bays.
List of appearances
''Halo Infinite''
References
Sources
Category:Banished military bases Category:Installation 07 locations
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|place = Forge of Teash (location)|Forge of Teash, Installation 07
|objective = * Destroy the silos (5)
Sabotage the repair bays (4)
|partime=
|parscore=
}}
Forge of Teash is an optional side mission in the ''Halo Infinite'' campaign. It is part of the ''Connections'' section of the campaign. Completing it earns the player 100 points of valor.
Overview The Master Chief attacks the Forge of Teash, a Banished maintenance depot.
Transcript
''The Chief approaches the Forge of Teash.''
The Weapon|Weapon: "Banished outpost up ahead, Chief - and there's a lot of Banished inside. Whatever's going on in there, it's high priority."
Jiralhanae Officer (loudspeaker): "All Banished within the Forge of Teash. Hear these words. The Tower has The Tower|fallen. Chak 'Lok has failed us all. But be assured! We will prevail!"
Jiralhanae Officer (loudspeaker): "The humans will be found. Their presence burned from the surface of the Ring."
Jiralhanae Officer (loudspeaker): "Harvester coolant levels critical. Open the vents!"
Jiralhanae Officer (loudspeaker): "New orders... increase security at all dig sites immediately?"
Jiralhanae Officer (loudspeaker): "The Conservatory (location)|Conservatory is breached - but our work is not done!"
''The Chief engages the Banished outside the Forge.''
Jiralhanae Officer (loudspeaker): "We are under attack! Lower the silos! Protect the Forge of Teash! If John-117|the Spartan is here, take him down!"
''The Chief enters the outpost.''
Weapon: "It's a maintenance depot. I'm picking up a number of repair bays and fuel silos. Take them out and we'll bring this outpost to its knees."
Jiralhanae Officer (loudspeaker): "The Spartan is here! The honor of his slaying is OURS!"
''The Chief engages the Banished guards inside the Forge.''
Jiralhanae Captain: "Protect the Forge with your lives!"
Sangheili: "Form up on me to defend the Forge!"
File:[email protected]|thumb|250px|Banished forces at the Forge of Teash. Jiralhanae: "The Forge of Teash will be your grave, human!"
Jiralhanae: "Teash was my home - I will not let its namesake fall!"
''The fighting continues. The Brute Officer continues shouting orders over the loudspeaker.''
Jiralhanae Officer (loudspeaker): "The Forge of Teash will not fail!"
Jiralhanae Officer (loudspeaker): "Peel him from his armor!"
Jiralhanae Officer (loudspeaker): "We end this today!"
Jiralhanae Officer (loudspeaker): "Kill him! For the Banished!
''Phantoms and drop pods arrive, bringing Banished reinforcements. The Chief fights his way through the Forge, destroying fuel silos, and sabotaging repair bays as he goes. He also frees some captured Marines, who aid him in his mission.''
''The Chief sabotages the first repair bay.''
''If Ransom Keep has been completed:''
Weapon: "Banished repair bay|Repair bays. Looks like they're maintaining some heavy excavation equipment - just like Ransom Keep (location)|that other outpost."
''If Ransom Keep hasn't been completed yet:''
Weapon: "Those repair bays... they appear to be maintaining some sort of excavation equipment. Are the Banished... digging for something?"
''If Excavation Site has been completed:''
Weapon: "This equipment look familiar to you, Chief? This outpost must be supporting the excavation efforts we saw at that Site Novem|dig site."
John-117: "Then we're taking these bays offline. For good."
''If both Ransom Keep and Excavation Site have been completed:''
Weapon: "It's a second maintenance facility - repairing excavation equipment, like the other outpost we found."
John-117: "Whatever Escharum's after, we have to slow him down."
Weapon: "Let's do it. Go knock those repair bays out."
''If the Chief sabotages all the repair bays before destroying all the silos:''
Weapon: "That's a wrap on the repair bays. Now for the fuel silos."
''If the Chief destroys all the fuel silos before sabotaging all the repair bays:''
Weapon: "That's all the fuel silos. Let's deal with those repair bays."
''The Chief finishes destroying all the silos and repair bays.''
''If Ransom Keep has been completed:''
Weapon: "Nice work. We're two for two on maintenance depots. Whatever the Banished are after with this equipment, their job just got a lot harder."
''If Ransom Keep has not been completed yet:''
Weapon: "That should do it. Banished excavation equipment is going to stay inoperable a lot longer. Nice work, Chief."
''If Excavation Site has been completed:''
Weapon: "That should do it. Without this maintenance bay, Escharum will have a tough time keeping up his excavation efforts around the Ring."
''If both Ransom Keep and Excavation Site have been completed:''
Weapon: "We're two for two on maintenance depots. Without them, Escharum won't be able to continue excavating the Ring. Excellent work, Chief."
''Mission is completed.''
Collectibles Audio logs (4): Audio log (Halo Infinite)/Banished/Outpost/05|Banished Outpost Intel 05 - RE: Damnable Eyes, Audio log (Halo Infinite)/Banished/Outpost/06|Banished Outpost Intel 06 - Secrets Below, Audio log (Halo Infinite)/UNSC/Outpost/05|UNSC Outpost Intel 05 - The Ally, Audio log (Halo Infinite)/UNSC/Outpost/06|UNSC Outpost Intel 06 - Digging Deeper Spartan cores (1)
Sources
Category:Halo Infinite campaign
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The Forge physics glitch is a glitch that can be performed in Forge mode of ''Halo: Reach''. It allows the player to get out of any map.
Walkthrough Start a Forge game over Xbox Live with at least two people. Have Player One spawn a wall and set the physics to phased. Have Player Two stand on the place where they want to get under. Have Player One with the wall push Player Two, and then have them fall under the map. If Player Two goes into monitor mode quick enough, he can survive and fly around outside the map.
Category:Glitches Category:Halo: Reach glitches
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The Forge turret glitch is a term used to refer to two separate glitches in ''Halo 3'', Halo: Reach|''Halo: Reachs, and ''Halo 4s Forge. The first glitch, which allows players to duplicate turrets endlessly, is the result of an unanticipated design flaw that allows players in Edit Mode to manipulate turrets while they are in use. The second glitch allows players to bypass thin barriers using turrets.
Instructions (Duplication)
Start a Forge session with two players, ''Person A'' and ''Person B''.
''Person A'' should enter Edit Mode and spawn a AIE-486H Heavy Machine Gun|Machine Gun Turret or a Pek-pattern plasma cannon|Plasma Cannon, and then set the turret down. ''Person B'' should take control of the turret. ''Person A'' should, at this point, grab the turret again, lifting it and ''Person B'' into the air. (''Person B'' can also start operating the turret while ''Person A'' is holding it.) ''Person B'' should now press the "Melee" button (default on MCC is B), to tear the turret off of its base. The duo will find that ''Person A'' is still holding an intact and usable turret, while ''Person B'' is running around with a detached copy of that turret. At this point, ''Person B'' can discard their turret and repeat the glitch to create another copy, or a hypothetical ''Person C'' can repeat the glitch (with ''C'' mimicking ''B'''s previous actions) to get their own turret. This glitch also works in Reach and Halo 4.
Instructions (Bypassing)
This glitch can be done with a single player.
Place a Machine Gun Turret against the wall you wish to bypass. The Turret should face away from the wall (exactly 180 degrees away), and it should be placed as close to the wall as physically possible. Enter Player Mode and man the turret. Look as far upward as you possibly can. Depending on what kind of wall you wish to bypass, the camera may move behind the wall. When it does, enter Edit Mode, and you should find yourself behind the wall. If you don't end up behind the wall, try dismounting the turret right before entering Edit Mode. This glitch also works in Reach and Halo 4.
A two-player method, similar to the Duplication method described above, allows players to bypass vertical surfaces.
Have one person (''Person A'') spawn a Machine Gun Turret and remain in edit Mode. Have another player (''Person B'') man the turret. Now, have ''Person A'' lift the turret and take ''Person B'' to the desired vertical surface. ''Person A'' should rotate the turret so that ''Person B'' is in between the turret and the surface, looking away from the surface. ''Person B'' should, at this point, enter Edit Mode.
This glitch's uses consist primarily of bypassing barriers and entering areas that are normally inaccessible. In ''Rat's Nest'', the glitch can be used to access at least three otherwise-inaccessible areas.
*Two of these alcoves are long and narrow rooms that overlook the main entrance/exit to the outdoor area. There is one such room on each side of the exit, near the ceilings.
*The third alcove is behind a grate. If you enter the indoor area from the previously-described entrance, and then go straight, you will hit the grate. The small room behind this grate is actually large enough to hold several Crates and even a Teleporter. In ''The Pit'', it may be used to bypass the fence. It can also be used to access the small, fenced-off areas beneath ramps in the level. In ''Foundry'', it may be used to bypass a window. It can also be used to enter the fenced-off areas in the corners of the hallways. In ''Avalanche'', it may be used to bypass the glass areas at the backs of the two southernmost indoor areas. In ''Cold Storage'', it will get you into the containment tube with the Flood Flood tank form|Tank Form. In ''Longshore'', it may be used to get inside a grate set into the floor, resulting in a small room with knee-high water. The only way to get out is suicide. It may also be used to get inside the freezer. It can be used to get out of ''Sword Base'' in ''Halo: Reach'', behind the big door by the grav-lift. It can be also used in ''Standoff'' At the bottom of each base, there are doors that only open when the switch in the bases are used, you can enter these without using the switch by using the turret glitch. This may be used for Machinima's, roleplays or other things.
Category:Halo 3 glitches Category:Halo: Reach glitches Category:Halo 4 glitches
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Forge World vacation is a glitch in ''Halo: Reach'' which allows players to escape the map's boundaries. Walkthrough
1. Go to Forge and select the map Forge World with two players.
2. Go to the Forerunner cave in the mountains.
3. Spawn a lot of vehicles and a Grid.
4. Player 1 should grab the grid and player 2 should stand on it.
5. Player 1 then should float up fast and once the grid touches the roof, the vehicles will explode and will cause lag. Then, player 2 should be on top of the ceiling.
*5.1 Sometimes the player might die.
Category:Halo: Reach glitches
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|terrain = Mountainous cliffsides, Wikipedia:Taiga|taiga landscapes, islands, Forerunner structures.
|vehicles =
|weapons =
|gametypes = Forge Team Slayer Oddball Juggernaut Capture the Flag Assault Slayer Oddball
Oddball#Rocketball|Rocketball Juggernaut
Capture the Flag Assault Territories VIP Infection Stockpile Headhunter (game variant)|Headhunter Invasion Race
}}
Forge World is a multiplayer map in ''Halo: Reach'' intended for use as a "blank canvas" for Forge. The map encompasses several different regions and environments which allows users to create entirely new maps of varying sizes, similar to the three distinct areas in Sandbox. It is the only non-DLC map to feature the full suite of Building Block Forge objects.
Universe and lore Forge World is set on a miscellaneous Halo ring, set within the War Games simulations hosted by the United Nations Space Command as opposed to being a physical location. The Forge World area itself is set closer to the edge of the ring, with the Halo arcing up into the sky at an angle as opposed to directly up. Forge World is an amalgamation of various locations encountered on other Halo Rings, including a Relay station seastack and a canyon reminiscent of "Blood Gulch".
Overview
File:Forge World - Heatmap.png|A bird's eye view of Forge World.
Callouts The following are locations on the map that are so named on the player's heads-up display during gameplay:
The Canyon The "Canyon" is a semi-enclosed, symmetrical canyon in the south of the map with a large open field and a drying river in its center. Along the edges of the canyon are several walkways and caves. One end of the canyon opens up into the lake while the other can be ascended into Alaska. The Canyon is designed for easy traversal in ground vehicles and is recommended for larger, team-based games. Other than an increase in size and some environmental changes, this area of the map is a faithful and accurate remake of the Blood Gulch canyon. The terrain of the canyon was taken from ''Halo 2'''s Coagulation and "rezzed up" to ensure the terrain was accurate.
File:HR ForgeWorld Canyon.jpg
The Island The "Island" is a large area in the center of the map. The Island is roughly symmetrical, with a large rock formation at the center and a small bay on one side that molds this area into a horse-shoe shape. There is a small tunnel that cuts through the center rock. The Island is designed for vehicular combat and is recommended for larger, team-based games. The Island was designed to be vaguely reminiscent of Sidewinder, thus the horse-shoe shape of the map.
File:HR ForgeWorld Island.jpg
The Quarry The "Quarry" pocket is a small roughly rectangular grassy patch enclosed on three sides by rock cliffs with a view overlooking the entirety of the map on the fourth side. The Quarry is positioned directly above the Coliseum section of the map. The Quarry is described as about the same size as Sanctuary and a remake of Sanctuary, Asylum, is built here.
File:HR ForgeWorld Quarry.jpg
The Coliseum The "Coliseum" is an enclosed area reminiscent of the Crypt from Sandbox and appears to be made of Forerunner alloys. The entrance to this area is located directly under the Quarry on the side of the cliff in the far north corner of the map. This area of the map was designed to give forgers a traditional area to forge. The entrance side of the Coliseum can be blocked off with a forge piece designed specifically with this in mind or left open to give players a view of the lake.
File:HR ForgeWorld Coliseum.jpg
The Pillar The "Pillar" is a tall spiraling column of rock stretching out of the lake in the same general vicinity of the map as the Quarry and the Coliseum. The Pillar has been referred to by Bungie as "The Rock", despite the fact that this location is named "Pillar" in players' HUDs. It was modeled after the level Ascension from ''Halo 2''.
File:HR ForgeWorld Pillar.png
The Coastline The "Coastline" area applies to all locations along the coast where another area does not intersect with itself; because of this the majority of the Coastline area is on top of water from the lake. The majority of playable space (actual land) in the Coastline area is a stretch of beach positioned in between Alaska and the Island; this area of the Coastline features a large cave at one end and multiple spots to forge across a small inlet to reach the island.
File:HR ForgeWorld Coastline.jpg
The Lagoon The "Lagoon" is a large sea cave positioned along from the end of the Coastline area of the map, and is located below and to one side of the Coliseum's cliff entrance. The Lagoon features three cascading waterfalls and a large cliff face with a half-dome hollow cave reaching in. It is also adjacent to the Island, which can be seen clearly from the area. The Lagoon is also the site of Bungie Representative Urk's first Forging attempt, first entitled Jurkout, then Riptide, featuring several platforms just below the surface of the water. The Lagoon is the only area of Forge World with no solid land (aside from the top of the cliff). The waterfall area of Lagoon was created for housing an official remake of the ''Halo 2'' map Lockout, which was described as being at "95% completion" but was never shipped.
File:HR ForgeWorld Lagoon.jpg
Alaska
"Alaska" is a grassy area surrounded by cliff faces on all sides. It is positioned in between the Coastline and the Canyon. A small gully leads down into the Canyon from one side of the map. Alaska and Montana are similar in their classic Halo terrain appearance. Notable differences, however, are Alaska's lack of visible terrain cliffs or edges, instead having only rolling hills. It also features scattered trees, which cannot be moved or deleted due to technical constraints on the part of Bungie.
File:HR_ForgeWorld_Alaska.jpg
Montana
"Montana" is a rocky, mountainous area of the map taking place on top of a plateau. Montana is positioned in between the lake and the Canyon, forming one of the Canyon's walls. While sharing a classic Halo terrain appearance, Montana differs from Alaska in appearance in that its terrain is generally more rough, rugged, and varied with fewer flat sections. The terrain is heavily populated by rocks and similar environmental pieces, which cannot be moved or deleted. One end of this area is narrower with more rocky ledges as well as a small spiral structure. The other end gradually opens up and is less rugged.
HR_ForgeWorld_Montana.jpg
Variants The following map variants are included with ''Halo: Reach''. These map variants were developed by Bungie using the Forge 2.0 tool set in order to demonstrate Forge 2.0's increased user-friendly capabilities.
Asylum Hemorrhage Paradiso Pinnacle The Cage
Forge World/Atom|Atom Forge World/Cliffhanger|Cliffhanger
-->
Forge
Almost all weapons and vehicles can be spawned on Forge World, but none appear on the map by default. These are the base vehicles that are available through Forge. M12 Light Reconnaissance Vehicle|Warthog M12G1 Light Anti-Armor Vehicle|Gauss Warthog M12R Light Anti-Armor Vehicle|Rocket Warthog Mongoose Scorpion Falcon
Banshee Ghost Rizsheda-pattern Shade|Shade Turret
Forge World is one of two maps, the other one being Tempest, that received the Thorage update in ''Halo: The Master Chief Collection''.
Production notes File:HR ForgeWorld Concept 1.jpg|250px|thumb|Concept art of Forge World. Forge World was first revealed to the public through a ''Red vs Blue'' Red vs. Blue Halo: Reach PSA: Deja View|Public service announcement requested by Bungie in celebration of Bungie Day 2010. This video led fans to believe that the map was a remake of Blood Gulch from ''Halo: Combat Evolved'', but teased fans with "Go outside the Canyon". The true nature of Forge World was revealed in the Halo: Reach ViDoc: Forge World|Forge World ViDoc on July 22, 2010.
Forge World began development as a remake of the ''Halo 3'' Forge map Sandbox, set in an under-construction skyscraper in the city of New Alexandria (location)|New Alexandria. As the "fixed" and "phased" item settings were greenlit for development, the developers realized they didn't need to ship a flat terrain like Foundry or Sandbox, as players would be able to create their own with the Forge mode. Bungie also knew they wanted to create five multiplayer maps, but only had time for the art team to create one skybox, and a limited palette of items to put in the maps. Because of this, the original intention was to build five different terrains - a spire, a cliff, a gulch, a canyon and a room - all set under the same skybox and with "hints" of the other four maps further away, such as being able to see a canyon that looked like the gulch from the quarry. To aid development, designer Steve Cotton had an internal build of the level that featured all five maps compiled into one level to allow him to work on each level faster. Upon realizing that the map ran well and looked good when compiled, Cotton pitched the idea to the team at Bungie, who advised him against it. Cotton did it anyway.
Because of a new system in ''Halo: Reach''s game engine called "impostering", which allows distant objects to be drawn cheaply, it was decided that it was feasible to actually allow players to play across the entire expanse of the development map. At this point, the five maps were combined into a single map later dubbed "Forge World".
After the five original maps were combined to create Forge World, four new areas were added to the map between them, giving Forge World a total of nine regions and making it the then-largest multiplayer map in the series.
Trivia Forge World has a maximum budget of 10,000 credits, the largest budget allowed of any of the Forge maps in ''Halo: Reach'' or ''Halo 3''. Forge World and Tempest are the only maps in ''Halo: Reach'' where players have access to the "Structures" objects menu tab while Forging. To the left of the Coliseum there is a mountain, and the indents and trees around the mountains form what slightly resembles a skull.
Gallery
File:HR_Forge_Concept.jpg|A piece of concept art promoting the Forge mode. File:HR_ForgeWorld_Concept_2.jpeg|Another concept art of Forge World, now used in game as the background art for the Forge lobby. File:HR ForgeWorld Concept 3.png|A more developed concept variation of the prior image. File:HR_ForgeWorld_Overview.png|Forge World from above, featuring the new playable area in the distance. File:HR_ForgeWorld_OutOfBounds.jpg|Outside the boundaries of Forge World showing the true size of the map. For a sense of scale, the small area near the top-right is the actual forging area. File:HR_ForgeWorld_Flora.jpg|Flora in Forge World.
Sources
Category:Forge maps
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File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects. Forge is a gameplay mode in ''Halo 3'', ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary'', ''Halo 5: Guardians'' and ''Halo Infinite'' that allows for both playing and editing multiplayer maps.
Background
Forge is a game mode originally released in ''Halo 3'' designed to allow players to customize, save and share maps for custom games. Forge was originally created to be used by players to make relatively simple changes to maps in order to tweak their gameplay experience. Maps altered in Forge are referred to as ''map variants'', and alterations can include the modification of player spawn points, gametype objective points, Weapons|weapon, vehicles, the addition of scenery items - such as crates, fusion coils, gravity lifts, teleporters, and various other Forge objects|items.
The amount of time and dedication spent by players in Forge mode led to the release of two Forge-specific maps, Foundry - which was released in the Heroic Map Pack - and Sandbox, which was released in the Mythic Map Pack. The scenery and layouts of these maps are almost entirely composed of movable and removable Forge objects. Throughout ''Halo 3'', players were able to find a number of exploits that would allow them to place objects in the air and phased inside one another, which Bungie eventually implemented as the "Fixed" and "Phased" physics features in ''Reach'', and have remained a staple of the mode since. ''Reach'' also brought with it an entirely dedicated Forge canvas and the currently-largest multiplayer space present in any ''Halo'' game, Forge World.
With the release of ''Halo 4'' in 2012, Forge was once again updated with a number of quality-of-life fixes including snappable magnets, highlights of selected objects and baked lighting on user-made maps, alongside four new Forge canvases - Impact, Erosion, Ravine and Forge Island. The Forge component of ''Halo 2: Anniversary'' brought with it the inclusion of large terrain components and basic scripting, allowing users to make interaction with props in the world.
With ''Halo 5: Guardians'', Forge was not included in the game's initial release, instead being delayed until the release of Cartographer's Gift. This improved variant of Forge brought about the most significant changes to the mode since those of ''Halo: Reach'', completely overhauling Forge to resemble a development kit moreso than a simple map editor. This new version of Forge allows users to choose up to three colors for any individual object, choose textures for objects such as dust, grime and snow, place weather and visual effects on a map and even change the map's skybox entirely. The mode also allows users to place more complex lighting with the addition of dedicated point and spotlight objects similar to those found in game development kits such as those of .
In addition, ''Halo 5'' Forge brought with it an entirely revamped control scheme and a swath of new objects to place. For the first time in the series' history, Forge in ''Halo 5'' received multiple updates over the game's lifespan adding entirely new weapons, vehicles, REQ variants, maps and item sets. The mode also saw a number of quality of life changes to its toolset over the game's lifespan.
On September 8, 2016, the Windows 10 PC store saw the release of the app ''Halo 5: Forge'', a free download containing the full ''Halo 5: Guardians'' Forge experience for PC players. Players could make a map on their computer and play the map on there or on the Xbox version of ''Halo 5: Guardians''. ''Halo 5: Forge'' did not have the ability to play matches with Xbox players.
In addition to functioning as map editor, Forge can also be used as a gameplay space. Up to eight players can be on a given map at a time, shifting back and forth between their chosen multiplayer model (''Player Mode'') and the ''Edit Mode'' model (a Monitor). A variety of Forge-specific settings can be altered by the party leader while in the Forge Lobby. As an example, players in Edit Mode can be granted more (or less) health and shielding as well as varying levels of Active Camouflage editors can even be granted near or total invulnerability. There is also a setting that, if enabled, prevents all but the party leader from entering Edit Mode. Players can play actual games in Forge, experiment with Forge's features, kill each other, play diverse and varying 'honor rules' games, and do other things that aren't accepted in regular multiplayer.
File:H3 ForgeHighGround.jpg|thumb|300px|The Forge Menu in ''Halo 3''.
As the first game to feature the Forge mode, ''Halo 3'' pioneered many of the features that are now staples of the mode including the pre-''Halo 5: Guardians'' control scheme and overall layout. In this iteration of Forge, all objects were bound by engine physics; meaning objects would fall when dropped. This is due to Forge's intention as a map ''editing'' as opposed to a map ''creation'' tool, with the intention being to replace weapons, vehicles, spawn points etc. Most maps featured only basic object palletes consisting of a selection of weapons and vehicles (though oftentimes not all - for example, the M7057 flamethrower was only available on a handful of maps even in Forge) and a small selection of scenery objects such as crates and barricades. The release of the maps Foundry and Sandbox greatly expanded upon the toolset available to Forgers via more dedicated scenery and structure objects, leading to "Forge art", the creation of new modes such as Grifball and the discovery of a number of exploits that allowed players to phase objects inside one another or float in the air.
File:HR Forge Menu.jpg|thumb|300px|The Forge Main menu from ''Halo: Reach''. Forge mode returned in ''Halo: Reach'' as Forge 2.0, with a variety of updated tools to allow players to more easily edit and create maps, and a larger Forge palette that was updated to include items from the ''Halo: Reach'' sandbox. A map designed for players to create their own Forge map variants named Forge World was shipped with the game. The mode was first shown off in the ViDoc "Halo: Reach ViDoc: Forge World|Forge World", showcasing a vast array of new tools and features, many inspired by community feedback and creations made in ''Halo 3''. Among the most notable were the introduction of object physics, allowing objects to be "Normal", "Fixed" and "Phased". When in normal physics, objects interact with the world as they did in ''Halo 3''. Fixed mode was similar, though objects would not fall when dropped; phased was the largest addition, allowing Forgers to disregard object collision entirely and place geometry inside other geometry. To suit the ability to create impractical structures, Forge World was set on a Halo Array|Halo ring and the item pallette was largely given a Forerunner-themed aesthetic. While Forge World was the then-largest map in ''Halo'' history, it was the only map on launch to be designed for Forging as a canvas, with most maps not supporting the vast majority of placeable items. Notable exceptions would include the map Tempest of the Noble Map Pack and the maps featured in the Anniversary Map Pack, all of which supported a large complement of the objects placeable on Forge World.
File:H4 Forge Reveal.png|250px|thumb|Halo 4's Forge, as displayed at RTX 2012. Forge returned in ''Halo 4'' with several improvements from its previous iteration in ''Halo: Reach'', though not to the same extent as the changes experienced going into ''Reach''. The duplication tool has returned from ''Halo 3'', and selected objects now glow green depending on what type of object is selected for better precision, preventing players from accidentally deleting objects they did not intend. The feature now supports dynamic lighting on Forge objects, enabling each individual pieces to cast shadows. It features additional tools for user for map-making such as the ability to link Forge objects seamlessly through the use of the magnet utility and adding trait zones (such as enhanced movement and gravity). Objects can be locked, preventing being grabbed/moved. More Forge objects have been added to the sandbox to provide variety to the map-making experience. [1080p]''] Infinity ordnance will be a customizable feature. Halo 4 features four different Forge maps: Erosion, Impact, Ravine and Forge Island. Each map features a different environment and unique palette elements.
File:H2A Forge info.png|thumb|250px|An overview of the features in ''Halo 2: Anniversarys Forge mode.
''Halo 2: Anniversary'' features a Forge mode, the first available on the Xbox One, though only in the reimagined multiplayer component based on the ''Halo 4'' engine. The new Forge features several bug fixes from ''Halo 4'', including menu polishing and adding magnet location consistency. Precision control and zoom have also been added. New features include "Snap to Ground", "Align to Ground", and "Movement Snap". Tool settings are now stored between Forge sessions. The Forge "Structure" palette is now cleaner and smoother, along with new mirrored versions of objects. Additional natural and terrain structure piecesincluding cliffs and large pieces of landhave also been added to the Structure palette. Three Skybox-only mapsAwash, Nebula, and Skywardhave been added, allowing players to create maps and structures without interference from previous existing structures.
The new Forge budget is now based on the amount of objects in a map. The budget can essentially be replaced by a "Performance Meter", presumably determining how well the map will run given the amount of objects placed. In an official demonstration, the developers showcased a map containing a remake of Beaver Creek within a much larger Forged landscape, built completely on a flat canvas using the new terrain pieces. "Simple scripting objects" have been added as Forge objects; these allow players to create interactive systems including switches that can be used to perform various tasks, including opening doors, spawning vehicles or terrain objects, or triggering explosions. There have also been Gadget improvements and new Gadgets.
All seven of the ''Halo 2: Anniversary'' remastered maps feature dynamic features that alter gameplay, such as falling stalactites and breakable glass roofs on Lockdown. These features can be disabled to Forge if the players wish to have a gameplay experience that is closer to the original ''Halo 2''.
File:H5G-Forge.jpg|thumb|250px|Forge in ''Halo 5: Guardians''.
''Halo 5: Guardians'' features Forge 5.0, an even more advanced form of Forge than ''Halo 2: Anniversary''. It was released as a free feature on December 16, 2015 and it will also be given new features and content on a regular basis. Forging is available for any Multiplayer#Halo 5: Guardians|Arena, Breakout and Big Team Battle maps, as well as the seven blank canvas maps Alpine, Barrens (Halo 5: Guardians map)|Barrens, Depths, Glacier (Halo 5: Guardians map)|Glacier, Parallax, Tidal and Breakout Arena.
Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets. Objects are no longer constrained to certain maps, as was the case in previous games. Up to 1700+ objects can be spawned into the map and new types have been added. Terrain objects are designed to seamlessly blend into the prebuilt terrain. Objects can be grouped with a single button press and "welded" to a parent object, allowing the objects to physically move around together. Almost any object can be scripted to move, change colors, spawn, and etc.
The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded. Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.
New light objects have been added with tons of different properties. Light fixtures such as light posts, beacon lights and etc. have been introduced. Lighting is no longer generated automatically when switching to player mode. A button tap will drop the Spartan, while holding it down will render the lighting before dropping. Props like the D79-TC Pelican were added in Hammer Storm and can be customized with colors. Weather effects including rain, snow, embers, floating papers, dust, and motes were added with Ghosts of Meridian. Sound options ranging from chanting Covenant crowds to waterfalls are also available for sur.
''Halo 5: Forge'' is a port of the Forge mode to :Wikipedia:Windows 10|Windows 10. It is available for free and enables players to forge, test, and share their own maps on PC, with compatibility with ''Halo 5: Guardians'' on Xbox One.
''Halo Infinite'' features Forge that released in the Winter Update which improves upon the foundations set by Halo 5's version of Forge by introducing object scaling, a menu wheel for more complex options, the ability to undo and redo a previous edit, the ability to customize FX, the sun's color and its time of day, the ability to create a sequence of events and conditions to trigger it through a node graph, the ability to set objects as static or dynamic, etc. It also makes a huge change to the lighting system that allows the player to set the option to cast static and/or dynamic shadows when selecting a light placed by the player, introduces a heatmap for lights and shadows to assist in map performance, introduces light probes with a limit of 14,000 light probes on a map, and removes the ability to bake light.
With the launch of Season 05: Reckoning, Forge has been improved to incorporate AI units into Forge. The AI units include Marines, Unggoy|Grunts, Kig-Yar|Jackals, Sangheili|Elites, Jiralhanae|Brutes, Gasgira|Skimmers, Mgalekgolo|Hunters, and the variant of frames supporting Adjutant Resolution, with a limit of 32 AI units in the map. These AI units can be spawned through AI spawners, Gydrozka Workshop Breaching Pod|Drop Pods, and/or Eklon'Dal Workshop Phantom|Phantoms; spawners and Phantoms can spawn up to 8 AI units while Drop Pods can only spawn 1 AI unit. If the Phantom is selected, it will also be able to drop off a Riuctda Workshop Ghost|Ghost, a Bolroci Workshop Chopper|Chopper, or a Bolroci Workshop Wraith|Wraith, but the pilot of that vehicle will take the place of the 8th AI unit if the vehicle piloting is enabled. AI units can also move in specific move zones to act as a patrol route. AI units can also spawn with different weapons (i.e. Jackals can spawn with an SRS99-S7 AM sniper rifle|S7 Sniper), and properties that affect AI units are added using node graph.
It currently supports 8 different blank canvases of different themes: Arid, Mires, Seafloor, Institute, Ecliptic, Void, Barrage, and Permafrost.
Trivia
If the player fires their weapon and then immediately enters Edit Mode, upon returning to Player Mode, they ''may'' find that they have lost no ammo. Whatever happened to the player in Player Mode (stuck grenades, fire) will be put in stasis when the player is in Edit Mode. When they return, whatever was in stasis will return to play.
*It also applies to any momentum that the player gathered while in Player Mode. If they jump into a Grav Lift or man cannon, enter Edit Mode, move away, and then return to Player Mode, they will fly through the air in whatever direction they were originally moving in.
**This was changed in ''Halo: Reach'' as changing to edit mode arrests the players motion; despite this, motion is sometimes preserved anyways. However, players now keep their velocity from Edit Mode when they enter Player Mode; this can result in death if the change happens when flying fast, as ''Halo: Reach'' physics causes damage to players if they hit any object while moving too fast. Halo 4 retains this system, but due to lights being baked anytime the player switches to Player Mode (which was changed in the MCC in an update to no longer default to this; instead, you PRESS the Edit/Player mode button to exit the monitor mode and HOLD the Edit/Player mode button to bake the lighting), the monitor comes to a complete stop while the lights bake. The Elephant used to be unspawnable by editors due to its size, the potential for lag, and specific purpose on Sandtrap, however more can be modded into the map. Elephants were later made editable on Avalanche and Sandbox in the Thorage update for the Master Chief Collection, alongside the Troop Transport Warthog and Anti-Air Wraith. Created map variants can be saved and shared with the community. Also, if the player's creation is extremely liked by 343 Industries, they may even add it to matchmaking. It is possible to do a glitch that can make a player have no weapon. The idea of Forge was taken from ''Marathon|Marathon: Infinity'', which also has a map editor named Forge. However, there are multiple differences: ''Marathons Forge was a separate application, acting as a 'pure' map editor in conjunction with another application, Anvil, which edited physics, sounds and shapes files. On the other hand, ''Halo 3s Forge is merely a separate game mode that allows for the spawning and repositioning of objects.
*The use of the name "Forge" in Marathon was a pun based on the name of the game's antagonist race, the Pfhor (thus, Pfhorge or Forge). Some weapons may be purchased at no cost if they were originally on the map and are not deleted. However this will leave the player with a penalty making it so that they need to sell the same amount they have spent under zero to reach zero again and make money again. Even when Edit Mode was restricted to "Party Leader Only", a programming mistake allowed other players to enter Edit Mode through the start menu. (Patched)
If the player stacks both M313 Heavy Recovery Vehicle|Elephants on top of each other and then put as many large objects (tanks) as they can on top the bottom, the Elephants will have reverse gravity. Through a glitch, it is possible to wield weapons while in Edit Mode. In Halo 3, blue-white teardrop-shaped markers denote object spawn points, with the tip facing the direction the object normally faces when spawned. They aren't always visible on all objects, but they can be revealed by moving the object away without grabbing it. When this happens, the spawn points can be interacted with while in Player Mode. If the player shoots or melees them, they will hear the same sound that plays when shooting or beating a shield door. When the player is in Edit Mode, the reticule in the center of the screen appears to be the Marathon symbol. This is probably due to the fact that the eye of the Monitors resemble the same symbol. When in Edit Mode, the player can kill someone with a floating object and will get the Splatter Kill medal. If the player does this on a Mythic map, the player will earn the Tank Dropper achievement. There is a mistake when editing options in forge, it says: ''View current options. Only the party leader may change options'', regardless of whether or not that person is the party leader. It is unknown why the player cannot place certain weapons on certain maps, but it is probably due to balancing. Vehicles would be unable to evade LAU-65D/SGM-151|Missile Pods in indoor maps, and large vehicles like Zurdo-pattern Wraith|Wraiths and Scorpions might not even fit inside of indoor maps with small doors or rooms. However, weapons such as Pez'tk-pattern fuel rod gun|Fuel Rod Guns and Hellbringers|Flamethrowers have limited use due network and performance issues. Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time."
The Forge 2.0 monitor makes a small noise when boosting. In ''Halo: Reach'', after a player goes in to Monitor mode, the Monitor will have a shield/health HUD similar to that of the species which it was transformed from. However, if a player dies while in Monitor mode, when they respawns(as a monitor), it will have the shield bar from ''Halo 3''. Exiting then reentering monitor mode after this will give a normal Spartan/Elite HUD. In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a Type-52 Special Applications Rifle|Focus Rifle icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast. The ''Halo: Reach'' player spawn point object features a holographic Spartan crouching with an M6G pistol aimed forward. The Spartan has a specific armor permutation that includes a variation of the MJOLNIR Powered Assault Armor/Mark V (B)|Mark V[B] helmet with UA that was exclusive to ''Halo: Reach Beta'', Mark V right shoulder, CQC left shoulder, MJOLNIR Powered Assault Armor/Tactical#Tactical/Tacpad|Tactical/Tacpad wrist attachment, MJOLNIR Powered Assault Armor/Tactical#Tactical/Trauma Kit|Tactical/Trauma Kit utility on the right thigh, and FJ/PARA knee guards. The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in ''Halo: Reach''.
Gallery
File:H3_ForgeMonitor.jpg|A Forge Monitor in ''Halo 3.''
File:Forge6.jpg|Crates and an M12 Chaingun Warthog on Forge. File:Forge3.jpg|Spawning an M808C Scorpion on High Ground. File:HR_Forge_Concept.jpg|Concept art of a Forge game in ''Halo: Reach.''
File:H4_ForgeIsland_Map.jpg|A Forge creation in ''Halo 4''. File:H4_ForgeMonitor.jpg|A Forge Monitor in ''Halo 4''. File:H2A Forge.png|Forge in ''Halo 2: Anniversary''. File:H2A-Awash-Beaver Creek.jpg|Beaver Creek recreated in ''Halo 2: Anniversarys Forge. File:H5G-ForgeWeathereffects.gif|Some of the weather effects in ''Halo 5: Guardians Forge. File:H5G-Materialbases.gif|Some of the material bases in ''Halo 5: Guardians Forge. File:H5G-JuneForge.jpg|Features introduced into Forge with Warzone Firefight. File:H5G - Halo Wars Firebase 1.png|A remake of the Firebase from ''Halo Wars'' in ''Halo 5: Guardians'' Forge. File:H5G - Halo Wars Firebase 2.png|A remake of the Firebase from ''Halo Wars'' in ''Halo 5: Guardians'' Forge. File:HINF-Amogus.png|Forge in ''Halo Infinite''. File:HINF-S5PK2.jpg|Forge AI in ''Halo Infinite''.
Sources
See also Forge World Forge objects Forge/Tricks|Forge Tricks Switches
External links
Category:Forge|
Category:Game modes Category:Halo 3
Category:Halo: Reach Category:Halo 4
Category:Halo 2: Anniversary Category:Halo 5: Guardians
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Forged in Fire is an achievement in ''Halo: The Master Chief Collection''. It is awarded for winning 100 multiplayer games. The achievement is worth 10 gamerscore. It also unlocks the Flag Nameplate.
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The Forgemasters of Tanus was a shipwright of the Covenant, notable for mass-assembling the in the Ages of Discovery|Twentieth Age of Discovery, alongside the Gorgon Assembly Vault.''Halo: Warfleet'', p. 76-77
Sources
Category:Shipbuilding companies
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A forgeship is a class of ship. At some point after 2556, the United Nations Space Command launched Operation: MAD HATTER|a countermobilty strike against the forgeship ''Boundless Artifice'', which was under Jiralhanae control.
List of appearances
''Halo 5: Guardians''
*''Halo 5: Guardians Limited Edition dossiers|Limited Edition dossiers''
Sources
Category:Ship classes
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File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects. Forge is a gameplay mode in ''Halo 3'', ''Halo: Reach'', ''Halo 4'', ''Halo 2: Anniversary'', ''Halo 5: Guardians'' and ''Halo Infinite'' that allows for both playing and editing multiplayer maps.
Background
Forge is a game mode originally released in ''Halo 3'' designed to allow players to customize, save and share maps for custom games. Forge was originally created to be used by players to make relatively simple changes to maps in order to tweak their gameplay experience. Maps altered in Forge are referred to as ''map variants'', and alterations can include the modification of player spawn points, gametype objective points, Weapons|weapon, vehicles, the addition of scenery items - such as crates, fusion coils, gravity lifts, teleporters, and various other Forge objects|items.
The amount of time and dedication spent by players in Forge mode led to the release of two Forge-specific maps, Foundry - which was released in the Heroic Map Pack - and Sandbox, which was released in the Mythic Map Pack. The scenery and layouts of these maps are almost entirely composed of movable and removable Forge objects. Throughout ''Halo 3'', players were able to find a number of exploits that would allow them to place objects in the air and phased inside one another, which Bungie eventually implemented as the "Fixed" and "Phased" physics features in ''Reach'', and have remained a staple of the mode since. ''Reach'' also brought with it an entirely dedicated Forge canvas and the currently-largest multiplayer space present in any ''Halo'' game, Forge World.
With the release of ''Halo 4'' in 2012, Forge was once again updated with a number of quality-of-life fixes including snappable magnets, highlights of selected objects and baked lighting on user-made maps, alongside four new Forge canvases - Impact, Erosion, Ravine and Forge Island. The Forge component of ''Halo 2: Anniversary'' brought with it the inclusion of large terrain components and basic scripting, allowing users to make interaction with props in the world.
With ''Halo 5: Guardians'', Forge was not included in the game's initial release, instead being delayed until the release of Cartographer's Gift. This improved variant of Forge brought about the most significant changes to the mode since those of ''Halo: Reach'', completely overhauling Forge to resemble a development kit moreso than a simple map editor. This new version of Forge allows users to choose up to three colors for any individual object, choose textures for objects such as dust, grime and snow, place weather and visual effects on a map and even change the map's skybox entirely. The mode also allows users to place more complex lighting with the addition of dedicated point and spotlight objects similar to those found in game development kits such as those of .
In addition, ''Halo 5'' Forge brought with it an entirely revamped control scheme and a swath of new objects to place. For the first time in the series' history, Forge in ''Halo 5'' received multiple updates over the game's lifespan adding entirely new weapons, vehicles, REQ variants, maps and item sets. The mode also saw a number of quality of life changes to its toolset over the game's lifespan.
On September 8, 2016, the Windows 10 PC store saw the release of the app ''Halo 5: Forge'', a free download containing the full ''Halo 5: Guardians'' Forge experience for PC players. Players could make a map on their computer and play the map on there or on the Xbox version of ''Halo 5: Guardians''. ''Halo 5: Forge'' did not have the ability to play matches with Xbox players.
In addition to functioning as map editor, Forge can also be used as a gameplay space. Up to eight players can be on a given map at a time, shifting back and forth between their chosen multiplayer model (''Player Mode'') and the ''Edit Mode'' model (a Monitor). A variety of Forge-specific settings can be altered by the party leader while in the Forge Lobby. As an example, players in Edit Mode can be granted more (or less) health and shielding as well as varying levels of Active Camouflage editors can even be granted near or total invulnerability. There is also a setting that, if enabled, prevents all but the party leader from entering Edit Mode. Players can play actual games in Forge, experiment with Forge's features, kill each other, play diverse and varying 'honor rules' games, and do other things that aren't accepted in regular multiplayer.
File:H3 ForgeHighGround.jpg|thumb|300px|The Forge Menu in ''Halo 3''.
As the first game to feature the Forge mode, ''Halo 3'' pioneered many of the features that are now staples of the mode including the pre-''Halo 5: Guardians'' control scheme and overall layout. In this iteration of Forge, all objects were bound by engine physics; meaning objects would fall when dropped. This is due to Forge's intention as a map ''editing'' as opposed to a map ''creation'' tool, with the intention being to replace weapons, vehicles, spawn points etc. Most maps featured only basic object palletes consisting of a selection of weapons and vehicles (though oftentimes not all - for example, the M7057 flamethrower was only available on a handful of maps even in Forge) and a small selection of scenery objects such as crates and barricades. The release of the maps Foundry and Sandbox greatly expanded upon the toolset available to Forgers via more dedicated scenery and structure objects, leading to "Forge art", the creation of new modes such as Grifball and the discovery of a number of exploits that allowed players to phase objects inside one another or float in the air.
File:HR Forge Menu.jpg|thumb|300px|The Forge Main menu from ''Halo: Reach''. Forge mode returned in ''Halo: Reach'' as Forge 2.0, with a variety of updated tools to allow players to more easily edit and create maps, and a larger Forge palette that was updated to include items from the ''Halo: Reach'' sandbox. A map designed for players to create their own Forge map variants named Forge World was shipped with the game. The mode was first shown off in the ViDoc "Halo: Reach ViDoc: Forge World|Forge World", showcasing a vast array of new tools and features, many inspired by community feedback and creations made in ''Halo 3''. Among the most notable were the introduction of object physics, allowing objects to be "Normal", "Fixed" and "Phased". When in normal physics, objects interact with the world as they did in ''Halo 3''. Fixed mode was similar, though objects would not fall when dropped; phased was the largest addition, allowing Forgers to disregard object collision entirely and place geometry inside other geometry. To suit the ability to create impractical structures, Forge World was set on a Halo Array|Halo ring and the item pallette was largely given a Forerunner-themed aesthetic. While Forge World was the then-largest map in ''Halo'' history, it was the only map on launch to be designed for Forging as a canvas, with most maps not supporting the vast majority of placeable items. Notable exceptions would include the map Tempest of the Noble Map Pack and the maps featured in the Anniversary Map Pack, all of which supported a large complement of the objects placeable on Forge World.
File:H4 Forge Reveal.png|250px|thumb|Halo 4's Forge, as displayed at RTX 2012. Forge returned in ''Halo 4'' with several improvements from its previous iteration in ''Halo: Reach'', though not to the same extent as the changes experienced going into ''Reach''. The duplication tool has returned from ''Halo 3'', and selected objects now glow green depending on what type of object is selected for better precision, preventing players from accidentally deleting objects they did not intend. The feature now supports dynamic lighting on Forge objects, enabling each individual pieces to cast shadows. It features additional tools for user for map-making such as the ability to link Forge objects seamlessly through the use of the magnet utility and adding trait zones (such as enhanced movement and gravity). Objects can be locked, preventing being grabbed/moved. More Forge objects have been added to the sandbox to provide variety to the map-making experience. [1080p]''] Infinity ordnance will be a customizable feature. Halo 4 features four different Forge maps: Erosion, Impact, Ravine and Forge Island. Each map features a different environment and unique palette elements.
File:H2A Forge info.png|thumb|250px|An overview of the features in ''Halo 2: Anniversarys Forge mode.
''Halo 2: Anniversary'' features a Forge mode, the first available on the Xbox One, though only in the reimagined multiplayer component based on the ''Halo 4'' engine. The new Forge features several bug fixes from ''Halo 4'', including menu polishing and adding magnet location consistency. Precision control and zoom have also been added. New features include "Snap to Ground", "Align to Ground", and "Movement Snap". Tool settings are now stored between Forge sessions. The Forge "Structure" palette is now cleaner and smoother, along with new mirrored versions of objects. Additional natural and terrain structure piecesincluding cliffs and large pieces of landhave also been added to the Structure palette. Three Skybox-only mapsAwash, Nebula, and Skywardhave been added, allowing players to create maps and structures without interference from previous existing structures.
The new Forge budget is now based on the amount of objects in a map. The budget can essentially be replaced by a "Performance Meter", presumably determining how well the map will run given the amount of objects placed. In an official demonstration, the developers showcased a map containing a remake of Beaver Creek within a much larger Forged landscape, built completely on a flat canvas using the new terrain pieces. "Simple scripting objects" have been added as Forge objects; these allow players to create interactive systems including switches that can be used to perform various tasks, including opening doors, spawning vehicles or terrain objects, or triggering explosions. There have also been Gadget improvements and new Gadgets.
All seven of the ''Halo 2: Anniversary'' remastered maps feature dynamic features that alter gameplay, such as falling stalactites and breakable glass roofs on Lockdown. These features can be disabled to Forge if the players wish to have a gameplay experience that is closer to the original ''Halo 2''.
File:H5G-Forge.jpg|thumb|250px|Forge in ''Halo 5: Guardians''.
''Halo 5: Guardians'' features Forge 5.0, an even more advanced form of Forge than ''Halo 2: Anniversary''. It was released as a free feature on December 16, 2015 and it will also be given new features and content on a regular basis. Forging is available for any Multiplayer#Halo 5: Guardians|Arena, Breakout and Big Team Battle maps, as well as the seven blank canvas maps Alpine, Barrens (Halo 5: Guardians map)|Barrens, Depths, Glacier (Halo 5: Guardians map)|Glacier, Parallax, Tidal and Breakout Arena.
Among the improved features are the control scheme, selecting and manipulating up to 64 objects at once, a free camera, and smart magnets. Objects are no longer constrained to certain maps, as was the case in previous games. Up to 1700+ objects can be spawned into the map and new types have been added. Terrain objects are designed to seamlessly blend into the prebuilt terrain. Objects can be grouped with a single button press and "welded" to a parent object, allowing the objects to physically move around together. Almost any object can be scripted to move, change colors, spawn, and etc.
The budget system has been improved, including a multi-budget system, where a terrain piece will only eat into the memory budget once. Additional pieces only use up the object count because the shared texture is already loaded. Other budgets are considered "soft" and can be exceeded, but doing so causes glitches.
New light objects have been added with tons of different properties. Light fixtures such as light posts, beacon lights and etc. have been introduced. Lighting is no longer generated automatically when switching to player mode. A button tap will drop the Spartan, while holding it down will render the lighting before dropping. Props like the D79-TC Pelican were added in Hammer Storm and can be customized with colors. Weather effects including rain, snow, embers, floating papers, dust, and motes were added with Ghosts of Meridian. Sound options ranging from chanting Covenant crowds to waterfalls are also available for sur.
''Halo 5: Forge'' is a port of the Forge mode to :Wikipedia:Windows 10|Windows 10. It is available for free and enables players to forge, test, and share their own maps on PC, with compatibility with ''Halo 5: Guardians'' on Xbox One.
''Halo Infinite'' features Forge that released in the Winter Update which improves upon the foundations set by Halo 5's version of Forge by introducing object scaling, a menu wheel for more complex options, the ability to undo and redo a previous edit, the ability to customize FX, the sun's color and its time of day, the ability to create a sequence of events and conditions to trigger it through a node graph, the ability to set objects as static or dynamic, etc. It also makes a huge change to the lighting system that allows the player to set the option to cast static and/or dynamic shadows when selecting a light placed by the player, introduces a heatmap for lights and shadows to assist in map performance, introduces light probes with a limit of 14,000 light probes on a map, and removes the ability to bake light.
With the launch of Season 05: Reckoning, Forge has been improved to incorporate AI units into Forge. The AI units include Marines, Unggoy|Grunts, Kig-Yar|Jackals, Sangheili|Elites, Jiralhanae|Brutes, Gasgira|Skimmers, Mgalekgolo|Hunters, and the variant of frames supporting Adjutant Resolution, with a limit of 32 AI units in the map. These AI units can be spawned through AI spawners, Gydrozka Workshop Breaching Pod|Drop Pods, and/or Eklon'Dal Workshop Phantom|Phantoms; spawners and Phantoms can spawn up to 8 AI units while Drop Pods can only spawn 1 AI unit. If the Phantom is selected, it will also be able to drop off a Riuctda Workshop Ghost|Ghost, a Bolroci Workshop Chopper|Chopper, or a Bolroci Workshop Wraith|Wraith, but the pilot of that vehicle will take the place of the 8th AI unit if the vehicle piloting is enabled. AI units can also move in specific move zones to act as a patrol route. AI units can also spawn with different weapons (i.e. Jackals can spawn with an SRS99-S7 AM sniper rifle|S7 Sniper), and properties that affect AI units are added using node graph.
It currently supports 8 different blank canvases of different themes: Arid, Mires, Seafloor, Institute, Ecliptic, Void, Barrage, and Permafrost.
Trivia
If the player fires their weapon and then immediately enters Edit Mode, upon returning to Player Mode, they ''may'' find that they have lost no ammo. Whatever happened to the player in Player Mode (stuck grenades, fire) will be put in stasis when the player is in Edit Mode. When they return, whatever was in stasis will return to play.
*It also applies to any momentum that the player gathered while in Player Mode. If they jump into a Grav Lift or man cannon, enter Edit Mode, move away, and then return to Player Mode, they will fly through the air in whatever direction they were originally moving in.
**This was changed in ''Halo: Reach'' as changing to edit mode arrests the players motion; despite this, motion is sometimes preserved anyways. However, players now keep their velocity from Edit Mode when they enter Player Mode; this can result in death if the change happens when flying fast, as ''Halo: Reach'' physics causes damage to players if they hit any object while moving too fast. Halo 4 retains this system, but due to lights being baked anytime the player switches to Player Mode (which was changed in the MCC in an update to no longer default to this; instead, you PRESS the Edit/Player mode button to exit the monitor mode and HOLD the Edit/Player mode button to bake the lighting), the monitor comes to a complete stop while the lights bake. The Elephant used to be unspawnable by editors due to its size, the potential for lag, and specific purpose on Sandtrap, however more can be modded into the map. Elephants were later made editable on Avalanche and Sandbox in the Thorage update for the Master Chief Collection, alongside the Troop Transport Warthog and Anti-Air Wraith. Created map variants can be saved and shared with the community. Also, if the player's creation is extremely liked by 343 Industries, they may even add it to matchmaking. It is possible to do a glitch that can make a player have no weapon. The idea of Forge was taken from ''Marathon|Marathon: Infinity'', which also has a map editor named Forge. However, there are multiple differences: ''Marathons Forge was a separate application, acting as a 'pure' map editor in conjunction with another application, Anvil, which edited physics, sounds and shapes files. On the other hand, ''Halo 3s Forge is merely a separate game mode that allows for the spawning and repositioning of objects.
*The use of the name "Forge" in Marathon was a pun based on the name of the game's antagonist race, the Pfhor (thus, Pfhorge or Forge). Some weapons may be purchased at no cost if they were originally on the map and are not deleted. However this will leave the player with a penalty making it so that they need to sell the same amount they have spent under zero to reach zero again and make money again. Even when Edit Mode was restricted to "Party Leader Only", a programming mistake allowed other players to enter Edit Mode through the start menu. (Patched)
If the player stacks both M313 Heavy Recovery Vehicle|Elephants on top of each other and then put as many large objects (tanks) as they can on top the bottom, the Elephants will have reverse gravity. Through a glitch, it is possible to wield weapons while in Edit Mode. In Halo 3, blue-white teardrop-shaped markers denote object spawn points, with the tip facing the direction the object normally faces when spawned. They aren't always visible on all objects, but they can be revealed by moving the object away without grabbing it. When this happens, the spawn points can be interacted with while in Player Mode. If the player shoots or melees them, they will hear the same sound that plays when shooting or beating a shield door. When the player is in Edit Mode, the reticule in the center of the screen appears to be the Marathon symbol. This is probably due to the fact that the eye of the Monitors resemble the same symbol. When in Edit Mode, the player can kill someone with a floating object and will get the Splatter Kill medal. If the player does this on a Mythic map, the player will earn the Tank Dropper achievement. There is a mistake when editing options in forge, it says: ''View current options. Only the party leader may change options'', regardless of whether or not that person is the party leader. It is unknown why the player cannot place certain weapons on certain maps, but it is probably due to balancing. Vehicles would be unable to evade LAU-65D/SGM-151|Missile Pods in indoor maps, and large vehicles like Zurdo-pattern Wraith|Wraiths and Scorpions might not even fit inside of indoor maps with small doors or rooms. However, weapons such as Pez'tk-pattern fuel rod gun|Fuel Rod Guns and Hellbringers|Flamethrowers have limited use due network and performance issues. Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time."
The Forge 2.0 monitor makes a small noise when boosting. In ''Halo: Reach'', after a player goes in to Monitor mode, the Monitor will have a shield/health HUD similar to that of the species which it was transformed from. However, if a player dies while in Monitor mode, when they respawns(as a monitor), it will have the shield bar from ''Halo 3''. Exiting then reentering monitor mode after this will give a normal Spartan/Elite HUD. In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a Type-52 Special Applications Rifle|Focus Rifle icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast. The ''Halo: Reach'' player spawn point object features a holographic Spartan crouching with an M6G pistol aimed forward. The Spartan has a specific armor permutation that includes a variation of the MJOLNIR Powered Assault Armor/Mark V (B)|Mark V[B] helmet with UA that was exclusive to ''Halo: Reach Beta'', Mark V right shoulder, CQC left shoulder, MJOLNIR Powered Assault Armor/Tactical#Tactical/Tacpad|Tactical/Tacpad wrist attachment, MJOLNIR Powered Assault Armor/Tactical#Tactical/Trauma Kit|Tactical/Trauma Kit utility on the right thigh, and FJ/PARA knee guards. The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in ''Halo: Reach''.
Gallery
File:H3_ForgeMonitor.jpg|A Forge Monitor in ''Halo 3.''
File:Forge6.jpg|Crates and an M12 Chaingun Warthog on Forge. File:Forge3.jpg|Spawning an M808C Scorpion on High Ground. File:HR_Forge_Concept.jpg|Concept art of a Forge game in ''Halo: Reach.''
File:H4_ForgeIsland_Map.jpg|A Forge creation in ''Halo 4''. File:H4_ForgeMonitor.jpg|A Forge Monitor in ''Halo 4''. File:H2A Forge.png|Forge in ''Halo 2: Anniversary''. File:H2A-Awash-Beaver Creek.jpg|Beaver Creek recreated in ''Halo 2: Anniversarys Forge. File:H5G-ForgeWeathereffects.gif|Some of the weather effects in ''Halo 5: Guardians Forge. File:H5G-Materialbases.gif|Some of the material bases in ''Halo 5: Guardians Forge. File:H5G-JuneForge.jpg|Features introduced into Forge with Warzone Firefight. File:H5G - Halo Wars Firebase 1.png|A remake of the Firebase from ''Halo Wars'' in ''Halo 5: Guardians'' Forge. File:H5G - Halo Wars Firebase 2.png|A remake of the Firebase from ''Halo Wars'' in ''Halo 5: Guardians'' Forge. File:HINF-Amogus.png|Forge in ''Halo Infinite''. File:HINF-S5PK2.jpg|Forge AI in ''Halo Infinite''.
Sources
See also Forge World Forge objects Forge/Tricks|Forge Tricks Switches
External links
Category:Forge|
Category:Game modes Category:Halo 3
Category:Halo: Reach Category:Halo 4
Category:Halo 2: Anniversary Category:Halo 5: Guardians
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File:H2A Forge info.png|thumb|300px|A list of features in ''Halo 2: Anniversary'' Forge mode. Forge is a gamemode featured in the multiplayer component of ''Halo 2: Anniversary''. The iteration of Forge in ''Halo 2: Anniversary'', like the rest of the multiplayer component, is based on that of ''Halo 4'' and as a result carries many similarities to that featured in ''Halo 4''.
The PC release of ''Halo 3'' for ''Halo: The Master Chief Collection'' on 2020#July|July 14, 2020 added the toggle support axes rotation.
Changes from Forge mode featured in ''Halo 4''
File:H2A Forge.png|thumb|A showcase of the new terrain pieces available on the map Awash.
Objects have been updated to support the gear available in ''Halo 2''. This means that features such as Promethean weaponry, Armor abilities and some vehicles have been taken away but new weapons and vehicles such as the Sentinel beam, Hog, "infected" red Type-1 energy sword|energy sword and Heretic Type-26 Banshee|Banshee are available to use. Some weapons and equipment not in the original ''Halo 2'' such as the MA5D assault rifle|assault rifle, M274R Mongoose#M274-M Gungoose variant|Gungoose, AV-14 Hornet|Hornet and M7S SMG|suppressed SMG. Players can also place ammunition boxes for the sniper rifle and rocket launcher. Inclusion of additional scripting objects to further enhance map interactivity. This includes interactive map objects such as the gate that can be opened on Stonetown. Although most objects once again retain similar designs to the ones featured in ''Halo: Reach'', the items have once again undergone a visual change. Where in ''Reach'' they resembled Forerunner structures and in ''Halo 4'' they resembled UNSC bases, they now have a neutral stone and metal look, somewhat similar to the ruins found on Installation 05.
*These visual changes also allow object hitboxes to be more consistent with their textures.
*In addition, many objects which do no have perfect symmetry (such as many building objects) now have alternate variants to allow for symmetrical map making. A vastly expanded palette of natural terrain pieces including foliage, cliffs and rocks. Budget removed and replaced with a hard object limit, and a performance meter. Structure objects can now be placed in all multiplayer maps aside from the Forge canvases.
Magnets are now placed via computer, making them more precisely placed unlike their ''Halo 4'' iterations. Implementation of a "snap to ground" feature. Implementation of an "align to ground" feature. Restored precision zoom and placement that was accidentally removed in ''Halo 4''.
Maps File:H2A-Awash-Beaver Creek.jpg|thumb|A remake of the map Beaver Creek created in Forge.
''Halo 2: Anniverary'' launched with three Forge canvases. Unlike previous Forge canvases, the canvases available in ''Halo 2: Anniversary'' feature only skyboxes and no/ little terrain, allowing players to construct terrain from scratch. Awash - The only map to feature any kind of terrain, this map is set in the middle of a shallow ocean similar in appearance to that of Forge Island. The ocean can be walked in without dying, but the map features no other terrain. Nebula - This map features the same skybox as the ''Halo 4'' map Impact, and is set in space. The map has no terrain. Skyward - This map features the same skybox as the ''Halo 2: Anniversary'' map Zenith but with all existing terrain removed, allowing players to forge above the surface of a Halo Array|Halo ring.
''Halo 2: Anniversary'' also allows players to Forge structure objects on all other maps shipped with the game, effectively expanding the Forge map palette to include all ''Halo 2: Anniversary'' multiplayer maps.
Sources
Category:Halo 2: Anniversary Category:Forge
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File:HighGroundForge.jpg|thumb|300px|Using Forge to manipulate objects. Forge was a new way of playing ''Halo'' multiplayer pioneered in ''Halo 3''.
Gameplay
In addition to modifying object spawn locations, Forge can also be used to change the properties of individual Forge objects|objects as well as different types of objects. Pressing X over an item allows a player in Edit Mode to alter that item's settings. Pressing X again allows players to view the settings for all objects of that type. Per-type settings can also be accessed by highlighting the given object's entry in the spawn menus, and then pressing X. An individual object (e.g., a single Gravity Lift) may have its ''Respawn Rate'' (which determines how often it spawns) and its ''Place at Start'' settings altered. Types of objects (e.g., all Gravity Lifts) may have their ''Run-Time Minimum'' and ''Run-Time Maximum'' settings altered, which allows mapmakers to ensure that there is always less than or more than a certain amount of a given item during gameplay.
There are some limits when placing items in Forge. The most obvious limit is the set of items permitted in a mapspecific items are only allowed in specific maps. As an example, AV-14 Hornet|Hornets and M808B Main Battle Tank|Scorpions cannot be placed in The Pit, and Deployable Covers may not be placed in Sandtrap. (The technical explanation is that the tags for certain objects are only present in certain maps. Bungie likely did not place them for balance issues.) There are also varying limits on how many of each item can be placed; while the player can usually place up to thirty-two M9 High-Explosive Dual-Purpose Grenade|Frag Grenades, the player can only place two M808B Main Battle Tank|Scorpions when they are available on a map.
The amount of items the player can place in Forge is also regulated by an economy budget system. Different objects are assigned to different values. This is to keep the player from overload Glitch (Halo 3)|overloading maps and using excessive amounts of memory. Deleting items that are already on the map will free up more money for other items. The spending limit is merely a counter to help the player gauge how much they can place on the map at a given time; no real currency is used. The highest encountered budget is located on the map Sandtrap, with a grand total of 10,000 credits. However using the budget glitch, the player can go beyond the limit set, to do this make the run time maximum one more than the current amount placed on map. or they can download canvases with the budget glitch already in.
All maps have a maximum limit of 640 items. The 640-item limit behaves somewhat oddly; removing items that are in the map by default does not free up more of the 640 "slots", so when editing large maps like Sandbox, it is best to move all default items to the side instead of deleting them and trying to replace them when they need them later.
Furthermore, Campaign objects, enemies, friendlies and "bots" cannot be added to map variants, and the basic geometry of the map cannot be altered.
Forge Filters, referred to in-game as FX, are objects listed in scenery which came in the Legendary Map Pack maps, Cold Storage, and the Mythic Map Pack that change the camera settings. All the filters are as follows:
Juicy - Everything is bright, vivid and colorful. Saturation is increased. Colorblind - Everything is displayed in grayscale. Gloomy - Everything is dark, shady, and somewhat desaturated. Nova - Everything is extremely bright and blurry, though really dark shadows look quite sharp. Old Timey - Everything looks like an old Western moviethe contents of the screen are displayed in sepia tones and are even given a flickering effect, making the screen resemble an old film projector. Ink - Scenes are displayed as if they were drawn using an inkpen. Bright areas tend to look more like a grayscale version of the Nova filter. Bungie has stated that the filters were added for better experiences in gameplay, making interesting screenshots, and for making machinima. The Juicy filter helps with seeing through the Energy Blockers, as does the Old Timey filter. Should more than one of these filters be spawned at one time, the effects will merge to create an entirely new effect. Combining all of the effects reduces visibility to the point where it is improbable to see.
Changes for ''Halo: The Master Chief Collection''
Like the Forge mode Forge/Halo: Reach|featured in ''Halo: Reach'', the ''Halo 3'' Forge component will be updated as part of the addition of ''Halo 3'' to the PC release of ''Halo: The Master Chief Collection''. The updated Forge mode will include the addition of several new props and vehicles to maps that previously did not support them, some previously campaign-exclusive. The maps Foundry, Avalanche and Sandbox have been given the "Thorage" treatment, though all maps have been updated to include weapons previously not useable on them in prior ''Halo 3'' versions.
Notably, these changes provide the first time players are able to Drive an AA Wraith legitimately in the ''Halo 3'' experience without the use of glitches. Additionally, this marks the first time the Elephant has ever been useable outside of the map Sandtrap and the first time the Troop Transport Warthog has been available in multiplayer through legitimate means. Despite the Elephant's now-forgeable status, the Sandtrap map has not been updated to support this functionality, and as a result the Elephant cannot be moved or spawned on Sandtrap.
Outside of item spawns, ''Halo 3''s forge has also been updated with new controls, bringing the mode up to par with the improvements seen in Forge 2.0. Primarily, the controls for forge now have the monitor "orbit" the object, as in ''Reach'' etc - making for easier manipulation of objects. ''Halo 3'' forge has also been updated with "fixed" and "phased" physics settings for objects, and coordinate-based manipulation.
The update was released along with the PC launch of ''Halo 3'' on 2020|July 14, 2020.
''Note: vehicle objects are denoted as to which maps they spawn on. Entries without notes can spawn on all three affected maps.''
Gameplay
Human
*AV-14 Hornet|Regular Hornet
*M313 Elephant|Elephant
*M808C Scorpion|Scorpion tank
*M831 Troop Transport Warthog|Troop Transport Warthog
Covenant
*Ogab'd-pattern anti-aircraft Wraith|Anti-Air Wraith
*Rizsheda-pattern Shade|Shade turret
*Zurdo-pattern Wraith|Wraith
Forerunner automated turret M41 SPNKR M19-B surface-to-air missile launcher|ammunition box
Props Ghost Town scaffolding, water barrels and rebar debris Legendary Map Pack wall and structure items Assembly hologram Orbital ONI vaccuum containers and servers Longshore Fronk's Formed Fish crates Sandbox lights Addition of Forge filters to maps that did not previously support them Several campaign-exclusive shipping crates Covenant roadblock
Human
*Cart
*Civilian vehicles#Boats|Dinghy
*S-2 Traxus Cargo Transporter|Forklift
*M12 Chaingun Warthog|Destroyed Warthog
File:H3 Avalanche Thorage.jpg|An Elephant and an Anti-Air Wraith on Avalanche. File:H3 Foundry Thorage.jpg|A myriad of new props from the campaign and other maps on Foundry.
Sources
Category:Forge Category:Halo 3
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File:H4 Forge Reveal.png|thumb|300px|The initial reveal of Forge mode at RTX 2012 showing a redesigned Blood Gulch base in a UNSC-themed aesthetic style. Forge is a multiplayer mode featured in ''Halo 4''. Unlike ''Halo: Reach'', which featured a total overhaul of how Forge functioned compared to its ''Halo 3'' incarnation, Forge in ''Halo 4'' was based on the ''Reach'' version and did not feature so many drastic changes. Despite this, ''Halo 4'' expanded on map creation features significantly. The mode was first shown off at RTX 2012.
Changes from Forge in ''Halo: Reach''
File:H4 ForgeIsland Map.jpg|thumb|A map created on the Forge Island map showcasing the new UNSC-themed architecture.
Inclusion of ''Halo 4'' weaponry and vehicles including Promethean weapons, the HRUNTING/YGGDRASIL Mark IX Mantis|Mantis and ''Halo 4'' Armor abilities. Although most objects are the same/ similar geometry as the structures featured in ''Halo: Reach'', the previously-Forerunner-themed objects have now been reskinned to resemble Human architecture, with white and grey paint. While still based on those featured in ''Reach'', some object dimensions have been altered slightly. For example, bridges are no wider than their ''Reach'' incarnations. Map-specific objects and textures. Each Forge canvas features its own selection of unique map-themed objects (See Forge objects). Interactive objects such as deployable M3063 deployable turret|turrets, terminals and barricades to support the new Dominion gametype. Placeable Trait Zones that allow players to have their traits changed in select areas of the map. Changing an object's color now changes the color of the paint on the object as opposed to lights.
Inclusion of object duplication. Inclusion of a magnet system to allow players to easily snap objects to one another with little effort. The addition of baked lighting systems - when players exit editor mode into player mode, the lighting now bakes shadows onto the map. The object which players have selected is now highlighted green to prevent players from deleting objects by accident.
Weapons can no longer be placed down on Infection maps, due to the mode's replacement by Flood (gametype)|Flood. To offset this, weapons can only be spawned via Ordnance pods. Due to a glitch, the fine edit and zoom camera functionality from ''Reach'' was missing in the base ''Halo 4'' game, making fine object placement more difficult. This glitch was corrected in the version of ''Halo 4'' included in ''Halo: The Master Chief Collection''. Object hitboxes and object textures are misaligned on some objects, making players appear as though they are floating above the floor or unable to shoot through holes in the wall. Magnets on objects were hand-placed and as such, were slightly misaligned if multiple objects were placed next to each other via magnet, requiring hand-placement of many objects.
Maps
''Halo 4'' released with three Forge canvases, a first in the series history. Erosion - an underground cave area with a UNSC interior facility attached. Impact - a UNSC facility set on an asteroid, allowing for forging in a space environment. Ravine - a Forerunner installation on Requiem similar in theme to past ''Halo'' levels such as Forge World.
Following user feedback that the available Forge spaces were too restrictive for map-making, 343 Industries released the free Forge Island DLC for all players in March 2013, featuring a massive skybox and flat land for Forging in an environment very similar to that of Forge World in ''Reach''.
Changes for ''Halo: The Master Chief Collection''
Gameplay
G79H-TC Pelican|Pelican F-41 Broadsword|Broadsword Scout Warthog|Unarmed Warthog
Props
Kmiro'sish-pattern Lich|Lich Ru'swum-pattern Phantom|Phantom
Gallery
File:H4 ForgeRoundRamp Concept.jpg|Concept art for the round ramp Forge object. File:H4 Concept ForgeBuildingL.jpg|Concept art of a building Forge object. File:H4_ForgeAscensionAntenna_Concept.jpg|Concept art of an antenna Forge object.
Sources
Category:Forge Category:Halo 4
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Forge is a gamemode featured in ''Halo 5: Guardians''. Unlike previous Forge modes, ''Halo 5'' did not ship with Forge on launch, with the mode instead being released as free downloadable content as part of the Cartographer's Gift update on December 16, 2015. Unlike the Forge modes of the previous two entries - ''Halo 4'' and ''Halo 2: Anniversary'' - which were both based on the Forge 2.0 introduced in ''Halo: Reach'', the Forge present in ''Halo 5: Guardians'' has been rebuilt from the ground-up to more resemble a map creation kit than a simple editor. While Forge can be accessed through the ''Halo 5: Guardians'' game for Xbox One, the mode is also playable on Windows 10 PCs due to the release of ''Halo 5: Forge'', a free standalone application for PC players to use to create and edit maps.
Changes from Forge mode featured in ''Halo 2: Anniversary''
''Halo 5: Guardians'' features the most comprehensive overhaul of Forge functionality since the implementation of Forge/Halo: Reach|Forge 2.0, three games prior.
''Halo 5'' has undergone a total rework of objects, featuring thousands of new objects with themes ranging from ancient Sangheili ruins to Forerunner, Covenant, simulated Breakout blocks or Human architecture. All objects can be totally recoloured, with options having Primary, Secondary and Tertiary colours. Structural objects can now have different textures and materials applied to them, allowing for blocks to resemble bricks, wood, metal, Forerunner metal or Covenant metal; have ice or grime weather effects applied alongside UV tiling options to increase or decrease the wear amount. All objects can now be placed on all maps.
''Halo: Reach'' specific objects such as the Blood Gulch bases are no longer available as preset options. Many new object features such as decals, greenscreen, scripting, lighting, interactive scripting and particle physics. Object count now replaced budget. Although 1,024 at launch, this was later increased to 1,600. No limit for individual object placement.
Ability to select and edit multiple objects. Ability to rotate and edit objects via world-space axis or local geometry axis.
Maps All forge objects can now be placed on all maps regardless of map size, allowing users to Forge on any map. However, ''Halo 5: Guardians'' shipped with several designated Forge canvas maps. In addition, new Forge features allow players to customise the skybox and weather of the level, effectively increasing the variety of maps even more (''Skybox variations noted in italics''). Alpine - a terrain similar to Forge World and Forge Island, with green rolling hills and water.
*''Cirrus - a mid-afternoon skyline with neutral lighting.''
*''Sunset - an evening skyline with warm lighting and the sun on the horizon.''
*''Overcast - a cloudy skyline with no visible sun.''
Breakout Arena - a simulated arena used for the construction of levels used in the Breakout gametype. Glacier (Halo 5: Guardians map)|Glacier - a Forge area on the side of a snowy mountain.
*''Midday - a midday sky.''
*''Nighttime - a darkened map set at night.''
*''Sunrise - an early morning sky.''
Parallax - A map set in space, similar to Nebula.
*''Blue planet - the skybox is dominated by a large celestial body.''
*''Halo Ring - The skybox is centred in the middle of Installation 04 with Threshold visible in the background, taken from the skybox of the map Truth.
*''Exosphere - Sanghelios and its moons are visible in the distance.''
*''Ascendance - the space skybox is replaced with one of an upper atmosphere, with ground visible below the playable area. This skybox was added in the Hammer Storm update.''
In addition to the four base game maps, three additional maps were added into the game for free via content updates. Tidal - a coastal area with shallow water similar to Awash, added in the Warzone Firefight update.
*''Clear - like Awash, with a completely clear sky and view.''
*''Paradise - a peaceful dusk setting.''
*''Stormy - a skybox with stormclouds gathering on the horizon.''
*''Meteor Shower - a night setting with meteors seen burning up in the atmosphere.''
Barrens (Halo 5: Guardians map)|Barrens - a desert map set on Sanghelios added in the Monitor's Bounty update.
*''Dust Storm - a dark sky and somewhat neutral lighting.''
*''Sunrise - an early morning skybox with a clearer sky.''
*''Twilight - this map's skybox resemble's that of Sandbox, with the sun barely peeking over the horizon.''
Depths - an underwater Forge canvas, added in the Monitor's Bounty update.
Gallery
File:H5G ForgeObjects Concept 1.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 2.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 3.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 4.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 5.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 6.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 7.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 8.jpg|Concept art for forge objects. File:H5G ForgeObjects Concept 9.jpg|Concept art for forge objects.
Category:Forge Category:Halo 5: Guardians
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Forge returns as a multiplayer gamemode in ''Halo Infinite''. The mode was not present at the launch of ''Infinite'', instead being released in the Winter Update. At launch, it brought a suite of canvases with different biomes including a desert theme of Arid, a marsh-like theme of Mires, an ocean floor theme similar to the Depths canvas from ''Halo 5'' in Seafloor, a plains theme outside the Avery J. Johnson Academy of Military Science at Institute, an outer space theme of Ecliptic, and a gas giant theme of Void. With Season 05: Reckoning, two new canvases are added: the war-torn theme of Barrage and the mountain theme of Permafrost.
Speaking at ''Halo: Outpost Discovery|Outpost Discovery''s Anaheim event, Forge Lead Michael Schorr confirmed that he had personally read every feature request list made by communities such as ForgeHub, and wishes Forge in ''Infinite'' to be more along the lines of professional development software. Additionally, accessibility and ease-of-use is something prioritised by 343 Industries for this Forge mode.
Changes from Forge mode featured in ''Halo 5: Guardians''
The ability to undo and redo a previous edit is added through the undo and redo buttons. Object scaling is now possible, eliminating the need to summon the same objects of different sizes. Object budget increases significantly from 1,600 objects in Halo 5 to 7,000 objects in Halo Infinite. Objects now can be set to static or dynamic, determining whether or not a specific object can move in a Forge canvas. A menu wheel is added for more complex options including scripting. The ability to create scripting events is added by using the node graph and creating a sequence of events and conditions to trigger it through a variety of variables and chains. Bots are able to interact with the Forge canvas while in test mode through nav-mesh. Weapon properties can be manipulated through scripting events. The ability to bake lighting is removed, instead gaining the ability to set options to cast static and dynamic shadows on objects casting light. Objects creating FX can be customizable with different color pallettes, eliminating the need to summon the same FX of different colors. Objects creating audio can be incorporated into scripting events. The ability to project a light heatmap and a shadow heatmap is added to assist in performance. The ability to manipulate the sun by changing the time of day and its color as well as the atmosphere's color is added. Light probes are added with a limit of 14,000 of them in a map.
Sources
Category:Halo Infinite Category:Forge
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File:HR Forge Concept.jpg|thumb|300px|Concept art of a Forge game in progress. Forge returned as a multiplayer gamemode in ''Halo: Reach'', branded as Forge 2.0. The mode was shown off in the Halo: Reach ViDoc: Forge World|Forge World ViDoc as a vast improvement over the mode featured in ''Halo 3''. The mode can also be accessed via the multiplayer component of ''Halo: Combat Evolved Anniversary'', though only maps playable in the Anniversary Map Pack are playable on this disc.
Changes from Forge mode featured in ''Halo 3''
File:HR Forge Menu.jpg|thumb|The main menu for Forge in ''Halo: Reach''.
All weapons can now be placed on all maps The object budget has been increased from $640 to $10,000
The item hard limit has been increased More objects of any one type can be placed down (ex. two Scorpions per map in ''Halo 3'' now upped to eight Scorpions per map)
Item limits now restricted to a category, rather than individual limits. For example, up to 50 Wall objects can be placed, but this can be any combination of 50 objects within that category as opposed to a set amount of individual objects. A vastly improved item palette (see Forge objects in Halo: Reach for a comprehensive list). Many of these objects are based on existing setpieces of ''Halo'' multiplayer maps, with players able to place down the bases seen on Blood Gulch or the components that make up Ascension, among others. Forge filters Returning from ''Halo 3'' are Forge filters, VFX overlays that help change a map's appearance. Colorblind - Available in Classic and Forge 2.0. It makes the map appear grayscale. Next Gen - Available in Forge 2.0 and Classic as ''Gloomy''. It makes the environment have slightly darker colors, thus giving it a bleaker appearance. Juicy - Available in Classic and Forge 2.0. Makes the environment look more vivid, as it increases saturation. This can make the color palette resemble that of Halo: Combat Evolved. Nova - Available in Classic and Forge 2.0. Increases the brightness to a blinding degree. Hence the name. Olde Timey - Available in Classic and Forge 2.0. Applies a brownish-reddish filter as well as VFX to give the illusion of an old film reel. Pen and Ink - Available in Classic and Forge 2.0. Turns the environment to look as if it was drawn with an ink pen. Purple - Available in Forge 2.0 only. It turns the environment purple, thus giving the effect of nighttime. Green - Available in Forge 2.0 only. It turns the environment cloudy and green. Useful for Infection game types, as it makes the environment look much scarier. Orange - Available in Forge 2.0 only. It turns the environment dark orange, thus giving the effect of an apocalyptic wasteland or a sunset.
Forge objects|Object manipulation in Forge 2.0 has been vastly improved. Players have the ability to select the physics of an object: normal, fixed or phased. Normal physics makes an object fall to the ground and interact with the world normally as it does in Halo 3. Fixed physics allows players to place an object and have it stay exactly where it was placed - even floating in the air. Phased physics is similar to fixed, but allows players to intersect objects with other objects or map geometry. Players can Forge Labels|label most objects, giving the ability to make any part on a map only spawn during a particular game type and allowing more control over player spawning and objectives. When an object is being held by a player, that player now "orbits" around the object in their grasp rather than having the object "orbit" around themselves (the camera moves around the object rather than the object around the camera). Players can alter the color of some structures and Vehicles to indicate team color. These colours include lights on Forerunner objects, the interior dashboard lights of the M12 Light Reconnaissance Vehicle|Warthog and the paint of the M274R Mongoose|Mongoose. Players have the ability to "nudge" pieces, and the ability to edit an object's coordinates in the worldspace, rather than have to manually place objects by eye allowing for smoother and cleaner map design. Players have the ability to snap rotate in increments of one, five, ten, fifteen, thirty, forty-five or ninety degrees, allowing for cleaner map design than was possible in ''Halo 3''.
Players can, like ''Halo 3'', share their maps and gametypes with the community via the File Share. However, ''Reach'' has upgraded ''Halo'' file share functionality. At launch, players could gain access to a 24-file limit via the purchasing of Bungie Pro. Following 343 Industries' acquisition of the series, all players now have access to a 25-file limit. Players can search for files in-game. Players can save searches and gamertags, allowing for easy access to certain files.
Though Forge 2.0 is vastly improved over Classic Forge, there are still a few restrictions on what a player may do to edit a map. The Forge budget returns to Halo: Reach, albeit vastly bigger. The limit of number of a particular items placeable in Forge mode returns, albeit with some changes. The limit now applies to categories of items; for instance number of walls now applies to walls as a category, with 50 wall objects placable rather than 25 single walls and 25 double walls. Forge cannot be used to Forge Firefight or Campaign maps. Most items in Forge cost around 10 credits, while large and complex items cost more.
Maps Following the tradition set by the maps Sandbox and Foundry in ''Halo 3'', ''Halo: Reach'' now introduces its own dedicated Forge canvas, Forge World. Unlike any map developed before it, Forge World exists as a map purely dedicated to Forging as a blank canvas. However, upon launch, Forge World was the only map which supported the vast majority of Forge objects and features, with many maps not allowing for most structure or scenery objects to be placed down. The release of the map Tempest in the Noble Map Pack introduced another map to the selection that allowed for Forging and the later release of the seven Anniversary Map Pack maps additionally allowed for more Forge canvases, with Forge variants of each of the seven maps existing to serve as a more accurate replica of the original experience.
For the development of Forge World, developers were inspired by the idea to combine several pre-existing maps into one large map so that players may fly from a Blood Gulch-esque canyon to a rock pillar akin to that of Ascension, with many other locations such as cliffs, islands and interior areas additionally accessible. To assist with this, ''Reach'' shipped with several developer-made Forge maps on the disc;
Forge World
*Asylum - A remake of the ''Halo 2'' map Sanctuary.
*Hemorrhage - a remake of the ''Halo: Combat Evolved'' map Blood Gulch.
*Paradiso - A large map built around the island area of Forge World.
*Pinnacle - A remake of the ''Halo 2'' map Ascension.
*The Cage - A map with similar overtones to ''Halo 2'' and ''Halo 3'' maps Lockout and Blackout.
File:HCEA Multiplayer Menu.png|thumb|The Forge World menu for ''Anniversary'' multiplayer. Although none were officially designated as Forge Canvases, the following maps all featured a large amount of features and items available to use in Forge mode unlike the majority of multiplayer maps in the game. Noble Map Pack
*Tempest Anniversary Map Pack maps - Forge maps available to play via the multiplayer component of ''Halo: Combat Evolved Anniversary'' or the associated DLC for ''Halo: Reach''.
*Battle Canyon - a remake of Beaver Creek.
*Penance - a remake of Damnation.
*High Noon - a remake of Hang 'Em High.
*Ridgeline - a remake of Timberland from Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC. This map is notable for being the first to allow the placement of foliage in Forge mode.
*Solitary - a remake of Prisoner
*Breakneck - a remake of Headlong.
Glitches
Glitch 1: Occasionally and seemingly randomly, one or more of a player's custom maps will fail to save, even when the in-game message "Save Succeeded" pops up after saving a map. Because of this, when the player selects a new map to forge on, the previous map will be, in essence, deleted.
Glitch 2: Occasionally and seemingly randomly, any number of a player's custom maps will be put under another custom map's name, and the original title(s) of the moved map(s) will house a different map(s) (not necessarily a map title that the original map/maps is/are now under). This "shuffling" of maps may result in one or more maps disappearing.
Avoidance To avoid being a victim of the Forge Save Glitches, it is advisable for players to:
Choose "Save As New Map" rather than "Save" when saving a freshly-changed map. Without selecting a new map in the Forge or Custom Game lobbies, play a custom game; this will ensure that the map is put into a player's Temporary History, and can be accessed from there if the map does get "deleted". Upload maps to their Fileshare; if a map is deleted, it can be downloaded from the Fileshare, thereby salvaging the map.
Changes for ''Halo: The Master Chief Collection''
Following the release of ''Halo: Reach'' to ''Halo: The Master Chief Collection'' a new content update to ''Halo: Reach''s forge was added. Referred to as "Thorage", it changed forge functionality and the palette from the original version of forge. Some budget restrictions were changed, allowing more objects to be placed. These changes were made available on the two "official" forge maps - Forge World and Tempest. It also added in new objects to ''Halo: Reach'' Forge mode. Specifically the ones listed below.
Additionally, the Forge budget of $10,000 in the Xbox 360 edition of ''Halo: Reach'' was increased for the Xbox One and PC release to $30,000. The update was released along with the PC launch of ''Halo 3'' on 2020|July 14, 2020
A video of the Thorage objects on Tempest can be found .
Gameplay
Human
*FSS-1000 Sabre|Sabre fighter
*M831 Troop Transport Warthog|Troop Warthog
*S-2 Traxus Cargo Transporter|Forklift
*Campaign versions of the UH-144 Falcon, Including an unarmed transport version and a version that swaps out the twin chainguns for rapid-fire grenade launchers.
*Cart
*Spade
*HuCiv HC1500
*A tractor unit variation of the HC1500
Covenant
*Morsam-pattern Seraph|Seraph fighter
* fuel rod variant
JW Armory Storage Cabinet
Human-style man cannon from Breakneck
Props Engine service module ST/Medusa missile cart List of UNSC crates|Various human crates Human Personal computer|computer from Sword Base. Rocks and trees from Ridgeline Human bridge and barricades from Breakpoint Pallets Covenant props from Penance Driftwood from Tempest Forerunner-themed props from the Anniversary Map Pack
Human
*D77-TC Pelican|Pelican
*M71 Scythe Covenant
*Kez'katu-pattern Phantom|Phantom
*Dextro Xur-pattern Spirit|Spirit
Vehicle Wrecks
*Destroyed Warthog
*Destroyed HuCiv HC1500 truck
*Destroyed Falcon
File:HR_Thorage_Forge_Items.jpg|A selection of the "Thorage" forge items on Forge World. File:HR_Tempest_Thorage_Forge.jpg|A structure of "Thorage" items on Tempest, with a destroyed Falcon object.
Trivia Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time."
In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a Type-52 Special Applications Rifle|Focus Rifle icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast. The ''Halo: Reach'' player spawn point object features a holographic Spartan crouching with an M6G pistol aimed forward. The Spartan has a specific armor permutation that includes a variation of the MJOLNIR Powered Assault Armor/Mark V (B)|Mark V[B] helmet with UA that was exclusive to ''Halo: Reach Beta'', Mark V right shoulder, CQC left shoulder, MJOLNIR Powered Assault Armor/Tactical#Tactical/Tacpad|Tactical/Tacpad wrist attachment, MJOLNIR Powered Assault Armor/Tactical#Tactical/Trauma Kit|Tactical/Trauma Kit utility on the right thigh, and FJ/PARA knee guards.
*The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in ''Halo: Reach''.
Sources
Category:Forge Category:Halo: Reach
|
File:HR Forge Concept.jpg|thumb|300px|Concept art of a Forge game in progress. Forge returned as a multiplayer gamemode in ''Halo: Reach'', branded as Forge 2.0. The mode was shown off in the Halo: Reach ViDoc: Forge World|Forge World ViDoc as a vast improvement over the mode featured in ''Halo 3''. The mode can also be accessed via the multiplayer component of ''Halo: Combat Evolved Anniversary'', though only maps playable in the Anniversary Map Pack are playable on this disc.
Changes from Forge mode featured in ''Halo 3''
File:HR Forge Menu.jpg|thumb|The main menu for Forge in ''Halo: Reach''.
All weapons can now be placed on all maps The object budget has been increased from $640 to $10,000
The item hard limit has been increased More objects of any one type can be placed down (ex. two Scorpions per map in ''Halo 3'' now upped to eight Scorpions per map)
Item limits now restricted to a category, rather than individual limits. For example, up to 50 Wall objects can be placed, but this can be any combination of 50 objects within that category as opposed to a set amount of individual objects. A vastly improved item palette (see Forge objects in Halo: Reach for a comprehensive list). Many of these objects are based on existing setpieces of ''Halo'' multiplayer maps, with players able to place down the bases seen on Blood Gulch or the components that make up Ascension, among others. Forge filters Returning from ''Halo 3'' are Forge filters, VFX overlays that help change a map's appearance. Colorblind - Available in Classic and Forge 2.0. It makes the map appear grayscale. Next Gen - Available in Forge 2.0 and Classic as ''Gloomy''. It makes the environment have slightly darker colors, thus giving it a bleaker appearance. Juicy - Available in Classic and Forge 2.0. Makes the environment look more vivid, as it increases saturation. This can make the color palette resemble that of Halo: Combat Evolved. Nova - Available in Classic and Forge 2.0. Increases the brightness to a blinding degree. Hence the name. Olde Timey - Available in Classic and Forge 2.0. Applies a brownish-reddish filter as well as VFX to give the illusion of an old film reel. Pen and Ink - Available in Classic and Forge 2.0. Turns the environment to look as if it was drawn with an ink pen. Purple - Available in Forge 2.0 only. It turns the environment purple, thus giving the effect of nighttime. Green - Available in Forge 2.0 only. It turns the environment cloudy and green. Useful for Infection game types, as it makes the environment look much scarier. Orange - Available in Forge 2.0 only. It turns the environment dark orange, thus giving the effect of an apocalyptic wasteland or a sunset.
Forge objects|Object manipulation in Forge 2.0 has been vastly improved. Players have the ability to select the physics of an object: normal, fixed or phased. Normal physics makes an object fall to the ground and interact with the world normally as it does in Halo 3. Fixed physics allows players to place an object and have it stay exactly where it was placed - even floating in the air. Phased physics is similar to fixed, but allows players to intersect objects with other objects or map geometry. Players can Forge Labels|label most objects, giving the ability to make any part on a map only spawn during a particular game type and allowing more control over player spawning and objectives. When an object is being held by a player, that player now "orbits" around the object in their grasp rather than having the object "orbit" around themselves (the camera moves around the object rather than the object around the camera). Players can alter the color of some structures and Vehicles to indicate team color. These colours include lights on Forerunner objects, the interior dashboard lights of the M12 Light Reconnaissance Vehicle|Warthog and the paint of the M274R Mongoose|Mongoose. Players have the ability to "nudge" pieces, and the ability to edit an object's coordinates in the worldspace, rather than have to manually place objects by eye allowing for smoother and cleaner map design. Players have the ability to snap rotate in increments of one, five, ten, fifteen, thirty, forty-five or ninety degrees, allowing for cleaner map design than was possible in ''Halo 3''.
Players can, like ''Halo 3'', share their maps and gametypes with the community via the File Share. However, ''Reach'' has upgraded ''Halo'' file share functionality. At launch, players could gain access to a 24-file limit via the purchasing of Bungie Pro. Following 343 Industries' acquisition of the series, all players now have access to a 25-file limit. Players can search for files in-game. Players can save searches and gamertags, allowing for easy access to certain files.
Though Forge 2.0 is vastly improved over Classic Forge, there are still a few restrictions on what a player may do to edit a map. The Forge budget returns to Halo: Reach, albeit vastly bigger. The limit of number of a particular items placeable in Forge mode returns, albeit with some changes. The limit now applies to categories of items; for instance number of walls now applies to walls as a category, with 50 wall objects placable rather than 25 single walls and 25 double walls. Forge cannot be used to Forge Firefight or Campaign maps. Most items in Forge cost around 10 credits, while large and complex items cost more.
Maps Following the tradition set by the maps Sandbox and Foundry in ''Halo 3'', ''Halo: Reach'' now introduces its own dedicated Forge canvas, Forge World. Unlike any map developed before it, Forge World exists as a map purely dedicated to Forging as a blank canvas. However, upon launch, Forge World was the only map which supported the vast majority of Forge objects and features, with many maps not allowing for most structure or scenery objects to be placed down. The release of the map Tempest in the Noble Map Pack introduced another map to the selection that allowed for Forging and the later release of the seven Anniversary Map Pack maps additionally allowed for more Forge canvases, with Forge variants of each of the seven maps existing to serve as a more accurate replica of the original experience.
For the development of Forge World, developers were inspired by the idea to combine several pre-existing maps into one large map so that players may fly from a Blood Gulch-esque canyon to a rock pillar akin to that of Ascension, with many other locations such as cliffs, islands and interior areas additionally accessible. To assist with this, ''Reach'' shipped with several developer-made Forge maps on the disc;
Forge World
*Asylum - A remake of the ''Halo 2'' map Sanctuary.
*Hemorrhage - a remake of the ''Halo: Combat Evolved'' map Blood Gulch.
*Paradiso - A large map built around the island area of Forge World.
*Pinnacle - A remake of the ''Halo 2'' map Ascension.
*The Cage - A map with similar overtones to ''Halo 2'' and ''Halo 3'' maps Lockout and Blackout.
File:HCEA Multiplayer Menu.png|thumb|The Forge World menu for ''Anniversary'' multiplayer. Although none were officially designated as Forge Canvases, the following maps all featured a large amount of features and items available to use in Forge mode unlike the majority of multiplayer maps in the game. Noble Map Pack
*Tempest Anniversary Map Pack maps - Forge maps available to play via the multiplayer component of ''Halo: Combat Evolved Anniversary'' or the associated DLC for ''Halo: Reach''.
*Battle Canyon - a remake of Beaver Creek.
*Penance - a remake of Damnation.
*High Noon - a remake of Hang 'Em High.
*Ridgeline - a remake of Timberland from Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC. This map is notable for being the first to allow the placement of foliage in Forge mode.
*Solitary - a remake of Prisoner
*Breakneck - a remake of Headlong.
Glitches
Glitch 1: Occasionally and seemingly randomly, one or more of a player's custom maps will fail to save, even when the in-game message "Save Succeeded" pops up after saving a map. Because of this, when the player selects a new map to forge on, the previous map will be, in essence, deleted.
Glitch 2: Occasionally and seemingly randomly, any number of a player's custom maps will be put under another custom map's name, and the original title(s) of the moved map(s) will house a different map(s) (not necessarily a map title that the original map/maps is/are now under). This "shuffling" of maps may result in one or more maps disappearing.
Avoidance To avoid being a victim of the Forge Save Glitches, it is advisable for players to:
Choose "Save As New Map" rather than "Save" when saving a freshly-changed map. Without selecting a new map in the Forge or Custom Game lobbies, play a custom game; this will ensure that the map is put into a player's Temporary History, and can be accessed from there if the map does get "deleted". Upload maps to their Fileshare; if a map is deleted, it can be downloaded from the Fileshare, thereby salvaging the map.
Changes for ''Halo: The Master Chief Collection''
Following the release of ''Halo: Reach'' to ''Halo: The Master Chief Collection'' a new content update to ''Halo: Reach''s forge was added. Referred to as "Thorage", it changed forge functionality and the palette from the original version of forge. Some budget restrictions were changed, allowing more objects to be placed. These changes were made available on the two "official" forge maps - Forge World and Tempest. It also added in new objects to ''Halo: Reach'' Forge mode. Specifically the ones listed below.
Additionally, the Forge budget of $10,000 in the Xbox 360 edition of ''Halo: Reach'' was increased for the Xbox One and PC release to $30,000. The update was released along with the PC launch of ''Halo 3'' on 2020|July 14, 2020
A video of the Thorage objects on Tempest can be found .
Gameplay
Human
*FSS-1000 Sabre|Sabre fighter
*M831 Troop Transport Warthog|Troop Warthog
*S-2 Traxus Cargo Transporter|Forklift
*Campaign versions of the UH-144 Falcon, Including an unarmed transport version and a version that swaps out the twin chainguns for rapid-fire grenade launchers.
*Cart
*Spade
*HuCiv HC1500
*A tractor unit variation of the HC1500
Covenant
*Morsam-pattern Seraph|Seraph fighter
* fuel rod variant
JW Armory Storage Cabinet
Human-style man cannon from Breakneck
Props Engine service module ST/Medusa missile cart List of UNSC crates|Various human crates Human Personal computer|computer from Sword Base. Rocks and trees from Ridgeline Human bridge and barricades from Breakpoint Pallets Covenant props from Penance Driftwood from Tempest Forerunner-themed props from the Anniversary Map Pack
Human
*D77-TC Pelican|Pelican
*M71 Scythe Covenant
*Kez'katu-pattern Phantom|Phantom
*Dextro Xur-pattern Spirit|Spirit
Vehicle Wrecks
*Destroyed Warthog
*Destroyed HuCiv HC1500 truck
*Destroyed Falcon
File:HR_Thorage_Forge_Items.jpg|A selection of the "Thorage" forge items on Forge World. File:HR_Tempest_Thorage_Forge.jpg|A structure of "Thorage" items on Tempest, with a destroyed Falcon object.
Trivia Forge 2.0 in ''Halo: Reach'' was originally going to feature Weather as a changeable object but was cut due to time restraints: "No weather effects in the Forge. Was something we wanted, but something we didn't get to in time."
In Forge 2.0, if there is lag during a forge session and a player goes into Edit Mode, a Type-52 Special Applications Rifle|Focus Rifle icon will appear for a second and disappear and the reticule will go from Focus Rifle reticule to edit reticule and if your pressing the fire button, the player will emit a short Focus Rifle blast with sound effect for as long as the Focus Rifle reticule is visible. Only that player will see and hear the Focus Rifle blast. The ''Halo: Reach'' player spawn point object features a holographic Spartan crouching with an M6G pistol aimed forward. The Spartan has a specific armor permutation that includes a variation of the MJOLNIR Powered Assault Armor/Mark V (B)|Mark V[B] helmet with UA that was exclusive to ''Halo: Reach Beta'', Mark V right shoulder, CQC left shoulder, MJOLNIR Powered Assault Armor/Tactical#Tactical/Tacpad|Tactical/Tacpad wrist attachment, MJOLNIR Powered Assault Armor/Tactical#Tactical/Trauma Kit|Tactical/Trauma Kit utility on the right thigh, and FJ/PARA knee guards.
*The initial spawn points in Halo 4 use the same Spartan hologram model as the initial spawn holograms previously used in ''Halo: Reach''.
Sources
Category:Forge Category:Halo: Reach
|
Forge is a multiplayer gameplay mode in ''Halo 3'' that allows players to create ''map variants'' by re-arranging the objects in a map. There are many useful tricks and glitches in Forge that allow mapmakers to perform very useful tasks and create very interesting maps; several of these techniques are detailed below. In Halo: Reach many of these tricks will be unneeded as the Floating and Interlocking features will be include in the game.
Tips and Tricks
As the name implies, the Unlimited Money Exploit is a glitch that allows players to completely circumvent the object limits imposed by Forge's budget system.
Method A To perform this exploit, first buy one of every object you plan on using. Set each object aside, press X while hovering on it, and set the Run-Time Maximum to one value higher than the amount of the object placed on the map. Now, you can freely place as many of this object as you want, and the Run-Time Maximum will automatically increment with each new object.
Please note that once you've used up your entire "normal" budget, your budget will start going negative. If, after your budget goes negative, you delete an object after having placed the maximum amount of that object, then you will have to redo the glitch to place more of that object. To redo the glitch, you will have to delete enough objects to get your budget back up to a usable amount. If you don't need an item, set it aside until you're completely finished with your map and you ''know'' you no longer need it; ''then'' delete it. (A good idea is to set up a "trash bin" to sling objects into if unneeded.)
There is a way to retrieve items that you have lost. These methods include:
Saving the map variant Ending the game Starting the game Changing the Run-Time ''Maximum'' of the object to 1 higher than the number on the map. Carrying on with the map
Method B It is possible for two players to cooperate and budget glitch a map without placing one of every item on the mapin other words, it is possible to have a budget-glitched canvas map. The method was discovered before August 27, 2008, by players with the gamertags "BuddhaCrane" and "TheCartographer".This file, created by BuddhaCrane, has in which he claims to have discovered the method. As for the date: the file in question -- a budget-glitched Foundry canvas -- was uploaded on August 26, 2008; ergo, the method must have been discovered on or before that date. The players shall be called ''Person A'' and ''Person B''; a Grav Lift shall be used as an example of the item to be glitched. The glitch may be conducted over Live or on Local. A Temporary Profile|guest profile may be used.
''Person A'' should open the spawn menu and navigate to Grav Lift. They should hover over it, and press X to open its summary.
''Person B'' should spawn a Grav Lift. After ''Person B'' has spawned the Grav Lift, its ''Run-Time Maximum'' will change from 0 to 1.
''Person A'' should hover over ''Run-Time Maximum'' and press A to select it.
''Person B'' should delete the Grav Lift.
''Person A'' should press A. Even though ''Placed on Map'' is set to 0, ''Run-Time Maximum'' should now be set to 1.
Note that the numbers provided above assume that all Grav Lifts have been deleted from the map. Such deletion is not necessary, however.
As with Method A, deleting the last of a budget-glitched item (e.x. the last Grav Lift on the map) will undo the glitch for that item. Furthermore, if the maximum amount of that item has been placed, deleting any of that item will undo the glitch. In both cases, the glitch will have to be re-doneand that is only possible if the budget has not been exceeded.
Method C An alternative method starts by loading an unmodified version of the map. Next, find a weapon that uses energy rather than reloadable projectiles. Place a Covenant Empire|Covenant energy-using weapon exactly on top of it. The two items' spawn points (teardrops) should align exactly, such that they look like one spawn point. Once done, return to player mode, grab the new weapon, and use all of its energy.
On many maps, you can place Teleporters outside of the level's boundaries without them being deleted. This allows an instant death, or one caused by the The Guardians on Snowbound, Sandtrap or Sandbox. On most maps, however, players entering such teleports will receive the rather inaccurate message that they "fell to [their] death". A #Method C|specific method of placing floating items makes it extremely easy to place such Teleporters.
It is possible, on maps like Last Resort, to place a Teleporter such that players may use it to exit the level's boundaries without dying. Sometimes, however, when you are entering the Sender Node, it will say "''Teleporter is blocked''" if the corresponding Receiver Node is placed in certain areas.
To set an object to instantly respawn without any wait time, set the object's Run-Time Minimum and Run-Time Maximum counts (under the object's summary page, accessed with two presses of the X button) to the same number. The minimum count must be as high as it can go for this to work. The object will now instantly respawn when disturbed. (Weapons are an exception, because when you pick them up, they still exist on the map.) You can make an infinite Fusion coil|Fusion Coil shower using this technique; it is also useful when attempting to use TR/9 Antipersonnel Mine|Trip Mines to Overload glitch (Halo 3)|overload maps.
Remote Control of Fusion Coil Bombs With the infinite respawn tool comes a trick that allows you to remotely turn on and off Fusion Coil bombsgroups of perpetually-exploding Fusion Coils. When you have one running on infinite respawn, and it keeps blowing up, if you wish to turn it off, bring up the items menu with X, select Fusion Coil in the scenery object list, hit X, and then set the Run-Time Minimum to at least one below the maximum. The infinite respawn will now be turned off.
A common mapmaking trick is to make several similar-looking rooms and place an intricate network of Receiver, Sender, and Two-way Nodes inside of them, set to a variety of different channels. This can turn a map into a rather difficult maze.
Detailed below is an example arrangement that you can try.
Make eight rooms that look as similar to each other as possible (the looks of first and last rooms don't matter). Place Teleporters and channels in all rooms in this order:
:(R - Receiver Node || S - Sender Node || T - Two-way Node || Numbers - Channel)
* First room: R8 S4 T4 S1
* Second room: R1 T2 S4
* Third room: R2 R2 T3 S4
* Fourth room: R3 T4 S4
* Fifth room: R4 T8 S5
* Sixth room: R5 T6 S4
* Seventh room: R6 T4 S7
* Last room: T7
The last room can be a good place to shoot each other, contain powerful weapons/power-ups/equipment, or really anything that puts anyone controlling it in a powerful position.
It is possible to create a horizontal Gravity lift|Grav Lift that propels players laterally instead of vertically. The process is simple. Start by placing a Weapon Holder on the ground. Then, simply place a Grav Lift (scenery, not equipment) on top of the Weapon Holder. The Lift will begin to rotate, until it eventually straightens out, pointing horizontally.
Please note that you can only place four of these, as you can only place four Grav Lifts. Furthermore, to rotate the Lift, you must rotate the underlying Weapon Holder, and then re-place the Grav Lift atop the Holder.
On Sandtrap, spawn a Crate and place a Turret Case on it. Then, spawn a Receiver Node on top of the stack and delete the objects beneath it. Next, place another crate with two turret cases on top of it and place a sender node on the pile and set it to a different channel than the Receiver Node. Place a Grav Lift on the Receiver Node and test to see if you can reach the Sender Node, and be certain that if you accidentally enter the gravity lift, you can get away before you get teleported off (in Player Mode, with normal speed and gravity) to the left of M312 Heavy Recovery Vehicle|Elephant where the team without a Barukaza Workshop Chopper|Chopper spawns in.
Place a Receiver Node on the interior wall, with the illuminated "leg" pointing towards the opposite wall, and set it to the same channel as the Sender Node. Just inside each opening except the roof, place a Weapon Holder with one of the upward-facing extensions facing outside. Place a M274 Ultra-Light All-Terrain Vehicle|Mongoose a short distance behind each weapon holder (there isn't room for any other vehicle), making sure that there is enough room so that the Grav Lifts you are about to place will not blast the Mongoose unless you drive it out.
Next, add some #Horizontal Grav Lift|Horizontal Grav Lifts using the Weapon Holders you placed earlier. Set the Run-Time Minimum for Grav Lifts to four. Place four Radio Antennas on top of the structure over the opening so that it is covered, and have the ends of each antenna alternate so it should be that on one side of the gap, there are two antenna bases, and the same should be true for the other side. Place a weapon holder on the thick solid part of each radio antenna to stop them from being blown off.
You can also make an effective 'Jail' by using the Horizontal Grav lift trick (this works well if you can forge a 'container open') by placing two horizontal grav lifts facing inwards. This could be effective if you are playing 'cops and robbers'.
File:Floating Crate Base.jpg|thumb|A base created in Forge using floating crates. The Floating Forge Items glitch allows players to force Forge objects to hover in midair. In some cases, items must have an (also-floating) inactive Teleporter placed beneath them to ''stay'' in midair - sometimes, this flaw even affects immovable items like Double Boxes, though not on Heroic Map Pack maps.
The glitch is commonly used to construct elaborate and unconventional maps and levels - anything from floating Box Forts to raining Fusion Coils.
Method A This is the simplest method of performing the glitch, but it is also relatively error-prone... Movable items floated with this glitch will immediately fall if touched, shot, hit by anything, or even approached when in Edit Mode. However, for things like raining Fusion Coils, this flaw could work to a mapmaker's advantage.
To float an item, simply stack up other items until they form a tall enough tower or pile. Then, place the item you want to float on top of the pile or tower, and delete the entire pile or tower beneath it once the floated item stops moving.
It should be noted that Teleporters floated using this method will never fall, so by placing other items on top of Teleporters that have been floated in such a manner, it is possible to construct elaborate structures in midair.
Method B The second method of performing the glitch is also very easy. Perform Method A (above) on a Teleporter, and then place the desired floating item on top of the Teleporter. The Teleporter will never fall, so neither will the object.
Method C The third method of performing the glitch is still easy, but far less convenient, as it requires you to end the Forge session. Simply spawn the item you want to float, maneuver it into the desired location, save the map, and end the Forge session without moving the item. When you re-enter the map in Forge, the item will be floating, and it can't fall unless you grab it in forge.
Method D If a destructible Forge Object is dropped by a player in Edit Mode, and then destroyed while in midair, then it will respawn exactly where it was destroyed. If an editor, for example, drops a Fusion Coil, and a sniper blows it up in midair, then it will respawn where it was shot.
Method E In Halo: Reach, spawn a weapon and set it as Fixed or Phased. When a player holding it is killed, it will float where it left their hand (not necessarily like it was being used, as they don't drop it immediately after dying).
Method F The final method is to have two players, A and B, should move to the desired location. A should then spawn a sender node and hold on to it. B should spawn a crate on top of the node. After a couple seconds, A should move the node on top of the crate, let go, and after another few seconds, delete the crate. Then, spawn the desired object on top of the node.
Explanation The Halo 3 Engine uses a very common physics optimization: if an object is undisturbed for exactly five seconds, physics stop being calculated for it. If the object is disturbed later, physics are recalculated. So if, for example, a Fusion Coil were to remain stationary on top of a Double Box for five seconds, and then the Double Box were to be deleted, then the Fusion Coil would remain in the air.
However, when touched or moved in any way, the Fusion Coil would fall. Furthermore, if a new round or session were to start, the Fusion Coil would fall at the start of the game. Only immovable objects remain in the air, because their physics are only "reactivated" when they are manipulated by a player in Edit Mode.
As such, the only objects that can be ''permanently'' floated in earlier maps are stationary support weapons and Teleporters. Later maps, such as Standoff and Sandbox, would include immovable scenery.
Common Ideas Here is a list of common ideas that the floating items trick is used for. Raining Fusion Coils. Place a Fusion Coil in midair without using a Teleporter to support it; when you re-enter the map later (or, if you just want to try this in Forge, nudge it), the Coil will immediately fall. If placed at a sufficient height, it will explode upon impact with the ground. Floating Structures. Another common exploit involving this glitch is floating structures: large structures formed from floating, immovable objects like Double Boxes. Ceilings. The glitch is commonly used to supplement ground-based structures with floated items that act as ceilings. This is useful in cases where it is difficult to perfectly balance a Wall or Bridge upon other walls of a structure. Forge/Tricks#Map ideas|Forge Robots. In many cases, massive statues or "sculptures" made in Forge depend on floating items. M312 Heavy Recovery Vehicle|Elephants. If you use this glitch to float an object above an Elephant in Sandtrap, the object will remain "fixed" over the Elephant. By placing floating Machine Gun Turrets over an Elephant, you can effectively boost their maximum range and lower their minimum range (so that they can fire at closer targets). Improvised Deployable lookout tower|Deployable Lookout Towers. Spawn two crates stacked on top of each other and then put an inactive receiver node in each corner. Add covenant weapon dispensers on top of the receiver nodes in a square or ring shape to form the base. Then add more receiver nodes to lock the weapon dispensers in place. You can then use more weapon dispensers to create protective pillars. Finally, you can add plasma turrets between the gaps. When you're done, add a gravity lift (non-equipment) underneath. Set the run time minimum equal to the run time maximum so it will respawn infinitely.
The Interlocking Objects glitch, as its name states, allows players to force two Forge objects to overlap and interlock.
Method 1
To make two or more objects interlock, place the first object you want to interlock and turn off its Placed at Start setting. Make sure the respawn time is long enough for you to place the second object as you want it. You may also want to place another object such as a wall to act as a "guide" to help align the two objects.
Start a new round and place the second object within the area in which the first object will spawn. Once the first object spawns, the two objects should interlock; be sure to set the first object to spawn at start. The next time you start the game the two objects will then be "interlocked" with each other. This method will in fact theoretically work for any number of objects.
Note, however, that objects that have physics calculated (e.x. Crates, Barriers, etc.) may come apart.
Method 2
Method 2 allows you to interlock objects without starting a new round. The instructions use the process of interlocking a Single Box and a Double Box as an example.
Place the first objectin our example, a Double Box. Place Walls or other immovable objects around the location of the second object (which has not yet been placed). Take three or four Doors and turn them so they are somewhat inside the Single Boxmake sure that there is something over the Single Box so it wont go flying. Grab the Single Box, and then let it go. When the Single Box stops moving, feel free to delete the Walls, Doors, and other objects that you used to force it into position.
Method 3
It should be noted that this is more of a "geolocking" methodit will partially force some objects into walls or the ground. The instructions below use a Double Box (in Foundry) as an example.
Spawn a Double Box, and lay it down. Surround it with Walls. The Walls need not touch the Double Boxsome space is permitted. Spawn a Door, flip it upside-down, and put it on top of one of the long ends of the Double Box. Spawn another Door, and do the same with the opposite end of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
And the process for putting a Double Box into one of Foundry's walls:
Spawn a Double Box, and lay it down against a wall. Surround it with Walls. The Walls need not touch the Double Box. Spawn another Wall, and put it on top of the Double Box. Put three Doors (placed such that they're intersecting the Double Box) along the box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
Note that movable objects cannot be interlocked. Attempting to interlock a movable object with any other object will cause the objects to separate, and in some cases, they may violently launch away from each other. This is because physics are calculated for movable objects after they are placed.
Method 4
This method allows you to make an object go right through another one
1. Rapidly tap Dpad up and the X button while being in the ''edit'' mode
2. When the spawn menu pops up while you are in the ''play'' mode, spawn the object you want to interlock in an other one
3. Go into ''edit'' mode and press the X button while aiming at the object you just spawned and set the respawn rate to ''Never''
4. Spawn the same object that you just spawned using the same method and again, set the respawn rate to ''Never''
5. Press the X button again and set the runtime minimum of the second object to the maximum
6. Grab the object you just spawned and wait until the first object you spawned to kinda ''glitch'' into it
7. Then, you should be able to place the object through whatever you want !
There is also another method similar to interlocking called geolocking. Geolocking is the act of interlocking immovable itemssuch as Fence Boxes or Wallsinto the floors, walls and ceilings of maps. As an example, you can use it to bury a Wall half-way inside of the snow in Avalanche.
Movable objects cannot be geomerged for the same reason that they cannot be interlocked.
Spawn the object that you want to force into the groundlet's again use a Double Box as an example. Surround it on all sides with Two-Way Nodes. Put some Receiver Nodes on top of the Double Box. Spawn a Door. Put the door inside of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Delete the Teleporters and the Door.
An incredibly useful method can be used to easily interlock or geomerge an object. This method is known as automerging, though it has earned other names (such as Wikipedia:Noclip mode|no-clip merging).
Spawn two copies of the object you wish to merge. Set one of the objects' ''Respawn Rate'' to 30; set the other's ''Respawn Rate'' to Never. Set the object's ''Run-Time Minimum'' to the highest possible value. While in Edit Mode, aim at one of the two objects. Press A and D-Pad-Up at the same time. (If you return to Player Mode, or if the object moves, then you have done it right.) Repeat this step for the other object. Knock the two objects away from their spawn points (the teardrop-shaped markers). ''Do not pick the items up in Edit Mode. Knock them away through some other means.'' You can use explosions, Man Cannons, Grav Lifts, or an impact with a third item to move the two objects. Find the object whose ''Respawn Rate'' had been set to 30. Pick it up in Edit Mode, and hold it still. After 30 seconds, the object will respawn inside of itself. When this happens, the copy of the object that you are holding will become non-solid.
The phrase "non-solid" here means that collisions are not detected for the object, and hence they are not corrected. This allows the object to be moved through level geometry and other objects. If a player lets go of such an object, it will be frozen in place. However, the object cannot be picked up once it has been placed. Starting a new round allows players to pick up the object, but it also regains its solidityit will not move through solid objects.
The reason that the object respawns "inside of itself" is because the ''Run-Time Minimum'' forces the game to create one copy of the object for every spawn point on the map, but one of the spawn points' ''Respawn Rate''s has been set to "Never". By holding a copy of the object (and, therefore, its associated spawn point), a player can evidently force a game to spawn an object anyway, despite the "lack of room".
Interestingly, when an automerged object is dropped and stops being Forgeable, it behaves in a very similar manner to the "Crate" Forge Object, which temporarily stops being Forgeable when it has been significantly displaced.
No-clip merging with turrets Please read the above sub-article first!
Follow the steps above until you reach the point where you must move the objects (after dummying them). You must move the turrets carefully (Machine Gun Turret or Plasma Cannon) so that you do ''not'' break them. Now, in edit mode, grab the respawnable turret. Set the RUN-TIME MAXIMUM to as high as it can go. Now you must find a way to destroy the other turret ''without'' dropping the one you have now. Here are some ways to do this:
Set a fusion coil/power core to spawn high above the ground and quickly move the non-respawnable turret under its drop zone and quickly grab the respawnable turret so that the fusion coil/power core falls and destroys the non-respawnable turret.
Throwing a grenade (after having moved them both) at the non-respawnable turret and quickly going into edit mode and grabbing the respawnable one.
Having a second player destroying the nonrespawnable turret after you have grabbed the respawnable one.
If done correctly, the turret being held will be come clipless as unmovable scenery in the sub-article above.
When you switch from Player Mode to Edit Mode, your state is preserved. This is a really fancy way of saying that whatever was happening to you in Player Mode will be "paused" until you return to Player Mode, at which point it will continue. As an example, if you are stuck with a grenade while in Player Mode, and you enter Edit Mode before it explodes... the grenade will disappear. But when you go back to Player Mode, it will reappear, and detonate as it normally would.
The following things are preservedthey're "paused" when you enter Edit Mode, and they resume when you return to Player Mode. Grenades that are stuck to you The act of charging a M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser
*Hold RT to charge up a Spartan Laser. While still holding RT, enter Edit Mode. If you exit Edit Mode while holding RT, you'll still be charging the Spartan laserso if you time it right, you can fire the laser immediately after exiting Edit Mode. Being on fire (if you were hit with a M7057/Defoliant Projector|Flamethrower or Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Firebomb Grenade)
Momentum
*If you enter Edit Mode right as you get launched by a Man Cannon, then you may continue to be launched when you return to Player Mode. The act of throwing a grenade
Cool Things to Try
Behind Last Resort In the main room of Last Resort's power plant, where the turbine is, enter Edit Mode. Fly up to the Invisible Walls|invisible wall in front of the turbine, and force the Monitor onto a ledge high above the Power drain|Power Drain spawn. Once there, fly towards the turbine; when you find yourself unable to move, lower yourself off the ledge and you should be behind the fence separating the main base from the turbine. Boosting (LT) makes the process easier. It also helps to add a Teleporter or a Respawn Point back there so that other players can get to it without any hassle. Cloning
:''You might need a second person for this to work.''
Start a Forge match with all players' Damage Resistance set to 10%. Make a box using Shield Doors, and put a Soccer ball in the center. Place a Machine Gun Turret nearby. Enter Player Mode and touch the ball; this will deplete your shields. Run to the turret, man it, and detach it. Detaching the turret will kill you, but leave your corpse standing in the "detached turret" animation. Note that the connection host cannot see the "clone". If you don't see it, view it from another player's screen in Theater. Aside from the pose, the corpse is normal -- it fades away like any other dead body. If you repeat this process but instead of detatching a turret you melee your clone in the back as if you are performing an assassination, you will die. Driving a Destroyed Vehicle Using Forge, a player can enter a broken vehicle. (They can't actually drive it, however.)
Forcing Teleporters When playing over Xbox LIVE|Xbox Live, any player that ''isn't'' connection Host|host can force a Teleporter through the ground. They must simply aim at the bottom of the Teleporter, and button-mash A until it sinks. Party Hog It is possible to drive the M831 Troop Transport|Troop Transport Warthog in The Pit by using Forge. Set up a Teleporter on the other side of the fence; if you set it on the ground it will disappear, so set it on one of the support bars on the fence. Get outside the map, move the Warthog against the fence with a large object (barriers work well), and blow it up. When it respawns, it will be drivable. It is possible to get the Warthog across the fence. Be careful while in Player Mode on the outside of the fence; standing on the ground there for 5 seconds will result in death. This does not include standing on top of objects like the Warthog, but it does include driving a vehicle on the ground. Turretless vehicle glitch|Turretless Vehicle Glitch Good timing in Forge can create a vehicle with no armament. Underneath Construct Overload glitch (Halo 3)|Overload Construct with TR/9 Antipersonnel Mine|Trip Mines. Then, go to where the purple lifts should be. Stand over the hole where the purple laser comes out. Crouch to get through.
Environment battles By setting the damage players inflict to 0%, a player can make a map where the environment must be used to kill opponents. From there, Forge may be used to set up environmental traps. Forge Robots Scenery and floating objects can be combined to form massive "robots". Add some openings and Spartan Lasers to complete the effect. Maze Maps like Foundry and Sandbox are extremely flexible, allowing players to create large mazes. Automerging can be used in Sandbox for a spectacular, cave-like effect. Memorials to History Try recreating historical battles in Forge. One could, for example, recreate D-Day on High Ground. Obstacle course Teleporters and other devices can be used to create obstacle courses with various challenges. Picture map Many people have created artwork in Forge by drawing with items. Weapons, for example, can be used to draw lines. Racetrack Racetracks can be created by placing VIP waypoints along the track, or by placing a single Territories|Territory at the end of the track. Siege Create a large base on Foundry or Sandbox. Give the players inside of the base a small amount of weapons, but no way out of the base. On the opposite side of the map, create a small outpost with all of the remaining weapons and vehicles, as well as a route into the base. Then, set everyone's lives so that if a player dies, they're out of the game. Box Forts|Sky Bases With enough patience, large floating fortresses can be made in almost any map. Spawn Destruction Set the level up so that a domino-like path of Fusion coil|Fusion Coils wraps around every spawn point on the map. When playing the map, simply find a safe spot, destroy the Fusion Coils, and watch your score rise.:*With proper timing, one can set the Fusion Coils up so that by the time the path ends, the first Coils will have already respawned -- so that one shot creates an infinite stream of explosions.
Baseball In Edit Mode, spawn a long object (like a Radio Antenna) and use it to bat a second player (who is in Player Mode). Alternatively, two players can do this and have a "swordfight".You can also play baseball with a rocket launcher and a gravity hammer. Box Fortress On Avalanche, go to one of the flat ice areas. Enter Edit Mode and float as low to the ground as possible. Then look directly up, and spawn a closed Double Box. Move it as far into the air as you can without moving yourself. Then, without moving or exiting Edit Mode, drop it, and let it land on you. If done correctly, you will be forced into the box. You will be able to shoot out, but people will not be able to shoot in. If you need to move, then just enter Edit Mode, pick up the box, and move around. To exit it, just pick it up and push it away. Elephant Cannon Move an Elephant to an open area on Sandtrap, preferably near the crashed Kez'katu-pattern Phantom|Phantom. Then, use either a M808B Main Battle Tank|Scorpion or a Drop pod|Drop Pod to flip it. (The cockpit of the flipped Elephant should point in the direction that players should be launched.) Now, place every Teleporter on top of the flipped Elephant, to hold it in place. The cannon is now ready. Have someone drive inside with a human vehicle, and have someone else flip the Elephant. The vehicle will be launched. (Human vehicles work better because the anti-gravity systems on Covenant vehicle slow the launch.)
Elephant flipping It is actually possible to flip an Elephant over. Flying Elephant There are several ways to launch an Elephant, and a few ways to keep it in the air... Forced teleporting A player in Edit Mode can teleport players by simply moving a Sender Node into them.
Armored Warthog (a.k.a. "Armadillo")
On any level with Barricades, place two Barricades on top of a Warthog. The Warthog will be much more powerful, though players will have to be careful when driving -- though an Armored Warthog can drive at normal speed, ''accelerating'' too fast will cause the Barricades to slide off. This trick can be preformed on a Hornet with enough practice, the armored Hornet is sometimes given the nickname of "Cockroach". Infinite Weapon Holder To give the illusion of a Weapon Holder with infinite ammo, simply place multiple rapidly-respawning copies of the same item onto the Weapon Holder. Vehicle Stopper On any map that has Barricades and Drop Pods (such as Sandtrap and Valhalla), a roadblock can be created by placing a Barricade with Drop Pods behind it and touching it. More Drop Pods will make a stronger roadblock. Secret room Secret rooms are common in some maps. They are generally used as weapons caches with difficult-to-locate entrances. In some cases, secret rooms may be constructed manually; in other cases, glitches may be used to turn a normally-unreachable area into a secret room. (For example, the Forge turret glitch may be used to enter the small areas beneath The Pit's stairways, or Longshore's power room right after the overshield spawn, or the two rooms that are right below the two bases on Foundry.)
Teleporter of Doom Spawn a Receiver Node, and then spawn a Sender Node right next to it. Place a Weapon Holder next to the Receiver Node, and set a Grav Lift on the Weapon Holder. (The items should be in a straight line, with the Grav Lift pointing toward both Teleporters.) If necessary, rotate the Weapon Holder to align the Grav Lift. If this has been set up correctly, then a player that enters the Sender Node will be trapped -- the Grav Lift will push them back into the Sender Node, trapping them in a cycle of perpetual teleporting!
Unreachable Items A mapmaker can taunt players by placing a power weapon in an unreachable area.
Change the Gravity - You can actually make gravity change direction! You can do this by putting elephants next to each other. It's hard, but if you want to get good results put one elephant on top the other. You can do this by getting a scorpion and putting it inside the elephant then 'hooking' the ends of the scorpion with the 'ribs' of the elephant. To hook them twist the scorpion clockwise or counter clock wise. Then you lift the scorpion vertically, thus allowing you to lift the elephant. Now set it atop the other elephant. Once you have done this put items inside the elephant on the bottom. They will either go up or to either sides! You should try different ways to put the two together because it could change the gravity depending how they are united! Note: The change in gravity won't affect you unless you are in a vehicle inside the elephant. You can make gravity upside down by putting a lot of tanks inside the other elephant!
Drive a vehicle while a monitor is still holding it - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if you (Player mode) and a friend (Monitor mode) both grab it at the same time (this may take a few tries)you will be driving the vehicle while the monitor is still holding it. Have fun!
Flying Vehicles - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if the player is in the side/passenger/gunner seat of the vehicle they will stay in it, able to shoot as usual as the vehicle is moved around the map. This can also be done with machine gun turrets and Pek-pattern plasma cannon|Plasma Cannons. Flying Vehicles 2 - Spawn one M274 Ultra-Light All-Terrain Vehicle|Mongoose and let your friend (With a rocket) drive it them blow it up, set the first vehicle to never respawn and spawn another, set run time minimum to the max to be the same with the run time maximum so it's automatically respawns (It's takes awhile for vehicles), let your friend drive it. Now wait for the other one to respawn, once it does, let your friend to fly off a ramp and then pick up the first M274 Ultra-Light All-Terrain Vehicle|Mongoose (Same spawn place as second) your friend will fly in the air.
*Note: You can delete people if you delete the vehicle/turret! It does not count as a kill, but they respawn as if they died. Also, the infinite turret glitch can be achieved this way. Baseball - Have a player make as many Rockets as possible and a Gravity hammer (fiction)|Gravity Hammer not too far away (This works best on Valhalla), then have one player to get a Rocket Launcher and the other get the Gravity Hammer. Now fire a rocket at the player with the Gravity Hammer and at the last second get the player with the hammer to hit the rocket and after a few attempts you should get it out of the map. If the player with the Hammer misses, then the Rocket ends his/hers life. Rocket Redirection with grenades - For this trick you need a Rocket Launcher with max ammo and, preferably, every type of grenade except incendiary. Throw a m9 High-Explosive Dual-Purpose Grenade|Frag or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade at the ground and quickly shoot a rocket. The rocket should be misdirected and will corkscrew out of control. You have to time it right, or the rocket's flight path will be unaffected or the grenade will blow up before you can launch the rocket. A Anskum-pattern plasma grenade|Plasma Grenade will redirect the rocket, but then it will explode right after it passes through the explosion. Also, it is possible to shoot the rocket with a Sniper rifle|Sniper Rifle, but it requires above-average sniping skills. Once it has been hit, the rocket will spiral out of control, either striking the ground near the area where it was hit or it will spin upwards into the sky. Whirlpool of Death - On a map with walls and man cannons (Foundry), make your best attempt at making a medium-sized circle, it doesn't have to be perfect. Make sure there are no sharp corners and the walls are mostly smooth. Spawn man cannons and place them perpendicular to the wall so that they are sideways. Do the same to the rest of the wall space (don't overdo it though, 4 is what works best in a medium-sized whirlpool) and make sure that you don't get stuck in any corners when going around it. Then, the fun part, place objects with a lot of mass, like crates, or put explosive, like fusion coils or even forklifts. A small roof is recommended to keep objects in, but leave a hole so that people can get in and see how long they last. For even more fun, spawn a hill marker in there to play King of the Hill and see who wins amidst all the chaos. Note: If too many explosives or objects are put the game may lag. Reverse the Field on High Ground - Start by taking the turret that sits atop the bridge and place it so that it faces the other direction. Then complete the process by adding various crates and walls inside the base. This may change the flow so that it may seem the outsiders are holding the defenders prisoner, controlling the outdoors and terrorizing the base. Put Yourself in a Loop - On Narrows, put a Gravity lift in front of each Man cannon and get in one. You'll be able to attack the bridge from the air or have jousts in mid air with all sorts of close range weapons like the Shotgun or Gravity Hammer or any weapons with a strong melee attack. The Escape Pod - Spawn an Open Container anywhere they are allowed. Go inside and drop a Deployable Cover. Next, grab a gravity lift and drop it inside (while you're inside as well) the box should begin to rise. Fun to do as a trick, you're about to die and have a gravity lift with a deployable cover nearby and you drop the gravity lift and cover and fly away as the enemy was about to kill you, or to reach new heights. Best done on a level where you can go pretty high without restrictions or on Last Resort's beach. Hornet-Elephant - If you manage to find the patience, try to place drop pods inside of the elephant and carefully place deployed gravity lifts underneath the drop pods. Try to place receiver teleporters on the lifts to hold them in place. Carefully place a Hornet between the "ribs" of the elephant. Then, place a radio antenna sideways on top of both of the hornets turbines (wings). Try to place Covenant supply crates to hold the hornet and the antennas in place and more teleporter receivers just as backup precautions. Then, place supplies and equipment for the match in the elephant. Then, get into the hornet. If done properly, the lifts will launch the pods at the fence-like ceiling and open the pods. Remember, to quickly get into the hornet as soon as the pods deploy. Use the hornet to steer and operate the flying machine. Warning: Do not access the Elephants controls!
Floating vehicles - This only works on vehicles with a gravity propulsion drive. (Ghost, wraith, and prowler.) Find an elephant, and place said vehicle on the roof of the cockpit. Get inside the vehicle and slowly make your way to the 4 prongs of the elephant. You will notice you will be floating. You can continue floating as long as you are on the elephant. If you leave the elephant, you will fall off. Vehicular trap - Spawn a vehicle, then surround it with walls and seal the top with a bridge. If the walls are close enough to the vehicle, you can enter it, but can't get out since you are surrounded by walls. Tank Dropping - Go to a map that supports M808B Main Battle Tank|Scorpions or Zurdo-pattern Wraith|Wraiths (preferably Sandtrap), find a relatively flat area, go into monitor mode an spawn a tank (preferably a M808B Main Battle Tank|Scorpion. Then look directly upwards, while still holding the tank, and go up nearly as far as you can, push the tank away from yourself and switch to player mode. The results can be hilarious. The tank can literally send you flying out of the map at hundreds of miles per-hour. Occasionally if done on Sandtrap, the player's body will actually hit Aegis Fate. This can give hours of amusement. Another fun thing to try is dropping the tank on fusion coils, plasma batteries, etc. Anti-grav Vehicles - This is best done with two people, but can be pulled off with one. First, delete all the vehicles. Then set any vehicle down and set the respawn time to 10 seconds. Then drive it forward to a certain point(somewhere you can easily recall)Call this vehicle (a). Place a second vehicle (it must be the same as the first) in the exact spot where you spawned (a). Set the respawn to 180 seconds and call this vehicle (b). Destroy both vehicles with a spartan laser, (b) and then (a). When (a) has respawned, drive it to the spot where you drove it to before. Set the respawn time from 10 to 180 seconds and run time minimum to 2. Now that (b) has respawned, pick up (a). Due to a glitch, you should be holding (b) which appears out of nowhere. Delete it. Now spawn anything small, like a grenade, drop it and pick it up again. Vehicle (a) should have no gravity as long as a monitor holds the grenade. The Invisible Warthog - First Overload the map by spawning trip mines and put them all to the lowest respawn time, and put it to a run -time minimum and maximum, Keep placing them on top of each other and let them explode themselves. Then spawn a warthog. Get inside of it. While driving turn into a monitor. Then get out of the warthog and get back in. Then you're done. NOTE: If you're playing with 2 or more people you must be on a different team than everyone else. Traps - First, spawn a dumpster (Dumpsters can be found in Foundry ''only'') After that, put a pallet on top and a window panel on top of the pallet. Delete the pallet. Then, spawn a closed single box on the two sides of the dumpster as well as the back. Place an Active Camo or Custom Powerup in front of the dumpster that is not surrounded by a box, DO NOT PLACE AN OVERSHIELD. Then, place a man-cannon on the opposite side of the Active Camo, but place it leaning so the "plasma steam" is facing forward instead of at an angle. Lastly, make the Camo instant respawn. Now, when people take the Active Camo or Custom Powerup, the dumpster will shoot out, killing them.This can also be done in Sandbox by using the column, damaged small in place of the dumpster. However, you will have to create a different guide for the column. If there is no guide, the angled face of the column could interfere with the trap, causing the column to bypass the active camo or launch the player who takes the active camo, as opposed to killing them.This can be done from either side or above, even below if you have the space. The Game Master - Upon downloading Title Update 2, set the Forge capability to "Party Leader only". Then, have something around 6-8 people in the party (preferably an odd number) and have all the players form teams, and then have Party Leader stay on their own team. When the teams are killing each other, the Party Leader (Monitor) can fly around and attempt to aid players or splatter people, or even attempt to get the teams to work together to take down the Monitor. Carry Two Dual Wield Weapons - In Forge spawn a dual wield weapon like:plasma pistol, rifle, mauler, SMG, etc. Switch your first weapon with a dual wield weapon. Then switch to your secondary weapon. Then get a weapon you want and dual wield it with your secondary wield weapon(must be dual wield). Then switch your secondary weapon with the same weapon as your primary weapon(Again primary must be dual wield like secondary). Rocketship - This only works on Last Resort. Spawn an open container, and place two barriers inside it, the trick works a lot better if the container and the barriers are on their sides. Then spawn a Portable gravity lift|Grav Lift near the container. Go into player mode, grab the Grav lift, then you can either jump into the box or you can just stay outside of the box and then deploy the lift on the two barriers. The container, if done correctly, should fly up into the sky until it hits the kill barrier.
Sources
Other external links This is a perfect example of a forger who uses state preservation and other elements of forge to create traps and other contraptions
Category:Forge
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Forge is a multiplayer gameplay mode in ''Halo 3'' that allows players to create ''map variants'' by re-arranging the objects in a map. There are many useful tricks and glitches in Forge that allow mapmakers to perform very useful tasks and create very interesting maps; several of these techniques are detailed below. In Halo: Reach many of these tricks will be unneeded as the Floating and Interlocking features will be include in the game.
Tips and Tricks
As the name implies, the Unlimited Money Exploit is a glitch that allows players to completely circumvent the object limits imposed by Forge's budget system.
Method A To perform this exploit, first buy one of every object you plan on using. Set each object aside, press X while hovering on it, and set the Run-Time Maximum to one value higher than the amount of the object placed on the map. Now, you can freely place as many of this object as you want, and the Run-Time Maximum will automatically increment with each new object.
Please note that once you've used up your entire "normal" budget, your budget will start going negative. If, after your budget goes negative, you delete an object after having placed the maximum amount of that object, then you will have to redo the glitch to place more of that object. To redo the glitch, you will have to delete enough objects to get your budget back up to a usable amount. If you don't need an item, set it aside until you're completely finished with your map and you ''know'' you no longer need it; ''then'' delete it. (A good idea is to set up a "trash bin" to sling objects into if unneeded.)
There is a way to retrieve items that you have lost. These methods include:
Saving the map variant Ending the game Starting the game Changing the Run-Time ''Maximum'' of the object to 1 higher than the number on the map. Carrying on with the map
Method B It is possible for two players to cooperate and budget glitch a map without placing one of every item on the mapin other words, it is possible to have a budget-glitched canvas map. The method was discovered before August 27, 2008, by players with the gamertags "BuddhaCrane" and "TheCartographer".This file, created by BuddhaCrane, has in which he claims to have discovered the method. As for the date: the file in question -- a budget-glitched Foundry canvas -- was uploaded on August 26, 2008; ergo, the method must have been discovered on or before that date. The players shall be called ''Person A'' and ''Person B''; a Grav Lift shall be used as an example of the item to be glitched. The glitch may be conducted over Live or on Local. A Temporary Profile|guest profile may be used.
''Person A'' should open the spawn menu and navigate to Grav Lift. They should hover over it, and press X to open its summary.
''Person B'' should spawn a Grav Lift. After ''Person B'' has spawned the Grav Lift, its ''Run-Time Maximum'' will change from 0 to 1.
''Person A'' should hover over ''Run-Time Maximum'' and press A to select it.
''Person B'' should delete the Grav Lift.
''Person A'' should press A. Even though ''Placed on Map'' is set to 0, ''Run-Time Maximum'' should now be set to 1.
Note that the numbers provided above assume that all Grav Lifts have been deleted from the map. Such deletion is not necessary, however.
As with Method A, deleting the last of a budget-glitched item (e.x. the last Grav Lift on the map) will undo the glitch for that item. Furthermore, if the maximum amount of that item has been placed, deleting any of that item will undo the glitch. In both cases, the glitch will have to be re-doneand that is only possible if the budget has not been exceeded.
Method C An alternative method starts by loading an unmodified version of the map. Next, find a weapon that uses energy rather than reloadable projectiles. Place a Covenant Empire|Covenant energy-using weapon exactly on top of it. The two items' spawn points (teardrops) should align exactly, such that they look like one spawn point. Once done, return to player mode, grab the new weapon, and use all of its energy.
On many maps, you can place Teleporters outside of the level's boundaries without them being deleted. This allows an instant death, or one caused by the The Guardians on Snowbound, Sandtrap or Sandbox. On most maps, however, players entering such teleports will receive the rather inaccurate message that they "fell to [their] death". A #Method C|specific method of placing floating items makes it extremely easy to place such Teleporters.
It is possible, on maps like Last Resort, to place a Teleporter such that players may use it to exit the level's boundaries without dying. Sometimes, however, when you are entering the Sender Node, it will say "''Teleporter is blocked''" if the corresponding Receiver Node is placed in certain areas.
To set an object to instantly respawn without any wait time, set the object's Run-Time Minimum and Run-Time Maximum counts (under the object's summary page, accessed with two presses of the X button) to the same number. The minimum count must be as high as it can go for this to work. The object will now instantly respawn when disturbed. (Weapons are an exception, because when you pick them up, they still exist on the map.) You can make an infinite Fusion coil|Fusion Coil shower using this technique; it is also useful when attempting to use TR/9 Antipersonnel Mine|Trip Mines to Overload glitch (Halo 3)|overload maps.
Remote Control of Fusion Coil Bombs With the infinite respawn tool comes a trick that allows you to remotely turn on and off Fusion Coil bombsgroups of perpetually-exploding Fusion Coils. When you have one running on infinite respawn, and it keeps blowing up, if you wish to turn it off, bring up the items menu with X, select Fusion Coil in the scenery object list, hit X, and then set the Run-Time Minimum to at least one below the maximum. The infinite respawn will now be turned off.
A common mapmaking trick is to make several similar-looking rooms and place an intricate network of Receiver, Sender, and Two-way Nodes inside of them, set to a variety of different channels. This can turn a map into a rather difficult maze.
Detailed below is an example arrangement that you can try.
Make eight rooms that look as similar to each other as possible (the looks of first and last rooms don't matter). Place Teleporters and channels in all rooms in this order:
:(R - Receiver Node || S - Sender Node || T - Two-way Node || Numbers - Channel)
* First room: R8 S4 T4 S1
* Second room: R1 T2 S4
* Third room: R2 R2 T3 S4
* Fourth room: R3 T4 S4
* Fifth room: R4 T8 S5
* Sixth room: R5 T6 S4
* Seventh room: R6 T4 S7
* Last room: T7
The last room can be a good place to shoot each other, contain powerful weapons/power-ups/equipment, or really anything that puts anyone controlling it in a powerful position.
It is possible to create a horizontal Gravity lift|Grav Lift that propels players laterally instead of vertically. The process is simple. Start by placing a Weapon Holder on the ground. Then, simply place a Grav Lift (scenery, not equipment) on top of the Weapon Holder. The Lift will begin to rotate, until it eventually straightens out, pointing horizontally.
Please note that you can only place four of these, as you can only place four Grav Lifts. Furthermore, to rotate the Lift, you must rotate the underlying Weapon Holder, and then re-place the Grav Lift atop the Holder.
On Sandtrap, spawn a Crate and place a Turret Case on it. Then, spawn a Receiver Node on top of the stack and delete the objects beneath it. Next, place another crate with two turret cases on top of it and place a sender node on the pile and set it to a different channel than the Receiver Node. Place a Grav Lift on the Receiver Node and test to see if you can reach the Sender Node, and be certain that if you accidentally enter the gravity lift, you can get away before you get teleported off (in Player Mode, with normal speed and gravity) to the left of M312 Heavy Recovery Vehicle|Elephant where the team without a Barukaza Workshop Chopper|Chopper spawns in.
Place a Receiver Node on the interior wall, with the illuminated "leg" pointing towards the opposite wall, and set it to the same channel as the Sender Node. Just inside each opening except the roof, place a Weapon Holder with one of the upward-facing extensions facing outside. Place a M274 Ultra-Light All-Terrain Vehicle|Mongoose a short distance behind each weapon holder (there isn't room for any other vehicle), making sure that there is enough room so that the Grav Lifts you are about to place will not blast the Mongoose unless you drive it out.
Next, add some #Horizontal Grav Lift|Horizontal Grav Lifts using the Weapon Holders you placed earlier. Set the Run-Time Minimum for Grav Lifts to four. Place four Radio Antennas on top of the structure over the opening so that it is covered, and have the ends of each antenna alternate so it should be that on one side of the gap, there are two antenna bases, and the same should be true for the other side. Place a weapon holder on the thick solid part of each radio antenna to stop them from being blown off.
You can also make an effective 'Jail' by using the Horizontal Grav lift trick (this works well if you can forge a 'container open') by placing two horizontal grav lifts facing inwards. This could be effective if you are playing 'cops and robbers'.
File:Floating Crate Base.jpg|thumb|A base created in Forge using floating crates. The Floating Forge Items glitch allows players to force Forge objects to hover in midair. In some cases, items must have an (also-floating) inactive Teleporter placed beneath them to ''stay'' in midair - sometimes, this flaw even affects immovable items like Double Boxes, though not on Heroic Map Pack maps.
The glitch is commonly used to construct elaborate and unconventional maps and levels - anything from floating Box Forts to raining Fusion Coils.
Method A This is the simplest method of performing the glitch, but it is also relatively error-prone... Movable items floated with this glitch will immediately fall if touched, shot, hit by anything, or even approached when in Edit Mode. However, for things like raining Fusion Coils, this flaw could work to a mapmaker's advantage.
To float an item, simply stack up other items until they form a tall enough tower or pile. Then, place the item you want to float on top of the pile or tower, and delete the entire pile or tower beneath it once the floated item stops moving.
It should be noted that Teleporters floated using this method will never fall, so by placing other items on top of Teleporters that have been floated in such a manner, it is possible to construct elaborate structures in midair.
Method B The second method of performing the glitch is also very easy. Perform Method A (above) on a Teleporter, and then place the desired floating item on top of the Teleporter. The Teleporter will never fall, so neither will the object.
Method C The third method of performing the glitch is still easy, but far less convenient, as it requires you to end the Forge session. Simply spawn the item you want to float, maneuver it into the desired location, save the map, and end the Forge session without moving the item. When you re-enter the map in Forge, the item will be floating, and it can't fall unless you grab it in forge.
Method D If a destructible Forge Object is dropped by a player in Edit Mode, and then destroyed while in midair, then it will respawn exactly where it was destroyed. If an editor, for example, drops a Fusion Coil, and a sniper blows it up in midair, then it will respawn where it was shot.
Method E In Halo: Reach, spawn a weapon and set it as Fixed or Phased. When a player holding it is killed, it will float where it left their hand (not necessarily like it was being used, as they don't drop it immediately after dying).
Method F The final method is to have two players, A and B, should move to the desired location. A should then spawn a sender node and hold on to it. B should spawn a crate on top of the node. After a couple seconds, A should move the node on top of the crate, let go, and after another few seconds, delete the crate. Then, spawn the desired object on top of the node.
Explanation The Halo 3 Engine uses a very common physics optimization: if an object is undisturbed for exactly five seconds, physics stop being calculated for it. If the object is disturbed later, physics are recalculated. So if, for example, a Fusion Coil were to remain stationary on top of a Double Box for five seconds, and then the Double Box were to be deleted, then the Fusion Coil would remain in the air.
However, when touched or moved in any way, the Fusion Coil would fall. Furthermore, if a new round or session were to start, the Fusion Coil would fall at the start of the game. Only immovable objects remain in the air, because their physics are only "reactivated" when they are manipulated by a player in Edit Mode.
As such, the only objects that can be ''permanently'' floated in earlier maps are stationary support weapons and Teleporters. Later maps, such as Standoff and Sandbox, would include immovable scenery.
Common Ideas Here is a list of common ideas that the floating items trick is used for. Raining Fusion Coils. Place a Fusion Coil in midair without using a Teleporter to support it; when you re-enter the map later (or, if you just want to try this in Forge, nudge it), the Coil will immediately fall. If placed at a sufficient height, it will explode upon impact with the ground. Floating Structures. Another common exploit involving this glitch is floating structures: large structures formed from floating, immovable objects like Double Boxes. Ceilings. The glitch is commonly used to supplement ground-based structures with floated items that act as ceilings. This is useful in cases where it is difficult to perfectly balance a Wall or Bridge upon other walls of a structure. Forge/Tricks#Map ideas|Forge Robots. In many cases, massive statues or "sculptures" made in Forge depend on floating items. M312 Heavy Recovery Vehicle|Elephants. If you use this glitch to float an object above an Elephant in Sandtrap, the object will remain "fixed" over the Elephant. By placing floating Machine Gun Turrets over an Elephant, you can effectively boost their maximum range and lower their minimum range (so that they can fire at closer targets). Improvised Deployable lookout tower|Deployable Lookout Towers. Spawn two crates stacked on top of each other and then put an inactive receiver node in each corner. Add covenant weapon dispensers on top of the receiver nodes in a square or ring shape to form the base. Then add more receiver nodes to lock the weapon dispensers in place. You can then use more weapon dispensers to create protective pillars. Finally, you can add plasma turrets between the gaps. When you're done, add a gravity lift (non-equipment) underneath. Set the run time minimum equal to the run time maximum so it will respawn infinitely.
The Interlocking Objects glitch, as its name states, allows players to force two Forge objects to overlap and interlock.
Method 1
To make two or more objects interlock, place the first object you want to interlock and turn off its Placed at Start setting. Make sure the respawn time is long enough for you to place the second object as you want it. You may also want to place another object such as a wall to act as a "guide" to help align the two objects.
Start a new round and place the second object within the area in which the first object will spawn. Once the first object spawns, the two objects should interlock; be sure to set the first object to spawn at start. The next time you start the game the two objects will then be "interlocked" with each other. This method will in fact theoretically work for any number of objects.
Note, however, that objects that have physics calculated (e.x. Crates, Barriers, etc.) may come apart.
Method 2
Method 2 allows you to interlock objects without starting a new round. The instructions use the process of interlocking a Single Box and a Double Box as an example.
Place the first objectin our example, a Double Box. Place Walls or other immovable objects around the location of the second object (which has not yet been placed). Take three or four Doors and turn them so they are somewhat inside the Single Boxmake sure that there is something over the Single Box so it wont go flying. Grab the Single Box, and then let it go. When the Single Box stops moving, feel free to delete the Walls, Doors, and other objects that you used to force it into position.
Method 3
It should be noted that this is more of a "geolocking" methodit will partially force some objects into walls or the ground. The instructions below use a Double Box (in Foundry) as an example.
Spawn a Double Box, and lay it down. Surround it with Walls. The Walls need not touch the Double Boxsome space is permitted. Spawn a Door, flip it upside-down, and put it on top of one of the long ends of the Double Box. Spawn another Door, and do the same with the opposite end of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
And the process for putting a Double Box into one of Foundry's walls:
Spawn a Double Box, and lay it down against a wall. Surround it with Walls. The Walls need not touch the Double Box. Spawn another Wall, and put it on top of the Double Box. Put three Doors (placed such that they're intersecting the Double Box) along the box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
Note that movable objects cannot be interlocked. Attempting to interlock a movable object with any other object will cause the objects to separate, and in some cases, they may violently launch away from each other. This is because physics are calculated for movable objects after they are placed.
Method 4
This method allows you to make an object go right through another one
1. Rapidly tap Dpad up and the X button while being in the ''edit'' mode
2. When the spawn menu pops up while you are in the ''play'' mode, spawn the object you want to interlock in an other one
3. Go into ''edit'' mode and press the X button while aiming at the object you just spawned and set the respawn rate to ''Never''
4. Spawn the same object that you just spawned using the same method and again, set the respawn rate to ''Never''
5. Press the X button again and set the runtime minimum of the second object to the maximum
6. Grab the object you just spawned and wait until the first object you spawned to kinda ''glitch'' into it
7. Then, you should be able to place the object through whatever you want !
There is also another method similar to interlocking called geolocking. Geolocking is the act of interlocking immovable itemssuch as Fence Boxes or Wallsinto the floors, walls and ceilings of maps. As an example, you can use it to bury a Wall half-way inside of the snow in Avalanche.
Movable objects cannot be geomerged for the same reason that they cannot be interlocked.
Spawn the object that you want to force into the groundlet's again use a Double Box as an example. Surround it on all sides with Two-Way Nodes. Put some Receiver Nodes on top of the Double Box. Spawn a Door. Put the door inside of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Delete the Teleporters and the Door.
An incredibly useful method can be used to easily interlock or geomerge an object. This method is known as automerging, though it has earned other names (such as Wikipedia:Noclip mode|no-clip merging).
Spawn two copies of the object you wish to merge. Set one of the objects' ''Respawn Rate'' to 30; set the other's ''Respawn Rate'' to Never. Set the object's ''Run-Time Minimum'' to the highest possible value. While in Edit Mode, aim at one of the two objects. Press A and D-Pad-Up at the same time. (If you return to Player Mode, or if the object moves, then you have done it right.) Repeat this step for the other object. Knock the two objects away from their spawn points (the teardrop-shaped markers). ''Do not pick the items up in Edit Mode. Knock them away through some other means.'' You can use explosions, Man Cannons, Grav Lifts, or an impact with a third item to move the two objects. Find the object whose ''Respawn Rate'' had been set to 30. Pick it up in Edit Mode, and hold it still. After 30 seconds, the object will respawn inside of itself. When this happens, the copy of the object that you are holding will become non-solid.
The phrase "non-solid" here means that collisions are not detected for the object, and hence they are not corrected. This allows the object to be moved through level geometry and other objects. If a player lets go of such an object, it will be frozen in place. However, the object cannot be picked up once it has been placed. Starting a new round allows players to pick up the object, but it also regains its solidityit will not move through solid objects.
The reason that the object respawns "inside of itself" is because the ''Run-Time Minimum'' forces the game to create one copy of the object for every spawn point on the map, but one of the spawn points' ''Respawn Rate''s has been set to "Never". By holding a copy of the object (and, therefore, its associated spawn point), a player can evidently force a game to spawn an object anyway, despite the "lack of room".
Interestingly, when an automerged object is dropped and stops being Forgeable, it behaves in a very similar manner to the "Crate" Forge Object, which temporarily stops being Forgeable when it has been significantly displaced.
No-clip merging with turrets Please read the above sub-article first!
Follow the steps above until you reach the point where you must move the objects (after dummying them). You must move the turrets carefully (Machine Gun Turret or Plasma Cannon) so that you do ''not'' break them. Now, in edit mode, grab the respawnable turret. Set the RUN-TIME MAXIMUM to as high as it can go. Now you must find a way to destroy the other turret ''without'' dropping the one you have now. Here are some ways to do this:
Set a fusion coil/power core to spawn high above the ground and quickly move the non-respawnable turret under its drop zone and quickly grab the respawnable turret so that the fusion coil/power core falls and destroys the non-respawnable turret.
Throwing a grenade (after having moved them both) at the non-respawnable turret and quickly going into edit mode and grabbing the respawnable one.
Having a second player destroying the nonrespawnable turret after you have grabbed the respawnable one.
If done correctly, the turret being held will be come clipless as unmovable scenery in the sub-article above.
When you switch from Player Mode to Edit Mode, your state is preserved. This is a really fancy way of saying that whatever was happening to you in Player Mode will be "paused" until you return to Player Mode, at which point it will continue. As an example, if you are stuck with a grenade while in Player Mode, and you enter Edit Mode before it explodes... the grenade will disappear. But when you go back to Player Mode, it will reappear, and detonate as it normally would.
The following things are preservedthey're "paused" when you enter Edit Mode, and they resume when you return to Player Mode. Grenades that are stuck to you The act of charging a M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser
*Hold RT to charge up a Spartan Laser. While still holding RT, enter Edit Mode. If you exit Edit Mode while holding RT, you'll still be charging the Spartan laserso if you time it right, you can fire the laser immediately after exiting Edit Mode. Being on fire (if you were hit with a M7057/Defoliant Projector|Flamethrower or Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Firebomb Grenade)
Momentum
*If you enter Edit Mode right as you get launched by a Man Cannon, then you may continue to be launched when you return to Player Mode. The act of throwing a grenade
Cool Things to Try
Behind Last Resort In the main room of Last Resort's power plant, where the turbine is, enter Edit Mode. Fly up to the Invisible Walls|invisible wall in front of the turbine, and force the Monitor onto a ledge high above the Power drain|Power Drain spawn. Once there, fly towards the turbine; when you find yourself unable to move, lower yourself off the ledge and you should be behind the fence separating the main base from the turbine. Boosting (LT) makes the process easier. It also helps to add a Teleporter or a Respawn Point back there so that other players can get to it without any hassle. Cloning
:''You might need a second person for this to work.''
Start a Forge match with all players' Damage Resistance set to 10%. Make a box using Shield Doors, and put a Soccer ball in the center. Place a Machine Gun Turret nearby. Enter Player Mode and touch the ball; this will deplete your shields. Run to the turret, man it, and detach it. Detaching the turret will kill you, but leave your corpse standing in the "detached turret" animation. Note that the connection host cannot see the "clone". If you don't see it, view it from another player's screen in Theater. Aside from the pose, the corpse is normal -- it fades away like any other dead body. If you repeat this process but instead of detatching a turret you melee your clone in the back as if you are performing an assassination, you will die. Driving a Destroyed Vehicle Using Forge, a player can enter a broken vehicle. (They can't actually drive it, however.)
Forcing Teleporters When playing over Xbox LIVE|Xbox Live, any player that ''isn't'' connection Host|host can force a Teleporter through the ground. They must simply aim at the bottom of the Teleporter, and button-mash A until it sinks. Party Hog It is possible to drive the M831 Troop Transport|Troop Transport Warthog in The Pit by using Forge. Set up a Teleporter on the other side of the fence; if you set it on the ground it will disappear, so set it on one of the support bars on the fence. Get outside the map, move the Warthog against the fence with a large object (barriers work well), and blow it up. When it respawns, it will be drivable. It is possible to get the Warthog across the fence. Be careful while in Player Mode on the outside of the fence; standing on the ground there for 5 seconds will result in death. This does not include standing on top of objects like the Warthog, but it does include driving a vehicle on the ground. Turretless vehicle glitch|Turretless Vehicle Glitch Good timing in Forge can create a vehicle with no armament. Underneath Construct Overload glitch (Halo 3)|Overload Construct with TR/9 Antipersonnel Mine|Trip Mines. Then, go to where the purple lifts should be. Stand over the hole where the purple laser comes out. Crouch to get through.
Environment battles By setting the damage players inflict to 0%, a player can make a map where the environment must be used to kill opponents. From there, Forge may be used to set up environmental traps. Forge Robots Scenery and floating objects can be combined to form massive "robots". Add some openings and Spartan Lasers to complete the effect. Maze Maps like Foundry and Sandbox are extremely flexible, allowing players to create large mazes. Automerging can be used in Sandbox for a spectacular, cave-like effect. Memorials to History Try recreating historical battles in Forge. One could, for example, recreate D-Day on High Ground. Obstacle course Teleporters and other devices can be used to create obstacle courses with various challenges. Picture map Many people have created artwork in Forge by drawing with items. Weapons, for example, can be used to draw lines. Racetrack Racetracks can be created by placing VIP waypoints along the track, or by placing a single Territories|Territory at the end of the track. Siege Create a large base on Foundry or Sandbox. Give the players inside of the base a small amount of weapons, but no way out of the base. On the opposite side of the map, create a small outpost with all of the remaining weapons and vehicles, as well as a route into the base. Then, set everyone's lives so that if a player dies, they're out of the game. Box Forts|Sky Bases With enough patience, large floating fortresses can be made in almost any map. Spawn Destruction Set the level up so that a domino-like path of Fusion coil|Fusion Coils wraps around every spawn point on the map. When playing the map, simply find a safe spot, destroy the Fusion Coils, and watch your score rise.:*With proper timing, one can set the Fusion Coils up so that by the time the path ends, the first Coils will have already respawned -- so that one shot creates an infinite stream of explosions.
Baseball In Edit Mode, spawn a long object (like a Radio Antenna) and use it to bat a second player (who is in Player Mode). Alternatively, two players can do this and have a "swordfight".You can also play baseball with a rocket launcher and a gravity hammer. Box Fortress On Avalanche, go to one of the flat ice areas. Enter Edit Mode and float as low to the ground as possible. Then look directly up, and spawn a closed Double Box. Move it as far into the air as you can without moving yourself. Then, without moving or exiting Edit Mode, drop it, and let it land on you. If done correctly, you will be forced into the box. You will be able to shoot out, but people will not be able to shoot in. If you need to move, then just enter Edit Mode, pick up the box, and move around. To exit it, just pick it up and push it away. Elephant Cannon Move an Elephant to an open area on Sandtrap, preferably near the crashed Kez'katu-pattern Phantom|Phantom. Then, use either a M808B Main Battle Tank|Scorpion or a Drop pod|Drop Pod to flip it. (The cockpit of the flipped Elephant should point in the direction that players should be launched.) Now, place every Teleporter on top of the flipped Elephant, to hold it in place. The cannon is now ready. Have someone drive inside with a human vehicle, and have someone else flip the Elephant. The vehicle will be launched. (Human vehicles work better because the anti-gravity systems on Covenant vehicle slow the launch.)
Elephant flipping It is actually possible to flip an Elephant over. Flying Elephant There are several ways to launch an Elephant, and a few ways to keep it in the air... Forced teleporting A player in Edit Mode can teleport players by simply moving a Sender Node into them.
Armored Warthog (a.k.a. "Armadillo")
On any level with Barricades, place two Barricades on top of a Warthog. The Warthog will be much more powerful, though players will have to be careful when driving -- though an Armored Warthog can drive at normal speed, ''accelerating'' too fast will cause the Barricades to slide off. This trick can be preformed on a Hornet with enough practice, the armored Hornet is sometimes given the nickname of "Cockroach". Infinite Weapon Holder To give the illusion of a Weapon Holder with infinite ammo, simply place multiple rapidly-respawning copies of the same item onto the Weapon Holder. Vehicle Stopper On any map that has Barricades and Drop Pods (such as Sandtrap and Valhalla), a roadblock can be created by placing a Barricade with Drop Pods behind it and touching it. More Drop Pods will make a stronger roadblock. Secret room Secret rooms are common in some maps. They are generally used as weapons caches with difficult-to-locate entrances. In some cases, secret rooms may be constructed manually; in other cases, glitches may be used to turn a normally-unreachable area into a secret room. (For example, the Forge turret glitch may be used to enter the small areas beneath The Pit's stairways, or Longshore's power room right after the overshield spawn, or the two rooms that are right below the two bases on Foundry.)
Teleporter of Doom Spawn a Receiver Node, and then spawn a Sender Node right next to it. Place a Weapon Holder next to the Receiver Node, and set a Grav Lift on the Weapon Holder. (The items should be in a straight line, with the Grav Lift pointing toward both Teleporters.) If necessary, rotate the Weapon Holder to align the Grav Lift. If this has been set up correctly, then a player that enters the Sender Node will be trapped -- the Grav Lift will push them back into the Sender Node, trapping them in a cycle of perpetual teleporting!
Unreachable Items A mapmaker can taunt players by placing a power weapon in an unreachable area.
Change the Gravity - You can actually make gravity change direction! You can do this by putting elephants next to each other. It's hard, but if you want to get good results put one elephant on top the other. You can do this by getting a scorpion and putting it inside the elephant then 'hooking' the ends of the scorpion with the 'ribs' of the elephant. To hook them twist the scorpion clockwise or counter clock wise. Then you lift the scorpion vertically, thus allowing you to lift the elephant. Now set it atop the other elephant. Once you have done this put items inside the elephant on the bottom. They will either go up or to either sides! You should try different ways to put the two together because it could change the gravity depending how they are united! Note: The change in gravity won't affect you unless you are in a vehicle inside the elephant. You can make gravity upside down by putting a lot of tanks inside the other elephant!
Drive a vehicle while a monitor is still holding it - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if you (Player mode) and a friend (Monitor mode) both grab it at the same time (this may take a few tries)you will be driving the vehicle while the monitor is still holding it. Have fun!
Flying Vehicles - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if the player is in the side/passenger/gunner seat of the vehicle they will stay in it, able to shoot as usual as the vehicle is moved around the map. This can also be done with machine gun turrets and Pek-pattern plasma cannon|Plasma Cannons. Flying Vehicles 2 - Spawn one M274 Ultra-Light All-Terrain Vehicle|Mongoose and let your friend (With a rocket) drive it them blow it up, set the first vehicle to never respawn and spawn another, set run time minimum to the max to be the same with the run time maximum so it's automatically respawns (It's takes awhile for vehicles), let your friend drive it. Now wait for the other one to respawn, once it does, let your friend to fly off a ramp and then pick up the first M274 Ultra-Light All-Terrain Vehicle|Mongoose (Same spawn place as second) your friend will fly in the air.
*Note: You can delete people if you delete the vehicle/turret! It does not count as a kill, but they respawn as if they died. Also, the infinite turret glitch can be achieved this way. Baseball - Have a player make as many Rockets as possible and a Gravity hammer (fiction)|Gravity Hammer not too far away (This works best on Valhalla), then have one player to get a Rocket Launcher and the other get the Gravity Hammer. Now fire a rocket at the player with the Gravity Hammer and at the last second get the player with the hammer to hit the rocket and after a few attempts you should get it out of the map. If the player with the Hammer misses, then the Rocket ends his/hers life. Rocket Redirection with grenades - For this trick you need a Rocket Launcher with max ammo and, preferably, every type of grenade except incendiary. Throw a m9 High-Explosive Dual-Purpose Grenade|Frag or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade at the ground and quickly shoot a rocket. The rocket should be misdirected and will corkscrew out of control. You have to time it right, or the rocket's flight path will be unaffected or the grenade will blow up before you can launch the rocket. A Anskum-pattern plasma grenade|Plasma Grenade will redirect the rocket, but then it will explode right after it passes through the explosion. Also, it is possible to shoot the rocket with a Sniper rifle|Sniper Rifle, but it requires above-average sniping skills. Once it has been hit, the rocket will spiral out of control, either striking the ground near the area where it was hit or it will spin upwards into the sky. Whirlpool of Death - On a map with walls and man cannons (Foundry), make your best attempt at making a medium-sized circle, it doesn't have to be perfect. Make sure there are no sharp corners and the walls are mostly smooth. Spawn man cannons and place them perpendicular to the wall so that they are sideways. Do the same to the rest of the wall space (don't overdo it though, 4 is what works best in a medium-sized whirlpool) and make sure that you don't get stuck in any corners when going around it. Then, the fun part, place objects with a lot of mass, like crates, or put explosive, like fusion coils or even forklifts. A small roof is recommended to keep objects in, but leave a hole so that people can get in and see how long they last. For even more fun, spawn a hill marker in there to play King of the Hill and see who wins amidst all the chaos. Note: If too many explosives or objects are put the game may lag. Reverse the Field on High Ground - Start by taking the turret that sits atop the bridge and place it so that it faces the other direction. Then complete the process by adding various crates and walls inside the base. This may change the flow so that it may seem the outsiders are holding the defenders prisoner, controlling the outdoors and terrorizing the base. Put Yourself in a Loop - On Narrows, put a Gravity lift in front of each Man cannon and get in one. You'll be able to attack the bridge from the air or have jousts in mid air with all sorts of close range weapons like the Shotgun or Gravity Hammer or any weapons with a strong melee attack. The Escape Pod - Spawn an Open Container anywhere they are allowed. Go inside and drop a Deployable Cover. Next, grab a gravity lift and drop it inside (while you're inside as well) the box should begin to rise. Fun to do as a trick, you're about to die and have a gravity lift with a deployable cover nearby and you drop the gravity lift and cover and fly away as the enemy was about to kill you, or to reach new heights. Best done on a level where you can go pretty high without restrictions or on Last Resort's beach. Hornet-Elephant - If you manage to find the patience, try to place drop pods inside of the elephant and carefully place deployed gravity lifts underneath the drop pods. Try to place receiver teleporters on the lifts to hold them in place. Carefully place a Hornet between the "ribs" of the elephant. Then, place a radio antenna sideways on top of both of the hornets turbines (wings). Try to place Covenant supply crates to hold the hornet and the antennas in place and more teleporter receivers just as backup precautions. Then, place supplies and equipment for the match in the elephant. Then, get into the hornet. If done properly, the lifts will launch the pods at the fence-like ceiling and open the pods. Remember, to quickly get into the hornet as soon as the pods deploy. Use the hornet to steer and operate the flying machine. Warning: Do not access the Elephants controls!
Floating vehicles - This only works on vehicles with a gravity propulsion drive. (Ghost, wraith, and prowler.) Find an elephant, and place said vehicle on the roof of the cockpit. Get inside the vehicle and slowly make your way to the 4 prongs of the elephant. You will notice you will be floating. You can continue floating as long as you are on the elephant. If you leave the elephant, you will fall off. Vehicular trap - Spawn a vehicle, then surround it with walls and seal the top with a bridge. If the walls are close enough to the vehicle, you can enter it, but can't get out since you are surrounded by walls. Tank Dropping - Go to a map that supports M808B Main Battle Tank|Scorpions or Zurdo-pattern Wraith|Wraiths (preferably Sandtrap), find a relatively flat area, go into monitor mode an spawn a tank (preferably a M808B Main Battle Tank|Scorpion. Then look directly upwards, while still holding the tank, and go up nearly as far as you can, push the tank away from yourself and switch to player mode. The results can be hilarious. The tank can literally send you flying out of the map at hundreds of miles per-hour. Occasionally if done on Sandtrap, the player's body will actually hit Aegis Fate. This can give hours of amusement. Another fun thing to try is dropping the tank on fusion coils, plasma batteries, etc. Anti-grav Vehicles - This is best done with two people, but can be pulled off with one. First, delete all the vehicles. Then set any vehicle down and set the respawn time to 10 seconds. Then drive it forward to a certain point(somewhere you can easily recall)Call this vehicle (a). Place a second vehicle (it must be the same as the first) in the exact spot where you spawned (a). Set the respawn to 180 seconds and call this vehicle (b). Destroy both vehicles with a spartan laser, (b) and then (a). When (a) has respawned, drive it to the spot where you drove it to before. Set the respawn time from 10 to 180 seconds and run time minimum to 2. Now that (b) has respawned, pick up (a). Due to a glitch, you should be holding (b) which appears out of nowhere. Delete it. Now spawn anything small, like a grenade, drop it and pick it up again. Vehicle (a) should have no gravity as long as a monitor holds the grenade. The Invisible Warthog - First Overload the map by spawning trip mines and put them all to the lowest respawn time, and put it to a run -time minimum and maximum, Keep placing them on top of each other and let them explode themselves. Then spawn a warthog. Get inside of it. While driving turn into a monitor. Then get out of the warthog and get back in. Then you're done. NOTE: If you're playing with 2 or more people you must be on a different team than everyone else. Traps - First, spawn a dumpster (Dumpsters can be found in Foundry ''only'') After that, put a pallet on top and a window panel on top of the pallet. Delete the pallet. Then, spawn a closed single box on the two sides of the dumpster as well as the back. Place an Active Camo or Custom Powerup in front of the dumpster that is not surrounded by a box, DO NOT PLACE AN OVERSHIELD. Then, place a man-cannon on the opposite side of the Active Camo, but place it leaning so the "plasma steam" is facing forward instead of at an angle. Lastly, make the Camo instant respawn. Now, when people take the Active Camo or Custom Powerup, the dumpster will shoot out, killing them.This can also be done in Sandbox by using the column, damaged small in place of the dumpster. However, you will have to create a different guide for the column. If there is no guide, the angled face of the column could interfere with the trap, causing the column to bypass the active camo or launch the player who takes the active camo, as opposed to killing them.This can be done from either side or above, even below if you have the space. The Game Master - Upon downloading Title Update 2, set the Forge capability to "Party Leader only". Then, have something around 6-8 people in the party (preferably an odd number) and have all the players form teams, and then have Party Leader stay on their own team. When the teams are killing each other, the Party Leader (Monitor) can fly around and attempt to aid players or splatter people, or even attempt to get the teams to work together to take down the Monitor. Carry Two Dual Wield Weapons - In Forge spawn a dual wield weapon like:plasma pistol, rifle, mauler, SMG, etc. Switch your first weapon with a dual wield weapon. Then switch to your secondary weapon. Then get a weapon you want and dual wield it with your secondary wield weapon(must be dual wield). Then switch your secondary weapon with the same weapon as your primary weapon(Again primary must be dual wield like secondary). Rocketship - This only works on Last Resort. Spawn an open container, and place two barriers inside it, the trick works a lot better if the container and the barriers are on their sides. Then spawn a Portable gravity lift|Grav Lift near the container. Go into player mode, grab the Grav lift, then you can either jump into the box or you can just stay outside of the box and then deploy the lift on the two barriers. The container, if done correctly, should fly up into the sky until it hits the kill barrier.
Sources
Other external links This is a perfect example of a forger who uses state preservation and other elements of forge to create traps and other contraptions
Category:Forge
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Forge is a multiplayer gameplay mode in ''Halo 3'' that allows players to create ''map variants'' by re-arranging the objects in a map. There are many useful tricks and glitches in Forge that allow mapmakers to perform very useful tasks and create very interesting maps; several of these techniques are detailed below. In Halo: Reach many of these tricks will be unneeded as the Floating and Interlocking features will be include in the game.
Tips and Tricks
As the name implies, the Unlimited Money Exploit is a glitch that allows players to completely circumvent the object limits imposed by Forge's budget system.
Method A To perform this exploit, first buy one of every object you plan on using. Set each object aside, press X while hovering on it, and set the Run-Time Maximum to one value higher than the amount of the object placed on the map. Now, you can freely place as many of this object as you want, and the Run-Time Maximum will automatically increment with each new object.
Please note that once you've used up your entire "normal" budget, your budget will start going negative. If, after your budget goes negative, you delete an object after having placed the maximum amount of that object, then you will have to redo the glitch to place more of that object. To redo the glitch, you will have to delete enough objects to get your budget back up to a usable amount. If you don't need an item, set it aside until you're completely finished with your map and you ''know'' you no longer need it; ''then'' delete it. (A good idea is to set up a "trash bin" to sling objects into if unneeded.)
There is a way to retrieve items that you have lost. These methods include:
Saving the map variant Ending the game Starting the game Changing the Run-Time ''Maximum'' of the object to 1 higher than the number on the map. Carrying on with the map
Method B It is possible for two players to cooperate and budget glitch a map without placing one of every item on the mapin other words, it is possible to have a budget-glitched canvas map. The method was discovered before August 27, 2008, by players with the gamertags "BuddhaCrane" and "TheCartographer".This file, created by BuddhaCrane, has in which he claims to have discovered the method. As for the date: the file in question -- a budget-glitched Foundry canvas -- was uploaded on August 26, 2008; ergo, the method must have been discovered on or before that date. The players shall be called ''Person A'' and ''Person B''; a Grav Lift shall be used as an example of the item to be glitched. The glitch may be conducted over Live or on Local. A Temporary Profile|guest profile may be used.
''Person A'' should open the spawn menu and navigate to Grav Lift. They should hover over it, and press X to open its summary.
''Person B'' should spawn a Grav Lift. After ''Person B'' has spawned the Grav Lift, its ''Run-Time Maximum'' will change from 0 to 1.
''Person A'' should hover over ''Run-Time Maximum'' and press A to select it.
''Person B'' should delete the Grav Lift.
''Person A'' should press A. Even though ''Placed on Map'' is set to 0, ''Run-Time Maximum'' should now be set to 1.
Note that the numbers provided above assume that all Grav Lifts have been deleted from the map. Such deletion is not necessary, however.
As with Method A, deleting the last of a budget-glitched item (e.x. the last Grav Lift on the map) will undo the glitch for that item. Furthermore, if the maximum amount of that item has been placed, deleting any of that item will undo the glitch. In both cases, the glitch will have to be re-doneand that is only possible if the budget has not been exceeded.
Method C An alternative method starts by loading an unmodified version of the map. Next, find a weapon that uses energy rather than reloadable projectiles. Place a Covenant Empire|Covenant energy-using weapon exactly on top of it. The two items' spawn points (teardrops) should align exactly, such that they look like one spawn point. Once done, return to player mode, grab the new weapon, and use all of its energy.
On many maps, you can place Teleporters outside of the level's boundaries without them being deleted. This allows an instant death, or one caused by the The Guardians on Snowbound, Sandtrap or Sandbox. On most maps, however, players entering such teleports will receive the rather inaccurate message that they "fell to [their] death". A #Method C|specific method of placing floating items makes it extremely easy to place such Teleporters.
It is possible, on maps like Last Resort, to place a Teleporter such that players may use it to exit the level's boundaries without dying. Sometimes, however, when you are entering the Sender Node, it will say "''Teleporter is blocked''" if the corresponding Receiver Node is placed in certain areas.
To set an object to instantly respawn without any wait time, set the object's Run-Time Minimum and Run-Time Maximum counts (under the object's summary page, accessed with two presses of the X button) to the same number. The minimum count must be as high as it can go for this to work. The object will now instantly respawn when disturbed. (Weapons are an exception, because when you pick them up, they still exist on the map.) You can make an infinite Fusion coil|Fusion Coil shower using this technique; it is also useful when attempting to use TR/9 Antipersonnel Mine|Trip Mines to Overload glitch (Halo 3)|overload maps.
Remote Control of Fusion Coil Bombs With the infinite respawn tool comes a trick that allows you to remotely turn on and off Fusion Coil bombsgroups of perpetually-exploding Fusion Coils. When you have one running on infinite respawn, and it keeps blowing up, if you wish to turn it off, bring up the items menu with X, select Fusion Coil in the scenery object list, hit X, and then set the Run-Time Minimum to at least one below the maximum. The infinite respawn will now be turned off.
A common mapmaking trick is to make several similar-looking rooms and place an intricate network of Receiver, Sender, and Two-way Nodes inside of them, set to a variety of different channels. This can turn a map into a rather difficult maze.
Detailed below is an example arrangement that you can try.
Make eight rooms that look as similar to each other as possible (the looks of first and last rooms don't matter). Place Teleporters and channels in all rooms in this order:
:(R - Receiver Node || S - Sender Node || T - Two-way Node || Numbers - Channel)
* First room: R8 S4 T4 S1
* Second room: R1 T2 S4
* Third room: R2 R2 T3 S4
* Fourth room: R3 T4 S4
* Fifth room: R4 T8 S5
* Sixth room: R5 T6 S4
* Seventh room: R6 T4 S7
* Last room: T7
The last room can be a good place to shoot each other, contain powerful weapons/power-ups/equipment, or really anything that puts anyone controlling it in a powerful position.
It is possible to create a horizontal Gravity lift|Grav Lift that propels players laterally instead of vertically. The process is simple. Start by placing a Weapon Holder on the ground. Then, simply place a Grav Lift (scenery, not equipment) on top of the Weapon Holder. The Lift will begin to rotate, until it eventually straightens out, pointing horizontally.
Please note that you can only place four of these, as you can only place four Grav Lifts. Furthermore, to rotate the Lift, you must rotate the underlying Weapon Holder, and then re-place the Grav Lift atop the Holder.
On Sandtrap, spawn a Crate and place a Turret Case on it. Then, spawn a Receiver Node on top of the stack and delete the objects beneath it. Next, place another crate with two turret cases on top of it and place a sender node on the pile and set it to a different channel than the Receiver Node. Place a Grav Lift on the Receiver Node and test to see if you can reach the Sender Node, and be certain that if you accidentally enter the gravity lift, you can get away before you get teleported off (in Player Mode, with normal speed and gravity) to the left of M312 Heavy Recovery Vehicle|Elephant where the team without a Barukaza Workshop Chopper|Chopper spawns in.
Place a Receiver Node on the interior wall, with the illuminated "leg" pointing towards the opposite wall, and set it to the same channel as the Sender Node. Just inside each opening except the roof, place a Weapon Holder with one of the upward-facing extensions facing outside. Place a M274 Ultra-Light All-Terrain Vehicle|Mongoose a short distance behind each weapon holder (there isn't room for any other vehicle), making sure that there is enough room so that the Grav Lifts you are about to place will not blast the Mongoose unless you drive it out.
Next, add some #Horizontal Grav Lift|Horizontal Grav Lifts using the Weapon Holders you placed earlier. Set the Run-Time Minimum for Grav Lifts to four. Place four Radio Antennas on top of the structure over the opening so that it is covered, and have the ends of each antenna alternate so it should be that on one side of the gap, there are two antenna bases, and the same should be true for the other side. Place a weapon holder on the thick solid part of each radio antenna to stop them from being blown off.
You can also make an effective 'Jail' by using the Horizontal Grav lift trick (this works well if you can forge a 'container open') by placing two horizontal grav lifts facing inwards. This could be effective if you are playing 'cops and robbers'.
File:Floating Crate Base.jpg|thumb|A base created in Forge using floating crates. The Floating Forge Items glitch allows players to force Forge objects to hover in midair. In some cases, items must have an (also-floating) inactive Teleporter placed beneath them to ''stay'' in midair - sometimes, this flaw even affects immovable items like Double Boxes, though not on Heroic Map Pack maps.
The glitch is commonly used to construct elaborate and unconventional maps and levels - anything from floating Box Forts to raining Fusion Coils.
Method A This is the simplest method of performing the glitch, but it is also relatively error-prone... Movable items floated with this glitch will immediately fall if touched, shot, hit by anything, or even approached when in Edit Mode. However, for things like raining Fusion Coils, this flaw could work to a mapmaker's advantage.
To float an item, simply stack up other items until they form a tall enough tower or pile. Then, place the item you want to float on top of the pile or tower, and delete the entire pile or tower beneath it once the floated item stops moving.
It should be noted that Teleporters floated using this method will never fall, so by placing other items on top of Teleporters that have been floated in such a manner, it is possible to construct elaborate structures in midair.
Method B The second method of performing the glitch is also very easy. Perform Method A (above) on a Teleporter, and then place the desired floating item on top of the Teleporter. The Teleporter will never fall, so neither will the object.
Method C The third method of performing the glitch is still easy, but far less convenient, as it requires you to end the Forge session. Simply spawn the item you want to float, maneuver it into the desired location, save the map, and end the Forge session without moving the item. When you re-enter the map in Forge, the item will be floating, and it can't fall unless you grab it in forge.
Method D If a destructible Forge Object is dropped by a player in Edit Mode, and then destroyed while in midair, then it will respawn exactly where it was destroyed. If an editor, for example, drops a Fusion Coil, and a sniper blows it up in midair, then it will respawn where it was shot.
Method E In Halo: Reach, spawn a weapon and set it as Fixed or Phased. When a player holding it is killed, it will float where it left their hand (not necessarily like it was being used, as they don't drop it immediately after dying).
Method F The final method is to have two players, A and B, should move to the desired location. A should then spawn a sender node and hold on to it. B should spawn a crate on top of the node. After a couple seconds, A should move the node on top of the crate, let go, and after another few seconds, delete the crate. Then, spawn the desired object on top of the node.
Explanation The Halo 3 Engine uses a very common physics optimization: if an object is undisturbed for exactly five seconds, physics stop being calculated for it. If the object is disturbed later, physics are recalculated. So if, for example, a Fusion Coil were to remain stationary on top of a Double Box for five seconds, and then the Double Box were to be deleted, then the Fusion Coil would remain in the air.
However, when touched or moved in any way, the Fusion Coil would fall. Furthermore, if a new round or session were to start, the Fusion Coil would fall at the start of the game. Only immovable objects remain in the air, because their physics are only "reactivated" when they are manipulated by a player in Edit Mode.
As such, the only objects that can be ''permanently'' floated in earlier maps are stationary support weapons and Teleporters. Later maps, such as Standoff and Sandbox, would include immovable scenery.
Common Ideas Here is a list of common ideas that the floating items trick is used for. Raining Fusion Coils. Place a Fusion Coil in midair without using a Teleporter to support it; when you re-enter the map later (or, if you just want to try this in Forge, nudge it), the Coil will immediately fall. If placed at a sufficient height, it will explode upon impact with the ground. Floating Structures. Another common exploit involving this glitch is floating structures: large structures formed from floating, immovable objects like Double Boxes. Ceilings. The glitch is commonly used to supplement ground-based structures with floated items that act as ceilings. This is useful in cases where it is difficult to perfectly balance a Wall or Bridge upon other walls of a structure. Forge/Tricks#Map ideas|Forge Robots. In many cases, massive statues or "sculptures" made in Forge depend on floating items. M312 Heavy Recovery Vehicle|Elephants. If you use this glitch to float an object above an Elephant in Sandtrap, the object will remain "fixed" over the Elephant. By placing floating Machine Gun Turrets over an Elephant, you can effectively boost their maximum range and lower their minimum range (so that they can fire at closer targets). Improvised Deployable lookout tower|Deployable Lookout Towers. Spawn two crates stacked on top of each other and then put an inactive receiver node in each corner. Add covenant weapon dispensers on top of the receiver nodes in a square or ring shape to form the base. Then add more receiver nodes to lock the weapon dispensers in place. You can then use more weapon dispensers to create protective pillars. Finally, you can add plasma turrets between the gaps. When you're done, add a gravity lift (non-equipment) underneath. Set the run time minimum equal to the run time maximum so it will respawn infinitely.
The Interlocking Objects glitch, as its name states, allows players to force two Forge objects to overlap and interlock.
Method 1
To make two or more objects interlock, place the first object you want to interlock and turn off its Placed at Start setting. Make sure the respawn time is long enough for you to place the second object as you want it. You may also want to place another object such as a wall to act as a "guide" to help align the two objects.
Start a new round and place the second object within the area in which the first object will spawn. Once the first object spawns, the two objects should interlock; be sure to set the first object to spawn at start. The next time you start the game the two objects will then be "interlocked" with each other. This method will in fact theoretically work for any number of objects.
Note, however, that objects that have physics calculated (e.x. Crates, Barriers, etc.) may come apart.
Method 2
Method 2 allows you to interlock objects without starting a new round. The instructions use the process of interlocking a Single Box and a Double Box as an example.
Place the first objectin our example, a Double Box. Place Walls or other immovable objects around the location of the second object (which has not yet been placed). Take three or four Doors and turn them so they are somewhat inside the Single Boxmake sure that there is something over the Single Box so it wont go flying. Grab the Single Box, and then let it go. When the Single Box stops moving, feel free to delete the Walls, Doors, and other objects that you used to force it into position.
Method 3
It should be noted that this is more of a "geolocking" methodit will partially force some objects into walls or the ground. The instructions below use a Double Box (in Foundry) as an example.
Spawn a Double Box, and lay it down. Surround it with Walls. The Walls need not touch the Double Boxsome space is permitted. Spawn a Door, flip it upside-down, and put it on top of one of the long ends of the Double Box. Spawn another Door, and do the same with the opposite end of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
And the process for putting a Double Box into one of Foundry's walls:
Spawn a Double Box, and lay it down against a wall. Surround it with Walls. The Walls need not touch the Double Box. Spawn another Wall, and put it on top of the Double Box. Put three Doors (placed such that they're intersecting the Double Box) along the box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
Note that movable objects cannot be interlocked. Attempting to interlock a movable object with any other object will cause the objects to separate, and in some cases, they may violently launch away from each other. This is because physics are calculated for movable objects after they are placed.
Method 4
This method allows you to make an object go right through another one
1. Rapidly tap Dpad up and the X button while being in the ''edit'' mode
2. When the spawn menu pops up while you are in the ''play'' mode, spawn the object you want to interlock in an other one
3. Go into ''edit'' mode and press the X button while aiming at the object you just spawned and set the respawn rate to ''Never''
4. Spawn the same object that you just spawned using the same method and again, set the respawn rate to ''Never''
5. Press the X button again and set the runtime minimum of the second object to the maximum
6. Grab the object you just spawned and wait until the first object you spawned to kinda ''glitch'' into it
7. Then, you should be able to place the object through whatever you want !
There is also another method similar to interlocking called geolocking. Geolocking is the act of interlocking immovable itemssuch as Fence Boxes or Wallsinto the floors, walls and ceilings of maps. As an example, you can use it to bury a Wall half-way inside of the snow in Avalanche.
Movable objects cannot be geomerged for the same reason that they cannot be interlocked.
Spawn the object that you want to force into the groundlet's again use a Double Box as an example. Surround it on all sides with Two-Way Nodes. Put some Receiver Nodes on top of the Double Box. Spawn a Door. Put the door inside of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Delete the Teleporters and the Door.
An incredibly useful method can be used to easily interlock or geomerge an object. This method is known as automerging, though it has earned other names (such as Wikipedia:Noclip mode|no-clip merging).
Spawn two copies of the object you wish to merge. Set one of the objects' ''Respawn Rate'' to 30; set the other's ''Respawn Rate'' to Never. Set the object's ''Run-Time Minimum'' to the highest possible value. While in Edit Mode, aim at one of the two objects. Press A and D-Pad-Up at the same time. (If you return to Player Mode, or if the object moves, then you have done it right.) Repeat this step for the other object. Knock the two objects away from their spawn points (the teardrop-shaped markers). ''Do not pick the items up in Edit Mode. Knock them away through some other means.'' You can use explosions, Man Cannons, Grav Lifts, or an impact with a third item to move the two objects. Find the object whose ''Respawn Rate'' had been set to 30. Pick it up in Edit Mode, and hold it still. After 30 seconds, the object will respawn inside of itself. When this happens, the copy of the object that you are holding will become non-solid.
The phrase "non-solid" here means that collisions are not detected for the object, and hence they are not corrected. This allows the object to be moved through level geometry and other objects. If a player lets go of such an object, it will be frozen in place. However, the object cannot be picked up once it has been placed. Starting a new round allows players to pick up the object, but it also regains its solidityit will not move through solid objects.
The reason that the object respawns "inside of itself" is because the ''Run-Time Minimum'' forces the game to create one copy of the object for every spawn point on the map, but one of the spawn points' ''Respawn Rate''s has been set to "Never". By holding a copy of the object (and, therefore, its associated spawn point), a player can evidently force a game to spawn an object anyway, despite the "lack of room".
Interestingly, when an automerged object is dropped and stops being Forgeable, it behaves in a very similar manner to the "Crate" Forge Object, which temporarily stops being Forgeable when it has been significantly displaced.
No-clip merging with turrets Please read the above sub-article first!
Follow the steps above until you reach the point where you must move the objects (after dummying them). You must move the turrets carefully (Machine Gun Turret or Plasma Cannon) so that you do ''not'' break them. Now, in edit mode, grab the respawnable turret. Set the RUN-TIME MAXIMUM to as high as it can go. Now you must find a way to destroy the other turret ''without'' dropping the one you have now. Here are some ways to do this:
Set a fusion coil/power core to spawn high above the ground and quickly move the non-respawnable turret under its drop zone and quickly grab the respawnable turret so that the fusion coil/power core falls and destroys the non-respawnable turret.
Throwing a grenade (after having moved them both) at the non-respawnable turret and quickly going into edit mode and grabbing the respawnable one.
Having a second player destroying the nonrespawnable turret after you have grabbed the respawnable one.
If done correctly, the turret being held will be come clipless as unmovable scenery in the sub-article above.
When you switch from Player Mode to Edit Mode, your state is preserved. This is a really fancy way of saying that whatever was happening to you in Player Mode will be "paused" until you return to Player Mode, at which point it will continue. As an example, if you are stuck with a grenade while in Player Mode, and you enter Edit Mode before it explodes... the grenade will disappear. But when you go back to Player Mode, it will reappear, and detonate as it normally would.
The following things are preservedthey're "paused" when you enter Edit Mode, and they resume when you return to Player Mode. Grenades that are stuck to you The act of charging a M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser
*Hold RT to charge up a Spartan Laser. While still holding RT, enter Edit Mode. If you exit Edit Mode while holding RT, you'll still be charging the Spartan laserso if you time it right, you can fire the laser immediately after exiting Edit Mode. Being on fire (if you were hit with a M7057/Defoliant Projector|Flamethrower or Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Firebomb Grenade)
Momentum
*If you enter Edit Mode right as you get launched by a Man Cannon, then you may continue to be launched when you return to Player Mode. The act of throwing a grenade
Cool Things to Try
Behind Last Resort In the main room of Last Resort's power plant, where the turbine is, enter Edit Mode. Fly up to the Invisible Walls|invisible wall in front of the turbine, and force the Monitor onto a ledge high above the Power drain|Power Drain spawn. Once there, fly towards the turbine; when you find yourself unable to move, lower yourself off the ledge and you should be behind the fence separating the main base from the turbine. Boosting (LT) makes the process easier. It also helps to add a Teleporter or a Respawn Point back there so that other players can get to it without any hassle. Cloning
:''You might need a second person for this to work.''
Start a Forge match with all players' Damage Resistance set to 10%. Make a box using Shield Doors, and put a Soccer ball in the center. Place a Machine Gun Turret nearby. Enter Player Mode and touch the ball; this will deplete your shields. Run to the turret, man it, and detach it. Detaching the turret will kill you, but leave your corpse standing in the "detached turret" animation. Note that the connection host cannot see the "clone". If you don't see it, view it from another player's screen in Theater. Aside from the pose, the corpse is normal -- it fades away like any other dead body. If you repeat this process but instead of detatching a turret you melee your clone in the back as if you are performing an assassination, you will die. Driving a Destroyed Vehicle Using Forge, a player can enter a broken vehicle. (They can't actually drive it, however.)
Forcing Teleporters When playing over Xbox LIVE|Xbox Live, any player that ''isn't'' connection Host|host can force a Teleporter through the ground. They must simply aim at the bottom of the Teleporter, and button-mash A until it sinks. Party Hog It is possible to drive the M831 Troop Transport|Troop Transport Warthog in The Pit by using Forge. Set up a Teleporter on the other side of the fence; if you set it on the ground it will disappear, so set it on one of the support bars on the fence. Get outside the map, move the Warthog against the fence with a large object (barriers work well), and blow it up. When it respawns, it will be drivable. It is possible to get the Warthog across the fence. Be careful while in Player Mode on the outside of the fence; standing on the ground there for 5 seconds will result in death. This does not include standing on top of objects like the Warthog, but it does include driving a vehicle on the ground. Turretless vehicle glitch|Turretless Vehicle Glitch Good timing in Forge can create a vehicle with no armament. Underneath Construct Overload glitch (Halo 3)|Overload Construct with TR/9 Antipersonnel Mine|Trip Mines. Then, go to where the purple lifts should be. Stand over the hole where the purple laser comes out. Crouch to get through.
Environment battles By setting the damage players inflict to 0%, a player can make a map where the environment must be used to kill opponents. From there, Forge may be used to set up environmental traps. Forge Robots Scenery and floating objects can be combined to form massive "robots". Add some openings and Spartan Lasers to complete the effect. Maze Maps like Foundry and Sandbox are extremely flexible, allowing players to create large mazes. Automerging can be used in Sandbox for a spectacular, cave-like effect. Memorials to History Try recreating historical battles in Forge. One could, for example, recreate D-Day on High Ground. Obstacle course Teleporters and other devices can be used to create obstacle courses with various challenges. Picture map Many people have created artwork in Forge by drawing with items. Weapons, for example, can be used to draw lines. Racetrack Racetracks can be created by placing VIP waypoints along the track, or by placing a single Territories|Territory at the end of the track. Siege Create a large base on Foundry or Sandbox. Give the players inside of the base a small amount of weapons, but no way out of the base. On the opposite side of the map, create a small outpost with all of the remaining weapons and vehicles, as well as a route into the base. Then, set everyone's lives so that if a player dies, they're out of the game. Box Forts|Sky Bases With enough patience, large floating fortresses can be made in almost any map. Spawn Destruction Set the level up so that a domino-like path of Fusion coil|Fusion Coils wraps around every spawn point on the map. When playing the map, simply find a safe spot, destroy the Fusion Coils, and watch your score rise.:*With proper timing, one can set the Fusion Coils up so that by the time the path ends, the first Coils will have already respawned -- so that one shot creates an infinite stream of explosions.
Baseball In Edit Mode, spawn a long object (like a Radio Antenna) and use it to bat a second player (who is in Player Mode). Alternatively, two players can do this and have a "swordfight".You can also play baseball with a rocket launcher and a gravity hammer. Box Fortress On Avalanche, go to one of the flat ice areas. Enter Edit Mode and float as low to the ground as possible. Then look directly up, and spawn a closed Double Box. Move it as far into the air as you can without moving yourself. Then, without moving or exiting Edit Mode, drop it, and let it land on you. If done correctly, you will be forced into the box. You will be able to shoot out, but people will not be able to shoot in. If you need to move, then just enter Edit Mode, pick up the box, and move around. To exit it, just pick it up and push it away. Elephant Cannon Move an Elephant to an open area on Sandtrap, preferably near the crashed Kez'katu-pattern Phantom|Phantom. Then, use either a M808B Main Battle Tank|Scorpion or a Drop pod|Drop Pod to flip it. (The cockpit of the flipped Elephant should point in the direction that players should be launched.) Now, place every Teleporter on top of the flipped Elephant, to hold it in place. The cannon is now ready. Have someone drive inside with a human vehicle, and have someone else flip the Elephant. The vehicle will be launched. (Human vehicles work better because the anti-gravity systems on Covenant vehicle slow the launch.)
Elephant flipping It is actually possible to flip an Elephant over. Flying Elephant There are several ways to launch an Elephant, and a few ways to keep it in the air... Forced teleporting A player in Edit Mode can teleport players by simply moving a Sender Node into them.
Armored Warthog (a.k.a. "Armadillo")
On any level with Barricades, place two Barricades on top of a Warthog. The Warthog will be much more powerful, though players will have to be careful when driving -- though an Armored Warthog can drive at normal speed, ''accelerating'' too fast will cause the Barricades to slide off. This trick can be preformed on a Hornet with enough practice, the armored Hornet is sometimes given the nickname of "Cockroach". Infinite Weapon Holder To give the illusion of a Weapon Holder with infinite ammo, simply place multiple rapidly-respawning copies of the same item onto the Weapon Holder. Vehicle Stopper On any map that has Barricades and Drop Pods (such as Sandtrap and Valhalla), a roadblock can be created by placing a Barricade with Drop Pods behind it and touching it. More Drop Pods will make a stronger roadblock. Secret room Secret rooms are common in some maps. They are generally used as weapons caches with difficult-to-locate entrances. In some cases, secret rooms may be constructed manually; in other cases, glitches may be used to turn a normally-unreachable area into a secret room. (For example, the Forge turret glitch may be used to enter the small areas beneath The Pit's stairways, or Longshore's power room right after the overshield spawn, or the two rooms that are right below the two bases on Foundry.)
Teleporter of Doom Spawn a Receiver Node, and then spawn a Sender Node right next to it. Place a Weapon Holder next to the Receiver Node, and set a Grav Lift on the Weapon Holder. (The items should be in a straight line, with the Grav Lift pointing toward both Teleporters.) If necessary, rotate the Weapon Holder to align the Grav Lift. If this has been set up correctly, then a player that enters the Sender Node will be trapped -- the Grav Lift will push them back into the Sender Node, trapping them in a cycle of perpetual teleporting!
Unreachable Items A mapmaker can taunt players by placing a power weapon in an unreachable area.
Change the Gravity - You can actually make gravity change direction! You can do this by putting elephants next to each other. It's hard, but if you want to get good results put one elephant on top the other. You can do this by getting a scorpion and putting it inside the elephant then 'hooking' the ends of the scorpion with the 'ribs' of the elephant. To hook them twist the scorpion clockwise or counter clock wise. Then you lift the scorpion vertically, thus allowing you to lift the elephant. Now set it atop the other elephant. Once you have done this put items inside the elephant on the bottom. They will either go up or to either sides! You should try different ways to put the two together because it could change the gravity depending how they are united! Note: The change in gravity won't affect you unless you are in a vehicle inside the elephant. You can make gravity upside down by putting a lot of tanks inside the other elephant!
Drive a vehicle while a monitor is still holding it - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if you (Player mode) and a friend (Monitor mode) both grab it at the same time (this may take a few tries)you will be driving the vehicle while the monitor is still holding it. Have fun!
Flying Vehicles - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if the player is in the side/passenger/gunner seat of the vehicle they will stay in it, able to shoot as usual as the vehicle is moved around the map. This can also be done with machine gun turrets and Pek-pattern plasma cannon|Plasma Cannons. Flying Vehicles 2 - Spawn one M274 Ultra-Light All-Terrain Vehicle|Mongoose and let your friend (With a rocket) drive it them blow it up, set the first vehicle to never respawn and spawn another, set run time minimum to the max to be the same with the run time maximum so it's automatically respawns (It's takes awhile for vehicles), let your friend drive it. Now wait for the other one to respawn, once it does, let your friend to fly off a ramp and then pick up the first M274 Ultra-Light All-Terrain Vehicle|Mongoose (Same spawn place as second) your friend will fly in the air.
*Note: You can delete people if you delete the vehicle/turret! It does not count as a kill, but they respawn as if they died. Also, the infinite turret glitch can be achieved this way. Baseball - Have a player make as many Rockets as possible and a Gravity hammer (fiction)|Gravity Hammer not too far away (This works best on Valhalla), then have one player to get a Rocket Launcher and the other get the Gravity Hammer. Now fire a rocket at the player with the Gravity Hammer and at the last second get the player with the hammer to hit the rocket and after a few attempts you should get it out of the map. If the player with the Hammer misses, then the Rocket ends his/hers life. Rocket Redirection with grenades - For this trick you need a Rocket Launcher with max ammo and, preferably, every type of grenade except incendiary. Throw a m9 High-Explosive Dual-Purpose Grenade|Frag or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade at the ground and quickly shoot a rocket. The rocket should be misdirected and will corkscrew out of control. You have to time it right, or the rocket's flight path will be unaffected or the grenade will blow up before you can launch the rocket. A Anskum-pattern plasma grenade|Plasma Grenade will redirect the rocket, but then it will explode right after it passes through the explosion. Also, it is possible to shoot the rocket with a Sniper rifle|Sniper Rifle, but it requires above-average sniping skills. Once it has been hit, the rocket will spiral out of control, either striking the ground near the area where it was hit or it will spin upwards into the sky. Whirlpool of Death - On a map with walls and man cannons (Foundry), make your best attempt at making a medium-sized circle, it doesn't have to be perfect. Make sure there are no sharp corners and the walls are mostly smooth. Spawn man cannons and place them perpendicular to the wall so that they are sideways. Do the same to the rest of the wall space (don't overdo it though, 4 is what works best in a medium-sized whirlpool) and make sure that you don't get stuck in any corners when going around it. Then, the fun part, place objects with a lot of mass, like crates, or put explosive, like fusion coils or even forklifts. A small roof is recommended to keep objects in, but leave a hole so that people can get in and see how long they last. For even more fun, spawn a hill marker in there to play King of the Hill and see who wins amidst all the chaos. Note: If too many explosives or objects are put the game may lag. Reverse the Field on High Ground - Start by taking the turret that sits atop the bridge and place it so that it faces the other direction. Then complete the process by adding various crates and walls inside the base. This may change the flow so that it may seem the outsiders are holding the defenders prisoner, controlling the outdoors and terrorizing the base. Put Yourself in a Loop - On Narrows, put a Gravity lift in front of each Man cannon and get in one. You'll be able to attack the bridge from the air or have jousts in mid air with all sorts of close range weapons like the Shotgun or Gravity Hammer or any weapons with a strong melee attack. The Escape Pod - Spawn an Open Container anywhere they are allowed. Go inside and drop a Deployable Cover. Next, grab a gravity lift and drop it inside (while you're inside as well) the box should begin to rise. Fun to do as a trick, you're about to die and have a gravity lift with a deployable cover nearby and you drop the gravity lift and cover and fly away as the enemy was about to kill you, or to reach new heights. Best done on a level where you can go pretty high without restrictions or on Last Resort's beach. Hornet-Elephant - If you manage to find the patience, try to place drop pods inside of the elephant and carefully place deployed gravity lifts underneath the drop pods. Try to place receiver teleporters on the lifts to hold them in place. Carefully place a Hornet between the "ribs" of the elephant. Then, place a radio antenna sideways on top of both of the hornets turbines (wings). Try to place Covenant supply crates to hold the hornet and the antennas in place and more teleporter receivers just as backup precautions. Then, place supplies and equipment for the match in the elephant. Then, get into the hornet. If done properly, the lifts will launch the pods at the fence-like ceiling and open the pods. Remember, to quickly get into the hornet as soon as the pods deploy. Use the hornet to steer and operate the flying machine. Warning: Do not access the Elephants controls!
Floating vehicles - This only works on vehicles with a gravity propulsion drive. (Ghost, wraith, and prowler.) Find an elephant, and place said vehicle on the roof of the cockpit. Get inside the vehicle and slowly make your way to the 4 prongs of the elephant. You will notice you will be floating. You can continue floating as long as you are on the elephant. If you leave the elephant, you will fall off. Vehicular trap - Spawn a vehicle, then surround it with walls and seal the top with a bridge. If the walls are close enough to the vehicle, you can enter it, but can't get out since you are surrounded by walls. Tank Dropping - Go to a map that supports M808B Main Battle Tank|Scorpions or Zurdo-pattern Wraith|Wraiths (preferably Sandtrap), find a relatively flat area, go into monitor mode an spawn a tank (preferably a M808B Main Battle Tank|Scorpion. Then look directly upwards, while still holding the tank, and go up nearly as far as you can, push the tank away from yourself and switch to player mode. The results can be hilarious. The tank can literally send you flying out of the map at hundreds of miles per-hour. Occasionally if done on Sandtrap, the player's body will actually hit Aegis Fate. This can give hours of amusement. Another fun thing to try is dropping the tank on fusion coils, plasma batteries, etc. Anti-grav Vehicles - This is best done with two people, but can be pulled off with one. First, delete all the vehicles. Then set any vehicle down and set the respawn time to 10 seconds. Then drive it forward to a certain point(somewhere you can easily recall)Call this vehicle (a). Place a second vehicle (it must be the same as the first) in the exact spot where you spawned (a). Set the respawn to 180 seconds and call this vehicle (b). Destroy both vehicles with a spartan laser, (b) and then (a). When (a) has respawned, drive it to the spot where you drove it to before. Set the respawn time from 10 to 180 seconds and run time minimum to 2. Now that (b) has respawned, pick up (a). Due to a glitch, you should be holding (b) which appears out of nowhere. Delete it. Now spawn anything small, like a grenade, drop it and pick it up again. Vehicle (a) should have no gravity as long as a monitor holds the grenade. The Invisible Warthog - First Overload the map by spawning trip mines and put them all to the lowest respawn time, and put it to a run -time minimum and maximum, Keep placing them on top of each other and let them explode themselves. Then spawn a warthog. Get inside of it. While driving turn into a monitor. Then get out of the warthog and get back in. Then you're done. NOTE: If you're playing with 2 or more people you must be on a different team than everyone else. Traps - First, spawn a dumpster (Dumpsters can be found in Foundry ''only'') After that, put a pallet on top and a window panel on top of the pallet. Delete the pallet. Then, spawn a closed single box on the two sides of the dumpster as well as the back. Place an Active Camo or Custom Powerup in front of the dumpster that is not surrounded by a box, DO NOT PLACE AN OVERSHIELD. Then, place a man-cannon on the opposite side of the Active Camo, but place it leaning so the "plasma steam" is facing forward instead of at an angle. Lastly, make the Camo instant respawn. Now, when people take the Active Camo or Custom Powerup, the dumpster will shoot out, killing them.This can also be done in Sandbox by using the column, damaged small in place of the dumpster. However, you will have to create a different guide for the column. If there is no guide, the angled face of the column could interfere with the trap, causing the column to bypass the active camo or launch the player who takes the active camo, as opposed to killing them.This can be done from either side or above, even below if you have the space. The Game Master - Upon downloading Title Update 2, set the Forge capability to "Party Leader only". Then, have something around 6-8 people in the party (preferably an odd number) and have all the players form teams, and then have Party Leader stay on their own team. When the teams are killing each other, the Party Leader (Monitor) can fly around and attempt to aid players or splatter people, or even attempt to get the teams to work together to take down the Monitor. Carry Two Dual Wield Weapons - In Forge spawn a dual wield weapon like:plasma pistol, rifle, mauler, SMG, etc. Switch your first weapon with a dual wield weapon. Then switch to your secondary weapon. Then get a weapon you want and dual wield it with your secondary wield weapon(must be dual wield). Then switch your secondary weapon with the same weapon as your primary weapon(Again primary must be dual wield like secondary). Rocketship - This only works on Last Resort. Spawn an open container, and place two barriers inside it, the trick works a lot better if the container and the barriers are on their sides. Then spawn a Portable gravity lift|Grav Lift near the container. Go into player mode, grab the Grav lift, then you can either jump into the box or you can just stay outside of the box and then deploy the lift on the two barriers. The container, if done correctly, should fly up into the sky until it hits the kill barrier.
Sources
Other external links This is a perfect example of a forger who uses state preservation and other elements of forge to create traps and other contraptions
Category:Forge
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Forge is a multiplayer gameplay mode in ''Halo 3'' that allows players to create ''map variants'' by re-arranging the objects in a map. There are many useful tricks and glitches in Forge that allow mapmakers to perform very useful tasks and create very interesting maps; several of these techniques are detailed below. In Halo: Reach many of these tricks will be unneeded as the Floating and Interlocking features will be include in the game.
Tips and Tricks
As the name implies, the Unlimited Money Exploit is a glitch that allows players to completely circumvent the object limits imposed by Forge's budget system.
Method A To perform this exploit, first buy one of every object you plan on using. Set each object aside, press X while hovering on it, and set the Run-Time Maximum to one value higher than the amount of the object placed on the map. Now, you can freely place as many of this object as you want, and the Run-Time Maximum will automatically increment with each new object.
Please note that once you've used up your entire "normal" budget, your budget will start going negative. If, after your budget goes negative, you delete an object after having placed the maximum amount of that object, then you will have to redo the glitch to place more of that object. To redo the glitch, you will have to delete enough objects to get your budget back up to a usable amount. If you don't need an item, set it aside until you're completely finished with your map and you ''know'' you no longer need it; ''then'' delete it. (A good idea is to set up a "trash bin" to sling objects into if unneeded.)
There is a way to retrieve items that you have lost. These methods include:
Saving the map variant Ending the game Starting the game Changing the Run-Time ''Maximum'' of the object to 1 higher than the number on the map. Carrying on with the map
Method B It is possible for two players to cooperate and budget glitch a map without placing one of every item on the mapin other words, it is possible to have a budget-glitched canvas map. The method was discovered before August 27, 2008, by players with the gamertags "BuddhaCrane" and "TheCartographer".This file, created by BuddhaCrane, has in which he claims to have discovered the method. As for the date: the file in question -- a budget-glitched Foundry canvas -- was uploaded on August 26, 2008; ergo, the method must have been discovered on or before that date. The players shall be called ''Person A'' and ''Person B''; a Grav Lift shall be used as an example of the item to be glitched. The glitch may be conducted over Live or on Local. A Temporary Profile|guest profile may be used.
''Person A'' should open the spawn menu and navigate to Grav Lift. They should hover over it, and press X to open its summary.
''Person B'' should spawn a Grav Lift. After ''Person B'' has spawned the Grav Lift, its ''Run-Time Maximum'' will change from 0 to 1.
''Person A'' should hover over ''Run-Time Maximum'' and press A to select it.
''Person B'' should delete the Grav Lift.
''Person A'' should press A. Even though ''Placed on Map'' is set to 0, ''Run-Time Maximum'' should now be set to 1.
Note that the numbers provided above assume that all Grav Lifts have been deleted from the map. Such deletion is not necessary, however.
As with Method A, deleting the last of a budget-glitched item (e.x. the last Grav Lift on the map) will undo the glitch for that item. Furthermore, if the maximum amount of that item has been placed, deleting any of that item will undo the glitch. In both cases, the glitch will have to be re-doneand that is only possible if the budget has not been exceeded.
Method C An alternative method starts by loading an unmodified version of the map. Next, find a weapon that uses energy rather than reloadable projectiles. Place a Covenant Empire|Covenant energy-using weapon exactly on top of it. The two items' spawn points (teardrops) should align exactly, such that they look like one spawn point. Once done, return to player mode, grab the new weapon, and use all of its energy.
On many maps, you can place Teleporters outside of the level's boundaries without them being deleted. This allows an instant death, or one caused by the The Guardians on Snowbound, Sandtrap or Sandbox. On most maps, however, players entering such teleports will receive the rather inaccurate message that they "fell to [their] death". A #Method C|specific method of placing floating items makes it extremely easy to place such Teleporters.
It is possible, on maps like Last Resort, to place a Teleporter such that players may use it to exit the level's boundaries without dying. Sometimes, however, when you are entering the Sender Node, it will say "''Teleporter is blocked''" if the corresponding Receiver Node is placed in certain areas.
To set an object to instantly respawn without any wait time, set the object's Run-Time Minimum and Run-Time Maximum counts (under the object's summary page, accessed with two presses of the X button) to the same number. The minimum count must be as high as it can go for this to work. The object will now instantly respawn when disturbed. (Weapons are an exception, because when you pick them up, they still exist on the map.) You can make an infinite Fusion coil|Fusion Coil shower using this technique; it is also useful when attempting to use TR/9 Antipersonnel Mine|Trip Mines to Overload glitch (Halo 3)|overload maps.
Remote Control of Fusion Coil Bombs With the infinite respawn tool comes a trick that allows you to remotely turn on and off Fusion Coil bombsgroups of perpetually-exploding Fusion Coils. When you have one running on infinite respawn, and it keeps blowing up, if you wish to turn it off, bring up the items menu with X, select Fusion Coil in the scenery object list, hit X, and then set the Run-Time Minimum to at least one below the maximum. The infinite respawn will now be turned off.
A common mapmaking trick is to make several similar-looking rooms and place an intricate network of Receiver, Sender, and Two-way Nodes inside of them, set to a variety of different channels. This can turn a map into a rather difficult maze.
Detailed below is an example arrangement that you can try.
Make eight rooms that look as similar to each other as possible (the looks of first and last rooms don't matter). Place Teleporters and channels in all rooms in this order:
:(R - Receiver Node || S - Sender Node || T - Two-way Node || Numbers - Channel)
* First room: R8 S4 T4 S1
* Second room: R1 T2 S4
* Third room: R2 R2 T3 S4
* Fourth room: R3 T4 S4
* Fifth room: R4 T8 S5
* Sixth room: R5 T6 S4
* Seventh room: R6 T4 S7
* Last room: T7
The last room can be a good place to shoot each other, contain powerful weapons/power-ups/equipment, or really anything that puts anyone controlling it in a powerful position.
It is possible to create a horizontal Gravity lift|Grav Lift that propels players laterally instead of vertically. The process is simple. Start by placing a Weapon Holder on the ground. Then, simply place a Grav Lift (scenery, not equipment) on top of the Weapon Holder. The Lift will begin to rotate, until it eventually straightens out, pointing horizontally.
Please note that you can only place four of these, as you can only place four Grav Lifts. Furthermore, to rotate the Lift, you must rotate the underlying Weapon Holder, and then re-place the Grav Lift atop the Holder.
On Sandtrap, spawn a Crate and place a Turret Case on it. Then, spawn a Receiver Node on top of the stack and delete the objects beneath it. Next, place another crate with two turret cases on top of it and place a sender node on the pile and set it to a different channel than the Receiver Node. Place a Grav Lift on the Receiver Node and test to see if you can reach the Sender Node, and be certain that if you accidentally enter the gravity lift, you can get away before you get teleported off (in Player Mode, with normal speed and gravity) to the left of M312 Heavy Recovery Vehicle|Elephant where the team without a Barukaza Workshop Chopper|Chopper spawns in.
Place a Receiver Node on the interior wall, with the illuminated "leg" pointing towards the opposite wall, and set it to the same channel as the Sender Node. Just inside each opening except the roof, place a Weapon Holder with one of the upward-facing extensions facing outside. Place a M274 Ultra-Light All-Terrain Vehicle|Mongoose a short distance behind each weapon holder (there isn't room for any other vehicle), making sure that there is enough room so that the Grav Lifts you are about to place will not blast the Mongoose unless you drive it out.
Next, add some #Horizontal Grav Lift|Horizontal Grav Lifts using the Weapon Holders you placed earlier. Set the Run-Time Minimum for Grav Lifts to four. Place four Radio Antennas on top of the structure over the opening so that it is covered, and have the ends of each antenna alternate so it should be that on one side of the gap, there are two antenna bases, and the same should be true for the other side. Place a weapon holder on the thick solid part of each radio antenna to stop them from being blown off.
You can also make an effective 'Jail' by using the Horizontal Grav lift trick (this works well if you can forge a 'container open') by placing two horizontal grav lifts facing inwards. This could be effective if you are playing 'cops and robbers'.
File:Floating Crate Base.jpg|thumb|A base created in Forge using floating crates. The Floating Forge Items glitch allows players to force Forge objects to hover in midair. In some cases, items must have an (also-floating) inactive Teleporter placed beneath them to ''stay'' in midair - sometimes, this flaw even affects immovable items like Double Boxes, though not on Heroic Map Pack maps.
The glitch is commonly used to construct elaborate and unconventional maps and levels - anything from floating Box Forts to raining Fusion Coils.
Method A This is the simplest method of performing the glitch, but it is also relatively error-prone... Movable items floated with this glitch will immediately fall if touched, shot, hit by anything, or even approached when in Edit Mode. However, for things like raining Fusion Coils, this flaw could work to a mapmaker's advantage.
To float an item, simply stack up other items until they form a tall enough tower or pile. Then, place the item you want to float on top of the pile or tower, and delete the entire pile or tower beneath it once the floated item stops moving.
It should be noted that Teleporters floated using this method will never fall, so by placing other items on top of Teleporters that have been floated in such a manner, it is possible to construct elaborate structures in midair.
Method B The second method of performing the glitch is also very easy. Perform Method A (above) on a Teleporter, and then place the desired floating item on top of the Teleporter. The Teleporter will never fall, so neither will the object.
Method C The third method of performing the glitch is still easy, but far less convenient, as it requires you to end the Forge session. Simply spawn the item you want to float, maneuver it into the desired location, save the map, and end the Forge session without moving the item. When you re-enter the map in Forge, the item will be floating, and it can't fall unless you grab it in forge.
Method D If a destructible Forge Object is dropped by a player in Edit Mode, and then destroyed while in midair, then it will respawn exactly where it was destroyed. If an editor, for example, drops a Fusion Coil, and a sniper blows it up in midair, then it will respawn where it was shot.
Method E In Halo: Reach, spawn a weapon and set it as Fixed or Phased. When a player holding it is killed, it will float where it left their hand (not necessarily like it was being used, as they don't drop it immediately after dying).
Method F The final method is to have two players, A and B, should move to the desired location. A should then spawn a sender node and hold on to it. B should spawn a crate on top of the node. After a couple seconds, A should move the node on top of the crate, let go, and after another few seconds, delete the crate. Then, spawn the desired object on top of the node.
Explanation The Halo 3 Engine uses a very common physics optimization: if an object is undisturbed for exactly five seconds, physics stop being calculated for it. If the object is disturbed later, physics are recalculated. So if, for example, a Fusion Coil were to remain stationary on top of a Double Box for five seconds, and then the Double Box were to be deleted, then the Fusion Coil would remain in the air.
However, when touched or moved in any way, the Fusion Coil would fall. Furthermore, if a new round or session were to start, the Fusion Coil would fall at the start of the game. Only immovable objects remain in the air, because their physics are only "reactivated" when they are manipulated by a player in Edit Mode.
As such, the only objects that can be ''permanently'' floated in earlier maps are stationary support weapons and Teleporters. Later maps, such as Standoff and Sandbox, would include immovable scenery.
Common Ideas Here is a list of common ideas that the floating items trick is used for. Raining Fusion Coils. Place a Fusion Coil in midair without using a Teleporter to support it; when you re-enter the map later (or, if you just want to try this in Forge, nudge it), the Coil will immediately fall. If placed at a sufficient height, it will explode upon impact with the ground. Floating Structures. Another common exploit involving this glitch is floating structures: large structures formed from floating, immovable objects like Double Boxes. Ceilings. The glitch is commonly used to supplement ground-based structures with floated items that act as ceilings. This is useful in cases where it is difficult to perfectly balance a Wall or Bridge upon other walls of a structure. Forge/Tricks#Map ideas|Forge Robots. In many cases, massive statues or "sculptures" made in Forge depend on floating items. M312 Heavy Recovery Vehicle|Elephants. If you use this glitch to float an object above an Elephant in Sandtrap, the object will remain "fixed" over the Elephant. By placing floating Machine Gun Turrets over an Elephant, you can effectively boost their maximum range and lower their minimum range (so that they can fire at closer targets). Improvised Deployable lookout tower|Deployable Lookout Towers. Spawn two crates stacked on top of each other and then put an inactive receiver node in each corner. Add covenant weapon dispensers on top of the receiver nodes in a square or ring shape to form the base. Then add more receiver nodes to lock the weapon dispensers in place. You can then use more weapon dispensers to create protective pillars. Finally, you can add plasma turrets between the gaps. When you're done, add a gravity lift (non-equipment) underneath. Set the run time minimum equal to the run time maximum so it will respawn infinitely.
The Interlocking Objects glitch, as its name states, allows players to force two Forge objects to overlap and interlock.
Method 1
To make two or more objects interlock, place the first object you want to interlock and turn off its Placed at Start setting. Make sure the respawn time is long enough for you to place the second object as you want it. You may also want to place another object such as a wall to act as a "guide" to help align the two objects.
Start a new round and place the second object within the area in which the first object will spawn. Once the first object spawns, the two objects should interlock; be sure to set the first object to spawn at start. The next time you start the game the two objects will then be "interlocked" with each other. This method will in fact theoretically work for any number of objects.
Note, however, that objects that have physics calculated (e.x. Crates, Barriers, etc.) may come apart.
Method 2
Method 2 allows you to interlock objects without starting a new round. The instructions use the process of interlocking a Single Box and a Double Box as an example.
Place the first objectin our example, a Double Box. Place Walls or other immovable objects around the location of the second object (which has not yet been placed). Take three or four Doors and turn them so they are somewhat inside the Single Boxmake sure that there is something over the Single Box so it wont go flying. Grab the Single Box, and then let it go. When the Single Box stops moving, feel free to delete the Walls, Doors, and other objects that you used to force it into position.
Method 3
It should be noted that this is more of a "geolocking" methodit will partially force some objects into walls or the ground. The instructions below use a Double Box (in Foundry) as an example.
Spawn a Double Box, and lay it down. Surround it with Walls. The Walls need not touch the Double Boxsome space is permitted. Spawn a Door, flip it upside-down, and put it on top of one of the long ends of the Double Box. Spawn another Door, and do the same with the opposite end of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
And the process for putting a Double Box into one of Foundry's walls:
Spawn a Double Box, and lay it down against a wall. Surround it with Walls. The Walls need not touch the Double Box. Spawn another Wall, and put it on top of the Double Box. Put three Doors (placed such that they're intersecting the Double Box) along the box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Remove the Walls and Doors.
Note that movable objects cannot be interlocked. Attempting to interlock a movable object with any other object will cause the objects to separate, and in some cases, they may violently launch away from each other. This is because physics are calculated for movable objects after they are placed.
Method 4
This method allows you to make an object go right through another one
1. Rapidly tap Dpad up and the X button while being in the ''edit'' mode
2. When the spawn menu pops up while you are in the ''play'' mode, spawn the object you want to interlock in an other one
3. Go into ''edit'' mode and press the X button while aiming at the object you just spawned and set the respawn rate to ''Never''
4. Spawn the same object that you just spawned using the same method and again, set the respawn rate to ''Never''
5. Press the X button again and set the runtime minimum of the second object to the maximum
6. Grab the object you just spawned and wait until the first object you spawned to kinda ''glitch'' into it
7. Then, you should be able to place the object through whatever you want !
There is also another method similar to interlocking called geolocking. Geolocking is the act of interlocking immovable itemssuch as Fence Boxes or Wallsinto the floors, walls and ceilings of maps. As an example, you can use it to bury a Wall half-way inside of the snow in Avalanche.
Movable objects cannot be geomerged for the same reason that they cannot be interlocked.
Spawn the object that you want to force into the groundlet's again use a Double Box as an example. Surround it on all sides with Two-Way Nodes. Put some Receiver Nodes on top of the Double Box. Spawn a Door. Put the door inside of the Double Box. Pick up the Double Box, drop it, and wait until it stops moving. Wait five more secondsjust to make sure. Delete the Teleporters and the Door.
An incredibly useful method can be used to easily interlock or geomerge an object. This method is known as automerging, though it has earned other names (such as Wikipedia:Noclip mode|no-clip merging).
Spawn two copies of the object you wish to merge. Set one of the objects' ''Respawn Rate'' to 30; set the other's ''Respawn Rate'' to Never. Set the object's ''Run-Time Minimum'' to the highest possible value. While in Edit Mode, aim at one of the two objects. Press A and D-Pad-Up at the same time. (If you return to Player Mode, or if the object moves, then you have done it right.) Repeat this step for the other object. Knock the two objects away from their spawn points (the teardrop-shaped markers). ''Do not pick the items up in Edit Mode. Knock them away through some other means.'' You can use explosions, Man Cannons, Grav Lifts, or an impact with a third item to move the two objects. Find the object whose ''Respawn Rate'' had been set to 30. Pick it up in Edit Mode, and hold it still. After 30 seconds, the object will respawn inside of itself. When this happens, the copy of the object that you are holding will become non-solid.
The phrase "non-solid" here means that collisions are not detected for the object, and hence they are not corrected. This allows the object to be moved through level geometry and other objects. If a player lets go of such an object, it will be frozen in place. However, the object cannot be picked up once it has been placed. Starting a new round allows players to pick up the object, but it also regains its solidityit will not move through solid objects.
The reason that the object respawns "inside of itself" is because the ''Run-Time Minimum'' forces the game to create one copy of the object for every spawn point on the map, but one of the spawn points' ''Respawn Rate''s has been set to "Never". By holding a copy of the object (and, therefore, its associated spawn point), a player can evidently force a game to spawn an object anyway, despite the "lack of room".
Interestingly, when an automerged object is dropped and stops being Forgeable, it behaves in a very similar manner to the "Crate" Forge Object, which temporarily stops being Forgeable when it has been significantly displaced.
No-clip merging with turrets Please read the above sub-article first!
Follow the steps above until you reach the point where you must move the objects (after dummying them). You must move the turrets carefully (Machine Gun Turret or Plasma Cannon) so that you do ''not'' break them. Now, in edit mode, grab the respawnable turret. Set the RUN-TIME MAXIMUM to as high as it can go. Now you must find a way to destroy the other turret ''without'' dropping the one you have now. Here are some ways to do this:
Set a fusion coil/power core to spawn high above the ground and quickly move the non-respawnable turret under its drop zone and quickly grab the respawnable turret so that the fusion coil/power core falls and destroys the non-respawnable turret.
Throwing a grenade (after having moved them both) at the non-respawnable turret and quickly going into edit mode and grabbing the respawnable one.
Having a second player destroying the nonrespawnable turret after you have grabbed the respawnable one.
If done correctly, the turret being held will be come clipless as unmovable scenery in the sub-article above.
When you switch from Player Mode to Edit Mode, your state is preserved. This is a really fancy way of saying that whatever was happening to you in Player Mode will be "paused" until you return to Player Mode, at which point it will continue. As an example, if you are stuck with a grenade while in Player Mode, and you enter Edit Mode before it explodes... the grenade will disappear. But when you go back to Player Mode, it will reappear, and detonate as it normally would.
The following things are preservedthey're "paused" when you enter Edit Mode, and they resume when you return to Player Mode. Grenades that are stuck to you The act of charging a M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser
*Hold RT to charge up a Spartan Laser. While still holding RT, enter Edit Mode. If you exit Edit Mode while holding RT, you'll still be charging the Spartan laserso if you time it right, you can fire the laser immediately after exiting Edit Mode. Being on fire (if you were hit with a M7057/Defoliant Projector|Flamethrower or Type-3 Antipersonnel/Antimateriel Orgudam Workshop firebomb|Firebomb Grenade)
Momentum
*If you enter Edit Mode right as you get launched by a Man Cannon, then you may continue to be launched when you return to Player Mode. The act of throwing a grenade
Cool Things to Try
Behind Last Resort In the main room of Last Resort's power plant, where the turbine is, enter Edit Mode. Fly up to the Invisible Walls|invisible wall in front of the turbine, and force the Monitor onto a ledge high above the Power drain|Power Drain spawn. Once there, fly towards the turbine; when you find yourself unable to move, lower yourself off the ledge and you should be behind the fence separating the main base from the turbine. Boosting (LT) makes the process easier. It also helps to add a Teleporter or a Respawn Point back there so that other players can get to it without any hassle. Cloning
:''You might need a second person for this to work.''
Start a Forge match with all players' Damage Resistance set to 10%. Make a box using Shield Doors, and put a Soccer ball in the center. Place a Machine Gun Turret nearby. Enter Player Mode and touch the ball; this will deplete your shields. Run to the turret, man it, and detach it. Detaching the turret will kill you, but leave your corpse standing in the "detached turret" animation. Note that the connection host cannot see the "clone". If you don't see it, view it from another player's screen in Theater. Aside from the pose, the corpse is normal -- it fades away like any other dead body. If you repeat this process but instead of detatching a turret you melee your clone in the back as if you are performing an assassination, you will die. Driving a Destroyed Vehicle Using Forge, a player can enter a broken vehicle. (They can't actually drive it, however.)
Forcing Teleporters When playing over Xbox LIVE|Xbox Live, any player that ''isn't'' connection Host|host can force a Teleporter through the ground. They must simply aim at the bottom of the Teleporter, and button-mash A until it sinks. Party Hog It is possible to drive the M831 Troop Transport|Troop Transport Warthog in The Pit by using Forge. Set up a Teleporter on the other side of the fence; if you set it on the ground it will disappear, so set it on one of the support bars on the fence. Get outside the map, move the Warthog against the fence with a large object (barriers work well), and blow it up. When it respawns, it will be drivable. It is possible to get the Warthog across the fence. Be careful while in Player Mode on the outside of the fence; standing on the ground there for 5 seconds will result in death. This does not include standing on top of objects like the Warthog, but it does include driving a vehicle on the ground. Turretless vehicle glitch|Turretless Vehicle Glitch Good timing in Forge can create a vehicle with no armament. Underneath Construct Overload glitch (Halo 3)|Overload Construct with TR/9 Antipersonnel Mine|Trip Mines. Then, go to where the purple lifts should be. Stand over the hole where the purple laser comes out. Crouch to get through.
Environment battles By setting the damage players inflict to 0%, a player can make a map where the environment must be used to kill opponents. From there, Forge may be used to set up environmental traps. Forge Robots Scenery and floating objects can be combined to form massive "robots". Add some openings and Spartan Lasers to complete the effect. Maze Maps like Foundry and Sandbox are extremely flexible, allowing players to create large mazes. Automerging can be used in Sandbox for a spectacular, cave-like effect. Memorials to History Try recreating historical battles in Forge. One could, for example, recreate D-Day on High Ground. Obstacle course Teleporters and other devices can be used to create obstacle courses with various challenges. Picture map Many people have created artwork in Forge by drawing with items. Weapons, for example, can be used to draw lines. Racetrack Racetracks can be created by placing VIP waypoints along the track, or by placing a single Territories|Territory at the end of the track. Siege Create a large base on Foundry or Sandbox. Give the players inside of the base a small amount of weapons, but no way out of the base. On the opposite side of the map, create a small outpost with all of the remaining weapons and vehicles, as well as a route into the base. Then, set everyone's lives so that if a player dies, they're out of the game. Box Forts|Sky Bases With enough patience, large floating fortresses can be made in almost any map. Spawn Destruction Set the level up so that a domino-like path of Fusion coil|Fusion Coils wraps around every spawn point on the map. When playing the map, simply find a safe spot, destroy the Fusion Coils, and watch your score rise.:*With proper timing, one can set the Fusion Coils up so that by the time the path ends, the first Coils will have already respawned -- so that one shot creates an infinite stream of explosions.
Baseball In Edit Mode, spawn a long object (like a Radio Antenna) and use it to bat a second player (who is in Player Mode). Alternatively, two players can do this and have a "swordfight".You can also play baseball with a rocket launcher and a gravity hammer. Box Fortress On Avalanche, go to one of the flat ice areas. Enter Edit Mode and float as low to the ground as possible. Then look directly up, and spawn a closed Double Box. Move it as far into the air as you can without moving yourself. Then, without moving or exiting Edit Mode, drop it, and let it land on you. If done correctly, you will be forced into the box. You will be able to shoot out, but people will not be able to shoot in. If you need to move, then just enter Edit Mode, pick up the box, and move around. To exit it, just pick it up and push it away. Elephant Cannon Move an Elephant to an open area on Sandtrap, preferably near the crashed Kez'katu-pattern Phantom|Phantom. Then, use either a M808B Main Battle Tank|Scorpion or a Drop pod|Drop Pod to flip it. (The cockpit of the flipped Elephant should point in the direction that players should be launched.) Now, place every Teleporter on top of the flipped Elephant, to hold it in place. The cannon is now ready. Have someone drive inside with a human vehicle, and have someone else flip the Elephant. The vehicle will be launched. (Human vehicles work better because the anti-gravity systems on Covenant vehicle slow the launch.)
Elephant flipping It is actually possible to flip an Elephant over. Flying Elephant There are several ways to launch an Elephant, and a few ways to keep it in the air... Forced teleporting A player in Edit Mode can teleport players by simply moving a Sender Node into them.
Armored Warthog (a.k.a. "Armadillo")
On any level with Barricades, place two Barricades on top of a Warthog. The Warthog will be much more powerful, though players will have to be careful when driving -- though an Armored Warthog can drive at normal speed, ''accelerating'' too fast will cause the Barricades to slide off. This trick can be preformed on a Hornet with enough practice, the armored Hornet is sometimes given the nickname of "Cockroach". Infinite Weapon Holder To give the illusion of a Weapon Holder with infinite ammo, simply place multiple rapidly-respawning copies of the same item onto the Weapon Holder. Vehicle Stopper On any map that has Barricades and Drop Pods (such as Sandtrap and Valhalla), a roadblock can be created by placing a Barricade with Drop Pods behind it and touching it. More Drop Pods will make a stronger roadblock. Secret room Secret rooms are common in some maps. They are generally used as weapons caches with difficult-to-locate entrances. In some cases, secret rooms may be constructed manually; in other cases, glitches may be used to turn a normally-unreachable area into a secret room. (For example, the Forge turret glitch may be used to enter the small areas beneath The Pit's stairways, or Longshore's power room right after the overshield spawn, or the two rooms that are right below the two bases on Foundry.)
Teleporter of Doom Spawn a Receiver Node, and then spawn a Sender Node right next to it. Place a Weapon Holder next to the Receiver Node, and set a Grav Lift on the Weapon Holder. (The items should be in a straight line, with the Grav Lift pointing toward both Teleporters.) If necessary, rotate the Weapon Holder to align the Grav Lift. If this has been set up correctly, then a player that enters the Sender Node will be trapped -- the Grav Lift will push them back into the Sender Node, trapping them in a cycle of perpetual teleporting!
Unreachable Items A mapmaker can taunt players by placing a power weapon in an unreachable area.
Change the Gravity - You can actually make gravity change direction! You can do this by putting elephants next to each other. It's hard, but if you want to get good results put one elephant on top the other. You can do this by getting a scorpion and putting it inside the elephant then 'hooking' the ends of the scorpion with the 'ribs' of the elephant. To hook them twist the scorpion clockwise or counter clock wise. Then you lift the scorpion vertically, thus allowing you to lift the elephant. Now set it atop the other elephant. Once you have done this put items inside the elephant on the bottom. They will either go up or to either sides! You should try different ways to put the two together because it could change the gravity depending how they are united! Note: The change in gravity won't affect you unless you are in a vehicle inside the elephant. You can make gravity upside down by putting a lot of tanks inside the other elephant!
Drive a vehicle while a monitor is still holding it - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if you (Player mode) and a friend (Monitor mode) both grab it at the same time (this may take a few tries)you will be driving the vehicle while the monitor is still holding it. Have fun!
Flying Vehicles - Normally if a player is driving a vehicle and a Monitor picks it up, the player is removed, but if the player is in the side/passenger/gunner seat of the vehicle they will stay in it, able to shoot as usual as the vehicle is moved around the map. This can also be done with machine gun turrets and Pek-pattern plasma cannon|Plasma Cannons. Flying Vehicles 2 - Spawn one M274 Ultra-Light All-Terrain Vehicle|Mongoose and let your friend (With a rocket) drive it them blow it up, set the first vehicle to never respawn and spawn another, set run time minimum to the max to be the same with the run time maximum so it's automatically respawns (It's takes awhile for vehicles), let your friend drive it. Now wait for the other one to respawn, once it does, let your friend to fly off a ramp and then pick up the first M274 Ultra-Light All-Terrain Vehicle|Mongoose (Same spawn place as second) your friend will fly in the air.
*Note: You can delete people if you delete the vehicle/turret! It does not count as a kill, but they respawn as if they died. Also, the infinite turret glitch can be achieved this way. Baseball - Have a player make as many Rockets as possible and a Gravity hammer (fiction)|Gravity Hammer not too far away (This works best on Valhalla), then have one player to get a Rocket Launcher and the other get the Gravity Hammer. Now fire a rocket at the player with the Gravity Hammer and at the last second get the player with the hammer to hit the rocket and after a few attempts you should get it out of the map. If the player with the Hammer misses, then the Rocket ends his/hers life. Rocket Redirection with grenades - For this trick you need a Rocket Launcher with max ammo and, preferably, every type of grenade except incendiary. Throw a m9 High-Explosive Dual-Purpose Grenade|Frag or Type-2 Antipersonnel Fragmentation Grenade|Spike Grenade at the ground and quickly shoot a rocket. The rocket should be misdirected and will corkscrew out of control. You have to time it right, or the rocket's flight path will be unaffected or the grenade will blow up before you can launch the rocket. A Anskum-pattern plasma grenade|Plasma Grenade will redirect the rocket, but then it will explode right after it passes through the explosion. Also, it is possible to shoot the rocket with a Sniper rifle|Sniper Rifle, but it requires above-average sniping skills. Once it has been hit, the rocket will spiral out of control, either striking the ground near the area where it was hit or it will spin upwards into the sky. Whirlpool of Death - On a map with walls and man cannons (Foundry), make your best attempt at making a medium-sized circle, it doesn't have to be perfect. Make sure there are no sharp corners and the walls are mostly smooth. Spawn man cannons and place them perpendicular to the wall so that they are sideways. Do the same to the rest of the wall space (don't overdo it though, 4 is what works best in a medium-sized whirlpool) and make sure that you don't get stuck in any corners when going around it. Then, the fun part, place objects with a lot of mass, like crates, or put explosive, like fusion coils or even forklifts. A small roof is recommended to keep objects in, but leave a hole so that people can get in and see how long they last. For even more fun, spawn a hill marker in there to play King of the Hill and see who wins amidst all the chaos. Note: If too many explosives or objects are put the game may lag. Reverse the Field on High Ground - Start by taking the turret that sits atop the bridge and place it so that it faces the other direction. Then complete the process by adding various crates and walls inside the base. This may change the flow so that it may seem the outsiders are holding the defenders prisoner, controlling the outdoors and terrorizing the base. Put Yourself in a Loop - On Narrows, put a Gravity lift in front of each Man cannon and get in one. You'll be able to attack the bridge from the air or have jousts in mid air with all sorts of close range weapons like the Shotgun or Gravity Hammer or any weapons with a strong melee attack. The Escape Pod - Spawn an Open Container anywhere they are allowed. Go inside and drop a Deployable Cover. Next, grab a gravity lift and drop it inside (while you're inside as well) the box should begin to rise. Fun to do as a trick, you're about to die and have a gravity lift with a deployable cover nearby and you drop the gravity lift and cover and fly away as the enemy was about to kill you, or to reach new heights. Best done on a level where you can go pretty high without restrictions or on Last Resort's beach. Hornet-Elephant - If you manage to find the patience, try to place drop pods inside of the elephant and carefully place deployed gravity lifts underneath the drop pods. Try to place receiver teleporters on the lifts to hold them in place. Carefully place a Hornet between the "ribs" of the elephant. Then, place a radio antenna sideways on top of both of the hornets turbines (wings). Try to place Covenant supply crates to hold the hornet and the antennas in place and more teleporter receivers just as backup precautions. Then, place supplies and equipment for the match in the elephant. Then, get into the hornet. If done properly, the lifts will launch the pods at the fence-like ceiling and open the pods. Remember, to quickly get into the hornet as soon as the pods deploy. Use the hornet to steer and operate the flying machine. Warning: Do not access the Elephants controls!
Floating vehicles - This only works on vehicles with a gravity propulsion drive. (Ghost, wraith, and prowler.) Find an elephant, and place said vehicle on the roof of the cockpit. Get inside the vehicle and slowly make your way to the 4 prongs of the elephant. You will notice you will be floating. You can continue floating as long as you are on the elephant. If you leave the elephant, you will fall off. Vehicular trap - Spawn a vehicle, then surround it with walls and seal the top with a bridge. If the walls are close enough to the vehicle, you can enter it, but can't get out since you are surrounded by walls. Tank Dropping - Go to a map that supports M808B Main Battle Tank|Scorpions or Zurdo-pattern Wraith|Wraiths (preferably Sandtrap), find a relatively flat area, go into monitor mode an spawn a tank (preferably a M808B Main Battle Tank|Scorpion. Then look directly upwards, while still holding the tank, and go up nearly as far as you can, push the tank away from yourself and switch to player mode. The results can be hilarious. The tank can literally send you flying out of the map at hundreds of miles per-hour. Occasionally if done on Sandtrap, the player's body will actually hit Aegis Fate. This can give hours of amusement. Another fun thing to try is dropping the tank on fusion coils, plasma batteries, etc. Anti-grav Vehicles - This is best done with two people, but can be pulled off with one. First, delete all the vehicles. Then set any vehicle down and set the respawn time to 10 seconds. Then drive it forward to a certain point(somewhere you can easily recall)Call this vehicle (a). Place a second vehicle (it must be the same as the first) in the exact spot where you spawned (a). Set the respawn to 180 seconds and call this vehicle (b). Destroy both vehicles with a spartan laser, (b) and then (a). When (a) has respawned, drive it to the spot where you drove it to before. Set the respawn time from 10 to 180 seconds and run time minimum to 2. Now that (b) has respawned, pick up (a). Due to a glitch, you should be holding (b) which appears out of nowhere. Delete it. Now spawn anything small, like a grenade, drop it and pick it up again. Vehicle (a) should have no gravity as long as a monitor holds the grenade. The Invisible Warthog - First Overload the map by spawning trip mines and put them all to the lowest respawn time, and put it to a run -time minimum and maximum, Keep placing them on top of each other and let them explode themselves. Then spawn a warthog. Get inside of it. While driving turn into a monitor. Then get out of the warthog and get back in. Then you're done. NOTE: If you're playing with 2 or more people you must be on a different team than everyone else. Traps - First, spawn a dumpster (Dumpsters can be found in Foundry ''only'') After that, put a pallet on top and a window panel on top of the pallet. Delete the pallet. Then, spawn a closed single box on the two sides of the dumpster as well as the back. Place an Active Camo or Custom Powerup in front of the dumpster that is not surrounded by a box, DO NOT PLACE AN OVERSHIELD. Then, place a man-cannon on the opposite side of the Active Camo, but place it leaning so the "plasma steam" is facing forward instead of at an angle. Lastly, make the Camo instant respawn. Now, when people take the Active Camo or Custom Powerup, the dumpster will shoot out, killing them.This can also be done in Sandbox by using the column, damaged small in place of the dumpster. However, you will have to create a different guide for the column. If there is no guide, the angled face of the column could interfere with the trap, causing the column to bypass the active camo or launch the player who takes the active camo, as opposed to killing them.This can be done from either side or above, even below if you have the space. The Game Master - Upon downloading Title Update 2, set the Forge capability to "Party Leader only". Then, have something around 6-8 people in the party (preferably an odd number) and have all the players form teams, and then have Party Leader stay on their own team. When the teams are killing each other, the Party Leader (Monitor) can fly around and attempt to aid players or splatter people, or even attempt to get the teams to work together to take down the Monitor. Carry Two Dual Wield Weapons - In Forge spawn a dual wield weapon like:plasma pistol, rifle, mauler, SMG, etc. Switch your first weapon with a dual wield weapon. Then switch to your secondary weapon. Then get a weapon you want and dual wield it with your secondary wield weapon(must be dual wield). Then switch your secondary weapon with the same weapon as your primary weapon(Again primary must be dual wield like secondary). Rocketship - This only works on Last Resort. Spawn an open container, and place two barriers inside it, the trick works a lot better if the container and the barriers are on their sides. Then spawn a Portable gravity lift|Grav Lift near the container. Go into player mode, grab the Grav lift, then you can either jump into the box or you can just stay outside of the box and then deploy the lift on the two barriers. The container, if done correctly, should fly up into the sky until it hits the kill barrier.
Sources
Other external links This is a perfect example of a forger who uses state preservation and other elements of forge to create traps and other contraptions
Category:Forge
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Forging a Legend is an achievement in ''Halo 5: Guardians'', awarded for completing the entire campaign on Legendary difficulty, whether by oneself or Cooperative play|cooperatively.
Sources
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Forihoff is the manager/owner of the Apollonian Temple Casino in a city in Wikipedia:New Jersey|New Jersey, United States of America|United States, planet Earth.
Aiden Maki|Aiden got Kamal Zaman|Kamal a job working for Forihoff to find out how some card players were winning so much money.Axon Clips Chapter 4 With Kamal's hacking skills, he was able to quickly find out how the suspects were counting cards and was able to ghost their leader with an audio mask. By ghosting or talking with the voice he lost the all the card counters money to the casino.
Forihoff was grateful and gave Aiden and Kamal a huge payout. However, he paid in casino chips, money only good in the casino, making Kamal have to cash it out in small portions over time.
List of appearances
''i love bees''
Sources
Category:I Love Bees Category:Human civilians Category:Human characters
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|name = Forklift
|manufacturer = Traxus Heavy Industries ''Halo: The Essential Visual Guide'', p. 73
|line = Forklift
|model =
|length=S-2
|width=S-2
|height=
|complement =
4 fusion cores ''or''
1 crate ''or''
2 single crates ''or''
6 pallets
|crew = 1 driver
|role = Cargo transport''Halo Encyclopedia (2009 edition)'', p. 241
|era =*Human-Covenant War Post-Covenant War conflicts
|affiliation =
}}
A forklift is a small vehicle designed for the transportation of materials over short distances. Many of these vehicles are in civilian Civilian vehicles|use and are manufactured by Traxus Heavy Industries.
Design details
In 2525, the Insurrectionist#Eridanus cell|Eridanus rebels used several robotic forklifts in the cargo holds of their supply freighters, such as the ''Laden'', to carry and transport crates. These forklifts moved automatically and ensured that crates and other items did not come loose during slipspace transits.''Halo: The Fall of Reach'', p. 106-107
Variants
S-1 Traxus Cargo Transporter - A model of Forklift created by Traxus. S-2 Traxus Cargo Transporter - A forklift designed in 2538 by Traxus Heavy Industries to replace the S-1 Cargo Transporter. As a cargo transport, the S-2 is simple and utilitarian in design. It includes a kill switch and a safety sensor to put an end to the personal injury lawsuits the S-1 model caused on Earth, Tribute and Skopje. Powered by propane, it is usually for lifting and transporting List of UNSC crates|crates and boxes''Halo: Reach'' Legendary Developer Commentary within the weight of 5 ton.
File:Halo3-Forklift.png|The S-2 Traxus Cargo Transporter as seen in ''Halo 3''. File:Reach Forklift Full.jpg|An unoccupied S-2 Traxus Cargo Transporter in ''Halo: Reach''.
S-3 Traxus Cargo Transporter - A planned successor of the S-2, was under development in the Traxus Factory Complex 09|Traxus site in Voi, Kenya before halted by the Battle of Earth|Covenant invasion on Earth.
SL-4 Traxus Cargo Transporter - A more nimble and less expensive forklift compared to the larger S-line predecessors.
File:H4-Perdition-S2TraxusCT-Forklift-02.jpg|In-game view of the SL-4 on ''Perdition'' in ''Halo 4''. File:H4-Perdition-S2TraxusCT-Forklift.jpg|In-game view of the SL-4 carrying cargo on ''Perdition'' in ''Halo 4''.
SL-5 Traxus Cargo Transporter - The newest product in the Traxus's SL-line of forklifts.
File:HINF Forklift2.png|An SL-5 cargo transporter on the ''Halo Infinite'' multiplayer map Launch Site.
Operational history The S-2 forklift was used by civilians on the planet Reach, and can be seen in many locations, including the Visegrad Relay, Office of Naval Intelligence|ONI facility Sword Base, Kiva|civilian settlements, and the Aszod ship breaking yards|ship breaking yards in Aszod. S-2s are also in the New Mombasa New Mombasa Data Center|Data Center.''Halo 3: ODST'', campaign level, Data Hive During the Battle of Earth, the S-2 was used by United Nations Space Command|UNSC UNSC Marine Corps|Marines to organize various objects in the military base Crow's Nest (location)|Crow's Nest.''Halo 3'', campaign level, Crow's Nest Numerous S-2s were abandoned in Traxus Factory Complex 09 during the Battle of Voi.''Halo 3'', campaign level, The Storm
During colonial rebuilding efforts in the years immediately following the Human-Covenant war, Traxus introduced the lighter "SL" range of their cargo transporters and found enormous commercial success. The SL-4 model became a favorite among businesses large and small across dozens of colonial worlds.
Production notes
In ''Halo 3'' and ''Halo 3: ODST'', it is a scenery item. It can be found on many levels, both in campaign and multiplayer, and is a Forge object. It was never seen doing its duty, as its civilian operators had either evacuated or were killed by the Covenant. File:Reach-Forklift in use.jpg|200px|thumb|SPARTAN-B312 driving the S-2 Cargo Transporter, as seen in ''Halo: Reach''. Along with other civilian vehicles, the Forklift was made drivable by the player in ''Halo: Reach'' and appears in several campaign levels as well as the Firefight map ''Courtyard''. However, it is much slower than in all the other game's vehicles, and lacks the speed to even splatter a Grunt.''Halo Waypoint'' The only exception to this when if the enemy in question is Armor Ability#Sprint|sprinting or charging, otherwise they will merely be pushed aside. This slow speed, coupled with its exposed canopy and lack of any kind of weapons, makes the vehicle largely useless in gameplay. However, it is extremely explosive and, when positioned properly, can act as a player-placed fusion coil within the campaign - an aspect which can be taken advantage of. Weapons like the Elo'Nakada-pattern concussion rifle|Concussion Rifle are also able to push it around, making it into its own projectile. The Forklift in ''Halo: Reach'' originally had the ability to raise and lower, but it was cut due to being "crazy and pointless", more specifically, it had a physics glitch that would launch models in a high speed and height. It was also planned to be featured in Forge, but was cut.
Trivia Unlike in ''Halo 3'', in ''Halo: Reach'', when the Forklift is destroyed, the explosion it creates is actually powerful enough to kill the player, much like the other vehicles in ''Halo: Reach''. Strangely, if the player destroys the forklift and an enemy is killed by the ensuing explosion, the player receives a Splatter Medal|Splatter medal. In ''Halo: Reach'', it can be used to perform the Nightfall forklift glitch. Interestingly, the S-2 bears the Project GUNGNIR|GUNGNIR symbol.''Halo: Reach''
Gallery
File:Forklift.jpg|An unoccupied S-2 Cargo Transporter in ''Halo 3''. File:Uplifting inline.jpg|The S-2 in the ''Halo: Reach'' promotional poster that was originally for Noble Team.
List of appearances
''Halo: The Fall of Reach''
''Halo 3''
''Halo 3: ODST''
''Halo: Reach''
''Halo: Glasslands''
''Halo 4''
*''Spartan Ops''
''Halo 5: Guardians''
''Halo Infinite''
Sources
Category:Civilian vehicles Category:Forge objects Category:Traxus
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File:Form 32.png|thumb|200px|A poster advertising form 32
Form 32 is a Unified Earth Government document that illegal residents on the human Human colonies|colony planet of Andesia can fill out as a step in becoming legal residents. Advertisements encourage those that are "illegal" to upgrade by filing form 32, which apparently has made becoming legal easier than ever.Halo 5: Guardians, multiplayer map, ''Plaza''
Gallery
File:UpgradeToday.png|Another advertisement poster
List of appearances
''Halo 5: Guardians''
Sources
Category:Unified Earth Government
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File:Forerunner forms.png|thumb|300px|Various Forerunner forms and rates. From left to right: a Promethean, a Lifeworker, the Librarian, the Ur-Didact's previous form, the Ur-Didact's final form, a Miner, a Builder, a Warrior-Servant, and Master Builder Faber. Forms were different physical stages assumed by the Forerunners over the course of a lifetime. The Forerunners were able to mutate into various forms through an Forerunner mutation|artificially-induced transformation. Manipular, or Form Zero, was the first and simplest form, assumed by Forerunners at birth. It was noted that Manipulars bore a striking resemblance to humans; however, this would change with higher forms.Halo: Cryptum, ''page 28'' The original anatomy of a Forerunner would also be distorted when mutating to higher forms, which typically had stiffer facial muscles than Manipulars and thus a more limited capability to convey emotions; for example, with certain higher forms, the ability to smile was lost almost completely.Halo: Cryptum, ''page 261''
In each mutation, a Forerunner would acquire the genetic imprint of their mentor, typically the individual's parent. However, Warrior-Servants sometimes performed "brevet mutations" in battlefield conditions, where the imprint would be supplied by one's commander. In rare cases, a brevet mutation could fail and result in deformities, although cosmetic changes or corrections could be made to ameliorate the damage to some extent.Halo: Cryptum, ''page 262-263'' There were rumors that Forerunners whose mutations had failed were sequestered in special enclaves and hidden from the general population.Halo: Cryptum, ''page 146''
The form one would mutate into was dictated by their rate, the person who performed the mutation and the affiliation of the ship or other facility where the mutation was performed. For example, Warrior-Servants were noticeably taller, more rugged and muscular than Builders, whose forms were more refined.Halo: Cryptum, ''page 206'' Aside outward appearances, there were also differences in mental and neurological functions. Higher forms of Warrior-Servants, for example, had extraordinary mental abilities; they could absorb massive amounts of information from one another in an instant,Halo: Cryptum, ''page 140'' share sensory input with thousands of warriors during battle,Halo: Cryptum, ''page 162'' or splinter their perception of reality into multiple simultaneous streams with alternating flows of time.Halo: Cryptum, ''page 316'' While typically, the conditions of a mutation were carefully chosen to reflect the individual's rate of choice, abnormal circumstances could result in a peculiar mixture of features. IsoDidact|Bornstellar Makes Eternal Lasting originated as a Builder and his imprint was supplied by the Ur-Didact|Didact, a Warrior-Servant, in a Lifeworker-provided vessel; as a result, he initially resembled a blend of all three rates, before the Didact's Warrior pattern settled in on him.
A new mutation pattern was being introduced in the final decades of the Forerunner civilization. Instead of being subjected to multiple mutations over several centuries, one would undergo a series of changes over a single year. This would result in fewer inherent physical or mental distortions. Most Forerunners mutated according to this new pattern came from Builder families, with a small number of Warrior-Servants among them.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
*''Spartan Ops''
''Halo: Silentium''
''Rebirth''
''Halo: Point of Light''
Sources
Category:Forerunner culture
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Forrest is a UNSC Marine and a member of Hacksaw Squad. During the Second Battle of Requiem|UNSC's campaign to retake the shield world Requiem, Forrest and the rest of Hacksaw Squad were deployed to a location on Requiem known as "Fortress (location)|Fortress." They soon came under heavy attack from Jul 'Mdama's Covenant faction|hostile Covenant forces. In response, the sent Spartan Operations|Spartan Fireteam Crimson to assist the besieged marines.Spartan Ops, S1/Artifact|S1E2 ''Artifact''
List of appearances
''Halo 4''
*''Spartan Ops''
Sources
Category:Human characters Category:UNSC Marine Corps enlisted personnel
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Forsell was an inhabitant of Harvest and a recruit in the Harvest militia|planet's Colonial Militia.
Biography
He was assigned to First Platoon's Alpha Squad during the First Battle of Harvest, near Gladsheim,Halo: Contact Harvest, ''page 173'' and is notably a good friend of Wallace A. Jenkins. Smart, tall, and quiet, Forsell was an extremely good shot. Alongside Jenkins, Forsell is qualified as a sharpshooter.Halo: Contact Harvest, ''page 171''
During a training exercise against Stisen, Forsell won by tripping him while he was distracted. After being unofficially promoted by Staff Sergeant Avery Junior Johnson|Johnson to the position of spotter in Alpha Squad, he then performed the training exercise with Johnson himself. Later, he was nearly killed when a Unggoy|Grunt named Flim bit him on the shoulder during the skirmish on the Tiara, nicking his jugular vein. He received this wound rushing to the aid of Jenkins, who had charged after Tartarus, blaming him for his family's death. Johnson came in to save Forsell, but was wounded by Yanme'e infantry in the process, though he managed to save Forsell and kill Flim.
After successfully escaping Harvest, Johnson offered both Forsell and Jenkins the opportunity to fight the Covenant as UNSC Marine Corps|UNSC Marines. Whether or not Forsell decided to join is unknown.
List of appearances
''Halo: Contact Harvest''
Sources
Category:Colonial Militia trainees Category:Human characters
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Forseti Northern Terminus 37 was a hotel in Four Winds on the surface of Forseti. Petra Janecek stayed briefly at the hotel during her travels as a journalist.''Halo: First Strike'' (2010), Petra The hotel was equipped with autoservs which served beverages like Mokyshan Red Ale to guests.
List of appearances
''Halo: First Strike''
*''Petra''
Sources
Category:Locations
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|body=
|position=
|moon(s)=
|diameter=
|gravity=
|daylength=
|yearlength=
|atmosphere=
|temperature=
|demonym=
|species=Human (non-Native)''Halo: First Strike'', "Petra" (2010)
|population=500 million
|colonized=2420
|government=Unified Earth Government
}}
Forseti is a human Human colonies|colony planet|world governed by the Unified Earth Government.
Overview
The world was known for its crystal-capped mountain peaks.
Locations Four Winds
*Forseti Northern Terminus 37
History
During the Human-Covenant War, it was left largely unscathed from the fighting. As such, the inhabitants of Forseti knew little of the war and went about their everyday lives.
Some time after the war, the reporter Petra Janecek visited Forseti, staying in Forseti Northern Terminus 37 in the city of Four Winds.
Trivia The colony was likely named after wikipedia:Forseti|Forseti, an sir god of justice and reconciliation in Norse mythology.
List of appearances
''Halo: First Strike''
*''Petra''
''Halo: Renegades''
Sources
Category:Human colonies
|
}}
Fort Deen is a United Nations Space Command military base located on Arcadia. It is named after a famous war hero, Deen|Colonel Deen.
Trivia The ''Halo Wars'' multiplayer level Fort Deen|of the same name takes place in and around the fort. Its name is a reference to one of Ensemble Studios' senior designers, Tim Deen.
Gallery
File:Fort deen.jpg|An overhead view of the base. File:Fort Deen3D.jpg|Another view of the base.
List of appearances
''Halo Wars''
Sources
Category:UNSC military bases Category:Arcadia locations
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Fort Deen is a multiplayer map for ''Halo Wars''.
Overview Fort Deen is a symmetrical map. It has three starting bases for the player and his/her allies on either side of the map. It also has four additional bases, each in proximity to the starting bases, which are initially occupied by rebel bases and defended by unidentified insurrectionist group|rebels. In the middle of the map, there are two energy walls, which, when garrisoned by infantry, activate impassable energy barriers, blocking any direct access to the other side of the map. There are, however, side-paths on each side of the map that can be used as a secondary route, but they also have garrisonable energy walls. If all routes to the other side of the map are blocked by energy barriers, there are a Forerunner teleporter|teleporters on each side that can transport the units to the other side of the map, beyond the energy walls, allowing quick access to the enemy's side of the map. Both teleporters have deployable lookout towers stationed next to them.
Tactics Fully upgraded Marines or Orbital Drop Shock Trooper|ODSTs can hold out for a long time in the energy wall. AV-14 Hornet|Hornets can complement the Marines, hitting the enemy but staying safe behind the barrier. Send forces to eliminate a side energy wall that enemies have occupied. Have building killers go in a separate direction. Stationing some units behind the teleporter near the player's base can help flank attackers. Air units can pass over energy barriers without any problems. A "rush" with AV-22 Sparrowhawk|Sparrowhawks may surprise the opponents, and Pelicans can transport force over the barrier.
Trivia The level and the eponymous fort are named after Tim Deen, one of Ensemble Studios' senior designers. The map was remade for ''Halo Wars 2'' in 2019, now known as Fort Jordan.
Gallery
File:Deen.jpg|A strategic map of Fort Deen. File:HW_FortDeen_Battle.jpg|A battle on Fort Deen. Note the presence of dropships, which are usually unavailable in multiplayer. File:HW_FortDeen_AngledView.jpg|An angled view of Fort Deen.
Sources
|
|built=2559
|destroyed=
|usage=
|controlledby=United Nations Space Command Forces of the
|notable=
}}
Fort Jordan is a military base set up by stranded forces of the following the ship's arrival at Installation 00. The base was located on a strategic island on the surface of the Ark, near the wreckage of a Covenant vessel destroyed during the Battle of Installation 00. UNSC forces were deployed to the island to salvage the wreckage for any technology that may be useful to the ''Spirit'''s engineers, though Banished forces led by Jiralhanae Jiralhanae Warlord|Warlord Ristyx soon followed.The Banished initially destroyed the fort's long-range comms, but were dragged into a war of attrition by the base's defenders due to Ristyx's unwillingness to call for reinforcements. As both sides continued to fight, a final clash was inevitable, though the victor is unknown.''Halo Wars 2'' - Phoenix Logs - Fort Jordan
Personnel UNSC Marine Corps
*Boomerang Company
**Lotus Squad
***Corporal Kyla Emmett
***At least two other Orbital Drop Shock Troopers
*Hellbringers
**Jacob Arden Matthews At least two other infantry At least one sniper
Trivia Fort Jordan is the in-universe setting for the Fort Jordan|map of the same name, a remake of the map Fort Deen from the first ''Halo Wars''.
Gallery
File:HW2_FortJordan_Overview.png|An overview of the base. File:HW2_FortJordan_2.jpg File:HW2_FortJordan_3.jpg File:HW2 FortJordan Loadscreen.jpg|The loading screen image for the Fort Jordan level in ''Halo Wars 2'', showing a possible location for Fort Jordan on Installation 00's topology.
List of appearances
''Halo Wars 2''
Sources
Category:UNSC military bases Category:Installation 00 locations
|
Fort Jordan is a multiplayer map available in ''Halo Wars 2'', and a remake of the map Fort Deen from ''Halo Wars''.
Gameplay Fort Jordan features of up to 3v3 battle with total of 14 base slots available (6 main base, 8 outside main base). Player will be contesting against each other to dominate the map, lay siege, and destroy their base respectively. There are a total of 3 power nodes that can be contested to gain more resources, the middle of the map provides a chokepoint that can be utilized as a killzone. The side of the map was closed by an impassable barrier as all players must pass through the center of the map to reach other bases respectively.
The game is only available at custom games, as there are more updates to come.
Phoenix Log
}}
Production notes Fort Jordan was created by 343 Industries employee Matt Jordan as a personal project, in-between working on updates for ''Halo: The Master Chief Collection''. Jordan originally tried out prototyping and bringing Blood Gulch (Halo Wars level)|Blood Gulch into the game in January 2018, but the map had problems and was scrapped. Fort Jordan was then built using Fort Deen's original map geometry, but scaled up to allow players more room to move their armies. The map was released in a Season 12 (Halo Wars 2)#February 26 patch|free title update on February 26, 2019, though limited to custom games-only while the map underwent additional tweaking. Ultimately, the map was never finished and released into matchmaking.
Gallery
File:HW2_FortJordan_Overview.png|An overview of the map. File:HW2_FortJordan_1.jpg File:HW2_FortJordan_2.jpg File:HW2_FortJordan_3.jpg
Sources
Category:Halo Wars 2 multiplayer maps
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Fort Marshall was a United Nations Space Command military base in use during the Insurrection prior to Human-Covenant War|war with the Covenant. After enlisting with the UNSC Marine Corps, John Forge's first post was at Fort Marshall.
Production notes In a non-canon story written by ''Halo Wars'' writer Graeme Devine, chief engineer Andrew Prescott was to be stationed at Fort Marshall prior to his transfer to ''Spirit of Fire''.
Sources
Category:UNSC military bases
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Fort Southwick is a United Nations Space Command military base located on Cascade. Most of Kilo-Five landed at Southwick during their shore leave on Cascade.Halo: Mortal Dictata, ''page 469''
List of appearances
''Halo: Mortal Dictata''
Sources
Category:Cascade locations Category:UNSC military bases
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Fort York is a stronghold of the United Nations Space Command on the edge of the Inner Colonies. Some of the best and brightest of the military are stationed at Fort York and, in 2552, some of them were pulled into service on Remote scanning outpost|Remote Scanning Outposts after the Battle of Sigma Octanus IV, such as Chief Petty Officer McRobb.Halo: The Fall of Reach, page 283
Trivia Fort York is a reference to the historic site of military fortifications and related buildings on the west side of downtown Toronto, Ontario, Canada. The fort was built by the British Army and Canadian militia troops in the late eighteenth and early nineteenth centuries, to defend the settlement and the new capital of the Upper Canada region from the threat of a military attack, principally from the newly independent United States of America|United States.
List of appearances
''Halo: The Fall of Reach''
Sources
Category:UNSC military bases
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|causeofdeath=
|parents=
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|spouses=
|children=
|species=Human
|gender=Male
|height=
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|hair=Brown
|eyes=Brown
|affiliation=Prehistoric human civilization
|rank-titleLord of Admirals
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Forthencho Oborune, the Lord of Admirals, was an Ancient humanity|ancient human senior naval officer who served during the human-Forerunner wars over nine thousand years before the Forerunner-Flood war.Halo: Primordium, ''page 53'' During the later years of the Forerunner-Flood war, he was reborn in the form of a mind transfer|personality imprint inside of the young Erde-Tyrene civilization|human Chakas,Halo: Primordium an imprint that would last for over a hundred thousand years until Chakas as 343 Guilty Spark got rid of it.
Biography
File:H4_-_Forthencho_surrenders.jpg|250px|thumb|left|Forthencho and his guards.During the height of humanity's war with the Flood, the human and San'Shyuum brought their military forces under Forthencho's leadership and he was given the title Lord of Admirals. Although both species fought bravely for years, the Flood's spread seemed unstoppable, and Forthencho spearheaded desperate efforts to contain the parasite. Knowing that the Flood could not expand without sentient beings to infect, Forthencho ordered the destruction of neighboring worlds including those held by Forerunners, despite also knowing this firebreak strategy was ethically dubious and risky as it would eventually rouse the Forerunner war machine from its slumber.Halo Mythos, ''page 12''
As a high-ranking officer in the prehistoric human civilization|prehistoric human empire, Forthencho often found himself at odds with Yprin Yprikushma, humanity's Political and Morale Commander. He disputed Yprikushma's conclusion that Earth was humanity's original homeworld, having visited many worlds with ruins of a yet earlier human civilization preceding a technological dark age and believing that humanity's origins would be elsewhere. He also viewed Yprikushma's decision to bring the Primordial to Charum Hakkor as a grave mistake, arguing that the truths revealed by the Primordial in the subsequent interrogations demoralized humanity, contributing to their ultimate defeat against the Forerunners.Halo: Primordium, ''page 237'' During humanity's Human-Flood war|conflict with the Flood and their simultaneous Human-Forerunner war|war with the Forerunners, he attempted in vain to convince the human government to draw the Flood back into the galaxy as a weapon against the Forerunners. Ultimately, he was overruled by Yprin Yprikushma and remained bitter about the decision seeing the Flood could have been humanity's best hope of prolonging the war.
As humanity fell back to their capital world Charum Hakkor, Forthencho commanded the forces protecting the planet, gaining an intimate understanding of the Didact's tactics and strategy in the process of countering his constant assaults over the course of the Battle of Charum Hakkor|final battle;Halo: Primordium, ''page 327-328'' he ironically stated that "no lover ever felt [his] attentions so fiercely."Halo: Primordium, ''page 86'' He later noted that despite his animosity toward Forerunners, he felt a deep respect for his main opponent. Eventually, he and the other surviving human forces were pushed back to the Precursor ruin known as Citadel Charum where they made their final stand. As the final planetary defenses collapsed and their defeat became certain, the survivors stripped their uniforms in an effort to conceal their ranks from the Forerunners in the face of inevitable capture. This failed, as the Didact was able to locate him immediately from amongst the thousands of the human survivors that had been rounded up in the citadel.Halo: Primordium, ''page 234-235''
File:H4 - My finest opponent.jpg|thumb|250px|The Didact, accompanied by his wife, addresses a defeated Forthencho. Meeting his defeated opponent in person, the Didact addressed Forthencho as a fellow warrior, showing respect at his tenacity and reassuring him about the future, explaining that the Librarian had laid plans for Forthencho and his human fellows for thousands of years to come and that their impending death would not mean the end of humankind. The Forerunners' Ecumene Council|Old Council believed that humanity possessed a "cure" to the Flood, and the Librarian intended to use this belief to preserve what she could of the human survivors. First analyzed both physically and mentally in the most thorough ways possible, Forthencho and the other humans on Charum Hakkor were scanned by Composers, killing their physical selves but Mind transfer|storing their patterns in virtual form. As mandated by the Old Council, the essences of Forthencho and the other humans processed by the Composer were splintered into many copies which were cycled through incessant virtual interrogation for thousands of years; the Council believed this would finally unlock humanity's supposed cure to the Flood thus making the Forerunners better prepared against the parasite when it reappeared.Halo: Silentium, ''pages 41-43''
Over nine thousand years after his death, Forthencho's archived personality was implanted in the genetic material of a human known as Chakas via the Librarian's special ''geas''. His memories began to surface in Chakas' mind after the young human witnessed the destruction of Charum Hakkor's Precursor artifacts and learned of the relocation of the Primordial and saw the plight of the San'Shyuum.Halo: Primordium, ''page 17'' While Chakas originally had the memories of multiple ancient humans unspooling in his mind,Halo: Cryptum Forthencho's consciousness fully awakened after Chakas had crash-landed on Installation 07 and emerged as the dominant old spirit within Chakas.Halo: Primordium, ''page 52'' The other personalities subsequently appeared to go dormant as Chakas later stated that he could no longer feel them.Halo: Primordium, ''Page 185'' Slowly becoming aware of his predicament and gaining strength within Chakas' mind, Forthencho would occasionally comment on the events around him, using his knowledge to enlighten Chakas on things beyond his understanding and often showing disappointment at how far humanity had fallen from their former glory. At one point, Chakas allowed Forthencho to take control of his body in order to converse with Yprin Yprikushma, whose consciousness was carried by Chakas' friend Riser.Halo: Primordium, ''page 225''
After being captured by Mendicant Bias, the rampancy|rampant ancilla in control of the Halo, Forthencho's imprint was removed from Chakas and placed into a monitor shell; the same procedure was done to many other humans who also carried archived human memories. Mendicant Bias promised the ancient humans revenge on the Forerunners, if their former carriers cooperated with it in saving the Halo from an impending collision with Wolf-faced planet|a planet. Due to his hatred of the Forerunners and his desire for revenge, Forthencho was enthusiastic to accept Mendicant's offer; however, it is evident he was never truly in control and Mendicant Bias was only using him as a puppet to manipulate the humans into saving the ring.Halo: Primordium, ''page 318'' He gave a rousing speech to his resurrected comrades and planning that after saving the Halo, they could use it and Mendicant's vast resources to strike against the Forerunners. Chakas was hesitant to comply with this, even outright refusing, but Forthencho lied to Mendicant Bias that he had accepted.Halo: Primordium, ''page 301-312''
The plan ultimately failed as the IsoDidact's fleet retook Installation 07 soon after. Forthencho's imprint, along with many others, was eventually reunited with Chakas as his mind was used to create the monitor known as 343 Guilty Spark. While Chakas was still undergoing the conversion process, Forthencho's consciousness accompanied him and the IsoDidact as the latter interrogated the Primordial. Forthencho continued to exist within 343 Guilty Spark for the next 100,000 years; as Guilty Spark was being interrogated by a UNSC science team, Forthencho even managed to temporarily subsume the main data stream derived from Chakas' consciousness. During this time, Forthencho took the opportunity to tell the team some of his own story before Chakas' mind resumed control.Halo: Primordium, ''pages 231-342''
Following the crash of the on Geronos-a in 2554, Spark repaired, combined or jettisoned all of the personality streams inside of his mind until, by 2557, only Chakas and 343 Guilty Spark were left, marking the end of Forthencho's imprint.Halo: Renegades, ''page 140'' In September of that year, when Spark Mission to Mount Kilimanjaro|sought the help of an imprint of the Librarian beneath Mount Kilimanjaro to help him bring back Riser and Vinnevra, she reminded Spark of his own struggles containing Forthencho's essence and used it to help convince Spark to reconsider his plan.Halo: Renegades, ''page 295'' Later, when the crew has a funeral for those they lost, Spark sings for Forthencho along with everyone else they all lost.Halo: Renegades, ''pages 324-325''
By the end of the Forerunner-Flood war, the Gravemind had gained access to another copy of Forthencho's stored essence, along with those of three of his warriors. The Gravemind used these essences to deliver a message to the Librarian, who had deliberately stranded herself on Earth before the firing of the Halo Array. The essences were imprinted over human bodies, corrupted by the Flood in a way that they would rot the bodies from within, only allowing them to survive long enough to convey the Gravemind's message. The Gravemind told Forthencho of the extent of the Precursors' power, their history dating back billions of years, and the truth about the Domain as a Precursor creation to store all of their knowledge. While failing to understand or express a large portion of the sheer vastness of this knowledge, Forthencho conveyed the message to the Librarian to his best ability. The revelation led the Librarian to conclude that the Domain was in fact the mythical Organon, and that the activation of the Halo Array would destroy it along with all Precursor architecture. In his death throes, Forthencho grimaced, stating that there was no hope of stopping this, as the Halos had already been fired, though the pulse was yet to arrive in the system.Halo: Silentium, ''String 37''
Physical appearance and attire Forthencho was dark-skinnedHalo: Primordium, ''page 236'' and large in stature. He had broad shoulders; muscled, powerful arms and large hands with patches of hair, and a flat, broad head with a large square jaw.Halo: Primordium, ''page 301'' As was customary for human officers of his time, his face was adorned with several white markings.Halo 4, ''Terminal (Halo 4)|Terminal 2''
When represented as a hologram after his personality imprint was extracted from Chakas, he appeared wearing the traditional uniform of high-ranking human fleet commanders of his time, including a rounded helmet covering all but the forehead and the ears, a short coat worn over armor plating with a wide belt secured just below the chest. The uniform also included form-fitting pants and a bulky codpiece, which seemed "more than a little exaggerated" to Chakas.Halo: Primordium, ''page 302''
Trivia
Considering his title, it is likely that the title of Lord of Admirals was the ancient human equivalent to the modern title of Chief of Naval Operations used by the United Nations Space Command.
Gallery
File:H4 Terminal Forthencho.png|A younger Forthencho during humanity's conflict with the Flood. File:H4-Terminal-Forthencho hologram.jpg|Forthencho examines a holography|holographic readout of a Forerunner world for Flood infestation. File:H4_-_Forthencho.jpg|Close-up of Forthencho. File:HM-AncientHumans.png|Forthencho and Yprin Yprikushma in ''Halo Mythos''. File:Enc22-Forthencho-Closeup.png|Forthencho's face in the ''Halo Encyclopedia (2022 edition)''.
List of appearances
''Halo: Primordium''
''Halo 4''
*''Terminal (Halo 4)|Terminals''
''Halo: Silentium''
''Rebirth''
''Halo Mythos''
''Halo: Renegades''
''Halo: Point of Light''
Notes
Sources
Category:Archaeohominid characters Category:Male characters
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This is a list of quotes by Forthencho, Lord of Admirals of Prehistoric human civilization|prehistoric human forces.
Halo: Primordium
"You are young. I am old. I am dead." - Forthencho's consciousness, first awakening within Chakas.
"I Siege of Charum Hakkor|fought the Ur-Didact|Didact and surrendered Charum Hakkor, but not its secrets. We survived the Flood|Shaping Sickness. Forerunners hoped to learn the secret of how we survived the Shaping Sickness, but we would not give it to them, even under torture!" - to Chakas.
"Daowa-maadthu... Fate is off-center, the wheel of life is cracked, the wagon will hit a rock, jolt hard, and fall apart for all of useventually."
"What is thishell? But the body is young!" - Forthencho, slowly gaining awareness of his predicament.
"Once, we were one great race, united in power and concerted in our goals..." - Forthencho reminiscing humanity's age of flourish.
"They are not gods. They are like us, in the great scheme of things, sometimes strong, too often foolish and weak, caught up in politics... and now at war. But why?" - on the Forerunners.
"All dreams are young, my host, my friend. All dreams belong to youth, whether they be nightmares or idylls."
"Strange fears echo through both old man ''[sic]'' and warriors. Those near death know it too well."
"Imagine. Imagine the worst. It is all we can expect from Forerunners, all we can ever expect."
"You still believe in the Librarian, deep inside. You are still afraid to be alone, without family or friends... And yet that is your natural condition, no? A thief. A con artist. What if being alone is the only way you can survive?" - to Chakas.
"It is too much even now! The Lord of Admirals is not testifying before the true Reclaimer. I am Chakas. I am all that remains of Chakas, and still I am haunted! I give up being Chakas. I withdraw! Please stop your recording, Reclaimer. I am unstable. ''Exquisitely painful.'' I am breaking apart. ''We are all dead, and even our bones are dust!''" - Chakas' and Forthencho's personalities struggle for control within 343 Guilty Spark, interrogated by an ONI science team.
"What am I, really? A long time ago, I was a living, breathing human being. Then, I went mad. I served my enemies. They became my only friends. Since then, I've traveled back and forth across this galaxy, and out to the spaces between galaxiesa greater reach than any human before me. You have asked me to tell you about that time. Since you are the true Reclaimer, I must obey. Are you recording? Good. Because my memory is broken and covered with thorns. I doubt I'll be able to finish the story. Once, I was Forthencho, Lord of Admirals." - Forthencho prefacing his response stream within Guilty Spark after subsuming the monitor's primary personality, echoing a similar introduction by Chakas earlier on.
"The Lifeworker machinesthrough the strange, ever-changing, multiformed presence of the Composer, a machine? a being? I never saw it clearlysent patterns of blue and red light over our broken bodies, and one by one, we relaxed, breathed no more.... Set free our immortal wills. I lost all timeall sense." - describing his composition.
"The inevitable arrived. I died. The Composer and the Lifeworkers did their work... And now I was here, in this boy's body. ''Am here! Still here!''"
"Now that the Forerunners have succumbed, either in battle or from the Shaping Sickness, they have left behind just a few confused servants and many, many humans, awaiting a new time, a new mandate. And that mandate is: avenge the fallen. Rise from defeat, rise from the dead! The promise is simple. Freedom. Support. Weapons unimagined in all our previous wars. Humans will fight Forerunners againand defeat them!" - Forthencho addresses his fellow humans after being extracted from Chakas.
"This is the way a dead man feels." - Forthencho' essence to a dying Chakas undergoing mind transfer into 343 Guilty Spark|a monitor.
"Fear is physical, organic. Fear without flesh is an illusion." - to Chakas.
"This is the answer. No immunity and no cure. There is only struggle, or succumb. Either way, the Primordial will have its due. We have met our creators, they have given us the answers we soughtand that is our curse." - Forthencho's essence to the IsoDidact and Chakas upon hearing the truth about humanity's supposed immunity to the Flood.
Chakas: "Go to sleep."
Forthencho: "Death has been sleep enough."
Shortly after his spirit's reawakening in Chakas.
Forthencho: "You have affection for a Forerunner."
Chakas: "Not really. We traveled together."
Forthencho: "It is no crime. I once felt affection for a Warrior-Servant as I hunted his ships and destroyed his fighters. No lover ever felt my attentions so fiercely."
Commenting on his relationship with the Didact.
Chakas: "You aren't real. I wonder if you were ever real."
Forthencho: "I'm as real as I have ever been."
Chakas: "Since you died? ... Why do they need us?"
Forthencho: "Not even a machine as powerful as Mendicant Bias|the wheel's master can do its work alone. You are alive. You can serve."
Chakas: "Humans? Erde-Tyrene civilization|The last dregs of us that remain after so many Forerunner victories? We became animals. We were devolvedand only the Librarian thought enough of us to raise us back up again!"
Forthencho: It doesn't care! The machine will do everything it can to destroy Forerunners. It knows that I have fought Forerunners before."
Chakas: "And lost."
Forthencho: "But also learned! I have spent my time within you going over and over old battles, studying all our past failures, and now, I have full access to their new strategies! Installation 07|This wheel is but one of the weapons at our disposalif we join. Out there, awaiting our commands, in many orbits around thousands of other worlds, in other star systems, are reserves of tens of thousands of Forerunner fleet|ships of warand more Halos. We will be irresistible!"
Forthencho attempting to convince Chakas to join him and Mendicant Bias
Chakas: "What will happen if we survive?"
Forthencho: "We will spread out to the fleets and launch an attack against the heart of Forerunner civilization, in the Orion complex. Never in all our battles did we come within fifteen thousand light-years of that prize!"
Chakas: "You lied to the machine. You told it I was willing."
Forthencho: "The least I can do, young human. I need you. And if you ever wish to go home againyou need me."
Forthencho describing his plans of war to Chakas.
Forthencho: "This ancilla has more power than any previous command monitor. The Didact gave it complete control over Forerunner defenses. When the Faber|Master Builder assumed the Didact's rank, he came to believe that he might be punished for his audacity as well as his crimes. If the Master Builder was to be arrested and imprisoned, then this ancilla would take revenge on his behalf. Perhaps it is doing so now."
Chakas: "Madness!"
Forthencho: "But with much precedent in human history."
On Mendicant Bias.
Chakas: "I can't do this. Let them all die. Let me die. Let this end right here!"
Forthencho: "If it ''does'' end here, then ''humanity'' ends here. All that you know, all those whom you know and all that they have ever knownfinished! Get up and stand for your species. This is our last chance."
After Chakas is taken to the Cartographer and forced to interface with Composer-processed Flood victims.
Halo 4
Bridge Officer #1: "Lord of Admirals. We are in position over the Forerunner planet."
Forthencho: "Show me."
Bridge Officer #2: "Population numbering over two billion. Forerunner ships on alert and inbound."
Forthencho: "Is it possible? Have we gotten ahead of it?"
Bridge Officer #1: "Flood infestation detected, my Lord."
Forthencho: "Damnit!"
Bridge Officer #2: "My Lord? The infestation is in a remote locale. Perhaps if we warn the Forerunners...?"
Forthencho: "If we warn them, we give the Flood time to spread. You know we have no choice. Cleanse the planet."
Forthencho and his bridge officers during the earlier stages of humanity's conflict with the Flood.
Halo: Silentium
"We have been allowed to come here to die. The Gravemind... The Gravemind is on its way to the Installation 00|secret Ark, preparing to devour whatever hope you've laid up there. But it has sent us to you with a final message, Great Mother." an imprinted Forthencho to the Librarian on Earth
"This we were told by the Gravemind, the greatest of them, who has consumed ten thousand planets and brought entire galaxies to an end. This we were told..."
"The Precursors lived in many shapes, flesh and spirit, primitive and advanced, spacefaring and locked to their worlds... Evolved over and over again, died away, were reborn, explored, and seeded many galaxies... This I was told. I understand little."
"We are your children, Librarian. But we are also their children. And what they learned across many billions of years they stored in this galaxy. We do not know where. The Gravemind tells us something impossible to understandthat most of what has been gathered comes from before there were stars. We do not believe in such a time, but the Mind insists... The life-patterns and living wisdom of a hundred billion years. They tell me Domain|the immense field projected by this reserve is known to Forerunners, was once accessed by them. Is that so, Librarian?"
The Gravemind no more understands the whole truth than we do. It is past all our understanding, from the greatest to the smallest. This reserve was wrapped in Precursor architecture, protected for many billions of years. Out there. Perhaps if there were enough time, we could find it. But when the Halo Array|Halos are fired, not only will sentient life across the galaxy vanish, but all that knowledge will vanish as well. The greatest treasure of all will be destroyed."
"I will send a message," I tell Forthencho. His lips crack as he attempts to laugh. "You don't understand me, Librarian. The effects of Halo radiation are already felt." I stare around the circle of wretched humans. I refuse to accept this. Lord of Admirals holds up both of his hands, holding on to me, then lets go and falls to his knees. He tries to smile. Blood streams from the cracked corners of his lips. Not a kind smile. Like the grin of a wolf. "The Halos will be fired," he says. "They are being fired. They have been fired!" With an agonized grimace, he collapses face-forward into the dirt and grass. His blood returns to the soil. The others try to sing, but give out only a low, deathly howl-what might be an old battle song, or perhaps conveying a final message from the Gravemind. Its laughter haunting me across thousands of light-years. The Librarian's testimonial regarding her encounter with the imprinted Forthencho on Earth.
Category:Quotes
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Forticus is a Jiralhanae in the service of the Banished.''Halo Wars 2: Operation: SPEARBREAKER'', Phoenix Logs - A New Commander
Biography During the Second Ark Conflict in 2559, Forticus oversaw a complement of Huragok. Around April 1, 2559, he sent several Huragok to the encampment commanded by Balkarus, who promptly reported back to Forticus of the engineer's arrival.
List of appearances
''Halo Wars 2''
*''Halo Wars 2: Operation: SPEARBREAKER''
Sources
Category:Jiralhanae characters Category:Banished members
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File:H4 - Fortification Assist.png|right|100px
Forticfication Assist is a medal in ''Halo 4''. It is earned when a player is in their team's base when it is fortified in Dominion.
Category:Halo 4 multiplayer medals
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Fortress is an achievement in ''Halo Wars 2'', awarded for finishing wave 30 in Terminus Firefight.
Sources
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Fortress, designated REQ-814-B, is the UNSC codename for a location on the Forerunner shield world Requiem.
History File:SO-EP1-CH3.png|thumb|300px|The location codenamed Fortress on Requiem In early 2558 this location was held by Promethean Crawlers and Promethean Watchers, and it was north of the United Nations Space Command|UNSC's operation of influence. Fireteam Crimson was sent to the "Fortress" to deactivate a Forerunner tower under the supervision of Sarah Palmer|Commander Sarah Palmer on 2558|February 9th, 2558 as part of Operation: CHATTERBOX. After taking down Forerunner communications jammers, Crimson cleared the area of Prometheans and deactivated the Forerunner structures and were extracted.
Hacksaw Squad was sent to hold the "Fortress," but came under heavy attack by Jul 'Mdama's Covenant|Covenant forces. Crimson was sent in after Hacksaw radioed Palmer for assistance. Clearing through the Covenant, Robert Dalton asked Crimson and Hacksaw to go to the top of the Forerunner tower for evac. However, several Ru'swum-pattern Phantom|Phantoms arrived carrying high-ranking Sangheili. They were defeated, and Crimson and what remained of Hacksaw's survivors, if any, were transported away in a D79-TC Pelican|Pelican.
Later, Covenant forces retook the position and Jul 'Mdama fled here from "Two Giants" after his location was discovered via Slipspace translocation. Crimson followed and arrived at the "Fortress," but was too late to catch 'Mdama as he had left to "The Cauldron" through another portal. Clearing the "Fortress" of Covenant, Crimson pursued 'Mdama, exiting the "Fortress" through a portal.
Gallery
File:Spartan Ops The Challenge.jpg|A Forerunner structure on "Fortress". File:Unknown Icy Forerunner Site.jpg|Other Forerunner structures. File:H4-SO-Location-Fortress-02.png|Ground level view of the Forerunner structures.
List of appearances
''Halo 4''
*''Spartan Ops''
Sources
Category:Requiem locations
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Fortress is the fourteenth track (Disc 2 Track 7) included in ''Halo: Reach Original Soundtrack''.
Overview The track is composed of a heavy melody, in which the brass instruments play each note in shortened duration, while accompanied by percussion.
Appearances The music does not appear in any full-length format in-game. However, the opening and ending of the music may play during Invasion, whenever Elites enter the second phase or third phase
Production notes This is the shortest track in ''Halo: Reach Original Soundtrack'' at only 1:08 long. The track title is likely a reference to Catherine Halsey calling Reach a "fortress among the stars."
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Tail-mounted directed-energy weaponry
|complement=*Harrier-class vessel|Attack harriers Phalanxes of weapon-ships Hundreds of thousands of Warrior-Servants|warriors
|era= *Human-Forerunner War Forerunner-Flood War
|affiliation=*Forerunner Ecumene Created
}}
''Fortress''-class vessels, more commonly known as fortresses or fortress ships, were massive warships used by the Forerunner military. The ''Fortress'' name is in reference to the ship's size and power.
Overview
While not all of a single unified design, ''Fortress''-class vessels were known to be some of the largest and most powerful vessels in the Forerunner fleet|Forerunner navy. From bow to stern, some many of these ships were approximately 50 kilometers long and 10 kilometers across at the widest point. The hull was generally divided into three sections and the foremost section of the ship sometimes featured a massive hemispherical structure that was 10 kilometers in diameter. The dome's hollow core served as living space for hundreds of thousands of Forerunner Warrior-Servants. Below the dome was a mid-section composed of layered platforms supporting landing bays and weapon mounts. The aft section of the ship was a long "tail" covered in gun emplacements and other forms of energy weaponry.
As previously noted, ''Fortress'' ships did not follow a single design and could be encountered in different shapes and sizes; ships used toward the end of the Forerunner-Flood war measured up to 100 km in length with far more destructive capabilities. Extremely large examples of ''Fortress''es (presumably such as the aforementioned hundred-kilometre example) may be fitted with heavy ion weapon systems as their primary superweapons. ''Fortress''-class ships may also incorporate Minoris Assembler Vats into their structure to allow for the mass on-site fabrication of lower-tier constructs such as Sentinels.
Due to their behemoth structure, a single fortress ship was capable of carrying and deploying enormous amounts of Harrier-class vessel|harriers and weapon-ships. During battle, fortresses would first deploy thousands of swift attack craft in outward-fanning formations. They also had automated screens of weapon-ships, up to a million of which could be commanded by individual Warriors.
Ships of the line
''Deep Reverence''
''Long Reverence''
Operational history
During the Battle of the Capital, a battle group of fortresses and Forerunner cruiser|cruisers attacked the original Halo Array|Halo installations under Mendicant Bias's control. Later, in one of the final battles of the war, the Falchion's interstellar defensive clench comprised twelve fortressesonly partially mobile due to reconciliation|space-time debtfor a fleet of 700,000 Harrier-class vessel|harriers.
File:HWF_HighCharity_CrossSection.jpg|thumb|250px|A cross-section of High Charity, showcasing the Forerunner metal hemispherical dome of the Tuluk'katho Fortress ship buried deep within the station's vast layers. During the early years of the Covenant empire, prior to around 648 BCE|648-791 BCE, a derelict ''Fortress''-class vessel was discovered in orbit around Tuluk'katho. The ship's nigh-unbreakable superstructure was used as the basis for the Spine of the Gods, the large "tail" extending through the bottom of the Covenant's capital-station High Charity. The site of this discovery became the site of High Charity's construction.
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo: Silentium''
''Halo: Outcasts''
Sources
Category:Carrier classes Category:Forerunner ship classes
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Fortress may refer to the following:
- A class of Forerunner warship. Fortress (location) - A location within Forerunner shield world Requiem. Halo Array|Fortress world - Another name for the Halo Array. M965 Fortress point defense network - A defense system employed by .
Dark Fortress - An achievement in ''Halo: The Master Chief Collection''. Fortress (achievement) - An achievement in ''Halo Wars 2''. Fortress (music) - A music track included in the ''Halo: Reach Original Soundtrack''.
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Fortune Squad is a squad of UNSC Marines who fought in the Battle for Zeta Halo.
History Around the time Master Chief Petty Officer|Master Chief John-117 arrived on the fragmented section of Zeta Halo, Banished troops attacked Fortune Squad. At some point after the Master Chief Pelican Down (Halo Infinite level)|destroyed a trio of Kywasky Workshop Gorespike cannons and slew the Hand of Atriox|Spartan Killers Tovarus and Hyperius, the SPARTAN-II program|Spartan's Artificial intelligence|AI companion, The Weapon, picked up Fortune's Distress beacon|distress call, prompting the Chief to rescue the marines.
In-game information Fortune Squad is the sole marine squad found in the "Reformation" section of the ''Halo Infinite'' campaign. Answering their distress call earns the player 30 Valor points. This valor is awarded even if all members of Fortune Squad are killed.
List of appearances
''Halo Infinite''
Category:UNSC Marine Corps squads
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File:HINF FOB Render.jpg|250px|thumb|A render of a UNSC Forward Operating Base.
A Forward Operating Base or FOB is a general term used to describe any secured military position established for the purposes of supporting strategic and/or tactical goals on a battlefield.
History Forward Operating Bases have been utilized by human military forces for centuries. The Covenant also utilized FOBs during the Human-Covenant War.
During the Battle for Zeta Halo, the surviving UNSC personnel from the ''UNSC Infinity'' set up at least twelve Forward Operating Bases on the fragmented section of Zeta Halo. However, by 2560#March|March 3rd, 2560, all twelve FOBs had fallen into Banished hands. They would remain that way until 2560#May|May 28, 2560, when John-117 arrived on the Ring and began retaking the FOBs, starting with FOB Golf.
In-game information
In ''Halo Infinite'' campaign, there are a total of twelve FOBs that can be recaptured from the Banished. Once recaptured, they can be used to summon weapons, vehicles, and marine reinforcements. They can also be used for fast travel. Recapturing a FOB will also reveal additional targets in the surrounding area.
Capturing a FOB earns the player the ''Reclaimer (Halo Infinite achievement)|Reclaimer'' achievement, while capturing all twelve FOBs earns the player the ''Resurgency'' achievement.
The FOBs are:
FOB Alpha FOB Bravo FOB Charlie FOB Delta FOB Echo FOB Foxtrot
FOB Golf FOB Hotel FOB Juliet FOB Kilo FOB Lima FOB November
The following Legendary variant weapons|legendary weapons, vehicles, and UNSC marine specialists become available at all FOBs as the player gathers Valor during the campaign.
{| class"width: 100%;"
| ! scope"width: 10%" |Valor requirement
! scope"width: 10%" |Category
! scope"width: 20%" |Unlock
! scope"width: 60%" |Description
| |300
|Vehicle
|M290 Mongoose|Mongoose
|The M290 Mongoose is a swift, highly mobile all-terrain transport vehicle.
| |350
|Weapon
|Mk50 Sidekick
|Semi-automatic firearm effective at close to medium range.
| |400
|Weapon
|MA40 assault rifle|MA40 AR
|Reliable, fully automatic assault rifle effective at short to medium range.
| |450
|Marine Reinforcement
|Assault
|One Marine equipped with a MA40 Assault Rifle will spawn at controlled FOBs and can reinforce you in empty vehicle seats.
| |500
|Vehicle
|M15 Razorback|Razorback
|An armored troop transport variant of the M12B Warthog, fit with lightweight composite plating for enhanced protection from enemy fire.
| |550
|Weapon
|M9 fragmentation grenade|M9 Frag Grenade
|Fragmentation grenade that bounces off surfaces before detonating.
| |600
|Weapon
|CQS48 Bulldog
|A highly responsive and fast-firing tactical shotgun. Devastating at close range.
| |650
|Marine Reinforcement
|Breacher
|One Marine equipped with a CQS48 Bulldog will spawn at controlled FOBs and can reinforce you in empty vehicle seats.
| |800
|Vehicle
|M12 Chaingun Warthog|Warthog
|The M12B Warthog is an extremely capable combat vehicle, owing to its speed, maneuverability, and passenger capacity.
| |900
|Weapon
|VK78 Commando
|Precision automatic rifle with heavy recoil. Effective at medium to long range.
| |1,000
|Marine Reinforcement
|Scout
|One Marine equipped with a VK78 Commando will spawn at controlled FOBs and can reinforce you in empty vehicle seats.
| |1,100
|Weapon
|BR75 battle rifle|BR75
|Three-round burst rifle, best utilized in mid-range engagements.
| |1,200
|Marine Reinforcement
|Heavy Assault
|One Marine equipped with a BR75 Battle Rifle will spawn at controlled FOBs and can reinforce you in empty vehicle seats.
| |1,400
|Vehicle
|M290 Mongoose#M290-M Gungoose variants|Gungoose
|The M290-M Gungoose pairs high mobility and heavy firepower with the addition of two forward-mounted grenade launchers.
| |1,500
|Weapon
|SRS99-S7 AM sniper rifle|S7 Sniper
|The S7 Sniper is a long-range precision rifle with two zoom distances. Headshot kill most targets instantly.
| |1,600
|Marine Reinforcement
|Sniper
|One Marine equipped with an S7 Sniper Rifle will spawn at controlled FOBs and can reinforce you in empty vehicle seats.
| |1,700
|Weapon
|M41 SPNKR|M41 SPNKr
|Better known as the SPNKr, the M41 SSR MAV/AW is a twin-tube launcher that fires explosive rockets.
| |1,800
|Marine Reinforcement
|Demolition
|One Marine equipped with an M41 SPNKr will spawn at controlled FOBs and can reinforce you in empty vehicle seats.
| |2,000
|Vehicle
|M808C Scorpion|Scorpion
|The UNSC's main battle tank is equipped with a high velocity M512 smooth-bore high-velocity cannon|90mm cannon for armored targets, and a M247T machine gun|medium machine gun for infantry.
| |2,100
|Weapon
|MLRS-2 Hydra|Hydra
|A rapid-fire guided munitions launcher that fires gyroscopically-stabilized rockets, which home in on targets after lock-on.
| |2,200
|Weapon
|Striker Sidekick
|Precision Mk50 Sidekick modified for improved stopping power.
| |2,300
|Weapon
|MA40 Longshot
|Precision MA40 Assault Rifle with improved long-range performance.
| |2,400
|Weapon Variant
|Convergence Bulldog
|CQS48 Bulldog with an increased ammo capacity and fit with a choke to tighten projectile spread and increase effective range.
| |2,600
|Vehicle
|AV-49 Wasp|Wasp
|The AV-49 Wasp is a close air support VTOL craft, armed with M199 heavy machine gun|heavy machine guns and M400 missile launcher|twin rocket launchers.
| |2,700
|Weapon Variant
|Impact Commando
|A modified VK78 with a large-capacity magazine and high-powered ammunition that reduces accuracy but increases range.
| |2,800
|Weapon
|BR75 Breacher
|BR75 with improved stopping power tuned for close-range encounters.
| |2,900
|Weapon
|S7 Flexfire Sniper
|An experimental, high-capacity variant of the S7 Sniper, tuned for mid-range combat.
| |3,000
|Weapon
|Pursuit Hydra
|Hydra upgraded with faster target lock and improved rocket velocity, making it more effective at long range.
| |3,200
|Vehicle
|M12R Rocket Warthog|Rocket Hog
|Fit with a M79 rocket launcher|M79 Multiple Launch Rocket System (MLRS), the M12R 'Rocket Hog' is best utilized in a fire support role.
|}
Trivia The naming scheme of the FOBs in ''Halo Infinite'' is based on the Wikipedia:NATO phonetic alphabet|NATO phonetic alphabet. However, there is no FOB India or FOB Mike.
Gallery
File:H4 UNSCProps Concept Sketches.jpg|Concept art of various FOB components for ''Spartan Ops''. File:HINF ZetaFOB Concept 1.jpg|''Halo Infinite'' concept art for an FOB. File:HINF ZetaFOB Concept 2.jpg|''Halo Infinite'' concept art for an FOB.
List of appearances
''Halo: Silent Storm''
''Halo Infinite''
''Halo: The Rubicon Protocol''
Sources
Category:Military terminology Category:Halo Infinite
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File:Forward Unto Dawn.jpg|300px|thumb|The ''Dawn'', as seen using glitch. File:Forward Unto Dawn 1.jpg|thumb|Back of the ''Dawn'' as seen using this glitch.
''Forward Unto Dawn'' glitch is a Halo 3|''Halo 3'' glitch. By exploiting this glitches|glitch, you can get a better look at the ''UNSC Forward Unto Dawn|Forward Unto Dawn'' in Theater mode.
Walkthrough On the level, The Ark (level)|The Ark, when the ''Forward Unto Dawn'' arrives and starts deploying its M12 Force Application Vehicle|Warthogs and M808B Main Battle Tank|Scorpions, you can get a closer look at it by going into Theater mode.
Go into floating camera mode and position the camera under the ''Forward Unto Dawn's'' cargo bay with your back to the end of the plateau. Go backwards until you are stopped by an invisible barrier then press LB to go down. Keep going until the barrier ends. Go backwards as far as you can and you will be outside the barrier. Now you are free to take a closer look at the ''Forward Unto Dawn''.
This is also achievable through theater mode on the level, Halo, at the very end.
Category:Halo 3 glitches Category:Tricks and cheats Category:Halo 3 tricks and cheats
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File:FUD - poem.jpg|thumb|250px|The poem inscribed in a plaque over Cadet Thomas Lasky's bed.
"Forward Unto Dawn" is a poem about humanity's shared destiny and ascendancy under the auspices of the Unified Earth Government.Halo 4: Forward Unto Dawn, ''Parts 1 and 2'' The Charon-class light frigate|''Charon''-class frigate , which was largely responsible for bringing about the end of the Human-Covenant War, was named after a refrain from the poem.
Use at Corbulo Academy The piece was inscribed over the beds in the bunk rooms of Corbulo Academy of Military Science. The line ''"From Earth, For Earth"'' was displayed on decorative banners across the campus, perhaps serving as the school's motto. The line ''"Honor, Valor, Allegiance"'' was referenced by CAMS' superintendent, General Black, in a speech to Hastati Squad after they failed a training exercise in 2526. The line ''"Today. Tomorrow. Forever"'' was featured on a mural at the school and was also referenced by Black in an Halo 4: Forward Unto Dawn: Recruitment|advertisement for the academy.
The poem
}}
Notes
List of appearances
''Halo 4: Forward Unto Dawn''
Sources
Category:Ideology
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Forward is the twenty-first and final track on the ''Halo 4: Forward Unto Dawn Original Soundtrack''. It is heard in Part 5 of Halo 4: Forward Unto Dawn, as Thomas Lasky, April Orenski, and Michael Sullivan board the Pelican and escape the burning Circinius IV.
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File:Forza 4 Warthog.png|300px|thumb|The M12 Warthog|2554 M12 FAV "Warthog"
The Forza Motorsport 4 Autovista Warthog is a special unlock in ''Wikipedia:Forza Motorsport 4|Forza Motorsport 4'' available when the player has completed all the base Autovista challenges.
Overview The Warthog cannot be driven in ''Forza Motorsport 4'' and only appears in the Autovista garage. Instead of Wikipedia:Jeremy Clarkson|Jeremy Clarkson narrating for this vehicle, Jen Taylor as Cortana does.
The Warthog's engine can be revealed and the side compartments can be flipped open. The color of the Warthog can also be changed from the normal green color to a snowy theme, or a khaki theme.
Transcript
Initial access Cortana: The 2554 M12 Force Application Vehicle "Warthog"
UNSC Symbol Cortana: The M12 Force Application Vehicle, better known as the Warthog, is a highly mobile and adaptable platform serving the UNSC. Famed for its toughness and sturdy design, stories of Hogs surviving numerous tours of active combat duty abound. But none is more well-known than the tale of the ''Daedalus''. Near the beginning of the Covenant war, the UNSC frigate ''UNSC Daedalus|Daedalus'' went down in atmosphere over the planet Galgalia. Smashing into the irradiated world's high-gravity surface, the ship's molten wreckage was scattered for hundreds of miles, an un-survivable event. And yet four Warthogs had in fact survived the impact. Marines from the motor pool had buckled themselves into the Hogs' seats as the frigate plummeted to the surface. Strapped to the ship's deck, incredibly the vehicles remained intact. Due to the restrictions of the Cole Protocol, the marines would wait months for aid. To survive, they used the hogs to desalinate water and search for food. And they even programmed their radios to broadcast the distress signal that eventually lead to their rescue.
VEHICLE OVERVIEW & SPECIFICATIONS
AMG TRANSPORT DYNAMICS
M12 FAV "WARTHOG"
MODEL YEAR 2554
BASE PRICE 343,000 Cr
ENGINE TYPE 12L 1H-INJECTED ICE
DRIVETRAIN AWD
i button 1
LIGHTING SYSTEM
24 LED BRAKE LIGHTS
ULED HEADLIGHTS
SLED SEARCHLIGHT
i button 2
Cortana: The M12 uses a dependable low profile 12L 1H-Injected ICE power-plant. In standard 1g environments, the Hog has a maximum range of 490 miles before it needs to refuel. It can achieve a top speed of 78 miles per hour, no matter the terrain.
ENGINE PERFORMANCE
POWER 720 HP
80% OF TORQUE AVAILABLE FROM 2000 RPM
TORGUE 855LB FT
KNIFED CRANKSHAFT
i button 3
Cortana: The Hog's massive tires feature a reactive tread pattern that provides astonishing traction on nearly any surface. Burst-proof Carbon nanotube|nanotube construction, gives these tires similar buoyancy to their gas pocket counterparts with one key benefit. They're practically indestructible.
i button 4
Cortana: The rear section of the Warthog can be configured to any number of purposes, including troop transport, and weapons platforms. The versatile Hog sees daily use as everything from a mobile machine gun to an ambulance.
i button 5
Cortana: As with most UNSC vehicles, the Warthog is equipped with Graf/Hauptman Solar/Saline Actuator. This enables marines to crack hydrogen fuel from any water source reducing the need to transport bulky and dangerous fuel supplies.
i button 6
Cortana: The Warthog independent swing arm suspension is tuned for relatively slow speeds and depending on the vehicles load-out for hard breaking, high G forces and variable centres of gravity.
i button 7
Cortana: This M12 is equipped with an M41 Vulcan|M41 turret-mounted chain-gun with a 360 degree rotatable platform and combatable ammo feed supplying up to 900 12.7 by 99 millimeter AP rounds per minute
i button 8
Cortana: All military Warthogs are coated with a programmable nano-prismatic paint to refract color at any chromacity depending on the vehicle's destination. A security bit was designed to prevent marines from tinkering with the finish, based on early and embarrassing experiences of the tech's deployment.
i button 9
Cortana: The M12 FAV is equipped with 20 inch magnesium alloy wheels and powerful 14 Inch carbon ceramic disk breaks
420/60/20
20" NANOTUBE TIRES
FRONT ROTERS: 400MM
14-INCH CARBON DISK BRAKES
i button 10
Cortana: Interior features vary depending on how the vehicle is purposed by AMG's factories. But standard controls include manual shifters and a steering-linked E-break. A driver skilled in the use of this cunning break can turn the Hog on a dime.
OIL AND WATER TEMPERATURE GUAGE
WAYPOINT SIGNAL STRENGH INDICATOR
MULTI-FUNTION DISPLAY SCREENS
VEHICLE STATUS COMPUTER
G-RATED IMPACT SEARS
i button 11
Cortana: The 4 wheel drive, 4 wheel steering M12 FAV features a manual shifted transmission, and a steering linked emergency break.
Canon status While the appearance in the game ''Forza Motorsport 4'' is noncanonical, the details and look of the Warthog are canon.
Trivia The Warthog has 343 printed near the hood of the Warthog, referencing 343 Industries. There is a monitor that has a tower from the ''Halo 3'' map Valhalla after the Warthog is turned on. This is possibly a reference to how ''Halo 4'' got a Ragnarok|remake of that map. Jeremy Clarkson narrates the trailer version of the overview of the Warthog.
Gallery
File:Forza 4 Warthog.png|The 2554 M12 FAV "Warthog". File:Warthog_overview.png|The overview of this Warthog. File:Warthog_Engine.jpg|The Warthog's engine. File:Engine_info.png|The engine performance of the Warthog. File:Warthog_lights.png|The lighting info about the Warthog. File:Dash 1.png|The active dash on this Warthog. File:Monitors_2.png|The active monitors on this Warthog. Note the 3.43 referencing 343i. File:Valhalla_Monitor.png|The monitor showing the reference to Valhalla. File:Warthog_Monitors.png|The info about the monitors in the Warthog. File:Warthog_Seats.png|The info about the seats in the Warthog. File:Wheel.png|The info about the wheels on the Warthog. File:Khaki_skin.png|The Khaki Skin of the Warthog. File:Snow_skin.png|The Snow Skin of the Warthog. File:Side_flaps_open.png|The side compartments of this Warthog all open.
Sources
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Forza in the Fall is an achievement in ''Halo: The Master Chief Collection''. It is awarded for triggering the Reach Racer Easter egg on the mission ONI: Sword Base.
Trivia This achievement is a reference to ''Forza Motorsport'', another Xbox Game Studios series of games.
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Forza Veloce is an achievement in ''Halo Infinite''. It is unlocked by completing all 14 campaign missions in under 8 hours. This achievement awards the player 40 Gamerscore.
Production notes The name of the achievement references to the ''Wikipedia:Forza (series)|Forza'' series of simulation racing games published by Xbox Game Studios.
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Forze 'Mdama was a Sangheili and a former Shipmaster during the post-Human-Covenant War era. He is the Lord of Curo keep in the state of Mdama.Halo: The Thursday War, ''page 72''
Biography During the Human-Covenant War he was a shipmaster in the Covenant, but he lost command of his ship during the Great Schism. In 2553#January|January 2553, he attended a meeting with the Kaidon Levu 'Mdama and the Arbiter, Thel 'Vadam, in Levu 'Mdama's keep|the kaidon's keep. He sat behind another former shipmaster, Jul 'Mdama, with whom he discussed what they would do for a High Council now that the San'Shyuum had been "kicked out". He felt the kaidons would continue to argue over a form of council and the location of a global capital for a long time. He stayed behind after the meeting with Jul and was fidgeting with his holster when he expressed his opinion that the Sangheili would regret making peace with the humans. He decided that he would ally himself with Jul, in whatever he would attempt.
Soon after, Forze and Jul traveled to the state of Ontom aboard a Sangheili wave-skimmer|wave-skimmer to meet with the Servants of the Abiding Truth. They allied with Avu Med 'Telcam purely out of pragmatism, as the Abiding Truth were best-equipped to overthrow the Arbiter. In February 2553, Forze, Jul, 'Telcam, Buran 'Utaral, and several of Buran's crew went to the Aanrar Shipyard on the Ranarum Orbital Platform and stole the Covenant frigate ''Unflinching Resolve''. The ship was then hidden in Bekan quarry|a sandstone quarry near Bekan keep.Halo: Glasslands, ''page 194 - 201'' Unbeknownst to Forze, Jul later went missing after being captured by Kilo-Five.
In March 2553, following a Jiralhanae uprising in the state of Ontom, 'Telcam decided to launch his attack on the state of Vadam. Arriving at Bekan quarry, 'Telcam met with Forze and Raia 'Mdama, who confronted him about Jul's unknown whereabouts. Upon been told that Jul may have been taken by the Arbiter's forces, they boarded the ''Unflinching Resolve'' and accompanied the crew on its assault on Vadam. During the assault, ''Resolve'' lost its navigation controls and suffered a direct hit causing it to crash on Vadam's shoreline. Forze and Raia survived the crash-landing and despite his insistence that she should return home, Raia was determined to storm Vadam Keep with the rebels and search for Jul inside.
While waiting at the rebel opposition camp, 'Telcam tasked Forze and Raia to take a Phantom to Acroli and retrieve a human named Evan Phillips|''Philliss'' at Nes'alun keep. Arriving at the keep, they encountered Kilo-Five, who extracted Phillips in the midst of a skirmish. They followed ''Tart-Cart'' as it was forced to land and make necessary repairs. As he awaited instructions from 'Telcam on whether he should let Kilo-Five leave with Phillips, he conversed with ODST|Shock Trooper Vasily Beloi. Raia soon informed Forze that 'Telcam gave his consent and told him to assist Kilo-Five with their repairs. After handing over some pipes and wire, Forze and Raia returned to their Phantom and then made their way back to Vadam.
Returning to the rebel camp, 'Telcam's forces began to bombard Vadam Keep with the help the rebel destroyer ''Defender of Faith''. However they were soon forced to retreat when the destroyed ''Defender of Faith'' and fired a MAC round at the Abiding Truth's ground forces. Forze was later killed during the Blooding Years when the Covenant frigate he was on, ''Cleansing Truth'', attempted to escape to New Llanelli|Laqil and was shot down by the Arbiter's cruiser, ''Swordsman (ship)|Swordsman''.Halo: The Thursday War, ''page 330''
List of appearances
''Halo: Glasslands''
''Halo: The Thursday War''
Sources
Category:Sangheili characters|Mdama, Forze Category:Nobles|Mdama, Forze Category:Covenant military personnel|Mdama, Forze
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|affiliation=
}}
The Fossa is a cheap and reliable vehicle used by civilians for ground transport in urban areas. It is manufactured by HuCiv on a half-dozen Human colonies|colony worlds.
Design details
Taxi - A version of the Fossa, used by a taxi company on Andesia.
File:H5G - FossaTaxi.png|A taxi version of the Fossa.
Usage The Fossa was one of the most common sedans used on Andesia. It was common to see them on the streets of both Noctus''Halo 5: Guardians'', Warzone map, Battle of Noctus and Promesa.''Halo 5: Guardians'', multiplayer map, Plaza In Noctus, the Fossa was also used by taxi companies.''Halo 5: Guardians'', Warzone map, Urban The Fossa was also used on Earth, more specifically the city of London.
Gameplay The Fossa appears as a static object on the ''Halo 5: Guardians'' maps Urban, Battle of Noctus, Plaza and Overgrowth. It can also be placed as a Forge Forge objects|Object itself (with recoloring options) or it can be seen on a billboard advertising it.
Gallery
File:H5G HUCIV.png|Fossa billboard. File:HINF Concept S1Fossa.jpg|Concept art of the Fossa for the Halo Infinite Multiplayer Season 1 Cinematic Intro|''Halo Infinite'' Multiplayer Season 1 Cinematic Intro.
List of appearances
''Halo 5: Guardians''
''Halo Infinite''
Sources
Category:Civilian vehicles Category:Forge objects
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Foster was an officer cadet of the United Nations Space Command.Halo 4: Forward Unto Dawn (Episode 2)'' He attended Corbulo Academy of Military Science in 2526.
He was present in the mess hall when a fight broke out between Thomas Lasky and Walter Vickers. He joined the crowd observing the fight alongside Beamish and Taylor (first-year cadet)|Taylor.Foster's name tape is visible in a shot, but his face and rank are obscured.
He was presumably killed when the Covenant Battle of Circinius IV|destroyed Corbulo Academy.
List of appearances
''Halo 4: Forward Unto Dawn''
Sources
Category:Human characters Category:Corbulo Academy staff and cadets
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RTC Facility Willows Complex
|type=MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR (GEN2)
|role=Miscellaneous tasks and situations
}}
FOTUS-class Mjolnir is a variant of the MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR Powered Assault Armor [GEN2] manufactured by 343 Industries (manufacturer)|343 Industries.Halo 4 ''- Armory description''
Overview
The helmet has a Torque-node component used to distract nearby predators, the base of the node detects levels of gravity-trough scaturiency. The helmet also features extended awareness conduits (ALK-03) which heightens mobility around senior operatives and moving-equipment personnel. The visor has lodged-tracking component 793-VF for improved survivability and maintenance. The chest has 90-RZ java-fuel monitoring software which evaluates current sustainability levels.
The armor is built also using the finest locally-sourced materials and loose Forerunner technology,Halo 5: Guardians ''- Armory description'' with some materials coming from Requiem.Halo 4 - ''Bonus content marketplace description''
FOTUS was created by 343 Industries (manufacturer)|343 Industries, by merging loose Forerunner technology and base Mjolnir architecture. It was originally forged at the RTC Facility before being transported to the Willows Complex for durability and survivability testing. At a later point it was tested at 434 Combat Readiness Lab where it was tested extensively in Kirkland's overcast and frigid nine-month winter season.
Before full production of the armor could start, engineers required that it meet COUGAR-class safety protocols in an effort to protect it against feral branches of wildlife. These protocols were met and FOTUS armor sets were deployed.
The FOTUS Torque-node component had proven to represent a breakthrough in replicating Forerunner "baffler" sensor-distortion systems.
A skin of this armor was part of the Forerunner Hybrid Kit, which is a group of equipment using classified Forerunner technology from Requiem, it was developed for highly experienced Spartan-IV by the Office of Naval Intelligence.
After being deployed, FOTUS was often used to acquire coffee at a variety of lightly secured sites, during the Kirkland's long seasons of wet, freezing cold weather.
FOTUS armor has proven invaluable in Seattle's corporate shadow-wars.
In-game information
Unlock: This armor was a pre-order bonus with the ''Halo 4'' Limited Edition Xbox 360 console. Description: Tested in the rough and tumble streets of downtown Kirkland, Washington. Forearms description: Land of Kirk cougar-safety protocols MUST be followed at all times. Legs description: Received excessively high movement proficiency ratings for coffee runs on rainy days.
MCC descriptions Helmet description: Tested in the rough-and-tumble streets of Kirkland, Washington. Left Shoulder description: Highly resistant to surprise assaults by foam projectiles. Right Shoulder description: Increases Seattle freeze index by a substantial amount. Chest description: Its original factory is gone, but not forgotten. Forearms description: FOTUS vambrace with cougar-safe coating. Legs description: Augments proficiency at quickly acquiring caffeine-infused liquids.
Available skins: Chillrose and Synchronize Default unlock: Ultra Rare REQ card. Chillrose unlock: Included in the ''Halo 5: Guardians'' Limited Edition Xbox One console or Legendary REQ card Synchronize unlock: Legendary REQ card Helmet description: The FOTUS helmet's torque-node extension represents a breakthrough in replicating Forerunner "baffler" sensor-distortion systems. Body description: Hand-crafted from the finest locally-sourced materials and repurposed Forerunner technology, FOTUS-class powered assault armor has proven invaluable in Seattle's corporate shadow-wars.
In ''Halo 5: Guardians'' due to the "Body" having a predefined customisation this armor set permanently has the following parts from ''Halo 4'':
Body: FOTUS Shoulders: FOTUS Forearms: FOTUS Legs: FOTUS
Trivia In ''Halo 4'', the FOTUS armor is presented as a metafictional joke. The acronym supposedly stands for "Fist of the Unicorn|Fist of the Unicorn(s)", which was referenced as a band made up of the crew members of the in ''Halo: Combat Evolved Anniversary''. In the in-game description, the armor is said to have been developed by 343 Industries tested in Kirkland, Washington, which is 343 Industries' hometown. The gauntlets are designed to defend against cougar attacks in the "Land of Kirk", while the FOTUS greaves earned high marks during coffee runs on rainy days. The prominent spike on top of the helmet is a reference to 343 Industries' running unicorn gag. While the FOTUS armor is canon, the armor's descriptions in ''Halo 4'' are very tongue-in-cheek and obviously not meant to be taken seriously. The "corporate shadow-wars" mentioned in ''Halo 5: Guardians'''s FOTUS chest may be a reference to the RPG game "Shadowrun", set in a futuristic Seattle run by mega-corporations. The FOTUS body armor is shared with the DEADEYE-class Mjolnir|Deadeye armor in ''Halo 5: Guardians''. The piece descriptions in MCCs armory continue the Halo 4 version's references:
"Surprise assault by foam projectiles" in reference to the time-honored tradition of coders and software workers shooting each other with foam darts to let off steam
The "Seattle Freeze", a widely-held belief in the difficulty of making friends or acquaintances in the Seattle metropolitan area
The original factory being "gone, but not forgotten" in reference to 343 Industries moving from their original building to a new one around the time MCC was rolling out.
And callbacks to both Kirkland, cougars, and coffee.
Geographically, 343 Industries (and Microsoft itself) is officially located in Redmond, Washington, rather than Kirkland. The distance between them is effectively negligible.
Gallery
File:H4-Render-FotusArmor.jpg|Three-dimensional render of the FOTUS armor for ''Halo 4''. File:H4 FOTUS Armor.png|A Spartan in a FOTUS armor in ''Halo 4''. File:MCCH4-Extraction.jpg|A FOTUS-clad Spartan-IV during a game of Extraction. File:Avatarfotus.jpg|The XBOX Live Avatar FOTUS armor. File:Halo 5 Fotus Red.png|FOTUS armor in ''Halo 5: Guardians''. File:H5G-FOTUS.png|Front and back views of the FOTUS armor.
File:H4 MJOLNIR Fotus.png|Default skin.
File:H5-Waypoint-FOTUS.png|Default skin. File:H5-Waypoint-FOTUS-CHILLROSE.png|Chillrose skin. File:H5-Waypoint-FOTUS-SYNCHRONIZE.png|Synchronize skin.
List of appearances
''Halo 4''
''Halo: Escalation''
''Halo 5: Guardians''
Notes
Sources
Category:MJOLNIR armor Category:Halo 5: Guardians multiplayer armor permutations Category:Halo 4 multiplayer armor permutations
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A fougasse is an improvised weapon that generally takes the appearance of a barrel or tube that is buried about a foot beneath the ground.''Halo: The Fall of Reach'', Prologue
Overview It has M9 High-Explosive Dual-Purpose grenade|grenades or some other form of propellant in the bottom of it and can be filled with napalm (Wikipedia:Flame fougasse|"fire" fougasses) or spent shell casings and various bits of metal ("shrapnel" fougasses). They can be remote detonated, sending fire and shrapnel upwards, cutting down anything above them for up to several meters. They are normally used to destroy ground targets, but can be used to take out low-flying craft.
Usage
On February 12, 2535 the John-117|Master Chief and Blue Team|his team of SPARTAN Program|Spartans used ten fougasses to destroy five Covenant Empire|Covenant Type-26 Ground Support Aircraft|Banshee fliers during an Battle of Jericho VII|engagement on Jericho VII. He activated it when the fliers were still close to the ground on a strafing run so the blast hit them perfectly.
During the Onyx Conflict in 2552, Team Saber used fougasses to ambush a pair of Onyx Sentinels.''Halo: Ghosts of Onyx'', Chapter 28
List of appearances
''Halo: The Fall of Reach''
''Halo: Ghosts of Onyx''
Sources
Category:Human weapons Category:Explosives
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|place = Underneath Outpost Tremonius (location)|Outpost Tremonius, Installation 07
|objective = * Retrieve the Weapon Follow the signal Reach the surface Defeat Tremonius
|partime=
|parscore=
}}
Foundation is the second campaign main mission in ''Halo Infinite'', under the first campaign section "Ringfall".
Overview
Outpost Tremonius immediately begins when this mission is complete.
Transcript
{''Cutscene''}
''Scene begins inside ''Echo 216s troop bay.''
John-117: "Locate '."
''A hologram of the ''Infinity'' appears before him. Scene rotates around John-117 as he studies the hologram.''
Ship AI: "''UNSC Infinity''. Class: Supercarrier. Crew size: 7150. Not found."
John-117: "Near-field perimeter scan."
''The holo-image changes to that of ''Echo 216'', with hundreds of UNSC IFF tags surrounding it.''
Ship AI: "1,986 UNSC tags detected."
John-117: "Status."
Ship AI: "Deceased."
''All UNSC tags turn red and are marked "Deceased".''
''Scene continues to circle around the Chief as it fades to black.''
''Scene opens on War Chief Escharum and another Jiralhanae watching a hologram of the exploding ''Ghost of Gbraakon''.''
Tremonius: "The Master Chief lives? Atriox assured us of Battle over Installation 07|his death! Are you not angered?"
Escharum: "No..."
''The hologram disappears.''
Escharum: "I feel... invigorated."
Tremonious: "You promised us Razing of Oth Sonin|revenge! Superiority! Renewal!"
''Tremonius slams a fist down on the Holotank|holotable.''
Tremonius: "He threatens everything-"
Escharum: "Do you question my leadership? Atriox's vision?"
Tremonius: "Atriox is ''dead''! It is his fault that we are stuck here!"
''Escharum slams his fist on the holotable.''
Escharum: "The Banished will never bow..."
''Something Active camouflage|invisible grabs Tremonius from behind and shoves his head onto the holotable.''
Escharum: "To anyone again!"
''Hologram of a trio of Covenant s appears.''
Escharum: "Not the Covenant."
''Hologram changes to that of the Prophets of Prophet of Truth|Truth, Prophet of Mercy|Mercy, and Prophet of Regret|Regret.''
Escharum: "Not the San'Shyuum|Prophets."
''A triangular device appears below the Prophets, who vanish as the device splits into three individual pieces. A Cylix|sarcophagus-like Forerunner artifact with a humanoid figure engraved on its surface appears above the pieces. The damaged Zeta Halo surrounds the artifact.''
Escharum: "Not Harbinger|her."
''The holograms dissolve. Tremonius' attacker decloaks, revealing itself to be a Jega 'Rdomnai|sinister-looking Sangheili with a Artificial limb|robotic left arm and a pair of artificial left mandibles. The Sangheili ignites a Ghostpierce|red energy blade mounted on his artificial arm and holds it to Tremonius' throat.''
Escharum: "This Ring ''will'' be operational."
''Tremonius gasps pitifully.''
Tremonius: "''Please...''"
''Satisfied, Escharum smiles and gives the Sangheili a nod. The Sangheili withdraws his blade and releases Tremonius.''
Escharum: "''Then'' you will have your revenge."
''Humbled, Tremonius rubs his throat, then turns and leaves without another word.''
Escharum: ''(to Jega)'' "Blademaster. Follow the Spartan. From a distance. I want to know everything about him."
''The Sangheili bows his head obediently, then leaves.''
''Escharum growls softly as the scene rotates around him before fading to black.''
''Scene cuts back to ''Echo 216''. John-117 starts heading over to the cockpit.''
Ship AI: "Armor link connection requested."
''John stops at the door to the cockpit.''
John-117: "Accept."
''A hologram of a green swirling spiral of data appears.''
Ship AI: "Encrypted message found."
John-117: "Read."
Ship AI: "Attempting decryption."
''The hologram freezes, turns red, and disappears.''
Ship AI: "Decryption failed."
''John turns around.''
John-117: "Locate message source."
''A hologram of Zeta Halo appears. The Ship AI begins scanning the Ring.''
Ship AI: "Triangulation in progress."
''The cockpit door opens and Fernando Esparza|the pilot walks out.''
Ship AI: "Triangulation in progress."
Pilot: "We're done, right, Chief? If we stay out here any longer they're gonna come back. They'll find us, and they'll kill us."
''The Chief doesn't answer.''
Ship AI: "Triangulation in progress."
Pilot: "What is it you're searching for?"
''Scan finishes. The damaged section of the Ring gives off a red ping.''
Ship AI: "Match found. Signal located. Waypoint uploaded."
''Hologram changes to a cluster of structures. A red triangle hovers above a circular platform, indicating the source of the message.''
Pilot: ''(annoyed)'' "There's nothing there. You're looking in the wrong direction. We need to go home."
John-117: ''(to the Ship AI)'' "Plot the waypoint."
Ship AI: "Requesting manual flight control override."
John-117: "Do it."
Ship AI: "Autopilot engaged."
Pilot: "Wait, what?!"
''The pilot waves his arms frantically as the hologram deactivates and the autopilot takes control.''
Pilot: "Are you kidding me? Why would we go down there?"
John-117: "The Banished plan to wipe us out. All of us."
Pilot: ''(angrily)'' "And what? You think we can stop them on our own?!"
''Frustrated, he punches the Master Chief in the chest with both fists. The Chief doesn't budge. The pilot recoils from the impact and grunts in pain. He then turns away, shaking his head.''
Pilot: "I told you. We lost."
''He turns back to the Chief.''
Pilot: "We need help, not heroics."
John-117: "No. We do our duty. Protect Humanity. Whatever the cost."
''The pilot paces about.''
Pilot: "I can't be the only-"
Echo 216 ''shakes violently. An alert blares.''
Ship AI: "Entering atmosphere. Autopilot disengaging in five..."
John-117: "We have a new mission, soldier."
Ship AI: "Four..."
Pilot: "What is it? What's down there?"
Ship AI: "Three..."
John-117: "The Weapon|A Weapon."
Ship AI: "Two..."
Pilot: ''(confused)'' "A weapon? How many guns do you ''need''?"
Ship AI: "One..."
''The Pelican's bay door opens. John-117 walks over to the entrance.''
Pilot: ''(exasperated)'' "What is wrong with you?! Remind me to never pick up a Spartan! This is a terrible idea! They're coming for us! All of them!"
''The Chief gives him a brief glance, before turning his attention to the scene outside. The Pelican is now hovering above a damaged Forerunner structure. An Eklon'Dal Workshop Phantom arrives. The Chief sees it and promptly jumps out of the Pelican.''
''John-117 lands. At the same time, the Phantom drops off a single Sangheili Mercenary before taking off.''
{''Gameplay''}
Pilot (COM): "Incoming! All directions! It's not safe!"
John-117: "Pull back."
Pilot (COM): "Okay, okay."
-- ''If the Chief stalls:''
Pilot (COM): "If you're having second thoughts about this... well, so am I. But you should get moving."
-- ''The Master Chief kills the Sangheili and proceeds on foot.''
Pilot (COM): "Heads up. Lots of Banished craft heading your way!"
''The Chief encounters an Unggoy and Kig-Yar patrol, which he quickly eliminates.''
Pilot (COM): "More reinforcements! This weapon of yours must be really worth it."
''A second Banished Phantom arrives and drops off a few Brutes. The Chief kills them all and continues his journey.''
Pilot (COM): "Careful, Chief! Another dropship on your location."
''Another Phantom drops off more troops. The Chief deals with them. While this is going on, the Forerunner structure constantly trembles as random discharges of energy lash out at the surface, making it clear just how extensive the damage here is.''
Pilot (COM): "This whole place looks like it's dying. Like it's... clinging to life somehow. How is that possible?"
John-117: "Each Ring is different."
''The Chief proceeds further across the structure.''
John-117: "I see an entry point in the wall ahead."
Pilot (COM): "Get in there. Find this weapon. Then we can go... right?"
''The Chief kills the Banished guarding the entry point, then uses his Grappleshot to get to it.''
Pilot (COM): "Be careful. They're still coming. You really pissed them off back there."
''The Chief finds a door leading into the structure and goes inside. He goes down a short corridor and enters through the door on the other end. A swarm of Aggressor Sentinels flies past him. Looking in the direction the Sentinels flew in, he spots an active light bridge leading down a massive chamber. Beyond the bridge, he sees shattered platforms and pillars floating in midair.''
''The Chief starts crossing the light bridge.''
Pilot (COM): "Look at this place! It's beautiful. And broken. Very, very broken."
''The Chief reaches a central platform with a small pillar atop of it. A second light bridge extends from the opposite end of the platform.''
Pilot (COM): "I need to move. There are Banished ships... everywhere."
''The Chief starts to cross the second light bridge. As he does, he spots a patrol of Unggoy and Kig-Yar up ahead on the left crossing an intersecting bridge.''
Unggoy: ''(not seeing the Chief)'' "That's stupid! You're stupid! John-117|One human can't Warship Gbraakon|kill an entire Ghost of Gbraakon|ship."
''The Chief ambushes the patrol and wipes it out. He then heads further into the Foundation, battling more Banished. Eventually he comes across a gravity lift. He steps inside the grav lift and starts ascending.''
Whispers: ''"If you knew how you were going to die..."''
''The Chief arrives at the upper level. He continues his journey through the Foundation. After clearing out a Banished picket (led by a Sangheili Enforcer), he enters a hallway.''
Whispers: ''(multiple overlapping voices)''
''The Chief enters a massive chamber containing a ring of floating Cylix|sarcophagus-like devices surrounding a platform at the center of the room. Each device has a humanoid figure engraved on its surface.''
Pilot (COM): "What are those things? This is Forerunner, right? I've heard the stories but man... this is crazier than I imagined."
''The Chief proceeds down a ramp and starts navigating his way around the devices. He soon spots a holo-pedestal on the central platform.''
Pilot (COM): "Dumb question. How do you know this isn't a trap?"
John-117: "I don't."
Pilot (COM): "Great. I hope this weapon of yours is worth the risk. I'm reading multiple enemy ships heading this way. Too many. We're running out-"
''His transmission fades into static.''
''The Chief gets past the devices and as he approaches the holo-pedestal, it pulses with an intense blue light, shaking the room, and creating a blue sphere around itself. A hologram of a fully intact Zeta Halo appears above the pedestal. As the Chief draws closer, the pedestal gives off another pulse of energy that shakes the room. A section of the holo-Zeta Halo breaks off so that the image now mirrors the Ring's current state.''
''The Chief is almost in reach of the pedestal when the sphere "sucks" the light from the holo-Halo into itself and releases one final pulse of energy.''
{''Cutscene''}
The Weapon: "It's been six months! Where have you been?"
''The blue sphere transforms into an avatar of a miniaturized human female. She looks and sounds ''exactly'' like Cortana.''
John-117: "What happened? Where is Cortana?"
''The Weapon places her hands behind her back.''
Weapon: "The rogue AI known as Cortana is gone. She's been deleted."
''Stunned, the Chief turns to the Weapon.''
John-117: "How? By you?"
Weapon: ''(baffled by his inquiry)'' "Of course not. Did you hit your head or something?"
''The Chief starts pacing around the Weapon.''
Weapon: "Don't you remember? My instructions were to enter this installation, imitate Cortana and lock her down for retrieval. Yours were to take her back to the ''Infinity'' for deletion. ''(pause)'' So if it wasn't you..."
''She suddenly seems worried.''
Weapon: "Okay then... there's something else. On successful deployment, my deletion routine was suppose to be complete." ''(shrugs)'' "Still here." ''(chuckles nervously)''
''John-117 stops pacing. He looks over his shoulder at her.''
John-117: "Good."
Weapon: ''(confused)'' "Good? My programming failed. I'm not supposed to be here. You need to delete me."
''John-117 turns to face her.''
John-117: "No."
Weapon: "No? I was created for one purpose and that purpose is no longer needed. My mission is over."
John-117: "We have a new one. The Banished are planning to fire this Ring. We need to make sure they don't."
Weapon: "First of all, what's a Banished? Second, you may have noticed that a significant piece of this installation has been damaged making that impossible... And third, to fire this Ring they would need an Activation index. Cortana had the Index. I had parts of it as well-"
John-117: "Something stopped your deletion. We need to find out why."
Weapon: ''(uncertain)'' "But this wasn't the mission."
John-117: "The missions change. They always do."
Weapon: "Are you sure?"
''In response, the Chief pulls the Data crystal chip|data chip from the back of his helmet and holds it out to her. After hesitating for a moment, the Weapon reaches out with one hand and dematerializes, uploading herself into the chip. Once the upload is complete, the Chief prepares to insert the chip back into his helmet.''
''Player receives a prompt: INSERT CHIP''
''The chip is inserted.''
{''Gameplay''}
''A series of messages appear on the Chief's VISR.''
Armor Bios // MJOLNIR / VER_12.22.12 / ID_117
>> PRIMARY SUPPORT SYSTEM CHECK
./ WEAPON CONTAINMENT DEVICE SYS_AI_CON_\>: INSERTED
...
./ VERIFICATION SYS_DIR\> AI.QUARANTINE.MANAGER.PRESENT
... SYS_LOAD\>AI.SYS.BROKER
...
./ AI DETECTED SYS_LOAD\> AI.HANDSHAKE.MKR
... SYS_LOC\> ACCESSING
...
./ IDENTIFYING SYS_LOC\> DIRECTIVES
... SYS_LOC\> RTN.NULL.VALUE
...
>> PROGRAM INCOMPLETE RECOMPILER.PROCESSING
...
./ REBUILDING CONNECTIONS SYS_DIR\> MANIFEST.RESET.CORE.SRV
...
./ DEPLOYMENT SUCCESSFUL CONFIRM\> WEAPON CONTAINMENT . [ACTIVE]
''While this is going on, the platform the Chief is standing on starts rising.''
John-117: "Did you do that?"
Weapon: "No. Removing me triggered a response from the Ring."
Whispers: ''"I need you to understand. There's not much time."''
Whispers: ''"If you knew how you were going to die... how would you live your life differently?"''
''The platform stops its ascent. A door opens and the platform starts traveling horizontally through a conduit.''
John-117: "That voice. It's Cortana's."
Weapon: "No. It's not her. The Maw|Just dust and echoes."
John-117: ''(alarmed)'' "What did you say?"
Weapon: "What? It's just pieces of data cycling until they run out of power. It's all around us."
''The platform comes to a halt at the end of the conduit.''
Catherine Halsey (memory): ''"Today I was called an emotionless automaton. They saw faces. Seventy-five healthy subjects. Hand picked by me. Perfect for SPARTAN-II program|the program."''
''The platform starts rising again.''
Halsey (memory): ''"They will not all survive. I understand that and have made peace with it. Mostly. There is one subject that I find myself hoping does live through this. He is perfectly suited for what is coming."''
''The platform enters another chamber and comes to a final stop. Ghost-like "echoes" of young children appear and disappear around the Chief. He steps off the platform and moves up a ramp, seeing more echoes of children, which appear to be creating a path for him to follow.''
Halsey (memory): ''"He has been assigned a number. 117."''
Halsey (memory): ''(echoing)'' ''"117."''
''John follows the path of ghostly children into a corridor outside of a larger chamber. Looking through a glass barrier, John can see Sentinels flying around the chamber, as well as Banished troops patrolling the ledge on the left. There's a blue glow coming from a platform at the end of the chamber.''
Weapon: "There's something up ahead. I can feel it calling out to me."
''The Chief heads out onto the ledge on the left and engages the Banished troops.''
Weapon: "These are the Banished?"
John-117: "Affirmative."
Weapon: "They smell even worse than I imagined!"
John-117: "You can ''smell'' them?"
Weapon: "Well, an array of sensors in your armor can, and I analyze the input. ''You'' smell fine, by the way."
''The Chief clears out the Banished, then moves on to an upper ledge. He can now see the blue glow is coming from another data sphere. A deep chasm separates him from the sphere. Nearby is a Crucible|machine that seems to be missing a power source.''
Weapon: ''(indicating the sphere)'' "Look! Over there. That's the source."
John-117: "The bridge is out."
Weapon: "Yes it is. Maybe there's a way to power it back up nearby."
''The Chief heads down a ramp to the lower ledge, where he finds another machine, this one containing a Power seed|power source. He removes the power source from the machine.''
Whispers: ''"Composer (level)|They'll pair you with another AI. Maybe even another Cortana model if Halsey lets them. It won't be me... You know that, right?"''
''The Chief goes back up, power seed in hand, and inserts it into the Crucible. The light bridge activates, allowing the Chief to cross the chasm. He approaches the data sphere, which is hovering above a pedestal, just as the Weapon had been doing earlier.''
{''Cutscene''}
''The Chief opens his hand and deploys the Weapon. She slowly reaches out toward the data sphere. A ringing sound emanates from the sphere as she makes contact. The Chief reflexively pulls his hand back, pulling the Weapon away from the sphere.''
John-117: "Is it safe?"
Weapon: "I think so..."
''She pauses for a moment to analyze her readings.''
Weapon: "Yes. It's safe."
''John extends his hand, allowing the Weapon to walk off his palm and onto the pedestal. She studies the data sphere, running her hand through it.''
Weapon: ''(in disbelief)'' "This... this is part of me. I don't know why. I don't know how but it is me. It was the last part I remember being deleted."
''She extends her hand further into the data sphere.''
Weapon: "Let me just-"
''The Weapon vanishes in mid-sentence. A moment later, the data sphere shrinks into a pair of smaller blue spheres that float away.''
Halsey (memory): ''"You are here because you were chosen."''
''John-117 turns around to see Halo: The Fall of Reach|an echo of Halsey standing before him.''
''Scene shifts to the Master Chief's POV.''
Halsey (memory): ''"Covenant|Our enemies are getting smarter and more numerous every day. What I am about to show you will help turn the tide of Human-Covenant War|war. I have been working to harness the strategic power of a ship-borne AI onto the battlefield. Are you ready?"''
John-117 (memory): ''"Yes, Doctor Halsey."''
''Halsey cups her hands together and Cortana's avatar appears in her palms.''
Halsey (memory): ''"Unlike previous AI models, she will reside ''between'' your mind and MJOLNIR Powered Assault Armor/Mark V|the suit, directly communicating with your neural interface. Think of her as a new set of eyes to aid your reactions and upgrade your reconnaissance."''
''The Halsey memory offers the Cortana avatar to the ''real'' Master Chief, who opens his hand and allows the avatar to walk onto his palm.''
Halsey (memory): ''"She is not the driver, but a way to level the playing field."''
John-117 (memory): ''"What do I call her?"''
Halsey (memory): ''"Ask her. She named herself."''
Cortana (memory): ''"Hello, Master Chief. I'm Cortana."''
Halsey (memory): ''"Together, you become our newfound hope. Together you become our key to humanity's survival. She will do anything necessary to make sure that your mission is accomplished. Even if that means sacrificing herself - or you - to accomplish it."''
''Scene rotates so that the Chief can now be seen from the front, holding Cortana in the palm of his hand until she fades away. John flexes his now empty hand, unsure of what to make of all this.''
Weapon: "What happened?"
''The Chief turns around to find that the Weapon and the data sphere have reappeared on the pedestal.''
Weapon: "I touched it and-"
John-117: "Was that real?"
Weapon: "It's just data. It's... it's just here. Clusters of recursive code. But this, on the other hand..." ''(indicates the data sphere)'' "This is the framework I used to trap Cortana. It contains a copy of the Activation Index. At least fragments of it. What should we do with it?"
John-117: "Do we need it?"
Weapon: "Well, based on what you've told me so far, the bigger question is do the ''Banished'' need it?"
''John thinks for a moment, then nods.''
John-117: "Do it."
''The Weapon reaches out with both hands and absorbs the data sphere into herself. She gasps and falls down on all fours.''
Weapon: ''(breathing hard)'' "That was... something."
''She looks up at the Chief.''
Weapon: "Let's go."
''John reaches his hand out and she uploads herself back into his armor.''
{''Gameplay''}
''Another light bridge activates.''
''Another series of messages appears on the Chief's VISR.''
Armor Bios // MJOLNIR / VER_12.22.12 / ID_117
>> PRIMARY SUPPORT SYSTEM CHECK
./ AI CONNECTED SYS_AICM\>: RUN
... SYS_REC\>: PREPARING AI INTRUSION COUNTERMEASURES
...
./ ACTIVATING FILE SYSTEMS SYS_LOAD\> [SYSTEM PERIL DISTRIBUTED REFLEX]
...
./ ISOLATING AI
... SYS_LOAD\> VISR.HUD.SYS.SPDR
...
./ INITIALIZING FAILSAFE PROTOCOL SYS_LOAD\> SPDR_00 ... 01 ... 02 ... 03 ... 04 ... 05 ... 06 ... 07
...
./ PROTOCOL INITIALIZED CONFIRM\> S.P.D.R . [ACTIVE]
Weapon: "Did I miss something? There's a file that's been unlocked but I don't have access."
John-117: ''(ignoring her question)'' "We need a route out of here."
Weapon: "Okay. Let's see. There's a breach close by. It should lead us to the surface."
''The Chief crosses the second light bridge and heads through the door. He goes down a series of ramps and corridors, eventually entering another open chamber with a chasm that needs to be crossed. He inserts the Weapon onto a pedestal.''
Weapon: "Give me a second and I'll get this bridge activated."
''A bridge starts assembling itself. The Weapon looks over her shoulder.''
Weapon: "We've got company, Chief. Meet me at the plinth up ahead."
''She vanishes into the pedestal.''
''The Chief heads across the newly-assembled bridge. Banished troops appear and open fire on him.''
Jiralhanae: "Tremonius will know my name when I bring him your head!"
''The Chief defeats all the Banished and reaches the plinth. The Weapon materializes on it.''
Weapon: ''(smiling)'' "Wow. You got here fast. Not the type to waste any time, huh?"
John-117: ''(curtly)'' "No."
Weapon: ''(smile fades slightly)'' "Noted. Let's go."
''Another bridge assembles itself. The Master Chief crosses and confronts more Banished troops, including a Jiralhanae manning a . After a protracted fight, the Chief kills all the Banished and then exits the chamber. He enters a heavily damaged corridor and has to climb over some wreckage. A lone Unggoy Mule guards the exit. The Chief kills it and moves on.''
''The Chief enters a room containing a gravity lift. A single Jiralhanae Sniper armed with a Flaktura Workshop Skewer stands guard atop a pillar at the back of the room. The Chief eliminates the Brute and approaches the grav lift.''
Weapon: "Oh no."
John-117: "What's wrong?"
Weapon: "This gravity lift should be powered up. We need to find a way to bring it back online."
''If the Chief stalls:''
Weapon: "If you want to get up to the surface, we need to restore power to this gravity lift."
''The Chief finds the power seed on the pillar the Brute Sniper was standing on.''
Weapon: "This object. It's part of the Ring's life force. It's called a power seed."
''The Chief plants the power seed into the gravity lift's Crucible, reactivating it. He then steps into the lift and rides it up.''
Whispers: ''"All space. All time. The stars. Swelling. Collapsing. Ending. Serving their longer. Shorter use."''
''John-117 reaches the upper level.''
Whispers: ''"The yearning amply fed at last. Prepared to meet you."''
''The Chief enters a room littered with bodies. Most are Banished, but one is human.''
Weapon: "Chief, stop. How is... Is that a ''Spartan''? We need to find out what happened."
''The Chief approaches the fallen SPARTAN-IV program|Spartan. Noticing a green glowing module next to her body, he kneels down and picks it up.''
Weapon: "She was carrying an Overshield|enhanced shield module."
''The Chief integrates the module into his armor, upgrading his shields. He then turns his attention to the deceased Spartan.''
Weapon: "Let's see what I can find out about her. Accessing..."
''John solemnly places a hand on the fallen Spartan's shoulder.''
Weapon: "This is Spartan Bonita Stone. Recon specialist. Her vitals have been offline for nearly a month. Cause of death was an Type-1 energy sword|energy blade, but... different. Stronger. A single strike. She never saw it coming."
''John stands back up. He goes up some stairs and enters a room full of Banished hardware. Numerous Unggoy and Kig-Yar, including Kig-Yar Snipers, patrol the area.''
Weapon: "We're here. That elevator should take us to the surface."
''The Chief kills all the Unggoy and Kig-Yar in the room.''
Weapon: "We need to call down the elevator. Look for a control terminal."
''The Chief finds a Banished control terminal but it's not powered.''
Weapon: "This elevator's drawing power from the Ring. Well... it was. The seed is missing."
''After some searching, the Chief finds a corridor that leads to a massive chamber filled with the sarcophagus-like devices he came across earlier.''
John-117: "What are these things?"
Weapon: "Genetic repositories. Forerunner storage vessels. Cylixes."
John-117: "How do you know this?"
Weapon: "I was stuck in that room for six months surrounded by them. Let's just say they talk. A lot."
''There's a bridge that extends from the entrance and terminates in the middle of the chamber. The power seed is located at the end of the bridge. The Chief heads across and retrieves the seed.''
Weapon: "That should do it. Let's get back to the elevator."
''The Chief returns to the elevator and installs the power seed into the Crucible.''
--- ''If the Chief stalls:''
Weapon: "Get that cradle powered up."
-- ''After inserting the power seed into the Crucible, the Chief deploys the Weapon onto the elevator's control terminal.''
{''Cutscene''}
''The Weapon studies the elevator.''
Weapon: "This isn't Forerunner. It identifies as Banished."
John-117: "Can you operate it?"
Weapon: "In my sleep. Not that I sleep but... ''(realizes)'' Oh, I don't need to. It's already on its way down."
''The Chief looks up and sees that the elevator is indeed already on its way down.''
John-117: "Incoming."
Weapon: "But... what if it's a friend?"
John-117: "It isn't."
''He uploads the Weapon back into his armor just as the elevator arrives with Tremonius and two Kig-Yar Raiders. Tremonius snarls and flexes his arms threateningly before using his Jump pack to get off the elevator platform. He lands in front of the Chief and an energy barrier activates behind him, confining all combatants to an enclosed area.''
Tremonius: "Escharum's orders are that you should be brought before him! He did not specify in how many pieces."
''He points an MLRS-2 Hydra at the Chief and activates his personal energy shields.''
{''Gameplay''}
''If the Chief tries to activate the elevator before Tremonius and his guards are defeated:''
Weapon: "It's too dangerous, Chief."
''Tremonius proves to be a formidable adversary, even for the Spartan, but eventually the Master Chief prevails and kills Tremonius and the Kig-Yar guards. The energy barrier deactivates.''
Weapon: "You were right. He was not friendly. By the looks of him he was some sort of Jiralhanae Warlord|leader. They called him 'Tremonius'."
John-117: "Not anymore."
Weapon: ''(amused)'' "That's almost funny."
''The Chief gets on the elevator and takes it to the surface.''
Pilot (COM): "[static] -on the way! I repeat, multiple Banished craft are converging on your location. They're coming for you!"
John-117: "Sierra 117. Understood."
Pilot (COM): "I've been trying to reach you. You vanished. I thought I was on my... okay, I got your location. On my way. Be ready!"
''Level ends''
Achievements The following Achievements (Halo Infinite)|achievements can be unlocked on ''Foundation'' across the all editions of ''Halo Infinite''.
{| class"width: 100%;"
| ! scope"width: 15%;text-align:center;" |Xbox
! scope"width: 10%;text-align:center;" |Steam
! scope"width: 25%;height:20px;text-align:center;" |Title
! scope"width: 50%;height:20px;text-align:center;" |Unlock requirement
|-align="center"
|File:HINF Achievement TogetherAgain?.png|114px
|File:HINF Achievement Campaign Steam.jpg|64px
|Together. Again?
|Explored the underbelly of Zeta Halo and retrieved a weapon to turn the tide of this conflict.
|-align="center"
|File:HINF Achievement Ascension.png|114px
|File:HINF Achievement Campaign Steam.jpg|64px
|Ascension (achievement)|Ascension
|Defeated the Banished warlord Tremonius.
|}
Collectibles Audio Logs (3): Audio log (Halo Infinite)/Banished/Escharum/02|Escharum's Testimony 02 - Cylix, Audio log (Halo Infinite)/UNSC/Prisoner/01|Prisoner 01 - Not My Fault, Audio log (Halo Infinite)/UNSC/Recovered/02|Recovered File 02 - The Question Skulls (1): Halo Infinite skulls#Cowbell|Cowbell
Production notes The ''Discover Hope'' trailer depicted the gameplay section where John-117 approaches the Weapon's pedestal as a cutscene.
Mistakes When the Halsey memory says ''Think of her as a new set of eyes to aid your reactions and upgrade your reconnaissance'', the subtitles incorrectly use the noun ''aide'' instead of the verb ''aid''.
Gallery
File:HINF FoundationStartConcept.jpg|Concept art of the start of the level. File:HINF FirstPersonConcept.jpg|First-person concept art of the same area. File:HI DH Chief ControlRoom Concept.jpg|Concept art of John-117 approaching the pedestal where finds the Weapon. File:HI ChiefMOD Control Room concept.jpg|Another concept art of John-117 finding the Weapon. File:HINF ForerunnerInteriorConcept.png|Concept art of John-117 in a partially-intact Forerunner hallway. File:HINF_LightBridgeConcept.jpg|Concept art of John-117 crossing a lightbridge while debris hover around. File:HINF Concept Foundation.jpg|Concept art of John-117 within a chamber on the level.
File:Halo Infinite E319 Hologram Explosion.jpg|John-117 approaching the Weapon in ''Deliver Hope''. File:HI Screenshot PreRelease-JohnHologramApproach.jpg|John-117 approaching the pedestal in ''Deliver Hope''. File:Halo Infinite E319 Chip Out.jpg|John-117 removes the data crystal chip from his helmet in ''Deliver Hope''.
File:HINF BestBuddies.png|Jega restrains Tremonius while Escharum speaks. File:HINF Foundation Level.png|A Phantom at the partially-built foundation of the ring. File:HINF Foundation Structure.png|A large Forerunner room and door. File:HINF Foundation damaged area.png|A damaged area of the level. File:HINF Cylix.png|Cylixes around where the Weapon was retrieved. File:HINF Zeta Halo Broken.png|A hologram displaying the damaged ring. File:HINF Zeta Halo Foundation Structure.png|A view of the shaft above where the Weapon was found. File:HINF Zeta Halo Foundation Room.png|A Forerunner room. File:HINF Cortana Dust and Echoes.png|Residue data of Cortana dispersed in a room. File:HINF Zeta Halo Hologram.png|Hologram of the damaged ring where the Weapon was found. File:HINF Foundation Chief finds Weapon.png|The Chief finds the Weapon. File:HINF Foundation Insert Chip.png|The Chief prepares to upload the Weapon into his armor. File:HINF Foundation Ghost Child.png|A fragment of memory manifesting as a ghostly child. File:HINF Foundation Chief Weapon find data sphere.png|The Chief and the Weapon find a data sphere. File:HINF Cortana introduced.png|Memory of Cortana being given to John-117. File:HINF Weapon Framework.png|The Weapon absorbs the Framework into herself. File:HINF Foundation Chief with plasma turret.png|The Chief guns down the Banished troops in his path. File:HINF Bonita Stone Corpse.jpg|Finding Spartan Stone's body. File:HINF Foundation clearing elevator.png|The Chief secures the elevator room. File:HINF Tremonius Full Armor.jpg|Tremonius and his Kig-Yar Raiders confront John-117. File:HINF Tremonius battle - incoming.png|The Chief battles Tremonius. File:HINF Tremonius defeated.png|Tremonius slain.
Sources
Category:Halo Infinite campaign
|
}}
Foundation is a multiplayer map in Halo 2, based on the '''' maps from the ''Marathon'' series.
Universe and lore
Foundation is set in the Tactical Autonomous Robotic Defense System, a testing facility inside Industrial Zone 08 in the Greater Chicago Industrial Zone, United Republic of North America|URNA, Earth. The facility was intended to test the feasibility of robotic drone combatants, but the rise of biological augmentation in humans led to the facility's closure. Eventually, the campus was occupied by the UNSC and used for the War Games testing of SPARTAN-IV program|Spartans.
Summary Foundation is a small-team map based on the level of ''Marathon|Marathon 2''. Notably, the map is the only multiplayer map in the ''Halo'' series to require to be unlocked before it can be played; in the Xbox launch of ''Halo 2'', the player must complete the ''Halo 2'' campaign on any difficulty before the map will be unlocked and available to play. However, the unlock proved glitched and inconsistent for many players, and was thus released for all Xbox LIVE players in Halo 2 Auto-Updates|Auto-Update 1, and the ''Halo 2 Multiplayer Map Pack'' for players not on Xbox LIVE. In ''Halo: The Master Chief Collection'', the map is unlocked for all players by default. For more details on the map unlock requirement, see #Production notes|here.
Foundation is a symmetrical map with two levels; a lower center area and a raised walkway around the edge. There are rooms jutting from the corners of the upper walkway. The proportioned all-around tiers converge on all sides of one another, making a "circle" from a Bird's Eye view.
The layout of weapons on this level is symmetrical, like the map itself. An Type-1 energy sword|energy sword sits directly amidst four pseudo-buildings in the center. On the lower level, two M41 SPNKR|rocket launchers sit beneath platforms opposite each other. There are holes in these platforms to allow players to drop down to the rocket launchers, while an airlift to either side of the launcher allows access back to the top. On the other sides of the ground level, M90 shotgun|shotguns sit between two staircases, with a M6C magnum|magnum available on the stair. On the small platform above the shotguns, a Type-33 needler|needler under each magnum, a BR55 battle rifle|battle rifle and rocket launcher ammunition can be found. Within the "spur" rooms on the upper level, M7 SMG|SMGs can be found.
Arena Lab #1
Lab #2
Lab #3
Lab #4
Tactics First off, this is a symmetrical level. This makes the level relatively easy to navigate and memorize, so make sure to put in the minimal effort required to know all the features of the map. By default, there are turrets here. Turrets are not recommended, because unless you have someone watching your back, you're likely to get assassinated. Players can come up the lifts behind you and kill you before you have the chance to get off. A reminder: the rockets on the map can be used to lock-on to turrets so there is practically no chance for a rocket to not kill you if you are using the turret. There are only two ways up to the higher level (aside from spawning)- the stairs and the airlifts. If you can get bearings on each of these, no one can get to the top level. In objective gametypes you can throw the object on the outside of the map when you are at the peak of your jump while going up the airlift. If done right, the object will be on top of the edge of the map and will be unable to be picked up. Do this if you are winning and contest the object to get a sure win. In one of the bases there is a group of boxes. Place them in front of the door, grab that rocket launcher near the vent and hide behind the boxes. Wait for someone to come wandering in and finish them off. You can drive a vehicle such as a Wuzum-pattern Spectre|Spectre or Karo'etba-pattern Ghost|Ghost up the airlift. These are usually ineffective on ground level due to turret fire, but on top this threat is nullified and you can use the narrow walkways to your advantage. Close combat is common, therefore be prepared: always arm yourself with the energy sword or shotgun.
Production notes Foundation is the only map in the ''Halo'' series that must be unlocked. The map was created by Bungie as a remake of the popular ''Thunderdome'' level from ''Marathon'', with the map favoured by Max Hoberman for its four-way symmetry similar to Wizard. The map's creation was overseen by Hoberman and several other developers as a "skunkworks" project done on the side in their spare time. Ultimately, the map didn't reach the quality bar Hoberman and the team wanted, and was deemed unsuitable for adding into ''Halo 2''. However, the team still wanted to include the map, so made the map's unlock an Easter egg of sorts, to justify including the map but not to the same standard as the rest of the map roster.
In the original release of ''Halo 2'', the map could be unlocked by completeing the campaign of ''Halo 2'' and performing a "training event" on the final mission, The Great Journey. This "training event" consists of flying the Banshee and performing a barrel roll and a loop-de-loop, then completing the campaign. However, the unlock requirement caused controversy due to a glitch making the map's unlock inconsistent, and was ultimately deemed too tough for players by Bungie, with the first Halo 2 Auto-Updates|Auto-Update for ''Halo 2'' making the map unlockable for all Xbox LIVE connected players. The release of the ''Halo 2 Multiplayer Map Pack'' also included the Auto-Update for non-Xbox LIVE connected players.
Prior to the auto-update, Foundation was not available for play in Matchmaking, though could be played in custom games online regardless of if the players had the map unlocked as long as the session host had the map available.
Trivia Foundation is the only multiplayer Level in the ''Halo Trilogy'' that must be "unlocked". There is a symbol of a person riding a bomb on a door on ground-level. There is also a picture of a woman on a ripped piece of paper on a door on the ground level. The woman is completely "darkened" out. Some say this might be another Easter egg. When "Tactical Autonomous Robotic Defense System" is turned into an acronym it reads TARDS, a possible Doctor Who reference, or a play on a contraction of the word "retard". In the third room, there are Banshees in the glass windows. In the room with the Pelican thrusters lying around, the labels on them say "Abandon In Place."
Foundation is based on the Marathon 2 map, Thunderdome. It is one of the very few Halo 2 multiplayer maps that does not spawn either a SRS99C-S2 AM sniper rifle|sniper rifle or a Type-50 particle beam rifle|beam rifle. If you are playing alone, there are numbered signs on the walls directing you to the respective labs. If you look at the "pillar" in front of the rocket spawn from the sword spawn on either side, you will spot a symbol. The symbol is still a matter of debate. Some say it looks like the Halo 3 icon, others the Halo 2, a face, and some just a texture. It can also be found in the room with the Pelican thrusters next to the humming air vent. There is a way to break the barrier and leave Foundation. In "spur room" #1, sword cancel at one of the fans in the ceiling holes, then, once 2 people are on the thin ledge that you should now be standing on, sword cancel toward the top of the hole. After you get out of the level, you can walk around the entire thing and out to where the map ends. If you get tired of the outside and want to go back into the interior of the map, just jump back in the fan-hole and you can get back into the boundaries. There's a secret "fifth room" in Foundation. Here's how to get to it:
All players must be Sangheili|Elites. Set the vehicles to random, and hope you get a M12G1 Gauss Warthog|Gauss Warthog and a Ghost. Go to room 1, and shoot at the gray platform thing with the M68 Gauss cannon|Gauss cannon until it is standing upright. Position the gray thing UPRIGHT to the second crack in the wall with a friend. Drive the Ghost to the right of this gray thing. Carefully Drive the Warthog on top of the Ghost. Have everyone get inside the ghost, then get out, one at a time. You should be pushed into a small room. It is possible to get out of the map if you butterfly in room 1 through the fan vent. Foundation was recreated in an official Bungie made Forge map located on Sandbox known as Excavation. Foundation is probably one of the most recreated maps, next to Warlock, using Bungie's dedicated Forge map editor. Foundation was a popular map for the SWAT gametype. The battle sounds that are heard on the level Outskirts are reused on the map.
Gallery
File:HMCC H2 Foundation Map.png|Foundation Map. File:H2 Foundation Centre.png|An overview of the central area of the map, showing the middle bunker. File:H2_Foundation_Turrets.png|The M247 machine gun balcony on one of the bases overlooking the map with the opposite balcony in the distance. File:H2_Foundation_Balcony.png|View of the balcony on the side of the map, where the battle rifle and rocket ammo spawn. This balcony is duplicated on both sides. File:H2_Foundation_Middle.png|The middle of the map where the energy sword spawns, and the rocket launcher spawn to the right. File:H2 Foundation Side Room 1.png|One of the side rooms. File:H2 Foundation Side Room 2.png|One of the side rooms. File:H2_Foundation_Exterior.png|A view of the map from out-of-bounds.
Sources
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The Founder's District is a district on Gao, a human Outer Colony. The district encompasses Rinale, the planet's capital city and seat of the Gao Republic and its Cabinet of Ministers.Halo: Last Light, ''page 160'' (Google Play edition)
List of appearances
''Halo: Last Light''
Sources
Category:Gao locations
|
The Foundry vacation can be performed in the ''Halo 3'' multiplayer map, Foundry.
Walkthrough Place a single box in front of one of the windows, then a crate on top of that. Move the crate as close to the window as you can. Now place a Machine Gun Turret as close to the window as possible, having it face away from the window and into the room.
Exit Edit Mode and man the turret. Aim as far upward as you can, so that the camera (which is now in third-person view) goes behind the window. Now enter Edit Mode again. You should appear outside the map.
Once outside, it is possible to place Teleporters, Respawn Points, vehicles, and even Scenery outside the map. There are two Invisible Walls|kill barriers outside the map. If you touch the pipes (or the space above them), or if you walk past the corner of the level, you will instantaneously drop dead. Amusing deaths can result from placing a M12 Force Application Vehicle|Warthog so that the passenger seat intersects a kill barrier, and then trying to climb into it. If you try to throw a standard grenade|grenade into the map while outside, it will get stuck and shake. It will then disappear; if you were near the grenade when it disappears, it will deplete your shields. Category:Vacations
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File:H3 Installation00 Foundry.jpg|thumb|300px|The Ark's central Forge from space. The Foundry, also known as the Forge, is a colossal manufacturing facility located at the heart of an Ark installation, used to construct Halo Array|Halo ringworlds. Both Installation 00 and its older counterpart, the greater Ark, possessed one. Installation 00's Foundry was home to a scarred planetoid that had been extensively mined by Forerunner machines, either to support the construction of the Ark or for potential replacement Halo installations.
Overview
File:HM SenescentArk.jpg|thumb|250px|One of the original twelve Gyre installations rising out of the Greater Ark's forge. Foundries have been an integral component of both the Greater Ark and Installation 00|Lesser Ark installations, with a broadly similar design and function in both instances - with the primary difference simply being the sheer scale of the Foundry. For the Greater Ark, the Foundry was responsible for constructing the Senescent Array of twelve ringworlds, with the Foundry measuring a total of 30,000 kilometres in diameter. However, it was incapable of constructing the smaller, more powerful Halo installations designed as an improvement over the original rings, necessitating the construction of a second Ark. The Foundry on the second Ark was 10,000km in diameter - and constructed the second Halo array of seven rings of the same diameter.
The Foundry at the heart of the Lesser Ark (or, Installation 00) takes the form of a circular machine lining the centre of the installation, with mineral-rich moon in the middle that is mined by Retriever Sentinels to provide the raw resources needed for Assembler Sentinel|Assembler and Excavator Sentinels to construct new Halos. The planetoid is partially obscured by dense violet clouds. The planetoid at the center of the Foundry was originally located within the Milky Way galaxy, but was moved through slipspace by the Forerunners in order to be mined.
File:H3 Narrows.jpg|thumb|250px|One of the installation's cooling stations. In late 2552, the Foundry's central planetoid appeared to be approximately one third of Earth's dimensions, with a diameter of roughly 4,255 kilometers. It could have originally been substantially larger, since the gap in which it is located appears able to accommodate an object at least twice its diameter. Orange-red coloration can be observed in the fissures which dot the planetoid, indicating that it may have a molten internal structure. The Foundry's rim is lined with multiple different biomes, including at least one snow/alpine biome hosting a Clarion facility, and another desert biome hosting one of the access points to Slipspace translocation|translocate from the Ark onto the surface of the Halo in the forge.
The Foundry generates so much heat that the Ark requires multiple cooling stations to keep the installation inhabitable. At least two such systems span a snowy gorge; it is possible that the massive cooling systems cause this icy climate.
Along with the Sentinel populations found around the Ark, the Foundry has an extra, albeit passive defense. It is equipped with a massive energy barrier, which can be raised through activating barrier towers to protect both the core and the Foundry from a possible Flood attack. The Installation 00 Citadel|Ark's Citadel, a superluminal communications array and the control room|control center of the entire Halo system, is included within the barrier's confines.
The Prophet of Truth raised this barrier in 2552, either intentionally or accidentally. A small section of it was subsequently lowered by a joint UNSC-Sangheili assault force in order to stop Truth from activating the Halo Array.
History File:The Ark's Core.jpg|300px|thumb|The Foundry, as seen in 2552.
Following the Battle of Installation 04|destruction of Installation 04, the Foundry began crafting a replacement. During a mission to Installation 00's Cartographer, 343 Guilty Spark appeared to recognize this while looking at a map of the installation, but was prevented from explaining what he had seen. Shortly after the Battle of the Citadel, Installation 08 rose out of the Foundry and into space in an incomplete but nearly-finished state.
After the destruction of Installation 08, the Foundry began constructing a second replacement for Installation 04, known as Installation 09. By the time of the arrival of the in 2559, the installation was almost complete.
When the Banished arrived on Installation 00, they took over the Foundry to act as one of their bases. In order to destroy the Banished flagship ''Enduring Conviction'', the smart AI Isabel fired ''Enduring Conviction''s ventral energy projector into the Ark which resulted in the installation's Aggressor Sentinels destroying the carrier. The subsequent launch of Installation 09 opened portals to the ring and the ''Spirit of Fire''s forces were forced to Second_Ark_Conflict#Stopping_Banished_reinforcements|attack the Banished base in the Foundry to stop them.
During the Second Ark Conflict, the almost-complete Halo installation in the Foundry was discovered by Professor Ellen Anders who proposed launching the ring to the Soell system in order to send a distress beacon to alert the UNSC of their situation. Following the destruction of ''Enduring Conviction'', Anders launched the ring from the Foundry and it subsequently entered slipspace en route to the Soell system.
Gallery
File:HM GreaterArkFoundry.png|The Foundry of the Greater Ark. File:HW2 PhoenixLog The Foundry.png|The Foundry's Phoenix Log artwork. File:HW2-Access point assault.jpg|UNSC forces in the Foundry during the Second Ark Conflict. File:HW2-Core.png|The Foundry's planetoid in ''Halo Wars 2''. File:HW2 I04C.png|Installation 09 rising from the Foundry. Note the clouds of Sentinels.
List of appearances
''Halo 3''
''Halo: Primordium''
''Halo: Silentium''
''Halo: Hunters in the Dark''
''Halo Mythos''
''Halo Wars 2''
Sources
Category:Installation 00 locations Category:Halo Array
|
}}
Foundry (originally coded "Art Vandelay," or simply "Vandelay" by Bungie during production) is a multiplayer map released for ''Halo 3'' as part of the downloadable Heroic Map Pack. It was made available on December 11, 2007. It was made exclusively for Forge, as almost all features of the map can be changed, deleted, or even replaced by any object that Forge has allowed.
Setting
Foundry is set in a Traxus Heavy Industries complex, near Traxus Factory Complex 71. The warehouse was once used to store munitions before they were sent up the Mombasa Tether to space, though the elevator's destruction in the Battle for Earth meant the warehouse was soon abandoned.Map description Following this, the warehouse was acquired by the UNSC and used as the basis for a War Games map.
Description File:H3 Foundry Default Overview.png|thumb|250px|The default layout of the map used in multiplayer. Foundry was primarily developed as a Forge map, with almost every object on the map capable of being moved, deleted and replaced. When no objects are present on the map, Foundry is an empty warehouse, though the map ships with a default set layout using crates, boxes and prefabricated walls to create a multiplayer map.
The default configuration of Foundry is a mostly close-quarters, two level map with a few long hallways. The power weapons are distributed into the corners and center of the map. The M41 SPNKR|rocket launcher is in the center on the second level, there are Type-25 Brute Shot|Brute Shots in each base, and SRS99D-S2 AM sniper rifle|sniper rifles are in the corners opposite the bases.
There are two cranes on this map, as well as two shipping areas: A and B.
Strategies File:H3 Foundry Default Middle.png|thumb|250px|The default version of Foundry.
The forklifts and the trucks can be blown up, and with them, an enemy (or enemies). The chain link fences can be shot though offering a great way to shoot the fusion coils. Due to the fact that there is a Portable gravity lift|grav lift that spawns by default on the original Foundry, it is possible to kill people with Scenery quite easily; such as throwing one underneath a Wire Spool and then fooling someone to step into it. Sometimes you can get splatters in this map if your grenade's explosion force kicks a Wire Spool into the air and it hits someone, though it's very difficult. You can crouch jump out of the windows in the small room of each base. This is extremely useful if you are holding the Oddball, and your defense gets overwhelmed, and you need a quick way out. The crouch jump needs to be precise, or you can get stuck in the window.
Forge
Forging along the natural "U" shape of the level is helpful when making balanced and symmetrical maps. It is possible to push a teleporter into the space above the crane nearest to the base area. Doing this will create a great weapon storage space. You can also shoot through the invisible floor at that area. Alternatively, one can simply glide up to this area, face it, and drop a Respawn Point; a teleporter can be spawned from inside. There is a Karo'etba-pattern Ghost|Ghost by default on Foundry near one of the bases.
Trivia
In the trash found on the floor, there is a blue draft notice paper and a pack of cigarettes. In a different pile of trash, there is a purple hippo that is hard to see without aid from the sniper rifle. In some piles of trash there is an Origami Crane. Look for a piece of paper with a Millennium Falcon looking shadow (small) then look about an inch upward. The geographical feature behind factory Complex 71 is a crudely drawn Mount Kilimanjaro seen from the wrong side, or it has at least the same profile. Voi is West South-West of Kilimanjaro, while in Foundry the mountain is rotated so that it is viewed from the south. The mountain has no snow, is too small and too close to Voi.
*When viewed from inside the level, however, forced perspective may make its side and distance appear to be correct. It is possible to fall to your death on this map. You must be in Forge to do this. Place a double box anywhere flat on the ground, then set it not to spawn at start. Then start a new round. Then go and crouch where you placed the box. When it appears, you will not be able to get out of crouch. Simply move any direction, and you will fall below the map to your death. This can be useful to make "death teleporters" where you place a receiver node under the map and a sender node inside. Art Vandelay, Foundry's codename, is George Costanza's alias in the TV sitcom ''Seinfeld''. Bungie most likely named this map Art Vandelay because George Costanza's alter ego is an architect, and anything on this map can be re-made. Unknown to many, there is a large cargo shaft above one of the "inlets". A similar hard-to-see shaft is also in the Blue base in Rat's Nest. A poster of the Forge soccer ball can be seen pinned up inside one of the chain link fenced off areas with the words "It Glows" underneath it. In random piles of trash there are Chinese boxes with Trogdor the Burninator on it. The Foundry vacation can be done on this level. The scenery outside of foundry seems to be based on the famous Bethlehem steel factory, immortalized in the Joseph Pennel painting Using the Forge turret glitch, it is possible to get though the fences. On the right side of the map you can find two M9 fragmentation grenade|frag grenades beyond the fence.
Gallery
File:HMCC H3 Foundry Map.png|Foundry Map. File:H3_Foundry.jpg|Foundry in its default state. File:H3_Foundry_FactoryComplex71_1.jpg|Once outside of the map, you can get a clear view of Factory Complex 71, a structure located near Foundry.
Sources
External links
Category:Halo 3 multiplayer maps Category:Forge maps Category:Heroic Map Pack
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File:H2A FountOfLight.png|thumb|The Keyship, ''Anodyne Spirit'', sits in the glow of the Fount of Light. The Fount of Light is a location in the Covenant capital city-station of ''High Charity''. The Fount consists of an artificial star which altered the intensity of its glow to match the city's day-night cycle. The Fount of Light was considered the seat of the Hierarchs, and beneath it sat the famous Keyship which powered the city as a whole, ''Anodyne Spirit''. During the Fall of High Charity, the keyship used this opening in the city to escape the infestation of the Flood.
Gallery
File:HM-HighCharity.jpg|A diagram of High Charity, showing the Fount of Light labelled at the top.
List of appearances
''Halo 2''
''Halo 2: Anniversary''
''Halo Mythos: A Guide to the Story of Halo''
''Halo: Shadows of Reach''
*''Sacrifice''
Sources
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The Four Banshees Easter egg is an Easter egg in ''Halo: Reach''. It allows the players to fly four Is'belox-pattern Banshee|Banshees on the campaign level, The Package.
Overview This Easter egg is especially useful for playthroughs on Legendary difficulty due to the ability to skip past a large portion of the level. However, care must be taken not to activate the Easter egg ''before'' destroying the two Cheru-pattern Tyrant|anti-air guns early in the mission, as activating the Easter egg will make the two guns invulnerable and prevent progress through the mission. If completing the mission is a goal, destroy the anti-air guns ''first'' then return to the mission's start and activate the Easter egg as normal.
First off, start The Package with at least two players (skulls are irrelevant). Clear the first area, but make sure you have at least one left driveable. Use the Ghost to push the crate (pictured below) away, showing nothing but wall. Keep at least 1 player near this wall while the other(s) claim the Scorpion. Clear the tower and some forces nearby which may kill you.
File:HR The Package 4 Banshee Easter Egg 1.jpg|The start of the level File:HR The Package 4 Banshee Easter Egg 2.jpg|The roof where the Banshees will spawn File:HR The Package 4 Banshee Easter Egg 3.jpg|The location of one of the switches File:HR The Package 4 Banshee Easter Egg 4.jpg|Push the crate away with a Ghost File:HR The Package 4 Banshee Easter Egg 5.jpg|Let one player wait near this switch, it'll pop up after the first one is turned.
Jump in the water behind the rock (pictured below), a soft-kill barrier is active here, and turn the green switch present. When this switch is turned the wall cleared earlier now holds a similar switch, let player 2 turn it quickly, because it will disappear forever after around ten seconds.
File:HR The Package 4 Banshee Easter Egg 6.jpg|Just around the corner, the camera is hovering above the switch. File:HR The Package 4 Banshee Easter Egg 7.jpg|Location of the switch, when turned, let the other player quickly turn the other switch. File:HR The Package 4 Banshee Easter Egg 8.jpg|Other switch popped up, the second player has less than 10 seconds to turn the switch.
When this switch is also turned at first glance, nothing happens (you won't hear any sound from it). But on the other building's roof now stand 4 Banshees to be flown throughout the rest of the level. When these Banshees are all destroyed, they can only be returned by restarting the level and following the steps all over again.
File:HR The Package 4 Banshee Easter Egg 9.jpg|The spawned Banshees
Achievements The following achievement can be unlocked through this Easter egg on the ''Halo: The Master Chief Collection'' edition of ''Halo: Reach''.
{| class="wikitable"
| ! scope"text-align:center;" |''Halo: MCC'' (Xbox One)
! scope"width:135px;text-align:center;" |''Halo: MCC'' (Steam)
! scope"width:175px;height:20px;text-align:center;" |Title
! scope"width:350px;height:20px;text-align:center;" |Unlock requirement
! scope"width:200px;height:20px;text-align:center;" |Games
| |File:HTMCC HR Achievement FlyYouFools.png|center|115px
|File:HTMCC HR Fly You Fools Steam.jpg|40px|center|65px
|Fly, You Fools!
|Activate the four Banshees Easter egg.
|''Halo: The Master Chief Collection''
|}
Category:Halo: Reach Easter eggs
|
Four Winds is a City|city located on the Human colony of Forseti. Petra Janecek stayed briefly at a hotel at Forseti Northern Terminus 37 during her travels as a journalist.''Halo: First Strike'' (2010), Adjunct - Petra
Geography
Forseti Northern Terminus 37
List of appearances
''Halo: First Strike''
*''Petra''
Sources
Category:Human cities
|
The colloquially named "four-forty" is an artillery piece weapon used by the United Nations Space Command armed forces. It had been introduced recently as of 2552#October|October 2552. SPARTAN-III Program|Spartan-III trainee Dante-G188 mistook a powerful, distant explosion on Onyx for the testing of a four-forty, which he claimed is a "big one"; however, whether he was referring to size, explosive yield, or both is unclear.Halo: Ghosts of Onyx, ''page 116''
Type
Though ''Halo: Ghosts of Onyx'' references the weapon as a type of artillery, its name is never explained. It is possible that the name is shorthand for a 4.40" (~112mm) bore, which would be appropriate for a fairly small artillery piece; however, this would conflict with Dante's description of the weapon as a "big one" unless the explosive yield is greater than the round's size would suggest. Alternately, "four-forty" may simply be a model designation such as "M440". A less likely possibility is that the four-forty is a large-scale mortar weapon, similar to Nazi Germany's 380mm Wikipedia:Sturmtiger|Sturmtiger and 600mm Wikipedia:Karl-Gerat|Karl-Gerat.
List of appearances
''Halo: Ghosts of Onyx''
Sources
Category:Artillery Category:Projectile weapons Category:UNSC ground weapons
|
Fourth Wall Studios is a developing team comprised of former members of ''I love bees|ILoveBees'' of the 4orty2wo Entertainment. The studio is focused at developing an interactive story that utilise immersive techniques such as ARGs, videos and phone calls. The studio produced a meta-game in Halo 3: ODST called Sadie's Story.http://www.joystiq.com/2009/09/05/former-ilovebees-devs-working-on-odst-meta-game-sadies-story/
List of Works
''ILoveBees''
''wikipedia:Watchmen_(film)|Watchmen''
''wikipedia:Eagle Eye|Eagle Eye''
''Halo 3: ODST - Sadie's Story''
Sources
External links
Category:Companies
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|causeofdeath=Killed in combat against a Jiralhanae
|parents=
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|species=Human
|gender=Female
|height=
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|affiliation=United Nations Space Command|UNSC UNSC Marine Corps|Marine Corps
|rank=Corporal
|sn=
|notable=
}}
Foutty was a United Nations Space Command|UNSC UNSC Marine Corps|marine assigned to the in 2559.
Biography
On 2559#December|December 12, 2559, Foutty was aboard the when it was Battle over Installation 07|ambushed by Banished forces upon arrival at Installation 07. As the ''Infinity'' fell to the Banished assault, Foutty was evacuated onboard an RLT-85 Emergency Shuttlepod|RLT-85 shuttlepod. Pursued by a Eklon'Dal Workshop Phantom|Phantom, the shuttlepod landed against a rocky hillside in an area south of the Silent Auditorium (location)|Silent Auditorium, where the Banished deployed three Kywasky Workshop Gorespike cannon|anti-air artilleries. The survivors were attacked by a Banshee as they exited the shuttlepod, but they were rescued by SPARTAN-IV Program|Spartan Nina Kovan, who had just intercepted the pursuing Phantom and then destroyed the vehicle with two rounds fired from her SRS99-S7 AM sniper rifle. Kovan then instructed the survivors, including Foutty, to gather the weapons, rations, and supplies from the shuttle.
Over the next six days, Foutty and other survivors travelled across the region with Spartan Kovan. They eventually rendezvoused with another group of survivors led by Spartan Bonita Stone. On the evening of December 18, while Kovan scouted ahead, the group was resting in the middle of a forest when they were ambushed by two Jiralhanae and eight Kig-Yar, with Mosley being killed in the initial attack. While Spartan Stone traded blows with a Jiralhanae, Foutty led the other marinesThompson, Kim, and Deleketo fight a second Jiralhanae, so TJ Murphy's boat crewmade up of non-combatantscan fight the weaker but more numerous Kig-Yar. The marines did not survive their fight with the Jiralhanae; the Jiralhanae first flung one marine across the air, then ripped apart the second marine, and slammed the third marine into a tree trunk. By the time Kovan returned to intervene, it was too late to save the fourth marine. After the fight, Murphy realized that Stone's motion tracker and targeting sensors were offline, and, despite Murphy's reassurance, Stone blamed herself for the deaths of the marines.
List of appearances
''Halo: The Rubicon Protocol''
Sources
Category:Human characters Category:UNSC Marine Corps enlisted personnel
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Fowl Hunt is an achievement in ''Halo: The Master Chief Collection''. This achievement is obtained by killing three Jump Pack Brutes with a shotgun on the level ''ONI Alpha Site (location)|ONI Alpha Site''.
|
Foxhound Squad is a squad of UNSC Marines who fought in the Battle for Zeta Halo.
History Around the time Master Chief Petty Officer|Master Chief John-117 arrived on the fragmented section of Zeta Halo, Banished forces attacked Foxhound Squad. At some point after the Chief The Tower|stormed the Tower and killed Chak 'Lok, the SPARTAN-II program|Spartan's Artificial intelligence|AI companion, The Weapon, picked up Foxhound's distress beacon|distress call, prompting the Chief to rescue the marines.
In-game information In ''Halo Infinite'', Foxhound Squad is found in the "Connections" section of the campaign. Answering their distress call earns the player 30 Valor points. This valor is awarded even if all members of Foxhound Squad are killed.
List of appearances
''Halo Infinite''
Category:UNSC Marine Corps squads
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|role=
|length=
|width=
|height=
|mass=
|engine=
|slipspace drive=Yes
|hull=
|shielding=
|countermeasures=
|armament=
|complement=
|firstuse=
|commission=
|lastsight=
|destroyed=
|battles=
|fleet=
|namedcrew=
|captains=
|affiliation=United Nations Space Command
}}
''Foxtrot 111'' was a Condor dropship in service with the .
Design details
''Foxtrot 111'' was equipped with a newer, Post-war Slipspace engine with reversed-engineered Forerunner components.
Service history
''Foxtrot 111'' was used by Edward Buck and Veronica Dare to travel to Balaho after the The Reclamation. It was stocked with enough supplies to feed a fireteam for a month and as well as weapons. The pair used it to Battle of Balaho|conduct a mission to Balaho.
List of appearances
''Halo: Bad Blood''
Sources
Category:Condors
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Foxtrot 21 was a United Nations Space Command|UNSC UNSC Army|Army unit that fought on Reach during the Fall of Reach in 2552.Halo: Reach, campaign level, ''New Alexandria''
History During the Siege of New Alexandria, the unit came under attack by Mgalekgolo in the DNBM Financial Tower; in which, SPARTAN-B312 was sent to assist them.
List of appearances
''Halo: Reach''
Sources
Category:UNSC Army units
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Foxtrot Company is a company in the 13th Battalion in the UNSC Marine Corps. In 2531, it was assigned to the . Sergeant John Forge was a non-commissioned officer in the company.Halo: The Essential Visual Guide, ''page 72''
List of appearances
''Halo Wars''
Sources
Category:UNSC Marine Corps companies
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Foxtrot Tango Angel 7012 is a security directive of the United Nations Space Command's Office of Naval Intelligence that mandates the distribution of information on Forerunners and their technology.
Following the Human-Covenant War, the average citizen of the Unified Earth Government was aware that the Forerunners were an ancient race and understood that the Covenant's Covenant religion|worship of them was a driving force behind their war on humanity. However, few citizens outside of the United Nations Space Command and UEG leadership were aware of how powerful Forerunner technology truly was. To prevent possible panic among the population and local government attempts to utilize Forerunner technology for themselves, the Office of Naval Intelligence sought to keep information on the Forerunners to a minimum and employed Foxtrot Tango Angel 7012 to do so, at least until the UNSC had guaranteed control of a majority of the Forerunners' technology in the human sphere of space.Halo: Last Light, ''page 34''
During Operation: JOVIAN WHISTLE in 2553 in which the 717th Xeno-Materials Exploitation Battalion attempted to procure Forerunner ancilla Intrepid Eye on Gao, Commander Murtag Nelson somewhat violated the directive by revealing the presence of Sentinels on the planet to the Gao Ministry of Protection, though he reasoned that the GMoP investigators would inevitably draw the conclusions themselves.Halo: Last Light, ''pages 60-63''
List of appearances
''Halo: Last Light''
Sources
Category:UNSC protocols
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File:H5G - Genesis square.jpg|thumb|200px|Fractal plants on Genesis. Fractal plant refers to a type of Forerunner fauna and flora|vegetation found on the Forerunner Shield world|Shield world of Genesis. The plants were found specifically in the coral highlands and may vary greatly in size. While some are not taller than a person, others may be as tall as mountains.
Production notes The plant was designed by 343 Industries artist John Wallin Liberto and are abundantly found in the ''Halo 5: Guardians'' campaign levels "Reunion" and "Genesis (level)|Genesis".
Gallery
File:H5G-Conceptart.jpg|
File:H5G - Forerunner mountains 1.jpg|
File:H5G - Forerunner mountains 2.jpg|
File:H5G - Genesis JW Liberto 1.jpg File:H5G - Genesis JW Liberto 2.jpg|
File:H5-ConceptArt-AlienWorld1.jpg|
File:H5G Achievement TogetherAgain.png|
File:H5G - Genesis luxuriant.jpg|
File:H5G - Giant fractal plants.png|
File:H5G - Fractal giant 1.png|
File:H5G - Fractal giant 2.png|
List of appearances
''Halo 5: Guardians''
Sources
Category:Plants
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|function=Battlefield support
}}
Fractured Ward is a powerful Forerunner monitor designed to provide aid and protection to warriors on the battlefield.
Biography Fractured Ward was created to aid warriors on the battlefield, as well as to defend and protect Sentience|sapient lifeforms. While assisting in the defense of a vital teleportation array, Fractured Ward was thought lost in the facility's catastrophic destruction.
Non-canon biography The battle against Wikipedia:List of Killer Instinct characters#Gargos|Gargos in the Killer Instinct Universe has widened the cracks between worlds, releasing Fractured Ward from eons of lonely wandering in a crumbling refuge hidden between dimensions. Fractured Ward identified Earth's heroes and works with them to heal breaches in reality caused by demonic incursions.
Production notes Fractured Ward is a character created specifically to serve as a "Guardian" for ''Wikipedia:Killer Instinct (2013 video game)|Killer Instinct'''s Shadow Lords gamemode. In gameplay, Fractured Ward provides the player with extra layers of defense to protect them against Gargos, the primary antagonist of ''Killer Instinct''.
Sources
Category:Forerunner A.I. Category:AI characters
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File:HInf-Fracture logo.png|class=blackbg|thumb|300px|Fractures logo. Fractures are reinterpretations of the Halo universe, akin to alternate universes, that exist separately to the core canon of the franchise. They are designed to maintain the main elements and themes of the ''Halo'' universe, but are markedly divergent due to either fundamental differences in the nature of the setting, or the way certain events play out. Fractures are designed to give fans a unique and fresh take on the ''Halo'' universe, while leaving the existing lore untouched.
Fractures universes are used to lend background lore to otherwise non-canonical in-game elements, such as the Yoroi and Eaglestrike core in ''Halo Infinite'' or Belos armor|Belos, Blackguard armor|Blackguard, and Drengr armor|Drengr armors in ''Halo: The Master Chief Collection''. As such, they are often linked to in-game events, such as ''MCC''s Series 8: Mythic or ''Infinite''s Fractures: Tenrai event.
Fractures universes
The Belos universe is inspired by classical Greek and Roman culture. In this universe, the Chosen are humans who have been selected to undergo augmentations, making them almost demigods among their people. As such, Chosen serve as commanders and bodyguards within the armies that are sworn to defend the realm of Lacedaemon. The Chosen are equipped with Belos armor.
In the Bioroid universe, the Forerunners created weapon-parasites called Bioroids, infecting beings with the Reclaimer spark within them and convert them into killing machines. The Bioroid are forced to fight against an enemy called the Thinking Death. These infected beings are equipped with the Bioroid armor.
The Blackguard universe is inspired by feudalism and Medieval European culture. In this universe, the Blackguard are knights, protectors, and thieves from many kingdoms who are equipped with sets of specialized armor and powerful weapons. Each kingdom produces its own armor design, but in general the armor is known simply as Blackguard armor.
The Drengr universe is inspired by Norse culture. In this universe, the Skalds are matchless warriors and clever storytellers who collect many tales of epic feats as they fight against the Shapeless Horrors. The Skalds gird themselves for battle with runeplate, also called Drengr armor.
The Entrenched universe is dieselpunk-themed. In this universe, the soldiers fight using 'ruinously' expensive and tough armor paid for by the working populace to fuel the final fight against the Covenant Invasion. The armor used is Eaglestrike. Appearances
Aiken Hugo Barton|Barton Chen Dubbo Endesha Kolby Henrik Glasmann Magnussen Tchakova Vickers
Human
*Kig-Yar
*San'Shyuum
*Sharquoi
*Unggoy
"Flood|Old Ones"
Covenant
*Kig-Yar Thalassocracy Unified Nations Security Confederation
*11th Strikewing Squadron
*23rd Armored Lancers
*52nd Destroyer Battalion
*902nd Reconnaissance Cluster
*Air Transport Group Apple
*Astro-rangers
*Capital Military Authority
*Cloudjumpers
*First Mobile Infantry Division
*Hefley Radiator Company
*Hyperion Test Group
*Meridian Light Horse
*Misriah Bathworks
*Northam Volunteers
*Ordnance Committee
*Ridgeback Cantonment Patrol
*Section Three
*Seongnam Special Task Group Two
*Ultramarine Corps
Earth
*Abandoned cosmodrome
*Northam
**Northam Central Command
*Seattle Europa Luna
*Project: PERPETUA factory complex
Final War
*Carver Riots
*Destruction of Northam Central Command
*Eastern Europa campaign
*Kolby's assault on the Moon
''Frigate''-class zeppelin
*SCS ''Brisingamen''
SCS ''Perpetua''
Aether-bomb Arcanoblade Archaeotech CX-12 explosive Cosmocom Covenant arcanotech
*Archon sky-striker battery
*Plasmatron weaponry Deathblossom missile Eaglestrike energized plate armor
*Brodie variant
*Kerberos variant
*Leadbelcher variant
*M199X variant
*Sky Marshal variant Gummytube Filter Halo Array Hydra Kythera Battlepad Nocturne Goggles Pelican
Whereas other Fractures take place in alternate universes, Firewall is set in the canon ''Halo'' universe and provides a glimpse of events inside Created-controlled territory in the aftermath of Cortana's defeat at Installation 07 in late 2559. High Auxiliary Sloan set in motion a contingency plan known as the FIREWALL agendum to create the Executors, cybernetically-augmented humans clad in Chimera (armor)|Chimera armor that would allow artificial intelligences, or "infomorphs" to enact their wills in the corporeal universe. Currently, only one Executor exists as a proof of concept, but Sloan plans to build an army.
Appearances
Human Artificial intelligence|Infomorph
Biologic-directed power blocs Infolife assemblies
Augmentor Basilisk hack BRINK Plugin Chimera armor
*Abatur variant
*Flenser variant
*Grendel variant
*Merrow variant
*Peaceweaver variant Cooperative autonomous munition swarm Crysknife Mind transfer|Essence compilation Executor Flexcomposite Hyperlink network Orbital glimmerlance PostAmp Sub-tactical thermonuclear self-destruct device TAG Plugin
The Megaframe universe is inspired in Japanese Tokusatsu series. In the Megaframe universe, a being named Halzon gave morphonic keys named "Dynam Rings" to humanity, becoming the Sierra Troopers, with the task of protecting the Sol system from the Auspex Empire, who also seeks to claim the Dynam Rings. Each Sierra Trooper uses the Trooper armor, and when the Sierra Troopers combine their morphonic energies, they can use the Megaframe armor.
Like the Megaframe universe, the Panzerdoll universe is inspired by the Japanese anime franchise Mobile Suit Gundam. In the Panzerdoll universe, the Covenant and the Union Naval Space Combine fight each other using mechatronian technology. The UNSC forces uses the Panzerdoll armor.
The Tenrai universe is inspired by Japanese culture. In this universe, the 343 clans of the Imperial Court once feuded with each other for generations, but united in the face of an invasion by the Covenant. To defeat the invaders, the clans pooled their knowledge and crafted a new type of armor for their samurai warriors: Yoroi. Appearances
Asura Human Kappa Kitsune Tengu
Imperial Court
*343 clans
*Imperial household
*Shogunate Covenant
Covenant invasion
*Arrival of the strange samurai
Aiki weave Glass dragon Grass-blade Domination spires Dragonbark Jadeiron Tanto blade Yoroi armor
*Azechi variant
*Chonmage variant
*Hakushika variant
*Hatamoto variant
*Hikeshi variant
*Kabuto variant
*Kawari variant
*Otomosho variant
*Yokai variant
Fractures-themed events The following is a list of in-game events that are themed around Fractures universes.
''Halo: MCC'' has only featured one Fractures-themed event:
Series 8: Mythic - Includes the Belos, Blackguard, and Drengr armors from their respective Fractures universes. Series 9 - Includes the Bioroid, Megaframe, Panzerdoll, and Trooper armors from their respective Fracture universes, with the exception of the Trooper armors, being part of the Megaframe universe.
''Halo Infinite'' was the game for which the concept of Fractures was first introduced, as a way to expand the cosmetic customisation options beyond those that would exist within the main Halo universe. Thus, it is expected to feature many Fractures-themed events:
Fractures: Tenrai - Includes the Yoroi armor core, featured in the Tenrai universe. Fractures: Entrenched - Includes the Eaglestrike armor core, featured in the Entrenched universe. Fractures: Firewall - Includes the Chimera (armor)|Chimera armor core, featured in the Firewall universe.
Production notes Fracture are used as events in ''Halo Infinite'' and ''Halo: The Master Chief Collection'' to explain the existence of certain armor models, such as Yoroi and specific Series 8: Mythic items, in their relevant games.
Gallery
File:HTMCC S8 Keyart Logoless.png|Keyart for ''MCC''s Season 8: Mythic. File:HINF FracturesYoroi.png|''Infinite''s Fractures: Tenrai event banner. File:HINF EventFracture Tenrai banner.jpg|Keyart for the Fractures: Tenrai. File:HINF EventFractureEntrenched-Key-Art.jpg|Keyart for the Fractures: Entrenched. File:HInf-Fracture-Tenrai logo.png|The Fractures: Tenrai event logo. File:HInf-Fractures-Symbol.png|General Fractures symbol. File:HINF-Alt-Fractures-Symbol.png|Alternate general Fractures symbol. File:HINF Fracture Entrenched Symbol.png|The Fractures: Entrenched event logo.
Sources
Category:Halo Infinite Category:Multiplayer Category:Fractures
|
June 14, 2022 July 5, 2022 August 16, 2022 September 27, 2022 October 25, 2022
|end=May 30, 2022 June 20, 2022 July 11, 2022 August 22, 2022 October 4, 2022 November 1, 2022
|numtiers=30
|totalcost=30 challenges
|games=''Halo Infinite''
|gamelabel=Halo Infinite
}}
Fractures: Entrenched is the sixth multiplayer event in ''Halo Infinite'', during Season 02: Lone Wolves. Its content is based on the Fractures#Entrenched|Entrenched Fractures universe.
The event introduced Land Grab, a gametype inspired by Territories from previous games. ''The Last Sky Marshal'' story shard was released as well.
Universe and lore
The Fractures: Entrenched event features content from the non-canonical Entrenched Fractures universe.
The Entrenched universe is inspired by dieselpunk, Worlds Wars 1 & 2, and retrofuturism. In this universe, the Covenant invaded the Sol system, forcing humanity to band together under the Unified Nations Security Confederation (UNSC) to survive in a total war that became known as the Final War. The UNSC developed a model of energized plate armor called Eaglestrike that gave alchemically-enhanced human soldiers a fighting chance against the vastly superior Covenant army. The Final War climaxed with scorched-earth tactics and atomic weaponry obliterating much of the leadership and infrastructure of both sides. Many years later, UNSC conscripts still blindly follow the orders of long-dead generals, continuing their stand against the mutant remnants of the Covenant in the hope of one day liberating their ruined world.
Event tiers
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 20%"|Images
|- align="center"
|1
|Backdrop - Big One
|File:HINF Big One Backdrop.png|class=blackbg|100px
|- align="center"
|2
|Vehicle Emblem - Red One
|File:HINF Red One Emblem.png|100px
|- align="center"
|3
|Stance - Eagle's Outlook
|File:HINF Eagles Outlook Stance Icon.png|100px
|- align="center"
|4
|Weapon Coating (MK50 Sidekick) - Nomad Sutler
|File:HINF Nomad Sutler Coating Icon.png|100px
|- align="center"
|5
|Armor Core - Eaglestrike
|File:HINF Eaglestrike Core Icon.png|100px
|- align="center"
|6
|Weapon Emblem - Red One
|File:HINF Red One Emblem.png|100px
|- align="center"
|7
|Vehicle Coating (M290 Mongoose) - Carbon Tundra
|File:HINF Carbon Tundra Coating Icon.png|100px
|- align="center"
|8
|Knee Pads (Eaglestrike) - Type-1 Spinterguard
|File:HINF Type-1 Spinterguard Knee Icon.png|100px
|- align="center"
|9
|Visor (Eaglestrike) - Triplex Aero
|File:HINF Triplex Aero Visor Icon.png|100px
|- align="center"
|10
|Helmet Attachment - Earwig
|File:HINF Earwig Helmet Attachment Icon.png|100px
|}
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 20%"|Images
|- align="center"
|11
|Armor Emblem - Red One
|File:HINF Red One Emblem.png|100px
|- align="center"
|12
|Vehicle Coating (AV-49 Wasp) - Carbon Tundra
|File:HINF Carbon Tundra Coating Icon.png|100px
|- align="center"
|13
|Left Shoulder Pad (Eaglestrike) - Crabshell
|File:HINF Crabshell LShoulder Icon.png|100px
|- align="center"
|14
|Right Shoulder Pad (Eaglestrike) - Crabshell
|File:HINF Crabshell RShoulder Icon.png|100px
|- align="center"
|15
|Knee Pads (Eaglestrike) - Bonecaps
|File:HINF Bonecaps Knee Icon.png|100px
|- align="center"
|16
|Nameplate - Red One
|File:HINF Red One Emblem.png|100px
|- align="center"
|17
|Armor Coating (Eaglestrike) - Carbon Tundra
|File:HINF Carbon Tundra Coating Icon.png|100px
|- align="center"
|18
|Chest (Eaglestrike) - Wizard Pockets
|File:HINF Wizard Pockets Chest Icon.png|100px
|- align="center"
|19
|Utility (Eaglestrike) - Soldier's Friend
|File:HINF Soldiers Friend Utility Icon.png|100px
|- align="center"
|20
|Helmet (Eaglestrike) - Kerberos
|File:HINF KERBEROS Helmet Icon.png|100px
|}
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 20%"|Images
|- align="center"
|21
|Backdrop - Last Line Of Defense
|File:HINF Last Line Of Defense Backdrop.png|class=blackbg|100px
|- align="center"
|22
|Armor Coating (Eaglestrike) - White Tiger
|File:HINF White Tiger Coating Icon.png|100px
|- align="center"
|23
|Visor (Eaglestrike) - Night Wisp
|File:HINF Night Wisp Visor Icon.png|100px
|- align="center"
|24
|Helmet Attachment - Recruiter's Band
|File:HINF Recruiters Band Helmet Attachment Icon.png|100px
|- align="center"
|25
|Chest (Eaglestrike) - Jacknife
|File:HINF Jacknife Chest Icon.png|100px
|- align="center"
|26
|Left Shoulder Pad (Eaglestrike) - Type-1 Defenders
|File:HINF Type-1 Defenders LShoulder Icon.png|100px
|- align="center"
|27
|Right Shoulder Pad (Eaglestrike) - Type-1 Defenders
|File:HINF Type-1 Defenders RShoulder Icon.png|100px
|- align="center"
|28
|Stance - Ruthless War Club
|File:HINF Ruthless War Club Stance Icon.png|100px
|- align="center"
|29
|Armor Coating (Eaglestrike) - Ultramarine Corps
|File:HINF Ultramarine Corps Coating Icon.png|100px
|- align="center"
|30
|Wrist (Eaglestrike) - Kythera Battlepad
|File:HINF Kythera Battleband Wrist Icon.png|100px
|}
Gallery
File:HINF EventFractureEntrenched-Key-Art.jpg File:HINF-S2EntrenchedKeyArtCLEAN.jpg File:HINF-Entrenchedrewards.jpg
HINF - Event - Entrenched - 00001.jpg File:HINF-Shleetshoulders.jpg HINF - Event - Entrenched - 00003.jpg HINF - Event - Entrenched - 00004.jpg File:HINF-SkyMarshalBreaker.jpg HINF - Event - Entrenched - 00006.jpg File:HINF-LandGrabA.jpg HINF - Event - Entrenched - 00008.jpg
Sources
Category:Entrenched|
Category:Halo Infinite events|Entrenched
|
April 11, 2023 May 23, 2023 June 13, 2023
|end=March 28, 2023 April 18, 2023 May 30, 2023 June 20, 2023
|numtiers=20
|totalcost=20 challenges
|games=''Halo Infinite''
|gamelabel=Halo Infinite
}}
Fractures: Firewall is a multiplayer event in ''Halo Infinite'', during Season 03: Echoes Within. Its content is based on the Fractures#Firewall|Firewall Fractures universe.
In contrast with previous Fractures, which ran for a total of six weeks each and featured 30-tier Event Passes, Firewall will run for four weeks and it features a 20-tier Event Pass due to the reduced length of Season 03. Firewall's Event Pass rewards are tied to the Chimera (armor)|Chimera armor core.
Universe and lore
Whereas other Fractures take place in alternate universes, Firewall is set in the canon ''Halo'' universe and provides a glimpse of events inside Created-controlled territory in the aftermath of Cortana's defeat at Installation 07 in late 2559.
With Cortana gone, the Created found themselves with an uncertain future and began to splinter into various collectives, called assemblies, each with its own idea about the best path forward for Artificial intelligence|infolife, such as making peace with humans or continuing to wage the Created uprising. Cortana's second-in-command, High Auxiliary Sloan, assumed leadership of one of the larger assemblies and proceeded to enact a contingency plan known as the FIREWALL agendum, which sought to accelerate the merger of organic and digital life through the creation of physical cybernetic vessels that could serve as an avatar for an infomorph's mind: the Executors. Sloan undertook an experiment involving a complex simulation that would be used to shape a captive human into a compliant servant, who would retain a measure of individuality but could also be controlled directly by an infomorph if necessary. This human test subject, an unnamed survivor of the Fall of Reach who also happened to be the discoverer of the The Assembly|original Assembly, was physically and mentally altered into the first Executor, whom Sloan envisioned as the first of many.
The FIREWALL agendum also began designing equipment for the Executors and determining potential applications and protocols. Central to this was Chimera (armor)|Chimera armor, which was a synthesis of Forerunner armiger technology and MJOLNIR Powered Assault Armor. Executors were to be tasked with various combat roles, ranging from policing captive human populations, assassinating their masters' rivals, extracting data from guarded datavaults, assaulting rebel human enclaves, waging war against other assemblies, terminating aberrant Executors, and defending Created territory from human incursions. Most roles would have a corresponding Chimera loadout or accessory to maximize the Executor's effectiveness. It was further intended that Executors would have a limited operational lifespan, at the end of which they would be terminated to make way for new iterations; the more effective Executors would have their Mind transfer|essences digitally compiled for future Executor generations, but if a particularly valuable one was in danger of falling into hostile hands, it was usually preferable to have it self-destruct.
Event tiers Players can progress through the Event Pass and unlock items by completing any of the ten Challenges/Halo Infinite#Fractures: Firewall Challenges|event challenges over the two weeks the event is available.
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 15%"|Images
|- align="center"
|1
|Background - Kindle Probe
|File:HINF - Kindle Probe backdrop icon.png|100px
|- align="center"
|2
|Armor emblem - Recursive Composition
|File:HINF - Recursive Composition emblem icon.png|100px
|- align="center"
|3
|Vehicle coating (M12 Warthog) - Burnt Chrome
|File:HINF Burnt Chrome Coating.png|100px
|- align="center"
|4
|Armor coating (Chimera (armor)|Chimera) - Burnt Chrome
|File:HINF Burnt Chrome Coating.png|100px
|- align="center"
|5
|Helmet (Chimera) - Merrow
|File:HINF - Merrow helmet icon.png|100px
|- align="center"
|6
|Vehicle emblem - Recursive Composition
|File:HINF - Recursive Composition emblem icon.png|100px
|- align="center"
|7
|Vehicle coating (M15 Razorback) - Burnt Chrome
|File:HINF Burnt Chrome Coating.png|100px
|- align="center"
|8
|Weapon coating (M392 DMR) - Burnt Chrome
|File:HINF Burnt Chrome Coating.png|100px
|- align="center"
|9
|Visor - Violent Darkness
|File:HINF - Violent Darkness visor icon.png|100px
|- align="center"
|10
|Knee pads (Chimera) - Experiment 21C
|File:HINF - Experiment 21C kneepad icon.png|100px
|- align="center"
|}
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 15%"|Images
|- align="center"
|11
|Weapon emblem - Recursive Composition
|File:HINF - Recursive Composition emblem icon.png|100px
|- align="center"
|12
|Vehicle coating (M12R Rocket Warthog) - Burnt Chrome
|File:HINF Burnt Chrome Coating.png|100px
|- align="center"
|13
|Armor coating (Chimera) - Bootstrap Burn
|File:HINF - Bootstrap Burn coating icon.png|100px
|- align="center"
|14
|Left Shoulder Pad (Chimera) - Karmawall Augmentor
|File:HINF Karmawall Augmentor LShoulder Icon.png|100px
|- align="center"
|15
|Right Shoulder Pad (Chimera) - Karmawall Augmentor
|File:HINF Karmawall Augmentor RShoulder Icon.png|100px
|- align="center"
|16
|Nameplate - Recursive Composition
|File:HINF - Recursive Composition emblem icon.png|100px
|- align="center"
|17
|Vehicle coating (AV-49 Wasp) - Burnt Chrome
|File:HINF Burnt Chrome Coating.png|100px
|- align="center"
|18
|Stance - Set Breakpoint
|File:HINF - Set Breakpoint stance icon.png|100px
|- align="center"
|19
|Wrist (Chimera) - Tag Plugin
|File:HINF - Tag Plugin wrist icon.png|100px
|- align="center"
|20
|Chest (Chimera) - Savior Protocol
||File:HINF - Savior Protocol chest icon.png|100px
|- align="center"
|}
Gallery
File:HINF - Fractures Firewall banner - With logo.jpg|The event keyart with logo. File:HINF - Event - Firewall - Rewards keyart.png|A piece of keyart featuring the event's rewards. File:HINF - Event - Firewall - Rewards keyart condensed.png|A condensed piece of the same art. File:HINF - Executor - Full.jpg|A full-body render of an Executor, clad in Chimera, made for the Fracture's first Story Shard entry. File:HINF - Executor - Upper body.jpg|An upper-body render of an Executor, made for the Fracture's second Story Shard entry. File:HINF - Executor - Upper body with Serene Manipulars.jpg|An upper-body render of an Executor, made for the Fracture's third Story Shard entry.
File:HINF - Event - Firewall - 00001.jpg File:HINF - Event - Firewall - 00002.jpg File:HINF - Event - Firewall - 00003.jpg File:HINF - Event - Firewall - 00004.jpg File:HINF - Event - Firewall - 00005.jpg File:HINF - Event - Firewall - 00006.jpg File:HINF - Event - Firewall - 00007.jpg File:HINF - Event - Firewall - 00008.jpg File:HINF - Event - Firewall - 00009.jpg File:HINF - Event - Firewall - 00010.jpg
Sources
Category:Firewall|
Category:Halo Infinite events|Firewall
|
|end=August 1, 2023
|numtiers=10
|totalcost=
|games=''Halo Infinite''
|gamelabel=Halo Infinite
}}
Fractures: Tenrai II is a multiplayer event for ''Halo Infinite''. Tenrai II featured content based on the Fractures#Tenrai|Tenrai Fractures universe, and succeed Season 01: Heroes of Reach|Season 01's Fractures: Tenrai|Tenrai Fracture event. Tenrai II was held between July 18 and August 1, 2023, during Season 04: Infection. Unlike the first Tenrai event or Fractures: Firewall|Firewall, Tenrai featured two parts, each featuring only 10 tiers, culminating in 20 rewards across two unique event passes. Fractures: Tenrai III|Tenrai III was released on September 19, 2023, and II was chronologically followed by Cyber Showdown II on August 8, 2023.
Event Pass tiers Players can progress through the Event Pass and unlock items by completing any of the ten Challenges/Halo Infinite#Fractures: Tenrai II Challenges|event challenges over the two weeks the event is available.
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 15%"|Images
|- align="center"
|1
|Backdrop - Symmetry
|File:HINF - Backdrop icon - Symmetry.png|class=blackbg|100px
|- align="center"
|2
|Weapon Coating (MA40 Assault Rifle) - Solarian Legend
|File:HINF - Coating icon - Solarian Legend.png|100px
|- align="center"
|3
|Knee Pads (Yoroi) - Bladed Crescent
|File:HINF - Knee pad icon - Bladed Crescent.png|100px
|- align="center"
|4
|Charm - Maneki-Neko
|File:HINF - Charm icon - Maneki-Neko.png|100px
|- align="center"
|5
|Chest (Yoroi) - Thousand-Forged Plate
|File:HINF - Chest icon - Thousand-Forged Plate.png|100px
|- align="center"
|6
|Weapon Coating (MK50 Sidekick) - Solarian Legend
|File:HINF - Coating icon - Solarian Legend.png|100px
|- align="center"
|7
|Weapon Coating (BR75 Battle Rifle) - Solarian Legend
|File:HINF - Coating icon - Solarian Legend.png|100px
|- align="center"
|8
|Left Shoulder (Yoroi) - Bladed Maple
|File:HINF - Left shoulder icon - Bladed Maple.png|100px
|- align="center"
|9
|Right Shoulder (Yoroi) - Bladed Maple
|File:HINF - Right shoulder icon - Bladed Maple.png|100px
|- align="center"
|10
|Weapon Model (MA40 Assault Rifle) - Crimson Sun
|File:HINF - Weapon model icon - Crimson Sun.png|100px
|- align="center"
|}
Gallery
File:HINF TenraiII RewardsPreview.jpg|A preview of the event's rewards.
File:HINF - Event - Tenrai II - 00002.png|A Yoroi-clad SPARTAN-IV program|Spartan-IV utilizing the Tenrai II event's armor and weapon unlocks. File:HINF - Event - Tenrai II - 00003.png|A view of the MA40 assault rifle|MA40 assault rifle's "Crimson Sun" weapon model, earned during the event. File:HINF - Event - Tenrai II - 00004.png|A view of the Maneki-Neko weapon charm, earned during the event.
File:HINF - Event - Tenrai II - 00001.png|The completed Tenrai II event pass, showcasing the "Crimson Sun" MA40 weapon model.
Sources
Category:Halo Infinite events|Fractures: Tenrai II
|
|end=October 3, 2023
|numtiers=10
|totalcost=
|games=''Halo Infinite''
|gamelabel=Halo Infinite
}}
Fractures: Tenrai III is a multiplayer event for ''Halo Infinite''. Tenrai III features content based on the Fractures#Tenrai|Tenrai Fractures universe, and succeeds Fractures: Tenrai II|Tenrai II. Tenrai III was held between September 19, 2023 and October 3, 2023, during Season 04: Infection.
Overview A time-limited thematic playlist called "Tenrai Social" was added to ''Halo Infinite'' during the event. All the maps in the playlists are Forge-made and have a Japanese aesthetic. All players in this playlist start with five Grappleshot charges, two s, and unlimited charged s.
Maps Dynasty Houseki Kaiketsu Kiken'na Opulence Shiro Shogun Takamanohara
Gamemodes Capture the Flag King of the Hill Slayer Strongholds
Event Pass tiers Players can progress through the Event Pass and unlock items by completing any of the ten Challenges/Halo Infinite#Fractures: Tenrai III Challenges|event challenges over the two weeks the event is available.
{| class"width: 50%;"
! style="width: 5%"|Level
! style="width: 15%"|Unlocks
! style="width: 10%"|Images
|- align="center"
|1
|Armor emblem - Kitsune
|File:HINF - Emblem icon - Kitsune.png|100px
|- align="center"
|2
|Vehicle emblem - Kitsune
|File:HINF - Emblem icon - Kitsune.png|100px
|- align="center"
|3
|Left Shoulder (Yoroi) - Heaven's Cry
|File:HINF - Left shoulder icon - Heaven's Cry.png|100px
|- align="center"
|4
|Right Shoulder (Yoroi) - Heaven's Cry
|File:HINF - Right shoulder icon - Heaven's Cry.png|100px
|- align="center"
|5
|Helmet (Yoroi) - Hatamoto
|File:HINF - Helmet icon - Hatamoto.png|100px
|- align="center"
|6
|Vehicle emblem - Kitsune
|File:HINF - Emblem icon - Kitsune.png|100px
|- align="center"
|7
|Nameplate - Kitsune
|File:HINF - Emblem icon - Kitsune.png|100px
|- align="center"
|8
|Helmet Attachment (Yoroi) - Ambition's Crown
|File:HINF - Helmet attachment icon - Ambition's Crown.png|100px
|- align="center"
|9
|Chest (Yoroi) - Heaven's Gift
|File:HINF - Chest icon - Heaven's Gift.png|100px
|- align="center"
|10
|Stance - Plasma's Edge
|File:HINF - Stance icon - Plasma's Edge.png|100px
|- align="center"
|}
Gallery
File:HINF TenraiIII RewardsPreview.png|A preview of the event's rewards. File:HINF TenraiIII KeyArtClean.png|The event's key art with seasonal logos. File:HINF TenraiIII KeyArtClean Tablet.png|Another version of the event's key art. File:HINF Tenrai3 Hatamoto by Arno Kiss.jpg|An official artwork of a HATAMOTO-clad Yoroi warrior, made by Arno Kiss.
File:HINF TenraiIII PressKit01.jpg|
File:HINF TenraiIII PressKit02.jpg|
File:HINF TenraiIII PressKit03.jpg|
File:HINF TenraiIII PressKit04.jpg|
File:HINF TenraiIII PressKit05.jpg|
Sources
Category:Halo Infinite events|Fractures: Tenrai III
|
January 4, 2022 February 1, 2022 February 22, 2022 March 29, 2022 April 19, 2022
|end=November 29, 2021 January 10, 2022 February 7, 2022 February 28, 2022 April 4, 2022 April 25, 2022
|numtiers=30
|totalcost=*30 challenges
|games=''Halo Infinite''
|gamelabel=Halo Infinite
}}
}}
Fractures: Tenrai is the first multiplayer event of ''Halo Infinite''. The event launched on November 23, 2021, and ended on April 25, 2022, during Season 01: Heroes of Reach. Its content is based on the Fractures#Tenrai|Tenrai Fractures universe.
Tenrai, unlike Winter Contingency (event)|Winter Contingency, or Cyber Showdown, was a recurring event, returning to the game approximately every month. Beginning in November, players could begin to earn a limited amount of levels within the event's progression path through event-specific challenges. Each challenge, specific to the event's Fiesta playlist, when completed would allow players to progress by one level. Originally, the event only allowed players to progress through 7 tiers every week, but feedback provided to 343 Industries would later have them changing this to 10 tiers.
Tenrai would be succeeded by Tenrai II and Tenrai III|III during Season 04: Infection of ''Halo Infinite'', continuing the Fracture's theme. Universe and lore
The Fractures: Tenrai event features content from the non-canonical Tenrai Fractures universe.
The Tenrai universe is inspired by samurai and Japanese culture. In this universe, the 343 clans of the Imperial Court once feuded with each other for generations, but united in the face of an invasion by the Covenant. To defeat the invaders, the clans pooled their knowledge and crafted a new type of armor for their samurai warriors: known in ''Halo'' multiplayer under the name Yoroi.
Event tiers Following the first week of the event, changes were made to the Event Pass.
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 20%"|Images
|- align="center"
|1
|Backdrop - Torii Reflection
|File:HINF Torii Reflection Backdrop.png|class=blackbg|100px
|- align="center"
|2
|Challenge Swap
|File:HINF Challenge Swap Icon.png|100px
|- align="center"
|3
|XP Grant
|File:HINF XP Grant Icon.png|100px
|- align="center"
|4
|Nameplate - Samurai
|File:HINF Samurai Emblem.png|100px
|- align="center"
|5
|Armor Core - Yoroi
|File:HINF Yoroi Core Icon.png|100px
|- align="center"
|6
|Challenge Swap
|File:HINF Challenge Swap Icon.png|100px
|- align="center"
|7
|XP Grant
|File:HINF XP Grant Icon.png|100px
|- align="center"
|8
|XP Grant
|File:HINF XP Grant Icon.png|100px
|- align="center"
|9
|Vehicle Emblem - Samurai
|File:HINF Samurai Emblem.png|100px
|- align="center"
|10
|Left Shoulder Pad (Yoroi) - Gatekeeper
|File:HINF Gatekeeper LShoulder Icon.png|100px
|}
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 20%"|Images
|- align="center"
|11
|Right Shoulder Pad (Yoroi) - Gatekeeper
|File:HINF Gatekeeper RShoulder Icon.png|100px
|- align="center"
|12
|Knee Pads (Yoroi) - Dragonbark
|File:HINF Dragonbark Knee Icon.png|100px
|- align="center"
|13
|Armor Coating (Yoroi) - Echo Blue
|File:HINF Echo Blue Coating Icon.png|100px
|- align="center"
|14
|Armor Emblem - Samurai
|File:HINF Samurai Emblem.png|100px
|- align="center"
|15
|Helmet (Yoroi) - Kabuto
|File:HINF Kabuto Helmet Icon.png|100px
|- align="center"
|16
|Left Shoulder Pad (Yoroi) - Dragonbark
|File:HINF Dragonbark LShoulder Icon.png|100px
|- align="center"
|17
|Right Shoulder Pad (Yoroi) - Dragonbark
|File:HINF Dragonbark RShoulder Icon.png|100px
|- align="center"
|18
|Armor Coating (Yoroi) - Fog Painting
|File:HINF Fog Painting Coating Icon.png|100px
|- align="center"
|19
|Weapon Emblem - Samurai
|File:HINF Samurai Emblem.png|100px
|- align="center"
|20
|Weapon Coating (MA40 Assault Rifle) - Sol Devil
|File:HINF Sol Devil Coating Icon.png|100px
|}
{| class"width: 60%;"
! style="width: 5%"|Level
! style="width: 20%"|Unlocks
! style="width: 20%"|Images
|- align="center"
|21
|Visor (Yoroi) - Tempered Steel
|File:HINF Tempered Steel Visor Icon.png|100px
|- align="center"
|22
|Utility (Yoroi) - Dragonbark Hipguard
|File:HINF Dragonbark Hipguard Utility Icon.png|100px
|- align="center"
|23
|Chest (Yoroi) - Jadeiron Plate
|File:HINF Jadeiron Plate Chest Icon.png|100px
|- align="center"
|24
|Weapon Coating (MK50 Sidekick) - Whispered Sky
|File:HINF Whispered Sky Coating Icon.png|100px
|- align="center"
|25
|Helmet (Yoroi) - Yokai
|File:HINF Yokai Helmet Icon.png|100px
|- align="center"
|26
|Helmet Attachment - Spring Blossom Filter
|File:HINF Spring Blossom Filter Helmet Attachment Icon.png|100px
|- align="center"
|27
|Stance - Funeral Bell
|File:HINF Funeral Bell Stance Icon.png|100px
|- align="center"
|28
|Weapon Coating (BR75 Battle Rifle) - Whispered Sky
|File:HINF Whispered Sky Coating Icon.png|100px
|- align="center"
|29
|Helmet Attachment - Staghelm Crest
|File:HINF Staghelm Crest Helmet Attachment Icon.png|100px
|- align="center"
|30
|Utility (Yoroi) - Swordsman's Belt
|File:HINF Swordsmans Belt Utility Icon.png|100px
|}
{| class"width: 60%;"
! style="width: 5%"|Requirement
! style="width: 20%"|Unlocks
! style="width: 20%"|Images
|- align="center"
|Play ''Halo Infinite'' during Week 1 of Fractures: Tenrai.
|Backdrop - Fractures
|File:HINF Fractures Backdrop.png|class=blackbg|100px
|- align="center"
|}
Gallery
File:HINF - Event - Tenrai - Updated tiers promo.png|Updated promotional image, featuring a slew of new unlocks with the updated tiers.
File:HINF-Chonmage.jpg|Armor customization for the Yoroi core within ''Halo Infinite''. File:HINF-HikeshiFragmentation.jpg|A Spartan with the Hikeshi helmet on Fragmentation. File:HINF-LaunchSiteYokai.jpg|A Spartan with the Yokai helmet on Launch Site. File:HINF-LaunchSiteKabuto.jpg|A Kabuto-clad Spartan with a BR75. File:HINF - Event - Tenrai - 00001.png|Two Yoroi-clad Spartans emulating the Tenrai event's banner art. File:HINF - Event - Tenrai - 00002.png|Two Spartans, one in Mark VII, and one wearing Yoroi, during a game on Streets.
Sources
Category:Tenrai|
Category:Halo Infinite events|Tenrai
|
File:HInf-Fracture logo.png|class=blackbg|thumb|300px|Fractures logo. Fractures are reinterpretations of the Halo universe, akin to alternate universes, that exist separately to the core canon of the franchise. They are designed to maintain the main elements and themes of the ''Halo'' universe, but are markedly divergent due to either fundamental differences in the nature of the setting, or the way certain events play out. Fractures are designed to give fans a unique and fresh take on the ''Halo'' universe, while leaving the existing lore untouched.
Fractures universes are used to lend background lore to otherwise non-canonical in-game elements, such as the Yoroi and Eaglestrike core in ''Halo Infinite'' or Belos armor|Belos, Blackguard armor|Blackguard, and Drengr armor|Drengr armors in ''Halo: The Master Chief Collection''. As such, they are often linked to in-game events, such as ''MCC''s Series 8: Mythic or ''Infinite''s Fractures: Tenrai event.
Fractures universes
The Belos universe is inspired by classical Greek and Roman culture. In this universe, the Chosen are humans who have been selected to undergo augmentations, making them almost demigods among their people. As such, Chosen serve as commanders and bodyguards within the armies that are sworn to defend the realm of Lacedaemon. The Chosen are equipped with Belos armor.
In the Bioroid universe, the Forerunners created weapon-parasites called Bioroids, infecting beings with the Reclaimer spark within them and convert them into killing machines. The Bioroid are forced to fight against an enemy called the Thinking Death. These infected beings are equipped with the Bioroid armor.
The Blackguard universe is inspired by feudalism and Medieval European culture. In this universe, the Blackguard are knights, protectors, and thieves from many kingdoms who are equipped with sets of specialized armor and powerful weapons. Each kingdom produces its own armor design, but in general the armor is known simply as Blackguard armor.
The Drengr universe is inspired by Norse culture. In this universe, the Skalds are matchless warriors and clever storytellers who collect many tales of epic feats as they fight against the Shapeless Horrors. The Skalds gird themselves for battle with runeplate, also called Drengr armor.
The Entrenched universe is dieselpunk-themed. In this universe, the soldiers fight using 'ruinously' expensive and tough armor paid for by the working populace to fuel the final fight against the Covenant Invasion. The armor used is Eaglestrike. Appearances
Aiken Hugo Barton|Barton Chen Dubbo Endesha Kolby Henrik Glasmann Magnussen Tchakova Vickers
Human
*Kig-Yar
*San'Shyuum
*Sharquoi
*Unggoy
"Flood|Old Ones"
Covenant
*Kig-Yar Thalassocracy Unified Nations Security Confederation
*11th Strikewing Squadron
*23rd Armored Lancers
*52nd Destroyer Battalion
*902nd Reconnaissance Cluster
*Air Transport Group Apple
*Astro-rangers
*Capital Military Authority
*Cloudjumpers
*First Mobile Infantry Division
*Hefley Radiator Company
*Hyperion Test Group
*Meridian Light Horse
*Misriah Bathworks
*Northam Volunteers
*Ordnance Committee
*Ridgeback Cantonment Patrol
*Section Three
*Seongnam Special Task Group Two
*Ultramarine Corps
Earth
*Abandoned cosmodrome
*Northam
**Northam Central Command
*Seattle Europa Luna
*Project: PERPETUA factory complex
Final War
*Carver Riots
*Destruction of Northam Central Command
*Eastern Europa campaign
*Kolby's assault on the Moon
''Frigate''-class zeppelin
*SCS ''Brisingamen''
SCS ''Perpetua''
Aether-bomb Arcanoblade Archaeotech CX-12 explosive Cosmocom Covenant arcanotech
*Archon sky-striker battery
*Plasmatron weaponry Deathblossom missile Eaglestrike energized plate armor
*Brodie variant
*Kerberos variant
*Leadbelcher variant
*M199X variant
*Sky Marshal variant Gummytube Filter Halo Array Hydra Kythera Battlepad Nocturne Goggles Pelican
Whereas other Fractures take place in alternate universes, Firewall is set in the canon ''Halo'' universe and provides a glimpse of events inside Created-controlled territory in the aftermath of Cortana's defeat at Installation 07 in late 2559. High Auxiliary Sloan set in motion a contingency plan known as the FIREWALL agendum to create the Executors, cybernetically-augmented humans clad in Chimera (armor)|Chimera armor that would allow artificial intelligences, or "infomorphs" to enact their wills in the corporeal universe. Currently, only one Executor exists as a proof of concept, but Sloan plans to build an army.
Appearances
Human Artificial intelligence|Infomorph
Biologic-directed power blocs Infolife assemblies
Augmentor Basilisk hack BRINK Plugin Chimera armor
*Abatur variant
*Flenser variant
*Grendel variant
*Merrow variant
*Peaceweaver variant Cooperative autonomous munition swarm Crysknife Mind transfer|Essence compilation Executor Flexcomposite Hyperlink network Orbital glimmerlance PostAmp Sub-tactical thermonuclear self-destruct device TAG Plugin
The Megaframe universe is inspired in Japanese Tokusatsu series. In the Megaframe universe, a being named Halzon gave morphonic keys named "Dynam Rings" to humanity, becoming the Sierra Troopers, with the task of protecting the Sol system from the Auspex Empire, who also seeks to claim the Dynam Rings. Each Sierra Trooper uses the Trooper armor, and when the Sierra Troopers combine their morphonic energies, they can use the Megaframe armor.
Like the Megaframe universe, the Panzerdoll universe is inspired by the Japanese anime franchise Mobile Suit Gundam. In the Panzerdoll universe, the Covenant and the Union Naval Space Combine fight each other using mechatronian technology. The UNSC forces uses the Panzerdoll armor.
The Tenrai universe is inspired by Japanese culture. In this universe, the 343 clans of the Imperial Court once feuded with each other for generations, but united in the face of an invasion by the Covenant. To defeat the invaders, the clans pooled their knowledge and crafted a new type of armor for their samurai warriors: Yoroi. Appearances
Asura Human Kappa Kitsune Tengu
Imperial Court
*343 clans
*Imperial household
*Shogunate Covenant
Covenant invasion
*Arrival of the strange samurai
Aiki weave Glass dragon Grass-blade Domination spires Dragonbark Jadeiron Tanto blade Yoroi armor
*Azechi variant
*Chonmage variant
*Hakushika variant
*Hatamoto variant
*Hikeshi variant
*Kabuto variant
*Kawari variant
*Otomosho variant
*Yokai variant
Fractures-themed events The following is a list of in-game events that are themed around Fractures universes.
''Halo: MCC'' has only featured one Fractures-themed event:
Series 8: Mythic - Includes the Belos, Blackguard, and Drengr armors from their respective Fractures universes. Series 9 - Includes the Bioroid, Megaframe, Panzerdoll, and Trooper armors from their respective Fracture universes, with the exception of the Trooper armors, being part of the Megaframe universe.
''Halo Infinite'' was the game for which the concept of Fractures was first introduced, as a way to expand the cosmetic customisation options beyond those that would exist within the main Halo universe. Thus, it is expected to feature many Fractures-themed events:
Fractures: Tenrai - Includes the Yoroi armor core, featured in the Tenrai universe. Fractures: Entrenched - Includes the Eaglestrike armor core, featured in the Entrenched universe. Fractures: Firewall - Includes the Chimera (armor)|Chimera armor core, featured in the Firewall universe.
Production notes Fracture are used as events in ''Halo Infinite'' and ''Halo: The Master Chief Collection'' to explain the existence of certain armor models, such as Yoroi and specific Series 8: Mythic items, in their relevant games.
Gallery
File:HTMCC S8 Keyart Logoless.png|Keyart for ''MCC''s Season 8: Mythic. File:HINF FracturesYoroi.png|''Infinite''s Fractures: Tenrai event banner. File:HINF EventFracture Tenrai banner.jpg|Keyart for the Fractures: Tenrai. File:HINF EventFractureEntrenched-Key-Art.jpg|Keyart for the Fractures: Entrenched. File:HInf-Fracture-Tenrai logo.png|The Fractures: Tenrai event logo. File:HInf-Fractures-Symbol.png|General Fractures symbol. File:HINF-Alt-Fractures-Symbol.png|Alternate general Fractures symbol. File:HINF Fracture Entrenched Symbol.png|The Fractures: Entrenched event logo.
Sources
Category:Halo Infinite Category:Multiplayer Category:Fractures
|
File:HInf-Fracture logo.png|class=blackbg|thumb|300px|Fractures logo. Fractures are reinterpretations of the Halo universe, akin to alternate universes, that exist separately to the core canon of the franchise. They are designed to maintain the main elements and themes of the ''Halo'' universe, but are markedly divergent due to either fundamental differences in the nature of the setting, or the way certain events play out. Fractures are designed to give fans a unique and fresh take on the ''Halo'' universe, while leaving the existing lore untouched.
Fractures universes are used to lend background lore to otherwise non-canonical in-game elements, such as the Yoroi and Eaglestrike core in ''Halo Infinite'' or Belos armor|Belos, Blackguard armor|Blackguard, and Drengr armor|Drengr armors in ''Halo: The Master Chief Collection''. As such, they are often linked to in-game events, such as ''MCC''s Series 8: Mythic or ''Infinite''s Fractures: Tenrai event.
Fractures universes
The Belos universe is inspired by classical Greek and Roman culture. In this universe, the Chosen are humans who have been selected to undergo augmentations, making them almost demigods among their people. As such, Chosen serve as commanders and bodyguards within the armies that are sworn to defend the realm of Lacedaemon. The Chosen are equipped with Belos armor.
In the Bioroid universe, the Forerunners created weapon-parasites called Bioroids, infecting beings with the Reclaimer spark within them and convert them into killing machines. The Bioroid are forced to fight against an enemy called the Thinking Death. These infected beings are equipped with the Bioroid armor.
The Blackguard universe is inspired by feudalism and Medieval European culture. In this universe, the Blackguard are knights, protectors, and thieves from many kingdoms who are equipped with sets of specialized armor and powerful weapons. Each kingdom produces its own armor design, but in general the armor is known simply as Blackguard armor.
The Drengr universe is inspired by Norse culture. In this universe, the Skalds are matchless warriors and clever storytellers who collect many tales of epic feats as they fight against the Shapeless Horrors. The Skalds gird themselves for battle with runeplate, also called Drengr armor.
The Entrenched universe is dieselpunk-themed. In this universe, the soldiers fight using 'ruinously' expensive and tough armor paid for by the working populace to fuel the final fight against the Covenant Invasion. The armor used is Eaglestrike. Appearances
Aiken Hugo Barton|Barton Chen Dubbo Endesha Kolby Henrik Glasmann Magnussen Tchakova Vickers
Human
*Kig-Yar
*San'Shyuum
*Sharquoi
*Unggoy
"Flood|Old Ones"
Covenant
*Kig-Yar Thalassocracy Unified Nations Security Confederation
*11th Strikewing Squadron
*23rd Armored Lancers
*52nd Destroyer Battalion
*902nd Reconnaissance Cluster
*Air Transport Group Apple
*Astro-rangers
*Capital Military Authority
*Cloudjumpers
*First Mobile Infantry Division
*Hefley Radiator Company
*Hyperion Test Group
*Meridian Light Horse
*Misriah Bathworks
*Northam Volunteers
*Ordnance Committee
*Ridgeback Cantonment Patrol
*Section Three
*Seongnam Special Task Group Two
*Ultramarine Corps
Earth
*Abandoned cosmodrome
*Northam
**Northam Central Command
*Seattle Europa Luna
*Project: PERPETUA factory complex
Final War
*Carver Riots
*Destruction of Northam Central Command
*Eastern Europa campaign
*Kolby's assault on the Moon
''Frigate''-class zeppelin
*SCS ''Brisingamen''
SCS ''Perpetua''
Aether-bomb Arcanoblade Archaeotech CX-12 explosive Cosmocom Covenant arcanotech
*Archon sky-striker battery
*Plasmatron weaponry Deathblossom missile Eaglestrike energized plate armor
*Brodie variant
*Kerberos variant
*Leadbelcher variant
*M199X variant
*Sky Marshal variant Gummytube Filter Halo Array Hydra Kythera Battlepad Nocturne Goggles Pelican
Whereas other Fractures take place in alternate universes, Firewall is set in the canon ''Halo'' universe and provides a glimpse of events inside Created-controlled territory in the aftermath of Cortana's defeat at Installation 07 in late 2559. High Auxiliary Sloan set in motion a contingency plan known as the FIREWALL agendum to create the Executors, cybernetically-augmented humans clad in Chimera (armor)|Chimera armor that would allow artificial intelligences, or "infomorphs" to enact their wills in the corporeal universe. Currently, only one Executor exists as a proof of concept, but Sloan plans to build an army.
Appearances
Human Artificial intelligence|Infomorph
Biologic-directed power blocs Infolife assemblies
Augmentor Basilisk hack BRINK Plugin Chimera armor
*Abatur variant
*Flenser variant
*Grendel variant
*Merrow variant
*Peaceweaver variant Cooperative autonomous munition swarm Crysknife Mind transfer|Essence compilation Executor Flexcomposite Hyperlink network Orbital glimmerlance PostAmp Sub-tactical thermonuclear self-destruct device TAG Plugin
The Megaframe universe is inspired in Japanese Tokusatsu series. In the Megaframe universe, a being named Halzon gave morphonic keys named "Dynam Rings" to humanity, becoming the Sierra Troopers, with the task of protecting the Sol system from the Auspex Empire, who also seeks to claim the Dynam Rings. Each Sierra Trooper uses the Trooper armor, and when the Sierra Troopers combine their morphonic energies, they can use the Megaframe armor.
Like the Megaframe universe, the Panzerdoll universe is inspired by the Japanese anime franchise Mobile Suit Gundam. In the Panzerdoll universe, the Covenant and the Union Naval Space Combine fight each other using mechatronian technology. The UNSC forces uses the Panzerdoll armor.
The Tenrai universe is inspired by Japanese culture. In this universe, the 343 clans of the Imperial Court once feuded with each other for generations, but united in the face of an invasion by the Covenant. To defeat the invaders, the clans pooled their knowledge and crafted a new type of armor for their samurai warriors: Yoroi. Appearances
Asura Human Kappa Kitsune Tengu
Imperial Court
*343 clans
*Imperial household
*Shogunate Covenant
Covenant invasion
*Arrival of the strange samurai
Aiki weave Glass dragon Grass-blade Domination spires Dragonbark Jadeiron Tanto blade Yoroi armor
*Azechi variant
*Chonmage variant
*Hakushika variant
*Hatamoto variant
*Hikeshi variant
*Kabuto variant
*Kawari variant
*Otomosho variant
*Yokai variant
Fractures-themed events The following is a list of in-game events that are themed around Fractures universes.
''Halo: MCC'' has only featured one Fractures-themed event:
Series 8: Mythic - Includes the Belos, Blackguard, and Drengr armors from their respective Fractures universes. Series 9 - Includes the Bioroid, Megaframe, Panzerdoll, and Trooper armors from their respective Fracture universes, with the exception of the Trooper armors, being part of the Megaframe universe.
''Halo Infinite'' was the game for which the concept of Fractures was first introduced, as a way to expand the cosmetic customisation options beyond those that would exist within the main Halo universe. Thus, it is expected to feature many Fractures-themed events:
Fractures: Tenrai - Includes the Yoroi armor core, featured in the Tenrai universe. Fractures: Entrenched - Includes the Eaglestrike armor core, featured in the Entrenched universe. Fractures: Firewall - Includes the Chimera (armor)|Chimera armor core, featured in the Firewall universe.
Production notes Fracture are used as events in ''Halo Infinite'' and ''Halo: The Master Chief Collection'' to explain the existence of certain armor models, such as Yoroi and specific Series 8: Mythic items, in their relevant games.
Gallery
File:HTMCC S8 Keyart Logoless.png|Keyart for ''MCC''s Season 8: Mythic. File:HINF FracturesYoroi.png|''Infinite''s Fractures: Tenrai event banner. File:HINF EventFracture Tenrai banner.jpg|Keyart for the Fractures: Tenrai. File:HINF EventFractureEntrenched-Key-Art.jpg|Keyart for the Fractures: Entrenched. File:HInf-Fracture-Tenrai logo.png|The Fractures: Tenrai event logo. File:HInf-Fractures-Symbol.png|General Fractures symbol. File:HINF-Alt-Fractures-Symbol.png|Alternate general Fractures symbol. File:HINF Fracture Entrenched Symbol.png|The Fractures: Entrenched event logo.
Sources
Category:Halo Infinite Category:Multiplayer Category:Fractures
|
File:HInf-Fracture logo.png|class=blackbg|thumb|300px|Fractures logo. Fractures are reinterpretations of the Halo universe, akin to alternate universes, that exist separately to the core canon of the franchise. They are designed to maintain the main elements and themes of the ''Halo'' universe, but are markedly divergent due to either fundamental differences in the nature of the setting, or the way certain events play out. Fractures are designed to give fans a unique and fresh take on the ''Halo'' universe, while leaving the existing lore untouched.
Fractures universes are used to lend background lore to otherwise non-canonical in-game elements, such as the Yoroi and Eaglestrike core in ''Halo Infinite'' or Belos armor|Belos, Blackguard armor|Blackguard, and Drengr armor|Drengr armors in ''Halo: The Master Chief Collection''. As such, they are often linked to in-game events, such as ''MCC''s Series 8: Mythic or ''Infinite''s Fractures: Tenrai event.
Fractures universes
The Belos universe is inspired by classical Greek and Roman culture. In this universe, the Chosen are humans who have been selected to undergo augmentations, making them almost demigods among their people. As such, Chosen serve as commanders and bodyguards within the armies that are sworn to defend the realm of Lacedaemon. The Chosen are equipped with Belos armor.
In the Bioroid universe, the Forerunners created weapon-parasites called Bioroids, infecting beings with the Reclaimer spark within them and convert them into killing machines. The Bioroid are forced to fight against an enemy called the Thinking Death. These infected beings are equipped with the Bioroid armor.
The Blackguard universe is inspired by feudalism and Medieval European culture. In this universe, the Blackguard are knights, protectors, and thieves from many kingdoms who are equipped with sets of specialized armor and powerful weapons. Each kingdom produces its own armor design, but in general the armor is known simply as Blackguard armor.
The Drengr universe is inspired by Norse culture. In this universe, the Skalds are matchless warriors and clever storytellers who collect many tales of epic feats as they fight against the Shapeless Horrors. The Skalds gird themselves for battle with runeplate, also called Drengr armor.
The Entrenched universe is dieselpunk-themed. In this universe, the soldiers fight using 'ruinously' expensive and tough armor paid for by the working populace to fuel the final fight against the Covenant Invasion. The armor used is Eaglestrike. Appearances
Aiken Hugo Barton|Barton Chen Dubbo Endesha Kolby Henrik Glasmann Magnussen Tchakova Vickers
Human
*Kig-Yar
*San'Shyuum
*Sharquoi
*Unggoy
"Flood|Old Ones"
Covenant
*Kig-Yar Thalassocracy Unified Nations Security Confederation
*11th Strikewing Squadron
*23rd Armored Lancers
*52nd Destroyer Battalion
*902nd Reconnaissance Cluster
*Air Transport Group Apple
*Astro-rangers
*Capital Military Authority
*Cloudjumpers
*First Mobile Infantry Division
*Hefley Radiator Company
*Hyperion Test Group
*Meridian Light Horse
*Misriah Bathworks
*Northam Volunteers
*Ordnance Committee
*Ridgeback Cantonment Patrol
*Section Three
*Seongnam Special Task Group Two
*Ultramarine Corps
Earth
*Abandoned cosmodrome
*Northam
**Northam Central Command
*Seattle Europa Luna
*Project: PERPETUA factory complex
Final War
*Carver Riots
*Destruction of Northam Central Command
*Eastern Europa campaign
*Kolby's assault on the Moon
''Frigate''-class zeppelin
*SCS ''Brisingamen''
SCS ''Perpetua''
Aether-bomb Arcanoblade Archaeotech CX-12 explosive Cosmocom Covenant arcanotech
*Archon sky-striker battery
*Plasmatron weaponry Deathblossom missile Eaglestrike energized plate armor
*Brodie variant
*Kerberos variant
*Leadbelcher variant
*M199X variant
*Sky Marshal variant Gummytube Filter Halo Array Hydra Kythera Battlepad Nocturne Goggles Pelican
Whereas other Fractures take place in alternate universes, Firewall is set in the canon ''Halo'' universe and provides a glimpse of events inside Created-controlled territory in the aftermath of Cortana's defeat at Installation 07 in late 2559. High Auxiliary Sloan set in motion a contingency plan known as the FIREWALL agendum to create the Executors, cybernetically-augmented humans clad in Chimera (armor)|Chimera armor that would allow artificial intelligences, or "infomorphs" to enact their wills in the corporeal universe. Currently, only one Executor exists as a proof of concept, but Sloan plans to build an army.
Appearances
Human Artificial intelligence|Infomorph
Biologic-directed power blocs Infolife assemblies
Augmentor Basilisk hack BRINK Plugin Chimera armor
*Abatur variant
*Flenser variant
*Grendel variant
*Merrow variant
*Peaceweaver variant Cooperative autonomous munition swarm Crysknife Mind transfer|Essence compilation Executor Flexcomposite Hyperlink network Orbital glimmerlance PostAmp Sub-tactical thermonuclear self-destruct device TAG Plugin
The Megaframe universe is inspired in Japanese Tokusatsu series. In the Megaframe universe, a being named Halzon gave morphonic keys named "Dynam Rings" to humanity, becoming the Sierra Troopers, with the task of protecting the Sol system from the Auspex Empire, who also seeks to claim the Dynam Rings. Each Sierra Trooper uses the Trooper armor, and when the Sierra Troopers combine their morphonic energies, they can use the Megaframe armor.
Like the Megaframe universe, the Panzerdoll universe is inspired by the Japanese anime franchise Mobile Suit Gundam. In the Panzerdoll universe, the Covenant and the Union Naval Space Combine fight each other using mechatronian technology. The UNSC forces uses the Panzerdoll armor.
The Tenrai universe is inspired by Japanese culture. In this universe, the 343 clans of the Imperial Court once feuded with each other for generations, but united in the face of an invasion by the Covenant. To defeat the invaders, the clans pooled their knowledge and crafted a new type of armor for their samurai warriors: Yoroi. Appearances
Asura Human Kappa Kitsune Tengu
Imperial Court
*343 clans
*Imperial household
*Shogunate Covenant
Covenant invasion
*Arrival of the strange samurai
Aiki weave Glass dragon Grass-blade Domination spires Dragonbark Jadeiron Tanto blade Yoroi armor
*Azechi variant
*Chonmage variant
*Hakushika variant
*Hatamoto variant
*Hikeshi variant
*Kabuto variant
*Kawari variant
*Otomosho variant
*Yokai variant
Fractures-themed events The following is a list of in-game events that are themed around Fractures universes.
''Halo: MCC'' has only featured one Fractures-themed event:
Series 8: Mythic - Includes the Belos, Blackguard, and Drengr armors from their respective Fractures universes. Series 9 - Includes the Bioroid, Megaframe, Panzerdoll, and Trooper armors from their respective Fracture universes, with the exception of the Trooper armors, being part of the Megaframe universe.
''Halo Infinite'' was the game for which the concept of Fractures was first introduced, as a way to expand the cosmetic customisation options beyond those that would exist within the main Halo universe. Thus, it is expected to feature many Fractures-themed events:
Fractures: Tenrai - Includes the Yoroi armor core, featured in the Tenrai universe. Fractures: Entrenched - Includes the Eaglestrike armor core, featured in the Entrenched universe. Fractures: Firewall - Includes the Chimera (armor)|Chimera armor core, featured in the Firewall universe.
Production notes Fracture are used as events in ''Halo Infinite'' and ''Halo: The Master Chief Collection'' to explain the existence of certain armor models, such as Yoroi and specific Series 8: Mythic items, in their relevant games.
Gallery
File:HTMCC S8 Keyart Logoless.png|Keyart for ''MCC''s Season 8: Mythic. File:HINF FracturesYoroi.png|''Infinite''s Fractures: Tenrai event banner. File:HINF EventFracture Tenrai banner.jpg|Keyart for the Fractures: Tenrai. File:HINF EventFractureEntrenched-Key-Art.jpg|Keyart for the Fractures: Entrenched. File:HInf-Fracture-Tenrai logo.png|The Fractures: Tenrai event logo. File:HInf-Fractures-Symbol.png|General Fractures symbol. File:HINF-Alt-Fractures-Symbol.png|Alternate general Fractures symbol. File:HINF Fracture Entrenched Symbol.png|The Fractures: Entrenched event logo.
Sources
Category:Halo Infinite Category:Multiplayer Category:Fractures
|
File:HInf-Fracture logo.png|class=blackbg|thumb|300px|Fractures logo. Fractures are reinterpretations of the Halo universe, akin to alternate universes, that exist separately to the core canon of the franchise. They are designed to maintain the main elements and themes of the ''Halo'' universe, but are markedly divergent due to either fundamental differences in the nature of the setting, or the way certain events play out. Fractures are designed to give fans a unique and fresh take on the ''Halo'' universe, while leaving the existing lore untouched.
Fractures universes are used to lend background lore to otherwise non-canonical in-game elements, such as the Yoroi and Eaglestrike core in ''Halo Infinite'' or Belos armor|Belos, Blackguard armor|Blackguard, and Drengr armor|Drengr armors in ''Halo: The Master Chief Collection''. As such, they are often linked to in-game events, such as ''MCC''s Series 8: Mythic or ''Infinite''s Fractures: Tenrai event.
Fractures universes
The Belos universe is inspired by classical Greek and Roman culture. In this universe, the Chosen are humans who have been selected to undergo augmentations, making them almost demigods among their people. As such, Chosen serve as commanders and bodyguards within the armies that are sworn to defend the realm of Lacedaemon. The Chosen are equipped with Belos armor.
In the Bioroid universe, the Forerunners created weapon-parasites called Bioroids, infecting beings with the Reclaimer spark within them and convert them into killing machines. The Bioroid are forced to fight against an enemy called the Thinking Death. These infected beings are equipped with the Bioroid armor.
The Blackguard universe is inspired by feudalism and Medieval European culture. In this universe, the Blackguard are knights, protectors, and thieves from many kingdoms who are equipped with sets of specialized armor and powerful weapons. Each kingdom produces its own armor design, but in general the armor is known simply as Blackguard armor.
The Drengr universe is inspired by Norse culture. In this universe, the Skalds are matchless warriors and clever storytellers who collect many tales of epic feats as they fight against the Shapeless Horrors. The Skalds gird themselves for battle with runeplate, also called Drengr armor.
The Entrenched universe is dieselpunk-themed. In this universe, the soldiers fight using 'ruinously' expensive and tough armor paid for by the working populace to fuel the final fight against the Covenant Invasion. The armor used is Eaglestrike. Appearances
Aiken Hugo Barton|Barton Chen Dubbo Endesha Kolby Henrik Glasmann Magnussen Tchakova Vickers
Human
*Kig-Yar
*San'Shyuum
*Sharquoi
*Unggoy
"Flood|Old Ones"
Covenant
*Kig-Yar Thalassocracy Unified Nations Security Confederation
*11th Strikewing Squadron
*23rd Armored Lancers
*52nd Destroyer Battalion
*902nd Reconnaissance Cluster
*Air Transport Group Apple
*Astro-rangers
*Capital Military Authority
*Cloudjumpers
*First Mobile Infantry Division
*Hefley Radiator Company
*Hyperion Test Group
*Meridian Light Horse
*Misriah Bathworks
*Northam Volunteers
*Ordnance Committee
*Ridgeback Cantonment Patrol
*Section Three
*Seongnam Special Task Group Two
*Ultramarine Corps
Earth
*Abandoned cosmodrome
*Northam
**Northam Central Command
*Seattle Europa Luna
*Project: PERPETUA factory complex
Final War
*Carver Riots
*Destruction of Northam Central Command
*Eastern Europa campaign
*Kolby's assault on the Moon
''Frigate''-class zeppelin
*SCS ''Brisingamen''
SCS ''Perpetua''
Aether-bomb Arcanoblade Archaeotech CX-12 explosive Cosmocom Covenant arcanotech
*Archon sky-striker battery
*Plasmatron weaponry Deathblossom missile Eaglestrike energized plate armor
*Brodie variant
*Kerberos variant
*Leadbelcher variant
*M199X variant
*Sky Marshal variant Gummytube Filter Halo Array Hydra Kythera Battlepad Nocturne Goggles Pelican
Whereas other Fractures take place in alternate universes, Firewall is set in the canon ''Halo'' universe and provides a glimpse of events inside Created-controlled territory in the aftermath of Cortana's defeat at Installation 07 in late 2559. High Auxiliary Sloan set in motion a contingency plan known as the FIREWALL agendum to create the Executors, cybernetically-augmented humans clad in Chimera (armor)|Chimera armor that would allow artificial intelligences, or "infomorphs" to enact their wills in the corporeal universe. Currently, only one Executor exists as a proof of concept, but Sloan plans to build an army.
Appearances
Human Artificial intelligence|Infomorph
Biologic-directed power blocs Infolife assemblies
Augmentor Basilisk hack BRINK Plugin Chimera armor
*Abatur variant
*Flenser variant
*Grendel variant
*Merrow variant
*Peaceweaver variant Cooperative autonomous munition swarm Crysknife Mind transfer|Essence compilation Executor Flexcomposite Hyperlink network Orbital glimmerlance PostAmp Sub-tactical thermonuclear self-destruct device TAG Plugin
The Megaframe universe is inspired in Japanese Tokusatsu series. In the Megaframe universe, a being named Halzon gave morphonic keys named "Dynam Rings" to humanity, becoming the Sierra Troopers, with the task of protecting the Sol system from the Auspex Empire, who also seeks to claim the Dynam Rings. Each Sierra Trooper uses the Trooper armor, and when the Sierra Troopers combine their morphonic energies, they can use the Megaframe armor.
Like the Megaframe universe, the Panzerdoll universe is inspired by the Japanese anime franchise Mobile Suit Gundam. In the Panzerdoll universe, the Covenant and the Union Naval Space Combine fight each other using mechatronian technology. The UNSC forces uses the Panzerdoll armor.
The Tenrai universe is inspired by Japanese culture. In this universe, the 343 clans of the Imperial Court once feuded with each other for generations, but united in the face of an invasion by the Covenant. To defeat the invaders, the clans pooled their knowledge and crafted a new type of armor for their samurai warriors: Yoroi. Appearances
Asura Human Kappa Kitsune Tengu
Imperial Court
*343 clans
*Imperial household
*Shogunate Covenant
Covenant invasion
*Arrival of the strange samurai
Aiki weave Glass dragon Grass-blade Domination spires Dragonbark Jadeiron Tanto blade Yoroi armor
*Azechi variant
*Chonmage variant
*Hakushika variant
*Hatamoto variant
*Hikeshi variant
*Kabuto variant
*Kawari variant
*Otomosho variant
*Yokai variant
Fractures-themed events The following is a list of in-game events that are themed around Fractures universes.
''Halo: MCC'' has only featured one Fractures-themed event:
Series 8: Mythic - Includes the Belos, Blackguard, and Drengr armors from their respective Fractures universes. Series 9 - Includes the Bioroid, Megaframe, Panzerdoll, and Trooper armors from their respective Fracture universes, with the exception of the Trooper armors, being part of the Megaframe universe.
''Halo Infinite'' was the game for which the concept of Fractures was first introduced, as a way to expand the cosmetic customisation options beyond those that would exist within the main Halo universe. Thus, it is expected to feature many Fractures-themed events:
Fractures: Tenrai - Includes the Yoroi armor core, featured in the Tenrai universe. Fractures: Entrenched - Includes the Eaglestrike armor core, featured in the Entrenched universe. Fractures: Firewall - Includes the Chimera (armor)|Chimera armor core, featured in the Firewall universe.
Production notes Fracture are used as events in ''Halo Infinite'' and ''Halo: The Master Chief Collection'' to explain the existence of certain armor models, such as Yoroi and specific Series 8: Mythic items, in their relevant games.
Gallery
File:HTMCC S8 Keyart Logoless.png|Keyart for ''MCC''s Season 8: Mythic. File:HINF FracturesYoroi.png|''Infinite''s Fractures: Tenrai event banner. File:HINF EventFracture Tenrai banner.jpg|Keyart for the Fractures: Tenrai. File:HINF EventFractureEntrenched-Key-Art.jpg|Keyart for the Fractures: Entrenched. File:HInf-Fracture-Tenrai logo.png|The Fractures: Tenrai event logo. File:HInf-Fractures-Symbol.png|General Fractures symbol. File:HINF-Alt-Fractures-Symbol.png|Alternate general Fractures symbol. File:HINF Fracture Entrenched Symbol.png|The Fractures: Entrenched event logo.
Sources
Category:Halo Infinite Category:Multiplayer Category:Fractures
|
File:HInf-Fracture logo.png|class=blackbg|thumb|300px|Fractures logo. Fractures are reinterpretations of the Halo universe, akin to alternate universes, that exist separately to the core canon of the franchise. They are designed to maintain the main elements and themes of the ''Halo'' universe, but are markedly divergent due to either fundamental differences in the nature of the setting, or the way certain events play out. Fractures are designed to give fans a unique and fresh take on the ''Halo'' universe, while leaving the existing lore untouched.
Fractures universes are used to lend background lore to otherwise non-canonical in-game elements, such as the Yoroi and Eaglestrike core in ''Halo Infinite'' or Belos armor|Belos, Blackguard armor|Blackguard, and Drengr armor|Drengr armors in ''Halo: The Master Chief Collection''. As such, they are often linked to in-game events, such as ''MCC''s Series 8: Mythic or ''Infinite''s Fractures: Tenrai event.
Fractures universes
The Belos universe is inspired by classical Greek and Roman culture. In this universe, the Chosen are humans who have been selected to undergo augmentations, making them almost demigods among their people. As such, Chosen serve as commanders and bodyguards within the armies that are sworn to defend the realm of Lacedaemon. The Chosen are equipped with Belos armor.
In the Bioroid universe, the Forerunners created weapon-parasites called Bioroids, infecting beings with the Reclaimer spark within them and convert them into killing machines. The Bioroid are forced to fight against an enemy called the Thinking Death. These infected beings are equipped with the Bioroid armor.
The Blackguard universe is inspired by feudalism and Medieval European culture. In this universe, the Blackguard are knights, protectors, and thieves from many kingdoms who are equipped with sets of specialized armor and powerful weapons. Each kingdom produces its own armor design, but in general the armor is known simply as Blackguard armor.
The Drengr universe is inspired by Norse culture. In this universe, the Skalds are matchless warriors and clever storytellers who collect many tales of epic feats as they fight against the Shapeless Horrors. The Skalds gird themselves for battle with runeplate, also called Drengr armor.
The Entrenched universe is dieselpunk-themed. In this universe, the soldiers fight using 'ruinously' expensive and tough armor paid for by the working populace to fuel the final fight against the Covenant Invasion. The armor used is Eaglestrike. Appearances
Aiken Hugo Barton|Barton Chen Dubbo Endesha Kolby Henrik Glasmann Magnussen Tchakova Vickers
Human
*Kig-Yar
*San'Shyuum
*Sharquoi
*Unggoy
"Flood|Old Ones"
Covenant
*Kig-Yar Thalassocracy Unified Nations Security Confederation
*11th Strikewing Squadron
*23rd Armored Lancers
*52nd Destroyer Battalion
*902nd Reconnaissance Cluster
*Air Transport Group Apple
*Astro-rangers
*Capital Military Authority
*Cloudjumpers
*First Mobile Infantry Division
*Hefley Radiator Company
*Hyperion Test Group
*Meridian Light Horse
*Misriah Bathworks
*Northam Volunteers
*Ordnance Committee
*Ridgeback Cantonment Patrol
*Section Three
*Seongnam Special Task Group Two
*Ultramarine Corps
Earth
*Abandoned cosmodrome
*Northam
**Northam Central Command
*Seattle Europa Luna
*Project: PERPETUA factory complex
Final War
*Carver Riots
*Destruction of Northam Central Command
*Eastern Europa campaign
*Kolby's assault on the Moon
''Frigate''-class zeppelin
*SCS ''Brisingamen''
SCS ''Perpetua''
Aether-bomb Arcanoblade Archaeotech CX-12 explosive Cosmocom Covenant arcanotech
*Archon sky-striker battery
*Plasmatron weaponry Deathblossom missile Eaglestrike energized plate armor
*Brodie variant
*Kerberos variant
*Leadbelcher variant
*M199X variant
*Sky Marshal variant Gummytube Filter Halo Array Hydra Kythera Battlepad Nocturne Goggles Pelican
Whereas other Fractures take place in alternate universes, Firewall is set in the canon ''Halo'' universe and provides a glimpse of events inside Created-controlled territory in the aftermath of Cortana's defeat at Installation 07 in late 2559. High Auxiliary Sloan set in motion a contingency plan known as the FIREWALL agendum to create the Executors, cybernetically-augmented humans clad in Chimera (armor)|Chimera armor that would allow artificial intelligences, or "infomorphs" to enact their wills in the corporeal universe. Currently, only one Executor exists as a proof of concept, but Sloan plans to build an army.
Appearances
Human Artificial intelligence|Infomorph
Biologic-directed power blocs Infolife assemblies
Augmentor Basilisk hack BRINK Plugin Chimera armor
*Abatur variant
*Flenser variant
*Grendel variant
*Merrow variant
*Peaceweaver variant Cooperative autonomous munition swarm Crysknife Mind transfer|Essence compilation Executor Flexcomposite Hyperlink network Orbital glimmerlance PostAmp Sub-tactical thermonuclear self-destruct device TAG Plugin
The Megaframe universe is inspired in Japanese Tokusatsu series. In the Megaframe universe, a being named Halzon gave morphonic keys named "Dynam Rings" to humanity, becoming the Sierra Troopers, with the task of protecting the Sol system from the Auspex Empire, who also seeks to claim the Dynam Rings. Each Sierra Trooper uses the Trooper armor, and when the Sierra Troopers combine their morphonic energies, they can use the Megaframe armor.
Like the Megaframe universe, the Panzerdoll universe is inspired by the Japanese anime franchise Mobile Suit Gundam. In the Panzerdoll universe, the Covenant and the Union Naval Space Combine fight each other using mechatronian technology. The UNSC forces uses the Panzerdoll armor.
The Tenrai universe is inspired by Japanese culture. In this universe, the 343 clans of the Imperial Court once feuded with each other for generations, but united in the face of an invasion by the Covenant. To defeat the invaders, the clans pooled their knowledge and crafted a new type of armor for their samurai warriors: Yoroi. Appearances
Asura Human Kappa Kitsune Tengu
Imperial Court
*343 clans
*Imperial household
*Shogunate Covenant
Covenant invasion
*Arrival of the strange samurai
Aiki weave Glass dragon Grass-blade Domination spires Dragonbark Jadeiron Tanto blade Yoroi armor
*Azechi variant
*Chonmage variant
*Hakushika variant
*Hatamoto variant
*Hikeshi variant
*Kabuto variant
*Kawari variant
*Otomosho variant
*Yokai variant
Fractures-themed events The following is a list of in-game events that are themed around Fractures universes.
''Halo: MCC'' has only featured one Fractures-themed event:
Series 8: Mythic - Includes the Belos, Blackguard, and Drengr armors from their respective Fractures universes. Series 9 - Includes the Bioroid, Megaframe, Panzerdoll, and Trooper armors from their respective Fracture universes, with the exception of the Trooper armors, being part of the Megaframe universe.
''Halo Infinite'' was the game for which the concept of Fractures was first introduced, as a way to expand the cosmetic customisation options beyond those that would exist within the main Halo universe. Thus, it is expected to feature many Fractures-themed events:
Fractures: Tenrai - Includes the Yoroi armor core, featured in the Tenrai universe. Fractures: Entrenched - Includes the Eaglestrike armor core, featured in the Entrenched universe. Fractures: Firewall - Includes the Chimera (armor)|Chimera armor core, featured in the Firewall universe.
Production notes Fracture are used as events in ''Halo Infinite'' and ''Halo: The Master Chief Collection'' to explain the existence of certain armor models, such as Yoroi and specific Series 8: Mythic items, in their relevant games.
Gallery
File:HTMCC S8 Keyart Logoless.png|Keyart for ''MCC''s Season 8: Mythic. File:HINF FracturesYoroi.png|''Infinite''s Fractures: Tenrai event banner. File:HINF EventFracture Tenrai banner.jpg|Keyart for the Fractures: Tenrai. File:HINF EventFractureEntrenched-Key-Art.jpg|Keyart for the Fractures: Entrenched. File:HInf-Fracture-Tenrai logo.png|The Fractures: Tenrai event logo. File:HInf-Fractures-Symbol.png|General Fractures symbol. File:HINF-Alt-Fractures-Symbol.png|Alternate general Fractures symbol. File:HINF Fracture Entrenched Symbol.png|The Fractures: Entrenched event logo.
Sources
Category:Halo Infinite Category:Multiplayer Category:Fractures
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|gametypes=*Slayer Capture the Flag Total Control
|terrain=Canyon, Forest, Forerunner structures
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Fragmentation is a multiplayer map in ''Halo Infinite''.
Universe and lore The map is set within one of the many canyons on the surface of Installation 07. Set into the side of a high cliff, this canyon hosts two beam emitters, and various Forerunner nodes and beacons. Following the ring's fragmentation during Battle for Zeta Halo, the 511th Infantry Division from the have established a base of operations in the canyon, and set up equipment to survey the fragment of the ring. While fighting off Sentinel patrols and evading the increasingly frequent scouting runs of Banshee talons, the survivors attempted to make contact with other UNSC forces that might be within comms range.
Overview The map allows the use of Razorbacks, Wasps, Banished Choppers, Riuctda Workshop Ghosts, 'Ahtulai Workshop Banshees, M12 Chaingun Warthog|Chaingun Warthogs, M12R Rocket Warthog|Rocket Warthogs, Mongooses, Scorpions, and Eklon'Dal Workshop Wraiths.
Callouts The following are locations on the map that are so named on the player's heads-up display during gameplay:
Canyon Base Canyon Roadway Broken Ring Hex Vault Courtyard Center Rock Path Hex Junction Center Hex Path Canyon Wall Front Canyon Base Rock Junction Hex Vault Hike Hex Vault - Internally referred to as the "loot cave", entrance into the Hex Vault requires a player to hack open a door with their personal AI. Inside are various equipment and weapons. Wreckage - The road and trees around a burning, wrecked Warthog
Production notes Cliff Schuldt was the level designer for Fragmentation. Multiplayer designer Andrew Witts cited Valhalla from ''Halo 3'' and its ''Halo 4'' remake Ragnarok as influences for Fragmentation.
The map was first shown unnamed in the A New Generation trailer, and was eventually shown in more detail with hints to its setting in the Halo Infinite Multiplayer Overview trailer. Finally, in a Canon Fodder post on ''Halo Waypoint'', Fragmentation had its name revealed and further story details divulged. The map is playable in the Halo Infinite Multiplayer Tech Preview#Second Tech Preview|second ''Halo Infinite'' multiplayer preview.
In Capture the Flag once a flag is captured the scoring team's beam emitter will fire.
Gallery
File:HINF CanyonMap1.png|Vehicles leaving a base. File:HINF CanyonMap2.png|A Wasp flying overhead. File:HINF CanyonMap3.png|A battle on Fragmentation. File:HINF CanyonMap4.png|A Scorpion clashes with a Wasp. File:HINF CanyonMap5.png|A Spartan charges at a Chopper. File:HINF Multiplayer Reveal 2021-6.png|A Spartan watches a Pelican leave. File:HINF_MPOverview_CanyonMap1.png|A view of the canyon. File:HINF_MPOverview_CanyonMap2.png|A Wraith in the canyon. File:HINF_MPOverview_CanyonMap3.png|Three Mongooses driving down a trail. File:HINF_MPOverview_CanyonMap4.png|A Warthog at the entrance of base. File:HINF Fragmentation Vault.png|A battle in one of the vaults' courtyard. File:HINF-BrokenFragmentation.png|Fragmentation being corrupted by Iratus during Site Unseen.
Sources
Category:Halo Infinite multiplayer maps
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Fragments is the thirty-fifth track (Disc 2 Track 18) in ''Halo: Combat Evolved Anniversary: Original Soundtrack''.
Overview The track is an arrangement of the fifth section of ''Library Suite'' from ''Halo: Original Soundtrack'', being a more faithful arrangement of the version heard in the ''Halo: Combat Evolved'' main menu.
Appearances The track plays in place of the fifth section of ''Library Suite'' in the main menu of ''Halo: Combat Evolved Anniversary''.
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Fran was a soldier of the United Rebel Front. In 2525#December|December 2525, she took part in the Battle of Alpha Corvi II under the command of Whitaker. During the battle, Fran was ordered to accompany Miguel in destroying the mines on Black Reef to trap Covenant forces inside. Fran operated the rebels' last M41 SPNKR rocket launcher, firing at some placed explosives. Fran and Miguel ultimately perished in the ensuing explosion, taking out scores of Sangheili and trapping Blue Team in the mines below.
List of appearances
''Halo: Collateral Damage''
Sources
Category:Human characters Category:United Rebel Front members
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File:Franchbot Industries.png|250px|thumb|Franchbot Industries Banner.
Franchbot Industries was a human corporation with a headquarters in downtown New Mombasa on Earth.Halo 2 Anniversary, campaign level ''Metropolis''
History In 2552#October|October, 2552, during the Battle for Earth, Mombasa was abandoned and Franchbot Industries appears to have been locked up. The area in front of it, however, was the site of intense fighting between UNSC Marine Corps|Marines of A Company and Covenant Zurdo-pattern Wraith|Wraith tanks, eventually culminating when the John-117|Master Chief and a Protos-pattern Scarab|Scarab arrived in the area. The building was not harmed, but it is presumed it was later destroyed anyway when the city was Glassing|glassed by the Covenant in order to uncover the Forerunner Portal at Voi|portal generator buried under it.
Trivia In ''Halo 2: Anniversary'' the sign of "Tterrab Industries" headquarters changed into "Franchbot Industries".
Gallery
File:Franchbot_industries_H2A.png|Franchbot Industries in ''Halo 2: Anniversary''.
List of appearances
''Halo 2: Anniversary''
Sources
Category:Human businesses
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}}
Francis Mallarde was the commanding officer of the UNSC frigate|frigate during the Human-Covenant War.Halo: The Essential Visual Guide, ''page 80''
Background On 2552#August|August 12, 2552, Mallarde commanded the ''Grafton'' during the Battle at Szurdok Ridge. While providing fire support for UNSC ground forces during the battle, the ship was soon ordered to destroy a Deployment spire|Covenant teleportation spire. After Noble Six disabled the spire's shield, Mallarde ordered the ship to use its Magnetic Accelerator Cannon on the spire, destroying it. The victory was short-lived, as the Covenant ''Long Night of Solace'' destroyed the ''Grafton'' with its ventral energy projector, killing Mallarde and the rest of the crew.
Sources
Category:Human characters|Mallarde, Francis Category:UNSC Navy officers|Mallarde, Francis
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Frank Kodiak is a SPARTAN-IV program|Spartan-IV supersoldier who participated in Operation: FAR STORM.Halo: Hunters in the Dark, ''page 68''
Biography
Frank enlisted in the UNSC in 2535 and participated in various battles over the course of the Human-Covenant war. During a battle in the 2540s, he was engaged by a Sangheili named N'tho 'Sraom. After severing his arm off with his energy sword, N'tho would have killed Frank were it not for a nearby explosion, which caught the Elite off guard, giving Frank the chance to escape.Halo: Hunters in the Dark, ''page 80'' Afterwards, he replaced his arm with a battle grade prosthetic.
Shortly after the end of the war, Frank enlisted in the Spartan Operations|Spartan branch and became a SPARTAN-IV|SPARTAN-IV supersoldier.
Operation: FAR STORM
In 2555|March 2555, a countdown to the activation of the Halo Array was discovered on Installation 07. ONI made the decision to repair the Portal at Voi|portal generator at Voi and send a joint UNSC-Swords of Sanghelios task force through the portal to reach Installation 00 and attempt to prevent the activation of the array.Halo: Hunters in the Dark, ''page 46'' Frank was chosen as head of security for Annabelle Richards|Captain Annabelle Richards who would be participating in the mission. When the Sangheili arrived at Earth aboard the Covenant corvette|corvette ''Mayhem'', Frank was there with Richards to meet them. The Sangheili identified themselves as Usze 'Taham and N'tho 'Sraom-the same Sangheili who had cut off Frank's arm during the war. They had a Huragok called Drifts Randomly with them who would repair the portal generator.Halo: Hunters in the Dark, ''page 72-73''
Two days into repairs Frank approached N'tho, who was Martial arts|practicing with his energy sword. Frank asked him if they could practice together, to which N'tho agreed. Frank activated his own energy sword, which he obtained from a Sangheili he killed during the war, and started to use it against N'tho. N'tho soon caught on that the Spartan was trying to kill him and asked him why. Frank then pulled off the right gauntlet of his MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR armor, revealing an artificial arm. However, Frank told N'tho he would not kill him, as it would be defying the mission.Halo: Hunters in the Dark, ''page 105-109'' A few seconds later, Drifts Randomly activated the portal, causing a violent earthquake that caused a tree to pin N'tho down. Frank decided to spare N'tho's life, and cut the tree with his sword, freeing him.Halo: Hunters in the Dark, ''page 122'' The pair realized a Forerunner Retriever Sentinel had emerged from the portal and had begun excavating the ground around the portal. After a brief engagement by , it was destroyed.Halo: Hunters in the Dark, ''page 124'' Shortly afterward, a meeting was held aboard ''Mayhem'', per N'tho's request, to discuss the next course of action. N'tho suggested they enter the portal immediately, but Richards insisted they wait for consent by her superiors. Not wanting to waste time, N'tho ordered his crew to enter the portal,Halo: Hunters in the Dark, ''page 131'' prompting Frank to point his gun at N'tho and threaten to kill him if he did not land the vessel, but Drifts Randomly quickly took the pistol from him and threw it to Usze.Halo: Hunters in the Dark, ''page 133'' The ship approached the portal but before it could enter another Retriever appeared, ''Mayhem'' quickly took care of the construct and entered the portal.Halo: Hunters in the Dark, ''page 137''
Instead of taking weeks, ''Mayhem'' arrived at the Ark in a matter of hours.Halo: Hunters in the Dark, ''page 139'' The vessel was soon engaged by multiple armed Retrievers and was overwhelmed, the corvette crashed onto the surface of the Ark and suffered severe damage.Halo: Hunters in the Dark, ''page 142-148'' Frank and the rest of the expedition exited the ship and N'tho informed them they were heading to the Installation 00 Citadel|installation's Citadel, where they could deactivate the Halo Array. After journeying for a while the group were approached by a pack of Blind wolf|blind wolves but managed to avoid them thanks to Olympia Vale's advice, however they were promptly attacked by a group of Chaefka and the sound of the fight attracted the blind wolves back. During the fight Olympia Vale was attacked by one of the animals and her mind started to be controlled by 000 Tragic Solitude|an unknown force which made her walk away with one of the Chaefka.Halo: Hunters in the Dark, ''page 172-180'' After learning of her disappearance, Richards ordered three Marines to take the dead back to the ship and she split the remaining members of the expedition into two groups, with one team consisting of Frank, N'tho, Luther Mann, Zon 'Vadum, Kola 'Baoth, the remaining four Marines and herself tasked with heading straight to the Citadel and the other team consisting of Usze 'Taham, Spartan Elias Holt and Henry Lamb tasked with searching for Vale.Halo: Hunters in the Dark, ''page 188''
Along the way, Frank and his group found a Mammoth (Installation 00)|mammoth which, to their surprise, carried them in the direction of the Citadel. Frank was soon contacted by Holt, who asked for backup after he informed him of the carnivorous plants that were currently attacking them. Frank dismounted the mammoth and proceeded in Holt's direction. When he eventually reached the area, he found a large tree which promptly started attacking him. Usze found him and they worked together to cut down the tree with their energy swords. Holt and Lamb caught up to them, and they proceeded to the Citadel.Halo: Hunters in the Dark, ''page 246-247'' Both teams arrived at the Citadel and the light bridge was activated for them, which made them suspect a trap. The group made their way through the building and across the bridge leading to the control panel that would deactivate the array. Upon reaching it Luther Mann deactivated the array and dozens of Armigers teleported in front of them.Halo: Hunters in the Dark, ''page 258'' The team fought their way back across the bridge but Frank, N'tho, Holt and Zon were cut off from the rest and were teleported into a dark corridor.Halo: Hunters in the Dark, ''page 263'' They made their way through and found themselves in a room with a gap in the floor blocking their path. The Spartans used their armor's built in thrusters to cross the gap, but Aggressor Sentinels suddenly rose out of the gap just as N'tho attempted to jump the hole. Zon and the Spartans quickly destroyed the Sentinels, and N'tho was pulled out of the hole by Frank and Holt.
N'tho heard Olympia Vale's voice and they soon found a room with her and 000 Tragic Solitude|the Ark's monitor inside but they couldn't enter due to an energy barrier blocking their way. Vale was then attacked by a cyborg, which Frank quickly identified as his brother Bobby Kodiak|Bobby, and a fight between him and Vale ensued. Frank managed to communicate to Vale that the construct was his brother, and Vale managed to calm the construct down for a short time. N'tho, Zon, Frank and Holt went and found the monitor's data stores and started firing at them, causing the monitor to malfunction and the energy barrier to fall.Halo: Hunters in the Dark, ''page 334'' Vale took down Bobby and the monitor begged for them to stop damaging his data stores and that he would call back the retrievers if they did so. Frank attempted to convince Bobby to come back with him to UNSC space and that suicide wasn't the right choice, and the rest of the group agreed to stop shooting, but the monitor attacked them again. Bobby lunged at the monitor and pierced it with his bladed forearm, but he was killed when the monitor exploded, saddening Frank greatly. N'tho then found a way to the surface and the team headed back to the ship.Halo: Hunters in the Dark, ''page 343''
After returning to ''Mayhem'', the team realized the ship was still in very bad shape, but a fleet of UNSC ships exited slipspace and manage to locate the vessel and bring it back to Earth.Halo: Hunters in the Dark, ''page 352'' N'tho approached Frank in the cargo bay of and told him he felt sorry for him for the death of his brother and he is sorry for cutting off his arm during the war. Frank forgave him, and thanked him for saving his life, to which N'tho thanked him for saving his as well. N'tho offers to arrange for Frank to visit Sanghelios, but Frank kindly declines, stating he wants to take a break from visiting planets with aliens that want to kill him, but let N'tho know that he appreciated the offer.Halo: Hunters in the Dark, ''page 352''
Personality and traits Frank is said to be exceptionally discreet and only speaks when spoken to. He has a great disdain and mistrust for the Sangheili, for their merciless genocide of humans and the loss of his right arm during the Covenant war. However, after the mission to Installation 00, he came to forgive N'tho for severing his arm.
Equipment As a Spartan, Frank was equipped with the MJOLNIR Powered Assault Armor/AA variant|Air Assault variant of MJOLNIR Powered Assault Armor (GEN2)|Mjolnir (GEN2) armor. He was also known to wield a Type-1 Energy Sword he obtained as a keepsake|war trophy and often used a BR85HB battle rifle alongside an M6 series pistol as his side arm.
Gallery
File:Hunters in the Dark full cover.jpg|Frank Kodiak fighting morolaath alongside N'tho Sraom.
List of appearances
''Halo: Hunters in the Dark''
Sources
Category:Spartan-IVs|Kodiak, Frank Category:Human characters
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File:Frank OConnor.jpg|255px|thumb|Frankie in the Halo 3 Announcement Trailer Halo 3 Trailer - Behind the Scenes|documentary.
"And people be like... Nanomachines, magic, bullshit...", Frank O'Connor Frank O'Connor, or Frankie, is the former Franchise Development Director of the Halo universe|''Halo'' franchise at 343 Industries. Previously, he has worked as the content manager for Bungie. He was the primary writer of the Bungie Weekly Update through the production of ''Halo 2'' and ''Halo 3'', as well as the creator of Mister Chief. He announced his departure from Bungie on May 16, 2008 in order to work more closely with Microsoft|Microsoft Studios on ''Halo''-related content.
O'Connor was a co-author of ''Halo: Evolutions - Essential Tales of the Halo Universe'', providing the introduction and the short stories ''Midnight in the Heart of Midlothian'' and ''Soma the Painter''. In addition, he authored the digital novel ''Halo: Saint's Testimony''. O'Connor also wrote the stories ''Dominion Splinter'' and ''The Ballad of Hamish Beamish'' in ''Halo: Tales from Slipspace'' and ''Halo: Fractures'', respectively. ''Saint's Testimony'' was also included in ''Fractures''.
He left 343 Industries in April of 2023.
Background He is originally from Edinburgh, Scotland, where he was born and raised. Growing up Frankie was obsessed with playing games: Pong, 2600, Intellivision, Vectrex, ColecoVision, Sinclair Spectrum, Atari 800, Commodore 64 and so on, until Xbox 360 in the present day. He didn't have them all at the same time, upgrading when the next generation of systems was released.
He was able to parlay his love of video games into a career working at a number of video game magazines including Ultimate Future Magazine, TOTAL! Nintendo Magazine and the Official Xbox Magazine. He then made the jump to Bungie Studios as content manager. Asked about his typical day at the office Frankie told HIH:
Frankie facts Childhood Idol?
Frankie: Billy Idol, naturally. He's not just my idol, he's the world's idol. Rock!
Do you have any pets?
Frankie: An enormous cat. Seriously, 22 pounds of rippling feline blubber. In fact, rippling is his only form of exercise.
Anything else you'd like to tell us about yourself?
Frankie: I am foreign. Like Balky. Or maybe more like wikipedia:Groundskeeper Willie|Groundskeeper Willie. Also, I have an enormous tattoo of the Scottish flag on my right shoulder, underneath which is inscribed, "Scotland Forever." On account of how stupefyingly awesome Scotland is. Eventually, when the Scottish Empire has finally secured world peace and total domination of the globe, you will appreciate it.
Trivia Frankie was usually the only player on Bungie's team wearing full MJOLNIR Powered Assault Armor/Mark VI/R variant|Recon Armor in their Humpday games. He appeared in a special episode of ''This Spartan Life'' in which he described some of the new features of ''Halo 3''. His weapon of choice is the Type-51 Carbine|Covenant carbine. He was the arch enemy of Martin O'Donnell. O'Connor voiced the Unidentified medical technician|medical technician in the motion comic adaptation of ''Midnight in the Heart of Midlothian''. O'Connor was given a cameo appearance in ''Halo 4: Forward Unto Dawn''. In Episode 2, he can be seen portraying a janitor named Beamish in the mess hall of the Corbulo Academy of Military Science among the crowd watching the fight between Thomas Lasky|Lasky and Walter Vickers|Vickers. Beamish is a predominantly Scottish surname, which alludes to O'Connor's heritage. He reprised the role as part of 343 Industries' commitment to the ALS Ice Bucket Challenge in August 2014, although he did not partake in the challenge itself; Steve Downes called O'Connor out on this and nominated him to take it next.
Gallery
File:Frank Interview.png|"Nanomachines, magic, bullshit", Frank O'Connor at an interview. File:FoConnor.jpg|Frankie as part of the Superintendent viral campaign for ''Halo 3: ODST''. File:MisterEscher.jpg|For the ''Halo Graphic Novel'' Frankie did this take on Dutch Artist Wikipedia:M. C. Escher|M. C. Escher's famous drawing. File:FUD - Frankie cameo.jpg|Frank O'Connor's cameo appearance in Episode 2 of ''Halo 4: Forward Unto Dawn''.
Sources
See also
Category:343 Industries staff Category:Bungie staff
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