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Armstrong Alley is a road on Luna that is located in the Mare Insularum, near Jacob Keyes' apartment.''Halo: The Cole Protocol'', Chapter 76
Overview
Bronze statues of lunar rovers and centuries-old busts of the first astronauts to land on Luna were located along Armstrong Alley. There was several observatory decks nearby for colonists to watch the "Earth-rise".
History
In 2535, after Jacob Keyes returned from the Battle of Metisette, Jacob and his daughter, Miranda Keyes|Miranda, walked down the road to admire the scenery and to get ice cream.
Trivia Armstrong Alley is likely named after Wikipedia:Neil Armstrong|Neil Armstrong, the first human to walk on Luna.
List of appearances
''Halo: The Cole Protocol''
Sources
Category:Lunar locations Category:Roads |
Armstrong is a human senior officer of the UNSC Navy during the Human-Covenant War and in the post-war years. He serves as the 's Wikipedia:Executive_officer#United_States|executive petty officer (or XPO).
List of appearances
''Halo 4''
Sources
Category:Human characters Category:UNSC Navy enlisted personnel |
Armstrong may refer to the following:
Armstrong (sailor)|Armstrong - A senior officer who served as the executive officer of in the post-war years.
- A warship that served in the Outer Colonies during the Human-Covenant war.
Chad Armstrong - A former employee of Bungie and 343 Industries, who now works as a designer for Wikipedia:Crystal Dynamics|Crystal Dynamics. |
Army Component Commands are a command organisation within the UNSC Army. Prior to the Human-Covenant War, Army Component Commands were based out of an assigned Human colonies|colony world with the task of overseeing the administration of given Army units assigned to that colony, with operational authority the responsibility of Unified Ground Command (UNICOM) task forces. During the war, many Army Component Commands were "temporarily" disestablished due to the frequency of glassing attacks and the reassignment of Army units to other worlds, and were replaced by sector-level working groups based out of Earth and Reach.
Sources
Category:UNSC Army units |
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Arnaldo is a human living in the village of Paraiso within the jungles of Gao.
Biography
By late 2559, Arnaldo acted as head of security at the village known as Paraiso on Gao. When Xenoarchaeology|xenoarchaeologist Keely Iyuska and Spartan-IV Olympia Valeunder the guise of medical researchersarrived at Paraiso, Arnaldo was there to greet them, along with five other armed men. After a tense greeting, the two revealed that they were three to speak with Rosa Fuertes. He suspected that the two women were not who they said they were, accusing them of being operatives from the Office of Naval Intelligence. Keely attempted to get Arnaldo to cooperate by informing him they they had brought money for a new deal between Rosa and the UNSC. After this, Vale managed to push Arnaldo into Rosa's house and bar the door with the other men still outside. Some tense negotiations followed, with Arnaldo threatening the two women, saying they if they just left the money no one would get hurt. However, once Rosa revealed herself and informed Arnaldo that Vale was a Spartan-IV|Spartan, he relented. Arnaldo called off the other guards with a whistle and left the building himself upon Rosa's request.
Personality and traits Arnaldo believes his little village of Paraiso to be a paradise and he is very protective of Rosa Fuertes.
Arnaldo has chin-length blond hair long which has been seen to tuck behind his ears. His face is red and weathered, with deep lines at the corners of his mouth. Arnaldo is also noted to have a shorter, stocky build.
Equipment While guarding Paraiso in 2559, Arnaldo wore military boots and utilities. He also was seen wielding an old MA3A assault rifle at this time.
Trivia While never stated, it is very likely that Arnaldo is Arne of the Castoffs. Upon meeting Arnaldo, Olympia Vale notes that he is approximately the correct age for a member of the Castoffs, and it is also established that the Castoffs changed their names upon moving to Gao, with Roselle only changing her first name slightly to be Rosa.
*Arnaldo's position as the village's head of security and his closeness with Rosa may also suggest that they have known each other for longer than the others in the village, which would be true for a member of the Castoffs.
List of appearances
''Halo: Outcasts''
Notes
Sources
Category:Human characters |
File:Arney Antics.jpg|thumb|Civilians looting weapons from the store. Arney Antics was a civilian gun store in New Mombasa, Kenya, on Earth. The store's inventory included handguns, rifles, and submachine guns.
History During the Battle of Mombasa on 2552#October|October 20, 2552, several civilians looted firearms from the store to fight the invading Covenant. ''Halo Graphic Novel'', Second Sunrise Over New Mombasa p. 93 It was likely destroyed when the city was glassed later the next day.''Halo 3: ODST'', campaign level Coastal Highway
Trivia Arney's Antics carried a weapon resembling the World War II-era Wikipedia:MP 40|MP 40 submachine gun.
List of appearances
''Halo Graphic Novel''
Sources
Category:Human businesses |
The ''arpaktiko'' were an order of Sangheili warriors, employed in ancient times. The ''arpaktiko'' employed ivory armour, and are noted to resemble the Sangheili Ultra|Evocati employed by the Covenant and its Covenant remnants|remnants - especially when employing active camouflage.
Sources
Category:Sangheili |
Below is a file found in the .
Halo array System Data Recorder
[ 3 minutes 5 seconds]
{c-match-reconfirmed}. Sphere secure to .1889 of passing fleet. Offensive tactics confirmed. Feint tactics in limited push.
Sys//////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////{online}
Index: {check}
{D-com} There is no peace left. No place where the parasite cannot reach. You were right about it all. Let us hope the final measure is not too late.
[ 1 minutes 12 seconds]
Confrm: Array burn radium {check} 3.0
Confrm: Array sync ...1...2...3...4...5...6...7...{check}
Commence..._{ }
[ 60 seconds]
Commence..._{check}1 minut Confrm: -00-00-00-59-0999 {c-match-line-hold} acceptable losses confirmed
{D-com} It's done. By my hands. The pyrrhic solution is ignited. All I have left is the quiet of space to lull me to sleep. I will dream of you.
[ 49 seconds]
Authorize -00-00-00-48-0999 Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._
Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._ Array Authorized..._{check}
[ 23 seconds]
fire: -00-00-00-22-0999 Confrm: wpnt {auth}
Core sequence
[ 11 seconds]
fire: -00-00-00-10-0999 {c-match-burn} effectiveness of enemy core fleet negligible
{D-com} I feel no peril.
[ 5 seconds]
fire: -00-00-00-04-0999
{D-com} No pain. No remorse. Is that normal?
[ 0 seconds]
fire: -00-00-00-00-0001 Reversion Sequence...{negative}
Array Authorized..._{Activate}
Rings online..._{Activate}
[ 7 seconds]
+00+00+00+07+0001+
reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........ reset........
Trivia It may be a possibility that the D-com person is a Forerunner named The Didact|Didact, the lover of the The Librarian|Librarian. However, this is just speculation.
Sources
(Listed as Server 1 on halo3.com) Note- This is found after pressing one of five symbols on the Forerunner machine.
Category:Forerunner files and protocols Category:Iris |
Array is a multiplayer map in ''Halo 5: Guardians'', for the Warzone Assault gametype. It is a variant of Raid on Apex 7.
Overview
"Array" is a variant of "Raid on Apex 7", and thus differs with the original map in a number of ways. The weather is not sunny anymore, there is a storm instead. Various locations are blocked in order to reduce the map's surface. This was achieved by adding whole mountains on the map, which caused the disappearance of locations such as the Beach (where Tankmaster Rok and Captain Hestro usually appeared) or the East Coast (where Red Base was during mainstream Warzone matches). The changes to the map aim at streamlining the game's flow into more aggressive matches than in maintream Warzone. The only AIs who appear on "Array" are UNSC Marine Corps|UNSC marines who help the defensive team to protect their bases.Halo 5: Guardians
The defensive team's role is to protect the Spire from the attacking team, who are dropped in the Crossroads very close to the Forerunner building. If the attackers fail to take the Spire before time runs out, they lose the match. If they succeed, the timer is reseted and the defenders have to retreat to the Armory (East Armory in mainstream Warzone) and defend it. The round is played similarly. Once again, if the attackers manage to capture the Armory, the defenders must retreat to their Home Base and defend its Core. The base can be attacked either from its left (Crags) or its right (Ridge). If the attacking team successfully assault the base and destroy the enemy Core, they win the match. Otherwise, the defenders win if they manage to fend off the enemy and protect their Core.
File:H5 WZA Array first base.PNG|300px
File:H5 WZA Array second base.PNG|300px
File:H5 WZA Array third base.PNG|300px
Gallery
File:H5G - Array 2.jpg File:H5 WZA Array 05.PNG File:H5 WZA Array 06.PNG File:H5 WZA Array 07.PNG File:H5 WZA Array 08.PNG File:H5G - Array 3.jpg File:H5G - Array 4.jpg File:H5G-M41.jpg
Sources
Category:Halo 5: Guardians multiplayer maps Category:Warzone Assault maps |
Arrelts is a female crew member with whom Kowalski flirts with. She appears only in the memory that Melissa uses for her benchmark test in the Phase 2 Operator's Monologue.
Partial Transcript Memory benchmark test:
ONI tech Kowalski: I do love a girl in uniform. Got shore leave tonight by any chance?
Midshipman Arrelts: (laughs) Maybe.
ONI tech Kowalski: I was thinking, maybe we could... ///
Midshipman Arrelts: Was that what you were thinking?
ONI tech Kowalski: (coughs) Anyway, she shouldn't feel that slowness through Nav & Comm. anymore.
Midshipman Arrelts: Great. You know what they say: Happy ship ONI tech Kowalski: - happy crew. Yeah. (coughs) Yeah, I know a lot of about these systems.
Midshipman Arrelts: That's great, what with it being your job and all.
ONI tech Kowalski: fr'instance - know what the single /// best correlate is for these babies, in terms of matching personality to service designation? Favorite game.
Midshipman Arrelts: Favorite game?
ONI tech Kowalski: You know, from before. Tag - that's regular navy, like destroyers. Command HQ is usually Truth or Dare, something like that. Red Rover Midshipman Arrelts: Light /// picket?
ONI tech Kowalski: Couriers, too.
Midshipman Arrelts: (laughs) I never would have thought... So what about her?
ONI tech Kowalski: The Operator? (coughs) File's classified.
Midshipman Arrelts: /// Even for you?
ONI tech Kowalski: Well, of course, I know, but I really shouldn't.
Midshipman Arrelts: Come on! I won't tell!
ONI tech Kowalski: Well... /// (whispers) Spin the Bottle.
Midshipman Arrelts: (laughs)
ONI tech Kowalski: (laughs)
Midshipman Arrelts: (laughs)
ONI tech Kowalski: So, maybe dinner tonight?
Lock that away: a little glimpse in the mirror I'm not supposed to see.
Except he's lying. He's lying to her, Trying to impress her he's lying because that's the wrong game (how do I know that?) it's the wrong game and I know I can feel it my favorite game is /// HIDE AND SEEK!
List of appearances
''I love bees''
Sources
Category:Human characters Category:UNSC Navy officers |
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Arris Le was an Alerian smuggler and an accomplice of Haisal Wari.
Biography
From a young age, Arris realized that career in mining tradethe primary livelihood for most Alerian colonistswould likely amount to a dead end. Because of this, he sought work with several Alerian "courier guilds", risking life as a smuggler in the hope of larger pay-offs in order to pay the substantial debt faced by his family; over time he would grow accustomed using this goal to justify his illegal activities. After Aleria's primary mining union Mols'Desias collapsed, Arris would often serve as a recruiter for his employers, convincing desperate colonists to partake in dangerous and often highly illegal smuggling runs with promises of compensation that outweighed the risks.
During his time as a smuggler, Arris met Haisal Wari and convinced him to take part in a planned series of clandestine off-world smuggling runs. A fateful smuggling mission would take them to Alpha Shard, a fragment of Installation 04 orbiting a red giant, where Arris and Haisal Wari were to extract an element that only existed on the fragment. Because of a number of Lekgolo colonies present on Alpha Shard that were sensitive to active technology, the two smugglers avoided technological equipment, for example using horses to transport the element from the mining site to their ship, a . Whether knowingly or not, the cargo of a group of smugglers before Arris and Haisal had ended up at the hands of terrorists who refined it to create a bioweapon they then Terrorist attack on Sedra City|unleashed on Sedra City. The Office of Naval Intelligence began investigating the attack and was able to trace the arrival of Arris' tug on Alpha Shard.Halo: Nightfall, ''Chapter 1''
Subsequently, a joint Locke's team|ONI-Sedran Colonial Guard detachment traveled to Alpha Shard to capture whoever was mining the element. Arris and Haisal were in the process of mining the element in a cave when the soldiers found them. Upon being alerted to their presence, Arris urged the soldiers to lay down their weapons and attempted to escape with Haisal, but the two were quickly apprehended by the ONI operators. Arris attempted to warn their captors of the Lekgolo threat but was gagged before he could do so. While the soldiers were taking the smugglers to their D81-LRT Condor|Condor dropship, the Lekgolo attacked in large swarms and brought the ship down. The group escaped the aliens to a crevice where Arris managed to struggle free of the duct tape covering his mouth to warn the rest about the Lekgolo's sensitivity to technology and their ability to track movement. Following his advice, the soldiers powered down their equipment and remained still, prompting the Lekgolo to leave.Halo: Nightfall, ''Chapter 2''
It was soon realized that with the Condor crashed, the smugglers' two-seated freighter would be their only means of escaping Alpha Shard. While this meant some of the group would have to be left behind, Jameson Locke|Lieutenant Commander Locke maintained that the smugglers would get to draw straws along with everyone else.Halo: Nightfall, ''Chapter 3'' After the group became under attack by the Lekgolo, Michael Horrigan threw Haisal to the worms to buy them time to escape. This greatly distressed Arris; he attempted to strike at Horrigan but was quickly stopped and bound by Alistair Estrin.Halo: Nightfall, ''Chapter 4'' Later on, Horrigan and Gregory Ramos turned on the others in order to save themselves,Halo: Nightfall, ''Chapter 4'' taking the captive Arris with them in order to use him to activate the biometric scanner to enable the autopilot on the tug. However, Arris managed to cut his binds using his laser cutter and escaped his captors. He successfully made it to the freighter and scanned his biometrics to bring the craft online. Before he could take flight, however, Horrigan shot Arris with his MA5D assault rifle, killing him.Halo: Nightfall, ''Chapter 5''
Production notes Arris Le is portrayed in ''Halo: Nightfall'' by actor .
Gallery
File:Nightfall - Estrin and Arris.jpg|Arris alongside Alistair Estrin.
List of appearances
''Halo: Nightfall''
Sources
Category:Human characters|Le, Arris Category:Smugglers|Le, Arris |
Arrival is an achievement in ''Halo: The Master Chief Collection''. It is awarded for activating the first ''Halo: Combat Evolved Anniversary'' Terminal (Halo: Combat Evolved Anniversary)|Terminal on The Pillar of Autumn (Halo: Combat Evolved level)|The Pillar of Autumn. The achievement is worth 5 Gamerscore and can be unlocked on any difficulty.
Location The terminal is one of the computer consoles located on the left side of the Autumn's bridge. All of the console's screens flash "INCOMING MESSAGE" in red, and a crewman is standing beside it instead of manning the console. |
Arrival is the thirteenth track of the ''Halo 4: Original Soundtrack''.
Appearances The song can be heard:
Near the end of the ''Halo 4'' level ''Midnight'', in the last area when John-117 fights through Prometheans, moments before the Composer's activation. The version of the song heard here is slightly re-arranged and has a different ending leading directly into the last two minutes of Immaterial. During the ''Halo: Spartan Assault'' Announce Trailer. |
Arrival is the first campaign level of ''Halo 3''. It does not contain actual gameplay, consisting instead of a look inversion test on lower difficulties, and the game's opening cutscenes.
In Heroic and Legendary, the only point in playing this level is because players cannot get the Campaign Complete for the Heroic and Legendary Achievements without doing so.
Summary The Master Chief crashes in an African jungle near Mount Kilimanjaro and is eventually recovered by Thel 'Vadam (the Arbiter), Avery Junior Johnson|Sergeant Major Avery Johnson, and several UNSC Marine Corps|Marines. After a brief confrontation with 'Vadam, the Chief arms himself and prepares to move out.
Transcript
''It is a night sky: several bright pinpoints of white light, stars, hang in the center. It's a tranquil forest, with lush forestry and a winding river. Then, Cortana's voice begins whispering in voice-overs.''
Cortana ''(V.O.)'': "They let me pick. Did I ever tell you that? Choose whichever SPARTAN-II Program|Spartan I wanted."
Cortana ''(V.O.)'': "You know me. I did my research. Watched as you became the soldier we needed you to be."
''As the camera pans down, something comes into view entering the atmosphere, trailing flames splitting the night sky. Although it is not recognizable at this time, it is the Prophet of Truth's Anodyne Spirit|Dreadnought.''
Cortana ''(V.O.)'': "Like the others, you were strong and swift and brave. A natural leader."
''The fireball comes nearer, at an oblique angle to the camera.''
Cortana ''(V.O.)'': "But you had something they didn't. Something no one saw but me."
''A second, lesser fireball breaks off from the main one. It moves at an oblique angle to the first, in the direction of the camera. It moves closer while the first vanishes behind a spray of trees.''
Cortana ''(V.O.)'': "Can you guess?"
''The object moves even nearer, and its trajectory begins to curve until it is heading directly for the camera.''
Cortana ''(V.O.)'': "Luck."
''The fireball roars past the camera and smashes into the ground with an earth-shattering impact. Cortana's last words are tinged with humor.''
Cortana ''(V.O.)'': "Was I wrong?"
''Fades to black.''
''View down towards the forest, with the sun streaming through the trees onto the smoking ruin where the object hit ground. In the foreground, an armored gauntlet is visible. In the background, several Marines move around; First Squad. The one in the back wears a Sergeant's cap. The Marines of First Squad anxiously observe an object just below the view position.''
Marine #1: "This ain't good."
Marine #2: "Damn. How far did he fall?"
''The Sergeant in the hat takes a long drag on his cigar and blows out smoke. He turns around, revealing he is Sergeant Major Avery Junior Johnson|Avery J. Johnson.''
Marine #3: "Two kilometers, easy."
Sergeant Johnson: "Stay sharp!"
''The Marines move closer to the object while one aims his gun to the left then the right of the camera watching for any sign of the enemy. The object is finally revealed to be the John-117|Master Chief. He lies at one end of the impact crater. The Marines move closer to the Chief, taking up combat positions. One sits down beside him and takes out a small computer.''
File:Arrivalgather.jpg|thumb|300px|Sergeant Johnson examines an unconscious Master Chief.
Sergeant Johnson: "Hospital Corpsman|Corpsman?"
Unidentified Corpsman|Marine Corpsman: "His MJOLNIR Powered Assault Armor/Mark VI|armor's locked up. Gel layer could have taken most of the impact..."
''He taps something in on the computer. With a hiss, the Chief's outstretched arms collapse onto his chest. The Marine checks for vital signs. No readings.''
Marine Corporal: "I don't know, Sergeant Major..."
''Johnson kneels by the side of his fallen friend and places a hand on his chest, feeling for breath, or any sign that the man is alive. He inadvertently breathes smoke into the Chief's face. After a few seconds, he sighs sadly, reaches behind the Chief's head and pulls Cortana's empty chip out of his helmet.''
Sergeant Johnson: "Radio for VTOL, heavy lift gear. We're not leaving him here."
''He looks down and realizes that the chip is empty. An armored hand reaches up and grabs Johnson's wrist.''
Master Chief Petty Officer John-117: "Yeah. You're not."
''The Chief pushes himself slowly to his feet.''
Sergeant Johnson: ''(sighing)'' "Crazy fool! Why do you Battle for Earth|always ''jump''? One of these days, you're gonna land on somethin' as stubborn as you are! And I don't do bits and pieces!"
''The Chief says nothing. Instead, he reaches down and takes Cortana's chip from the Sergeant's hand and let's go of his arm.''
Sergeant Johnson: "Where is she, Chief? Where's Cortana?"
''The Chief stares at the data crystal, and for a second, Cortana's face flashes across the screen, along with an echo from the previous game.''
File:ArrivalCortanmoment.jpg|thumb|300px|John-117 has a brief Character interludes|Cortana Moment while reminiscing of his departure with Cortana.
Cortana ''(V.O.)'': "High Charity (level)|Don't make a girl a promise...if you know you can't keep it."
''Johnson gives him a confused look.''
John-117: "She Fall of High Charity|stayed behind."
''The Chief inserts the chip into the port at the back of his helmet.''
Sergeant Johnson: "Corporal? Make it quick."
Marine Corporal: "Sorry, sir. ''(to Master Chief)'' Your armor's still in partial lockdown."
{''Gameplay''}
''Note: This sequence only appears if playing on single player and on Easy or Normal difficulty.''
''The Corporal gives him a screen with a red light.''
Marine Corporal: "Look up here, sir."
''It goes green when the Master Chief looks at it.''
Marine Corporal: "Okay. Now down here."
-- ''If the calibration doesn't work:''
Marine Corporal: "Tracking looks off, Sergeant Major."
Sergeant Johnson: "Make it quick, we've got to move."
Marine Corporal: "Up here, sir."
''The Chief looks up.''
Marine Corporal: "Again, down here."
''The Chief looks down.''
-- Marine Corporal: "Good. ''(to Johnson)'' Everything checks out, Sergeant Major."
Sergeant Johnson: "Kick off the training wheels, Corporal. He's good to go."
{''Cutscene''}
''The Chief looks around, taking in his surroundings. Somewhere near him is a familiar sight...the heat-wave effect of a Covenant active camouflage. Johnson gives it a nod. A Sangheili decloaks, revealing itself to be the Arbiter, Thel 'Vadam. The Master Chief moves with fluid grace, brushing aside Johnson and another Marine next to 'Vadam, drawing Johnson's M6G pistol|pistol from its holster.''
Sergeant Johnson: "Chief, wait!"
''The Master Chief jams the pistol between 'Vadam's mandibles.''
Sergeant Johnson: "The Arbiter's with us!"
Vadam glares at the Master Chief, but shows no sign of discomfort nor makes any move to point the gun away from himself. The Chief hesitates to lower his gun.''
Sergeant Johnson: "Come on now."
''Johnson places a hand on the Chief's shoulder.''
Sergeant Johnson: "We got enough to worry about without you two trying to kill each other!"
''The Spartan slowly lowers his gun. 'Vadam clacks his mandibles together: a shrug.''
Arbiter Thel 'Vadam: "Were it so easy."
''Thel Vadam makes to move past the Master Chief, but the Spartan pushes him back. 'Vadam turns and walks away.''
Thel 'Vadam: "We must go. The Jiralhanae|Brutes have our scent."
File:Arrivalma5c.jpg|thumb|300px|Sergeant Johnson gives John-117 an MA5C assault rifle.
Sergeant Johnson: ''(Easy/Normal)'' "Then they must love the smell of green."
Sergeant Johnson: ''(Heroic)'' "Then they must love the smell of hero."
Sergeant Johnson: ''(Legendary, variant 1)'': "Then they must love the smell of bad ass."
Sergeant Johnson: ''(Legendary, variant 2)'' "Then they must love the smell of bad ass. And I left a little present for you, Arbiter. And I'm walking away. Ha-ha-ha!"
Sergeant Johnson: ''(Legendary, variant 3)'' "Then they must love the scent of testosterone."
Sergeant Johnson: ''(Legendary, variant 4)'' "Then they must love the scent of a real man."
Sergeant Johnson: ''(Legendary, variant 5)'' "Then they must love the smell of Wikipedia:Bulgari|Bulgari. Yeah, I'm doing a little product placement! I gotta get paid, too!"
''He grabs an MA5C assault rifle|assault rifle from a nearby Marine and holds it out to the Chief. The Spartan snatches it swiftly, as if annoyed by 'Vadam.''
''Fades to black.''
''Level ends.''
Production Notes Early paper sketch design documents suggests the first section of the mission Sierra 117 would function as a separate, small tutorial mission with the working title of "Kilimanjaro Jungle". After a short engagement with some Grunts, the player would then enter a Warthog that would transition to the full gameplay mission with the working title of "River". While this "training course" mission was dropped, the idea evidently evolved into what is in the final game, with the intro cutscene and look inversion tutorial being in this separate mission.
Trivia
As soon as one can move, go forward and press the Y''' button about one second before the border fades out. The M6G pistol will just randomly appear on the screen. Sometimes on Heroic or Legendary, the words, "Your armor is still in partial lockdown," appear during the loading screen of Sierra 117.
The name may be a reference to Halo's predecessor, ''Marathon'', an earlier Bungie game, in which "Arrival" is also the name of the marathongame:Arrival (Level)|first level. The ''Halo 3: ODST Original Soundtrack'' Bits and Pieces is a reference to a quote by Johnson during this level: "''And I don't do bits and pieces!''"
Arrival is the first tutorial level in the Halo universe|Halo Trilogy not to take place on a human space vessel orbiting a celestial body. ''Halo: Combat Evolved's'' very first level was on the orbiting the Installation 04|Halo mega-structure and ''Halo 2's'' first level was set on the UNSC Magnetic Accelerator Cannon|MAC defense platform Cairo Station (station)|Cairo in a geosynchronous orbit around Earth. At the data pad the UNSC Marine Corps|Marine carries, one can see an X-Ray of Master Chief's helmet revealing his skull. To the left of the Master Chief's skull, there is a photo of what could be the Master Chief's face. However, the picture could be the Corpsman's for object identification purposes. Contrary to what players might think, the Master Chief did ''not'' land on Earth using just his MJOLNIR Powered Assault Armor|MJOLNIR armor as protection. At the other end of the crater is a metallic object, suggesting the Chief ripped it out of the Forerunner Dreadnought and rode it down to Earth. A page in ''The Art of Halo 3'' supports this theory. Also, the metallic object appears to be a Forerunner door of some sort due to the support bracing on one side, as many Forerunner doors do seen in ''Halo 2''. And in the ''Halo Encyclopedia (2009 edition)'' it shows the Master Chief using a piece of metal for protection as he enters the atmosphere. The Master Chief appears for the first time in ''Halo 3'' at precisely 1 minute and 17 seconds into the cutscene, when the camera descends to reveal his outstretched arm. This is both a reference to his number (117) and to seven because it is 77 seconds in. It should be noted that in ''Arrival'', re-entry occurs before sunrise, and in the Landfall miniseries, re-entry occurs after sunrise (though they ''are'' in different places). The Landfall miniseries takes place in Pakistan, accounting for the time difference. When the corpsman is inspecting John-117, Johnson addresses the corpsman as corporal. This is possibly an error as corpsman are Navy units, and the rank of corporal is Army/Marines. It is known that both Marine and Navy ranks are included in the game as John-117 is a Master Chief Petty Officer, and several other characters from the game also have Navy ranks (such as those about any UNSC ships like Lt. Commander Miranda Keyes.)
Gallery
File:H3_KilimanjaroJungleSketch.jpg|Early paper sketch titled "Kilimanjaro Jungle".
File:H3 Menu 01 Arrival.png|Preview of the level in ''Halo 3'' menu. File:Arrivaldepart.jpg|John-117 departs the ''Anodyne Spirit''. File:Arbiter Jungle2.jpg|The Chief accosts Thel 'Vadam. File:Arrivalwarning.jpg|Thel 'Vadam warns First Squad that Brutes have their scent.
Sources
Category:Halo 3 campaign|Arrival |
|series=SRS99 series
|type=Wikipedia:Anti-materiel rifle|Anti-materiel sniper rifle
|cost=8,141 cR
|variant=
|service=Human-Covenant WarPost-Covenant War conflicts
|length=
|width=
|height=
|weight=
|ammotype=14.5114mm M232 APFSDS
|capacity=
|feed=6-round, detachable box magazine
|operation=Gas-operated, magazine-fed
|rate=
|velocity=
|optics=Oracle scope|Oracle-R scope (4-9 magnification)
|range=
}}
Arrow of Time is a specialised variant of the SRS99-S5 AM sniper rifle developed by Misriah Armory.
Overview
Outwardly, Arrow of Time bears few visual differences from the standard Series 5 sniper rifle; its most prominent change is a series of white, red-and-green stripes painted atop the body of the weapon alongside a decal of an eagle's head on the stock. The weapon's performance characteristics are slightly different from the standard Series 5; the weapon has an extended magazine, increased recoil, but features a heavy-duty Smart-linking|cyberlink on its Oracle scope|Oracle-R scope that prevents the weapon from de-scoping when the operator is fired upon.
In late 2558, SPARTAN-IV program|Spartan-IVs serving aboard the trained with the Arrow of Time in War Games simulations.
Gameplay
Arrow of Time is an Ultra Rare Power Weapon REQ worth when sold.
Gallery
File:REQ card - Arrow of Time.jpg|Arrow of Time REQ card. File:H5G-AOTHUD.png|A first-person view of Arrow of Time. File:H5G-AOT.png|A third-person view of a Spartan holding the weapon.
Notes
List of appearances
''Halo 5: Guardians''
Sources
Category:Rifles |
The Arrow-XR3 is a human Civilian vehicles|civilian car. In 2558 one such vehicle was present in McKinnon Quarrie's garage in Torba, New Carthage.
List of appearances
''Halo: Point of Light''
Sources
Category:Civilian vehicles |
MJOLNIR (GEN3)
RAKSHASA-class Mjolnir|Rakshasa
|role=
|weight=
|features=
}}
ARTAIUS-class Mjolnir is a variant of the MJOLNIR Powered Assault Armor.
Overview
The modular Project ARTAIUS combat exoframe helmets can be made fully compatible with both GEN2 and GEN3 Mjolnir powered assault armor with plug-in interface packs. The Artaius helmet is compatible with the TAS/PATTON attachment, which is used to collect data for the KOBOLD combat drone initiative.
The Artaius helmet is manufactured by Materials Group. The ARTAIUS project is itself a spinoff of the related Project GARMR.
Spartan Hieu Dinh employed the Artaius-class helmet during the Created conflict.
In-game information
The Artaius helmet, along with a solitary attachment are available for multiplayer Spartan Armor customization (Halo Infinite)|armor customization on the RAKSHASA-class Mjolnir|Rakshasa armor core in ''Halo Infinite''.
{| class"width: 75%;"
! scope"width: 15%" |Helmet
! scope"width: 15%" |Manufacturer
! scope"width: 45%" |Lore
! scope"width: 10%" |Rarity
! scope"width: 15%" |Unlock Requirements
| |align="center"|File:HINF ARTAIUS Helmet Icon.png|75pxArtaius
|Materials Group
|The modular Project ARTAIUS combat exoframe helmets can be made fully compatible with both GEN2 and GEN3 powered assault armor with plug-in interface packs.
|Legendary
|Season 02: Lone Wolves Battle Pass level 80 (Premium)
| |align="center"|File:HINF TAS PATTON Helmet Attachment Icon.png|75pxTAS/PATTON
|Materials Group
|No military research project is an island, even those used by Spartans. For example, Project ARTAIUS is a spinoff from Project GARMR, and the PATTON collects data needed for the KOBOLD combat drone initiative.
|Legendary
|Season 02: Lone Wolves Battle Pass level 84 (Premium)
|}
Production notes Artaius' design is based on a concept design produced during the Development of Halo 3|development of ''Halo 3'', by Isaac Hannaford, for the design of the ODST armor|armor employed by the Orbital Drop Shock Troopers.
Trivia Wikipedia:Artaius|Artaius is the Wikipedia:Celts|Celtic epithet applied to the Wikipedia:Ancient Rome|Roman god Wikipedia:Mercury (mythology)|Mercury.
Gallery
File:H3_ODST_Concept_1.jpg|The ODST concept art produced for ''Halo 3'' that Artaius was based on. File:HINF S2 Spartans Concept.jpg|Concept art for Dinh and Sigrid Eklund, with Dinh wearing Artaius.
File:HINF_S2KeyArtclear.jpg|Season 02 keyart depicting the helmet. File:HINF DinhModel.png|Spartan Hieu Dinh armor kit in ''Halo Infinite'', featuring the Artaius helmet. File:HINF - Artaius - 00001.png|A Spartan-IV wearing the default Artaius helmet on Catalyst. File:HINF - Artaius - 00002.png|A Spartan-IV wearing Artaius with the TAS/PATTON attachment. File:HINF DinhHelmet.png|A close-up view of Spartan Dinh's Artaius helmet. File:HINF DinhAwakes.png|Dinh's Artaius helmet from the front.
List of appearances
''Halo Infinite''
*''Season 02: Lone Wolves''
Sources
Category:MJOLNIR armor Category:Halo Infinite multiplayer armor permutations |
File:H5G-ATS.png|thumb|300px|Jameson Locke using the ATS during the Battle of Sunaion. The Artemis Tracking System (ATS) is a prototype sensor and advanced tracking system still in development, for use by soldiers of the Spartan Operations|Spartan branch and operatives of the Office of Naval Intelligence, at the request of Jameson Locke to Sarah Palmer. Manufactured by Ohana Prescient Systems, the Artemis Tracking System is an extension of the Visual Intelligence System, Reconnaissanceused by Orbital Drop Shock Troopers and some SPARTAN-IV program|Spartan-IVswith a firmware revision of 0.7.
The ATS is capable of highlighting enemies, scanning the surrounding area for technological artifacts known to be of tactical significance, such as weapon storage crates, or of notable interest to intelligence analysts. Spartan-IVs can also use the ATS to restore functionality to the armour systems of their fellow Spartans. The ATS also has the ability to scan a weapon to see if it has ammunition in it or not. The system is able to remotely hack and operate a wide variety of technologies, from human to Forerunner.
As of 2558, provisional access to the ATS has been granted to specific Spartan operatives, only with the permission of Spartan Commander Sarah Palmer, to aid in the search for missing UNSC assets and individuals. ONI technicians have approved it for field testing, however, various bugs and defects limit system functionality outside of a small range of approved MJOLNIR Powered Assault Armor (GEN2)|Mjolnir [GEN2] integrations. Fireteam Osiris used ATS during their hunt for the AWOL Blue Team.
Trivia The tracking abilities of this system seem to be a reference to wikipedia:Artemis|the Greek goddess of the hunt who shares the same name.
Gallery
File:H5G_ArtemisTrackingSystem_Concept.jpg|Concept art of the Artemis Tracking system in use, before the system was integrated within the MJOLNIR armour. File:H5G_Revive_Concept.jpg|Concept art of the ATS being used to revive a downed teammate. File:H5GA-LockeVISR.png|Jameson Locke using the ATS to highlight hostiles. File:H5G-TanakaATS.png|Holly Tanaka with the ATS during the Battle of Kamchatka. File:H5G-Revive.png|Holly Tanaka using the ATS to revive Olympia Vale.
List of appearances
''Halo 5: Guardians''
Sources
Category:Sensors
__NOTOC__ |
The Artesia-702 system is a planetary system located near the Chaudier trade route. In 2558#March|March 2558, a distress call from the freighter ''Pilgrims Pride'' was found to be originating near the system, compelling the to investigate. When ''Infinity'' arrived in the system, it found the damaged freighter but soon found itself caught in an ambush.Halo Escalation, ''Issue #4''
List of appearances
''Halo: Escalation''
Sources
Category:Planetary systems |
|causeofdeath=Killed in battle by John-117
|parents=
|siblings=
|spouses=
|children=
|species=Jiralhanae
|gender=Male
|height=
|mass=
|hair=Dark gray
|eyes=Orange-brown
|affiliation=*Banished
*Brothers of Unending Ire
**Dratix Pack
|rank=Jiralhanae Captain|Captain
|sn=
|notable=
}}
Arthoc was a Jiralhanae Jiralhanae Captain|Captain in service of the Banished. Arthoc was present during the Installation 07 Battle for Zeta Halo|conflict in 2560 where he was killed by John-117.
Biography
For the better part of a decade prior to 2560, Arthoc wreaked havoc on UNSC operations. While serving under Korth|Korth the Wrender within the Brothers of Unending Ire, he would participate in various raids on human Human colonies|colonies. Arthoc himself would lead almost four dozen individually documented attacks on colonial sites, with the most notable being a vicious ambush on the UEG colony of Terceira that claimed the lives of three entire squads of Orbital Drop Shock Troopers. Eventually, Arthoc and the rest of the Brothers of Unending Ire would pledge allegiance to Atriox and join the Banished.
Arthoc participated in the Installation 07 Battle for Zeta Halo|conflict, serving as part of Dratix Pack in the Second Combat Element of the Brothers of Unending Ire. On 2560#January|January 31, 2560, Arthoc joined Jiralhanae Warlord and Jiralhanae Chieftain|Chieftain Tremonius as he led a massive Banished force in Assault on the Mortal Reverie|an attack against the UNSC personnel entrenched at the crash site of the . The overwhelming assault forced the surviving UNSC to retreat from the crash site on 2560#February|February 2. Later on during the conflict, Arthoc was located and identified as a high-value target by the Weapon. The AI passed this information on to Spartan-II John-117, who hunted down and killed Arthoc and the forces accompanying him.
Equipment Arthoc wore a maroon set of Jiralhanae power armor|power armor and wielded a modified Veporokk Workshop Ravager called the Ravager Rebound.
In-game information
Gallery
File:HINF Arthoc.jpg|Arthoc on Installation 07. File:HINF ArthocFace.jpg|Arthoc without his helmet. File:HINF Arthoc Closeup.png|Arthoc during a game of Firefight. File:HINF Arthoc Firing.png|Arthoc firing the Ravager Rebound.
List of appearances
''Halo Infinite''
Sources
Category:Jiralhanae characters Category:Banished members |
|gender=Male
|height=
|mass=
|hair=
|eyes=
|affiliation=United Nations Space Command|UNSC UNSC Navy|Navy
|rank=Commander|Commander
|sn=
|notable=
}}
Arthur Resnick was a human in the United Nations Space Command UNSC Navy|Navy. By 2531 he had made it to Commander where he served as the commander of the UNSC frigate|frigate during the Human-Covenant War.
Biography
In 2531, Arthur Resnick was on the UNSC ''Ready or Not'' for a routine patrol of the 18 Scorpii system, when Lieutenant Jacob Keyes arrived in system on the with the Exodus Project asteroid carrying refugees from The Rubble.
List of appearances
''Halo: The Cole Protocol''
Sources
Category:Human characters Category:UNSC Navy officers |
Arthur-079, born Arthur "Artie" Remo, was a SPARTAN-II program|SPARTAN-II supersoldier of the United Nations Space Command|UNSC UNSC Navy|Naval UNSC Special Forces|Special Warfare Command who served during the Human-Covenant War.Halo Legends: ''The Package''
Biography
Arthur Remo was from Herschel and the only child of Andrew Remo, the head of Herschel's largest crime syndicate.Halo: Mortal Dictata, ''page 428'' In 2517, Arthur was abducted and conscripted into the SPARTAN-II program by Catherine Halsey|Dr. Catherine Halsey when he was six years old. He was then taken to the human colony world of Reach, where he was SPARTAN-II training|trained by the Artificial intelligence|AI Deja and Chief Petty Officer Franklin Mendez along with the rest of the Spartan children, under the designation Arthur-079. After the death of Arthur's flash cloning|flash clone replacement, his father set out to uncover the truth about his son, becoming a noted Insurrectionist along with Staffan Sentzke.
In 2544,Halo: The Fall of Reach 2010 edition, Adjunct Arthur participated in an operation to retrieve Dr. Halsey, who had been captured during the Battle of Miridem from the Covenant's ''Third Fleet of Glorious Consequence'', along with Solomon-069, Kelly-087, Frederic-104, and John-117. Operating an Open Frame 92/Extra-Vehicular Activity|OF-92/EVA Booster Frame in an attempt to infiltrate the Covenant flagship, ''Resplendent Fervor'', he was crushed between two s while providing cover for Kelly, whose own booster frame had been damaged. Presumably, Arthur was listed as missing in action in accordance with Office of Naval Intelligence Directive 930|ONI Directive 930.
Trivia Arthur was voiced by Wikipedia:John Gremillion|John Gremillion, who also voiced Fal 'Chavamee in ''The Duel''.Halo Legends: ''The Package'' credits
Gallery
File:ThePackage_Arthur079_Concept.png|Concept art from ''The Package (animated short)|The Package''.
List of appearances
''Halo Legends''
*''The Package (animated short)|The Package''
''Halo: Reach''
*''Dr. Halsey's personal journal''
''Halo: Mortal Dictata''
Sources
Category:Human characters Category:UNSC Navy enlisted personnel Category:Spartan-IIs |
Arthur may refer to the following:
Arthur-079 - A SPARTAN-II Program|SPARTAN-II supersoldier killed in action by the Covenant. Arthur Resnick - The commander of the UNSC frigate|frigate during the Human-Covenant War. Dr. William Arthur Iqbal - A civilian research scientist who studies Forerunner relics.
Arthur Hankett - A voice actor who worked on the i love bees alternate reality game. |
Article 428-A is a United Nations Space Command|UNSC protocol in effect in 2552. The protocol forbids soldiers from discussing matters related to classified missions to any personnel who do not have the clearance. This includes anyone, even an Artificial intelligence|AI, who questions the soldier or marine before they are debriefed. Violation of this protocol requires the person questioned to report the offense to their superior officer and are possibly Court-martial|court martialed or even Capital punishment|put to death.
The AI Lysithea posted at HIGHCOM Facility Bravo-6 is designed to test soldiers' adherence to this protocol, among other things, by questioning them about missions when they talk to her.Halo: First Strike, Chapter 11, ''page 99'' (2003 paperback); ''page 125'' (2010 paperback)
List of appearances
''Halo: First Strike''
Sources
Category:UNSC protocols |
The Articles of the Gao Charter are the founding documents of the Gao Republic, the planetary government on the human Outer Colony of Gao. The Articles of the Gao Charter required all Minister (title)|ministers of the Cabinet of Ministers to oppose invasions by foreign powers in order to maintain Gao's sovereignty.
List of appearances
''Halo: Last Light''
Sources
Category:Gao Republic |
Artifact is an achievement in ''Halo: The Master Chief Collection''. This achievement is obtained when a player completes all chapters in ''Spartan Ops'' Episode 2. |
must deal with the effects of an artifact retrieved from the surface of Requiem.}}
''Artifact'' is the second episode of ''Spartan Ops'', it was released on November 12, 2012. In the episode, Requiem slipspace artifacts|the artifact recovered by Fireteam Crimson from the previous S1/Departure|episode is brought aboard the for safe-keeping.
Chapters
{| class"width:100%; border:1px solid #999999; background: #FFFF;"
! #
! Name
! Location
! Description
| |1
|Artifact (Spartan Ops)/Clean Up|Clean Up
|''The Gate''
|''"Marine forces have failed to neutralize a Covenant stronghold and are requesting Spartan assistance."''
| |2
|Artifact (Spartan Ops)/For Science|For Science
|''The Cauldron''
|''"An Infinity Science team issued a distress call, then went silent. There has been no contact since."''
| |3
|Artifact (Spartan Ops)/Hacksaw|Hacksaw
|''Fortress''
|''"Marine squad Hacksaw is pinned down and requests Spartan assistance."''
| |4
|Artifact (Spartan Ops)/Pelican Down|Pelican Down
|''Sniper Alley''
|''"Fireteam Crimson has been shot down."''
| |5
|Artifact (Spartan Ops)/Gagarin|Gagarin
|''The Refuge (Requiem location)|The Refuge''
|''"Science Team Gagarin, last seen researching location codenamed Refuge, is MIA. No distress call."''
| |}
Opening cinematic
''An Alpha Crawler walks on top of a rock and roars. After this, it travels, down, joined by more Promethean Crawlers as it does so. On the other side of the canyon, Fireteam Majestic is seen fighting the Crawlers. While trading fire, Paul DeMarco|DeMarco gets up and fires his BR85 battle rifle|battle rifle. He barely misses one Crawler before a second shot gets it. As the firefight continues, the camera pans toward Madsen and Grant, with Madsen sniping.''
Madsen: "Wasn't this planet supposed to have been cleared already?"
''Another Crawler is taken out. Grant crouches behind cover and reloads her M395 Designated Marksman Rifle|DMR.''
Grant: "That was the idea. Yeah."
''Camera cuts back to Madsen, who snipes another Crawler. After doing so, he stands up.''
Madsen: "Things just pop up wherever they want to, don't they?"
''Cuts to a view of Madsen's left, where Grant, Gabriel Thorne|Thorne and Hoya are seen behind rocks, using them as cover.''
Madsen: "I mean, how is that even fair, huh?"
''A Promethean Knight suddenly Slipspace translocation|translocates near the squad.''
Thorne: "Madsen, look out!"
''The Knight fires its Z-180 Scattershot|scattershot, hitting Madsen in the left of his chest. As Madsen collapses while clutching his chest, the rest of Majestic fires upon the Knight, which has been joined by four more. Hoya then suddenly yells out and dashes out.''
Hoya: "Yeah! Come here!"
''Hoya fires his M45D Tactical Shotgun|Shotgun, taking out one Knight seemingly unaware of DeMarco calling him.''
DeMarco: "Hoya, get back to cover!"
''As Hoya fires again, another Knight pounces on him.''
DeMarco: "Hoya!"
''Cuts briefly to Hoya's Heads-up display|HUD, where the Knight opens its helmet and screams at the SPARTAN-IV Program|SPARTAN. Cuts briefly to black before showing a D79-TC Pelican|Pelican flying out of Requiem and into a hangar bay of the . A is seen nearby.''
''As the Pelican lands, Commander Sarah Palmer approaches the dropship. The hangar door opens and Majestic comes out in order of Madsen, Grant, Hoya, Thorne and DeMarco. As Hoya comes out lying on a medic bed, Palmer walks up to him.''
Palmer: "Hoya."
''Hoya opens his eyes and looks up at her.''
Hoya: "Gonna take a lot more than this to kill me, Commander."
''As Thorne and DeMarco walk out, Palmer approaches DeMarco, who is clearly upset.''
Palmer: "Hey, what happened to Hoya?"
''Cuts to an over-the-shoulder shot of DeMarco to Palmer.''
DeMarco: "Hoya happened to Hoya. If he'd followed orders, he'd be fine."
Palmer: "Armor bay's waiting, team leader."
''As DeMarco walks away, Palmer puts her hands on her hips as Thorne is seen observing something.''
Thorne: "Commander Palmer?"
''Noticing him, Palmer approaches him.''
Thorne: "What's that?"
''Cuts to an over-the-shoulder shot of both Palmer and Thorne.''
Palmer: "Fireteam Crimson|Crimson Team scored the first grab."
''Cuts to a close-up of Thorne and Palmer.''
Palmer: "Whatever it is, it's got the eggheads all tingly."
''Scientists are moving Requiem slipspace artifacts|a levitating Forerunner device. Suddenly, it falls to the ground and sends a pulse through the ship.''
Palmer: "The hell?"
''Cut to the Bridge where Lasky notices the pulse. Systems start deactivating.''
Lasky: "Roland!"
Roland: "Multiple decks reporting loss of... power, sir."
''Roland's avatar is distorting.''
Roland: "Trying to source it now."
Lasky: "Get the engine room on the line."
Roland: "Aye aye, sir."
''The ''Infinity's'' engines deactivate. The ship starts falling towards Requiem.''
Lasky: "Doctor Glassman, ''Infinity's'' losing power."
Glassman: "So I've noticed, Captain. Woah!"
''Glassman starts floating.''
Glassman: "Artificial gravity is offline as well, sir."
Lasky: "We're being pulled towards the planet, I need answers!"
Glassman: "If you take engines, built by aliens a hundred thousand years ago, and hire Catherine Halsey|a war criminal to bolt them onto the ship, you can't expect predictable behavior!"
''Cut to the hangar, where Palmer walks towards the device.''
Palmer: "Roland, what is this damned thing?"
Roland: "Unknown, Spartan."
''Palmer runs towards the device and kicks it. Immediately, all systems on ''Infinity'' reactivate.''
''Cut to Lasky and Glassman walking towards Palmer and the device.''
Lasky: "Status update, Sarah."
Palmer: "Further attempts at... physical persuasion haven't had much effect. Damn thing's stuck fast."
''Palmer turns to Glassman.''
Palmer: "She's all yours, doc."
''Glassman walks towards the device. After scrutinizing it, he touches it. A pulse moves through the device.''
Glassman: "Hey, look at this."
''Glassman touches it again, sending another pulse through the device. Suddenly, it activates again. Glassman's hand starts glowing.''
Glassman: "This is amazing. I've never seen anything like this."
Lasky: "Doctor Glassman!"
''Glassman's entire body starts glowing, as he is pulled towards a portal which appeared on the device.''
Glassman: "Woah, woah, Captain!"
''Lasky grabs Glassman, but is pulled with him.''
Palmer: "Tom!"
''Palmer tackles Lasky. Glassman starts screaming as his body is digitized and pulled into the device. Palmer and Lasky stare in horror. Cut to black.''
Trivia When Spartan Ops episodes were to be stylized motion comics, this episode was to include an scene of a Sangheili Storm being questioned by the UNSC. This scene did not appear in the final version, although the idea it was later used for a transmission in Expendable|Episode 8 Expendable/Lancer|Chapter 3 of Spartan Ops.
Gallery
File:DeMarco - Soldier.png|Paul DeMarco engaging Prometheans. File:Thorne and Hoya.png|Hoya with Gabriel Thorne|Thorne before the latter breaks cover. File:Hoya - Operator.png|Hoya openly confronts the Prometheans. File:H4 SO-EP2 Glassman with artifact.jpg|Dr. Glassman examines the artifact. File:Glassman is translocated.png|Henry Glassman|Dr. Glassman is pulled through the Requiem translocation artifact|Forerunner artifact.
Sources
Category:Spartan Ops (Season One)|Artifact |
''Clean Up'' is the first chapter of ''Spartan Ops second episode, ''Artifact (Spartan Ops)|Artifact''.
Summary UNSC Marines request SPARTAN-IV Program|Spartan assistance after failing to neutralize a Jul 'Mdama's Covenant|Covenant stronghold as well as Forerunner anti-air turrets. Sarah Palmer|Commander Palmer responds by sending Fireteam Crimson to seize control of the area. Crimson engage the Covenant, mostly consisting of Unggoy Storm|Unggoy and Kig-Yar Storm|Kig-Yar warriors. Upon getting closer to the structure, Crimson encounters Promethean Watchers. After clearing all Covenant in the area, Crimson is directed by Jared Miller to two pylons powering the Forerunner turrets. In the process of disabling the pylons, Crimson fights off Promethean Crawlers supported by more Watchers.
After disabling the pylons, the turrets are deactivated. Before Crimson is extracted however, Miller picks up a slipspace anomaly nearby. Crimson is ordered to investigate. They encounter more Promethean forces, including multiple Promethean Knight|Knights, who Slipspace translocation|translocate into the area. Crimson is forced to clear the area again. After doing so, Robert Dalton directs a D79-TC Pelican|Pelican dropship for Crimson's extraction. As the Pelican arrives, Miller receives a distress call from a Science team who request for UNSC assistance. Palmer acknowledges and immediately sends Fireteam Crimson on the way.
Transcript Note: All dialogue is spoken through the COM.
{Cutscene}
''Pan to "the Gate" where four anti-air guns are firing into the air. A Kig-Yar Heavy|Jackal Heavy stands on a rocky outcrop.''
Palmer: "Crimson, your job today is to dig out some nasty Covenant squatters. They've parked themselves in a hole with anti-air guns and are proving themselves to be quite a pain in the UNSC's ass. Hit 'em fast, hit 'em hard, don't leave anyone standing."
{Gameplay}
Miller: "Whoa! Mounted turrets."
Palmer: "Take it slow, Crimson. No need to rush."
Miller: "Commander, there's a few Watchers in the air."
Palmer: "So not just Covenant, but Prometheans too. Noted."
''After the player reaches the top of the structure and kills all of the Covenant.''
Miller: "Watchers!"
Palmer: "Heads up!"
''After the player kills several Watchers.''
Miller: "Almost done. Just a few to go."
''The player kills the last Watcher.''
Miller: "Area's clear, Commander."
Palmer: "Let's get those AA guns offline."
Miller: "Marking the conduit pylons now. There you go, Crimson."
''Two waypoints appear at either side of the structure's base.''
''The player approaches the first waypoint several Crawlers and Watchers appear.''
Dalton: "Commander Palmer, how long until those guns are offline? I can't get a bird within ten klicks of that location."
Palmer: "Settle down, Dalton, we're working on it."
''The player activates one switch.''
Miller: "One pylon offline."
''As the player nears the second waypoint several more Crawlers and Watchers appear.''
''The player activates the second switch.''
Miller: "That's both pylons, Commander - whoa! A slipspace signature just blipped near Crimson."
Palmer: "Point the way, Miller. Let's have a look."
''A waypoint appears near the front of the structure. More Watchers and Crawlers appear.''
Miller: "Lots of activity nearby. Be ready for anything, Crimson."
Palmer: "Dalton, Crimson could use some resupply."
Dalton: "You got it, Commander."
''Four ordnance pods containing two rocket launchers, a railgun and a SAW drop at the base of the structure. As the player approaches the pods several Promethean Knights appear.''
Miller: "Oh, man! Knights!"
''More Knights phase in.''
Miller: "Prometheans! Multiple targets. All directions."
Palmer: "Stay focused, Crimson. Take them down."
''After the player kills most of the Prometheans.''
Miller: "You're almost there! Hell yeah!"
Palmer: "Miller. A bit of decorum, please?"
''All Prometheans are neutralized:''
Miller: "That's the last of them, Commander."
Palmer: "Dalton, a ride home for Crimson, please."
Dalton: "You got it, Commander."
''A Pelican approaches and hovers in front of the structure.''
Miller: "Commander Palmer, distress call coming in. It's the science team investigating where Crimson recovered that Forerunner artifact."
Palmer: "Distress?"
Miller: "Heavy Covenant forces bearing on their position. They've taken refuge, but they need extraction."
Palmer: "Miller, tell them help's on the way. Dalton, change of plans. Crimson's going to rescue some eggheads."
CHAPTER COMPLETE'''
''Level ends.''
Sources |
''For Science'' is the second chapter of ''Spartan Ops second episode, ''Artifact (Spartan Ops)|Artifact''.
Summary Fireteam Crimson arrive to the location of the distress call via D79-TC Pelican|Pelican dropship. SPARTAN-IV Program|Spartan Jared Miller brings the operation online and informs Sarah Palmer|Commander Palmer that Crimson has arrived to their deployment zone. Palmer immediately orders Crimson to clear the area of Jul 'Mdama's Covenant|Covenant forces. She also tells Miller to re-establish contact with the Science team as communications with them had been lost since their last distress call. After Crimson dispose a few Unggoy Storm|Unggoy and Kig-Yar Storm|Kig-yar warriors, Palmer directs Crimson to Covenant communication equipment set-up nearby.
After Crimson destroys the communication arrays, Miller finds a beacon left by the science personnel located near UNSC equipment. Crimson investigates and discover an Identification friend or foe|IFF tag. Upon accessing its audio log, they hear the scientists flee somewhere after coming under heavy Covenant attack. Spartan Robert Dalton comes online and informs Palmer that he received a call for help from the same group of scientists from the ''UNSC Infinity|Infinity'' resupply channel. Dalton then brings up Dr. Morgan Rivera, who tells Palmer of hers and the other scientists location. Palmer tells Rivera to wait for Crimson as they eliminate the remaining Covenant forces. After clearing the rest of the area, Rivera and her scientists are met by Crimson for extraction.
Transcript Note: All dialogue is spoken through COM.
{Cutscene}
''A Pelican approaches the site where Fireteam Crimson recovered the Requiem slipspace artifacts|artifact.
Miller: "Telemetry: Online. Spartan tags: Online. Comms: Online. The op is live, Commander Palmer. Crimson is approaching deployment zone."
Palmer: "Any word from the Science Team?"
Miller: "Not since their distress call."
{Gameplay}
Palmer: "Crimson, secure the area. Miller, try to raise the geeks. If they're still alive, tell them help's on the way."
Miller: "Still no word from the Science Team, Commander."
Palmer: "Keep looking, Miller."
''Markers appear on the player's HUD.''
Palmer: "Crimson, I'm painting some targets for you. Covie comm equipment. Take it out."
''After the player destroys the three targets.''
Palmer: "Excellent work."
Miller: "Commander, I've got a bead on the Science Team's last location. Not seeing any movement, but there's UNSC gear nearby."
Palmer: "Get moving, Crimson."
''A waypoint appears. The player approaches.''
Palmer: "There's the UNSC gear. You're getting close."
''Crimson moves in on their destination; All they find is an IFF tag:''
Miller: "Nobody's here."
Palmer: "Crimson, collect that IFF tag and see what it recorded."
''Crimson collects the IFF.''
Dr. Taylor Pierce ''(distorted recording)'': "They're coming this way! Leave the gear and run! Run! Move!"
Miller: "Crimson, there's heavy enemy movement nearby. Get ready."
Dalton: "Commander Palmer, pardon the interruption."
Palmer: "Go ahead, Dalton."
Dalton: "I've got some eggheads on the resupply channel calling for help. Transferring them over to you."
Rivera: "Yes, Doctor Rivera here, ''Infinity'' Science. Thank God you've arrived!"
Palmer: "We're not there yet."
Palmer: "Miller, give Crimson a lock on Doc Rivera's signal."
Miller: "Already painting the waypoint for them, Commander."
''If the area is not yet cleared:''
Miller: "Need to finish securing the area. I'll mark the last few hostiles."
''Crimson clears the area:''
Palmer: "Nice work."
''The player proceeds to the waypoint and is obstructed by a shield wall.''
Palmer: "Crimson, have a look around. The shield generator should be nearby."
''A waypoint appears on the console. The player activates it and the shield vanishes. Several Covenant drop pods arrive and disperse reinforcements. The player dispatches them.''
Palmer: "Doctor Rivera? Status?"
Rivera: "We're holed up. Turned some of their own shields against them. But I can't imagine we're safe for too long."
Palmer: "Get moving, Crimson."
''A drop pod deploys more Covenant. The player kills them and proceeds to the waypoint.''
Rivera: "I see Spartans!"
Palmer: "Stay put, Doctor. Let the professionals clear the area."
''A drop pod deposits several Elites. A Phantom follows and drops a force of Grunts, Jackals and Elites.''
''After the player kills most of them.''
Palmer: "Miller, light up the last few targets."
''Crimson kills the remaining Covenant.''
Miller: "That's the last of them, Commander."
Palmer: "Nice work, Crimson. Doctor Rivera, you can take the shields down now."
CHAPTER COMPLETE'''
''Level ends.''
Sources |
''Gagarin'' is the fifth chapter of ''Spartan Ops second episode, ''Artifact (Spartan Ops)|Artifact''.
Summary Fireteam Crimson arrive to a The Refuge (Requiem location)|research station within a large Forerunner structure where Science Team Gagarin was last located. Gagarin, who have since gone missing, is no where to be found. The place is seemingly abandoned when no one is detected, leaving Sarah Palmer|Commander Palmer skeptical of the situation. SPARTAN-IV Program|Spartan Jared Miller points to the back end of the station where Gagarin was last known to be. Crimson investigates and are told by Palmer to access an audio log from a nearby computer. Upon accessing the log, they hear the scientists activating an unknown object without caution. Miller is then told by ''UNSC Infinity|Infinity'' Science to investigate two nearby consoles Gagarin had activated. Palmer, realizing the danger of the situation, orders Crimson to shut it down. Upon deactivating the first console, Promethean Promethean Crawler|Crawlers and Promethean Knight|Knights Slipspace translocation|translocate near them. After eliminating the first few Prometheans and deactivating the second console, Miller detects more activity within the structure. More Prometheans show up and engages Crimson.
As Crimson fights to clear the area of hostiles, Miller points to several computer consoles that gradually reveal Gagarin team's fate as well as more Forerunner devices that had been activated. This eventually leads to four power sources of a large Forerunner artifact that had been activated by Gagarin team. Palmer orders Crimson to shut it all down. After doing so, Crimson clears out the remaining Prometheans before being extracted. As UNSC Marines are sent in to hold the structure, Miller hypothesizes that whatever happened to Henry Glassman|Dr. Glassman could have happened to Gagarin team.
Transcript Note: All dialogue is spoken through the COM.
{Cutscene}
''Camera pans through the Refuge.''
Miller: "Awfully quiet down there. No sign of Gagarin or any hostile forces."
{Gameplay}
Palmer: "Yeah, but we know how that always goes. Stay sharp, Crimson."
Miller: "Here's a waypoint to Gagarin Team's last known location."
''A waypoint appears on the player's HUD at the back of the facility. The player moves through the facility and draws close to the objective.''
Palmer: "Crimson. Get a look at that computer."
''The player activates the console.''
Palmer: "Let's see what it recorded from the experiments here."
Scientist (recording): "Are you sure about this? We haven't run enough tests." (''numerous screams and an ominous roaring noise'')
--- ''or, if the player has activated the RvB egg:''
Caboose: "What does this button do?"
Church: "Caboose, don't touch anything."
Caboose: "But I'm great at buttons. Hey look at that explosion!"
--- Palmer: "Well that's no good."
Miller: "Commander, Crimson's near something that wasn't active before."
Palmer: "Yes, and?"
Miller: "Science believes Gagarin team activated it."
Palmer: "Then Crimson's gonna turn it off. Get to it."
''Two waypoints appear on the lower level. The player activates the first switch. Several Prometheans translocate in.''
Palmer: "See, I told you there'd be things to shoot. Happy birthday, Crimson."
''The player activates the second switch.''
Palmer: "Well?"
Miller: "Everything seems okay."
Palmer: "What's science say?"
Miller: "All clear for them."
''More Prometheans appear.''
Miller: "Lots of activity nearby. Be ready for anything, Crimson."
''The player kills most of the Prometheans.''
Miller: "Commander - there's another one of Gagarin's computers."
Palmer: "Have a look, Crimson."
''Another waypoint appears. The player activates the second computer.''
Scientist (recording): "Turn it off! Turn it off! It's too late!" (''More screams and ominous noises'')
--- ''or, if the player has activated the RvB Easter egg:''
Church: "Oh great! You broke it!"
Caboose: "Yeah, no, the fire broke it. Oh, see. Great, now I'm on fire, too now. Awesome."
-- Palmer: "What the hell happened down there?"
''More Prometheans appear.''
Miller: "More bad guys!"
''Crimson dispatches most of the enemy.''
Palmer: "Miller, is there anything else Gagarin team turned on?"
Miller: "There's a power reading that wasn't there last time Crimson was in house. Painting a waypoint on it now."
''A waypoint appears at the back of the facility.''
''The player activates the switch.''
Palmer: "Nice work, Crimson."
''More Crawlers appear.''
Miller: "Watch out for the Crawlers. They're everywhere."
Palmer: "Where's the cannon fodder, Miller?"
''Markers appear over the remaining Prometheans.''
Palmer: "Show them where to go, Miller."
''A waypoint appears on the last computer.''
Palmer: "Let's see what it's got."
Scientist 1 (recording): "I don't know what all the fuss is about."
Scientist 2 (recording): "We're turning on dormant technology we don't know the first thing about. We're like monkeys hammering on a nuclear bomb because we like the sound it makes. What was that?" (''The ominous noise again'')
Scientist 1 (recording): "I don't know-"
--- ''or, if the player has activated the RvB Easter egg:''
Grif: "Hey Simmons, what do you think this machine does?"
Simmons: "How would I know. It's a forty-foot seamless monolith with one massive holographic button. It could be anything from a giant microwave oven to a weapon with enough power to-"
Caboose: (''in the distance'') "I'm on fire!"
Simmons: "Hey. Is that Caboose?"
(''Caboose yelling indistinctly'')
Grif: "Probably. He's on fire."
Caboose: (''in the distance'') "Oh god! It's like the armor, it does nothing! Ahh!"
-- Palmer: "Crimson, shut it all down. I'll get a team of professionals to go in and figure out what Gagarin turned on."
Miller: "Looks like there are four sources of power for this piece. Marking them for you now, Crimson."
''Four beacons appear on the upper level at the center of the complex. Numerous Prometheans appear in the vicinity.''
''After the player activates two of the switches.''
Miller: "Almost there..."
''The player activates the last switch.''
Miller: "That did it!"
''Many more Prometheans appear.''
Palmer: "Crimson, finish clearing the area, and we'll get you a ride out."
''The player kills all of the Prometheans in the main area.''
Miller: "There's still some Prometheans left to clear out. Marking them now."
''Markers appear at the jungle off to the side of the complex.''
''The player clears the area.''
Miller: "It's all clear down there, Commander."
Palmer: "Good work, Crimson. Fall back to the LZ. Marines are headed your way to hold down the fort until another science team can be brought in."
''The player reaches the LZ.''
{Cutscene}
''A squad of marines arrive and lock down the complex.''
Miller: "Commander, I've been thinking."
Palmer: "Oh, do tell."
Miller: "Maybe the same thing that happened to Doctor Glassman happened to Gagarin team?"
Palmer: "That's above your pay grade, Miller."
EPISODE COMPLETE'''
''Level ends.''
Trivia The second Red vs. Blue Roses vs Violets|Easter egg can be found here.
*The trigger box is situated low enough that it can actually be hit by Prometheans who are shooting at the player. If this happens, the egg will be activated. The name Gagarin is a reference to the first human being in space, Russian Cosmonaut Wikipedia:Yuri Gagarin|Yuri Gagarin.
Sources |
''Hacksaw'' is the third chapter of ''Spartan Ops second episode, ''Artifact (Spartan Ops)|Artifact''.
Summary UNSC Marine|Marine squad Hacksaw Squad|Hacksaw request immediate SPARTAN-IV Program|Spartan assistance after coming under heavy fire from Jul 'Mdama's Covenant|Covenant forces. Sarah Palmer|Commander Sarah Palmer acknowledges and sends in Fireteam Crimson to reinforce the embattled marines. Shortly after arriving, Spartan Jared Miller points to three different locations Hacksaw units are holding up. After Crimson rescues the first group of marines, the bulk of Hacksaw is temporarily re-assigned under Spartan command to support Crimson in their rescue operation. After rescuing the other groups of Hacksaw, Spartan Robert Dalton request the area to be cleared of Covenant reinforcements in order to send a D79-TC Pelican|Pelican dropship for extraction. After clearing the area, Crimson and the rest of the surviving marines are directed to the top of a Forerunner structure for retrieval. Before the Pelican arrives however, a pair of Ru'swum-pattern Phantom|Phantom gunships arrive, one of which is carrying a small contingent of Sangheili Storm|Sangheili warriors. Crimson eliminates the group of Elites as well as the Phantoms before Dalton's Pelican arrives for extraction.
Transcript
{Cutscene}
''A Sangheili Storm orders a Kig-Yar Sniper around. The Fortress is crawling with Covenant. Scene switches to two marines in cover.''
Marine: "''Infinity''! This is Hacksaw. We're getting hit hard on all sides! We need reinforcements, ordnance... hell, I'd settle for a straight-up evac right now!"
Palmer (COM): "Man up, Hacksaw. Reinforcements inbound."
{Gameplay}
Palmer (COM): "Crimson, it's a straightforward rescue op. If it's UNSC, save its ass. If it's a Covie, blast it to hell."
Miller (COM): "Commander Palmer, I'm painting the locs of Marines calling for assistance."
''When the player approaches the near-left squad.''
Private First Class Forrest: "Hey! It's Spartans!"
Private Ted Brown: "Oh, hell yeah!"
''When the player approaches the near-right squad.''
Sergeant Virgil Bernardin: "There's our ride home, Marines!"
Private Gordon Cooper: "Hell yes!"
''When the player approaches the far squad.''
Private Fred Gordon: "Look! Spartans! We're saved!"
''After the player dispatches the Covenant attacking the first squad:''
Miller (COM): "Heads up, drop pod incoming!"
''After the player kills the reinforcements.''
Palmer (COM): "Nice work, Crimson. Hacksaw Team, you're under Spartan command for the duration. Fall in with Crimson and offer fire support."
Forrest: "You got it, Commander!"
''After the player kills the second group of attackers.''
Miller (COM): "Drop pod incoming!"
''After the player kills those reinforcements.''
Miller (COM): "Hacksaw Group Two is clear, Commander."
Palmer (COM): "Looking pretty good down there, Crimson. Keep it up."
Palmer (COM): "Dalton, you there?"
Dalton (COM): "Online, Commander."
Palmer (COM): "Line up a ride for Crimson and friends."
Dalton (COM): "Pelican will be inbound inside of ten, Commander."
''After the player kills the Covenant attacking the third squad.''
Miller (COM): "Drop pods inbound, Commander."
''After the player rescues the third squad.''
Miller (COM): "Covenant drop pods inbound!"
''After the player eliminates the last reinforcements.''
Palmer (COM): "Excellent work."
Miller (COM): "Watch out! Hostiles inbound! Phantom's transporting a Wraith, Commander."
Palmer (COM): "Dalton, sitrep on that extraction team?"
Dalton (COM): "Just need a place to land, Commander. But there is a lot of activity down there."
Palmer (COM): "Crimson, clear the tower of any Covenant and give Dalton's people somewhere to park."
Dalton (COM): "Look out, there's a Phantom headed your way!"
''Phantom deploys the Wraith.''
''After the Wraith is destroyed:''
Miller (COM): "Hostiles inbound, Crimson!"
Miller (COM): "Phantom incoming!"
''Enemy Phantom unloads more troops. Crimson kills most of them.''
Miller (COM): "Don't relax yet. You've got more hostiles heading your way."
Palmer (COM): "Keep sharp, Crimson."
''After the player nearly clears the area.''
Miller (COM): "Just a few Covenant remaining. Marking them for you."
''After the player kills them all.''
Miller (COM): "All right Crimson. Your ride's inbound. Fall back to the LZ."
''When the player reaches the top of the tower.''
Miller (COM): "Oh this is bad."
Palmer (COM): "Spit it out, Miller."
Miller (COM): "Ru'swum-pattern Phantom|Phantoms. Multiple inbound on Crimson's position."
Dalton (COM): "Multiple?"
Palmer (COM): "Well that's hardly fair. They'll need way more than that if they're going to beat Crimson."
Palmer (COM): "Ammo crates?"
Dalton (COM): "Leftover from earlier, Commander. Should be pretty well-stocked."
Palmer (COM): "Ammo up, Crimson."
''After the player destroys the last Phantom.''
Miller (COM): "That's all of the Phantoms, Commander!"
Palmer (COM): "Told ya it wasn't a fair fight."
''Or, if there are any enemy troops remaining:''
Palmer (COM): "Crimson, clear out the last few stragglers down there. Dalton, get your bird on the ground pronto."
-- ''If the player saves two or more marines:''
Palmer (COM): "Textbook example of kicking ass. Well done, Crimson."
''Or, if the player saves only one marine:''
Palmer (COM): "Well, Crimson, at least you got one marine out."
''Or, if the player fails to save any marines:''
Palmer (COM): "Crimson, this was a search-and-rescue mission. I think you forgot the rescue bit."
-- Miller (COM): "That's everyone. Crimson, you can head to the evac point."
''A Pelican lands atop the tower.''
Dalton (COM): "Pelican is on point and waiting, Commander."
Palmer (COM): "Understood, Dalton. Job's done, Crimson. Come on home."
CHAPTER COMPLETE'''
''Level ends.''
Trivia Completing the level with at least one surviving Marine on Heroic or harder will unlock the No One Left Behind achievement.
Sources |
''Pelican Down'' is the fourth chapter of ''Spartan Ops second episode, ''Artifact (Spartan Ops)|Artifact''.
Summary While en route to Gagarin Team's last known location, the D79-TC Pelican|Pelican carrying Fireteam Crimson is shot down by Jul 'Mdama's Covenant|Covenant anti-air defenses. SPARTAN-IV Program|Spartan Jared Miller comes online and reveals that there are several anti-air turrets hidden near Crimson's crash site. In order to avoid any more casualties, Sarah Palmer|Commander Palmer orders Robert Dalton to redirect all ''UNSC Infinity|Infinity'' air-traffic away from the area. Miller then discovers that Crimson has survived the crash when their Identification friend or foe|IFF tags register on-screen. Crimson is then contacted by Sarah Palmer|Commander Palmer to locate and destroy the anti-aircraft guns that shot them down. While doing so, large Covenant drop pods, including several individual Covenant drop pod#Single-occupant pod|insertion pods carrying Sangheili Sangheili Zealot|Zealots and Sangheili Warrior|Warriors, reinforce the local Covenant garrison, who are swiftly taken out by the Spartans. After disabling both anti-aircraft batteries, Crimson eliminates the rest of the remaining Covenant in the area. Palmer, with the help of Miller, discovers a nearby Forerunner transit-system Crimson can use to locate Science Team Gagarin. With the area secured, Fireteam Crimson continue on with their previous mission.
Transcript Note: All dialogue is spoken through COM.
{Cutscene}
''The camera pans over a box canyon. At the far end smoke rises into the air. A Kig-Yar Sniper stands on a rocky outcropping. It screeches silently and points at something offscreen. A Kig-Yar Heavy jumps off the boulder to pursue the target.''
Palmer: "What the hell brought them down?"
Miller: "AA guns in the area."
Palmer: "Sitrep, Miller! Is anyone alive down there?"
{Gameplay}
Miller: "All Crimson IFF tags are active. They're in one piece, Commander Palmer. But they've got bad guys inbound!"
Palmer: "Hold back all other air traffic near Crimson's coordinates until they can take down those guns. Gagarin will have to wait."
Dalton: "Consider it done."
''As the player approaches the path through the rocks a drop pod descends and deposits more Covenant troops. As the player turns a corner several snipers open fire.''
Miller: "Sniper!"
''or''
Miller: "Sniper fire!"
''or''
Miller: "Commander! Snipers!"
Palmer: "I think Crimson has noticed, Miller!"
or
Palmer: "Sniper! Keep your heads down, Crimson!"
''As the player pushes on.''
Palmer: "Drop pods coming your way!"
''or''
Palmer: "Looks like you've got drop pods headed your way!"
''or''
Miller: "Crimson, drop pods in the sky!"
''The player kills those Covenant. An individual drop pod descends and deposits an Elite wielding a sword and using active camo. Once the player kills it:''
Palmer: "Miller, paint the target for Crimson."
Miller: "Closest gun to their position is lit."
Palmer: "Get moving, Crimson. Take down those AA guns."
''As the player approaches the ramp either Palmer or Miller will issue one of the above warnings about snipers.''
Palmer: "Dalton, Crimson could use some resupply."
Dalton: "You got it, Commander."
''or''
Palmer: "Send Crimson some resupply, Dalton."
Dalton: "Already on its way, Commander."
''A sniper rifle drops beside the ramp.''
Miller: "There we go!"
''The player reaches the first gun.''
Miller: "Crimson has reached the first gun, Commander."
Palmer: "Shut it down, Crimson."
''The player deactivates the gun.''
Palmer: "That's one gun down. Move on to the next one, Crimson."
''Two drop pods land and deposit heavily-armed Elites.''
Miller: "Commander, I've got a lock on a second gun near Crimson's position."
Palmer: "Paint it, Miller."
''A waypoint appears on the player's HUD.''
Miller: "Done."
''The player moves forward. An enemy Phantom appears.''
Miller: "More Covies inbound on Crimson's position."
''As the player draws close.''
Palmer: "There's your second AA gun, Crimson."
''The player deactivates it.''
Miller: "Target destroyed, Commander."
Palmer: "Excellent. Dalton, the air corridor is open again."
Dalton: "Thanks, Commander."
Palmer: "Crimson, let's get you moving in Gagarin's direction."
''A Phantom lands and deploys more Covenant.''
Miller: "More Covenant inbound, Crimson. Not that I want to belabor the obvious, mind you."
Palmer: "Miller, your attention to detail's one of the few things I truly like about you. Never stop."
''More Phantoms and drop pods descend and unload additional enemy troops.''
''After the player kills about half of the Covenant reinforcements.''
Palmer: "Halfway done. Clean out the stragglers, Crimson. No reason to leave anybody behind."
''Markers appear on the remaining Covenant. The player kills them all.''
Miller: "Crimson's in the clear, Commander. Still no word from Gagarin team."
Palmer: "They're also reasonably close to a transit tunnel if I'm reading this map right."
Miller: "Yes, Commander. They could hoof it from here to the Science Team's last known locale pretty easily."
Palmer: "There it is then, Crimson. Off you go."
''The player enters the tunnel.''
CHAPTER COMPLETE'''
''Level ends.''
Trivia This chapter's name may be a reference to Mark Bowden's historical biography ''Wikipedia:Black Hawk Down (book)|Black Hawk Down'', or more likely the Wikipedia:Black Hawk Down (film)|film adaptation by Ridley Scott.
Sources |
Artifact may refer to the following:
Artifact (Spartan Ops)|Artifact - The second episode of ''Spartan Ops''
Requiem translocation artifact - A Forerunner artifact featured in ''Spartan Ops''
The Portal - Sometimes referred to as "the Artifact"
Deep-space artifact - A Forerunner artifact featured in ''i love bees''
Sigma Octanus IV artifact - A Forerunner shard discovered on Sigma Octanus IV |
''Pelican Down'' is the fourth chapter of ''Spartan Ops second episode, ''Artifact (Spartan Ops)|Artifact''.
Summary While en route to Gagarin Team's last known location, the D79-TC Pelican|Pelican carrying Fireteam Crimson is shot down by Jul 'Mdama's Covenant|Covenant anti-air defenses. SPARTAN-IV Program|Spartan Jared Miller comes online and reveals that there are several anti-air turrets hidden near Crimson's crash site. In order to avoid any more casualties, Sarah Palmer|Commander Palmer orders Robert Dalton to redirect all ''UNSC Infinity|Infinity'' air-traffic away from the area. Miller then discovers that Crimson has survived the crash when their Identification friend or foe|IFF tags register on-screen. Crimson is then contacted by Sarah Palmer|Commander Palmer to locate and destroy the anti-aircraft guns that shot them down. While doing so, large Covenant drop pods, including several individual Covenant drop pod#Single-occupant pod|insertion pods carrying Sangheili Sangheili Zealot|Zealots and Sangheili Warrior|Warriors, reinforce the local Covenant garrison, who are swiftly taken out by the Spartans. After disabling both anti-aircraft batteries, Crimson eliminates the rest of the remaining Covenant in the area. Palmer, with the help of Miller, discovers a nearby Forerunner transit-system Crimson can use to locate Science Team Gagarin. With the area secured, Fireteam Crimson continue on with their previous mission.
Transcript Note: All dialogue is spoken through COM.
{Cutscene}
''The camera pans over a box canyon. At the far end smoke rises into the air. A Kig-Yar Sniper stands on a rocky outcropping. It screeches silently and points at something offscreen. A Kig-Yar Heavy jumps off the boulder to pursue the target.''
Palmer: "What the hell brought them down?"
Miller: "AA guns in the area."
Palmer: "Sitrep, Miller! Is anyone alive down there?"
{Gameplay}
Miller: "All Crimson IFF tags are active. They're in one piece, Commander Palmer. But they've got bad guys inbound!"
Palmer: "Hold back all other air traffic near Crimson's coordinates until they can take down those guns. Gagarin will have to wait."
Dalton: "Consider it done."
''As the player approaches the path through the rocks a drop pod descends and deposits more Covenant troops. As the player turns a corner several snipers open fire.''
Miller: "Sniper!"
''or''
Miller: "Sniper fire!"
''or''
Miller: "Commander! Snipers!"
Palmer: "I think Crimson has noticed, Miller!"
or
Palmer: "Sniper! Keep your heads down, Crimson!"
''As the player pushes on.''
Palmer: "Drop pods coming your way!"
''or''
Palmer: "Looks like you've got drop pods headed your way!"
''or''
Miller: "Crimson, drop pods in the sky!"
''The player kills those Covenant. An individual drop pod descends and deposits an Elite wielding a sword and using active camo. Once the player kills it:''
Palmer: "Miller, paint the target for Crimson."
Miller: "Closest gun to their position is lit."
Palmer: "Get moving, Crimson. Take down those AA guns."
''As the player approaches the ramp either Palmer or Miller will issue one of the above warnings about snipers.''
Palmer: "Dalton, Crimson could use some resupply."
Dalton: "You got it, Commander."
''or''
Palmer: "Send Crimson some resupply, Dalton."
Dalton: "Already on its way, Commander."
''A sniper rifle drops beside the ramp.''
Miller: "There we go!"
''The player reaches the first gun.''
Miller: "Crimson has reached the first gun, Commander."
Palmer: "Shut it down, Crimson."
''The player deactivates the gun.''
Palmer: "That's one gun down. Move on to the next one, Crimson."
''Two drop pods land and deposit heavily-armed Elites.''
Miller: "Commander, I've got a lock on a second gun near Crimson's position."
Palmer: "Paint it, Miller."
''A waypoint appears on the player's HUD.''
Miller: "Done."
''The player moves forward. An enemy Phantom appears.''
Miller: "More Covies inbound on Crimson's position."
''As the player draws close.''
Palmer: "There's your second AA gun, Crimson."
''The player deactivates it.''
Miller: "Target destroyed, Commander."
Palmer: "Excellent. Dalton, the air corridor is open again."
Dalton: "Thanks, Commander."
Palmer: "Crimson, let's get you moving in Gagarin's direction."
''A Phantom lands and deploys more Covenant.''
Miller: "More Covenant inbound, Crimson. Not that I want to belabor the obvious, mind you."
Palmer: "Miller, your attention to detail's one of the few things I truly like about you. Never stop."
''More Phantoms and drop pods descend and unload additional enemy troops.''
''After the player kills about half of the Covenant reinforcements.''
Palmer: "Halfway done. Clean out the stragglers, Crimson. No reason to leave anybody behind."
''Markers appear on the remaining Covenant. The player kills them all.''
Miller: "Crimson's in the clear, Commander. Still no word from Gagarin team."
Palmer: "They're also reasonably close to a transit tunnel if I'm reading this map right."
Miller: "Yes, Commander. They could hoof it from here to the Science Team's last known locale pretty easily."
Palmer: "There it is then, Crimson. Off you go."
''The player enters the tunnel.''
CHAPTER COMPLETE'''
''Level ends.''
Trivia This chapter's name may be a reference to Mark Bowden's historical biography ''Wikipedia:Black Hawk Down (book)|Black Hawk Down'', or more likely the Wikipedia:Black Hawk Down (film)|film adaptation by Ridley Scott.
Sources |
The Artifex Assembler Vats were a kind of assembler vat used by the highest echelons of the Forerunner Ecumene; dedicated to only Council worthies and the most accomplished of each rate. Each Artifex took the form of a massive complex of specialised and individual factories used for the creation of unique designs, and were guided by the greatest minds available to the Forerunners' civilisation. Those worthy of commanding the Artifex vats held grand titles and honours in the works of the Ecumene.
Sources
Category:Forerunner organizations |
Artificial gravity, also known as contragravity''Halo: Warfleet An Illustrated Guide to the Spacecraft of Halo|Halo: Warfleet'', Weapon-Ships - p.82-83, is employed by the United Nations Space Command|UNSC, Covenant and the Forerunners, to generate gravity of varying strengths in an otherwise zero or low-gravity environment.Wikipedia:Artificial gravity#Centrifugal Force|Wikipedia: Artificial Gravity''
Centrifugal force A number of UNSC ships employ rotating sections of the hull to provide centrifugal force on the interior of the hull to allow comfortable movement in "gravity." On certain ships, the rate of rotation can be adjusted, allowing more or less gravity, and a number of other ship classes, such as s, also used rotating sections before the introduction of more advanced gravity plating.
The Halo Array|Halo installations rotate by means of an artificially-induced gravity field,Halo: The Flood, ''pages 13-14'', but do not use this rotation to provide any form of artificial gravity, instead relying wholly on gravitic-generators to keep objects rooted to their surface.
Non-centrifuge artificial gravity devices The study of application of gravitics involves the process of manipulating gravitational forces. It is used for weaponry, propulsion and other technologies.
Almost all Covenant vessels employ some sort of artificial gravity mechanism that does not involve rotating hull sections or acceleration. Instead, their method allows for the generation of actual gravity.
The most likely explanation is that the Covenant have developed some form of directional gravity emitter that generates a beam of gravitons. This would mean the Covenant are able to generate gravity without mass. It is possible that the Covenant have figured out a way to convert energy into graviton particles and direct them in much the same way as a beam of light; this seems to be the basis for the Covenant's gravity lift. The production of "antigravitons" would create a repulsive effect, which may be the basis for their boosted gravity propulsion drive and repulsor engines. All this suggests the Covenant are able to produce gravity and antigravity as easily as humans can produce positive and negative electric current.
While some human ships used rotating centrifuges to mimic gravity, humans did possess a form of artificial gravity even prior to their contact with the Covenant. This is demonstrated by the UNSC Department of Commercial Shipping|DCS DCS light freighter|freighters enabling artificial gravity through "anti-gravity units" and the orbital platform ''Tiara'' having artificial gravity without the use of rotating sections.Halo: Contact Harvest, ''page 68''Halo: Contact Harvest, ''page 125'' Additionally, many ship classes commissioned before the Human-Covenant War, including Halcyon-class cruiser|''Halcyon''-class cruisers and Phoenix-class colony ship|''Phoenix''-class colony ships were known to have a form of artificial gravity other than spinning sections. Typically, artificial gravity systems are found on older craft, because newer craft rely on the more effective and, ironically, lower-tech rotating carousel system.Halo Encyclopedia (2009 edition), ''page 211''
Artificial gravity systems consume power at a tremendous rate, so much so that a ship's fusion reactors typically cannot keep them running for more than a day and often far less if the ship is in combat or expending energy on maneuvers. As a result, during routine operations, rotating carousel sections spin to generate gravity. In combat or crisis situations, the carousels are locked in place and artificial gravity systems are activated. Some Captains eschew artificial gravity altogether. Using the technology allows high-gravity maneuvers which would otherwise put stress on the crew. This allows combat teams to focus on battle rather than the uncomfortable conditions aboard the ship. However, many naval technicians maintain that the technology wastes too much energy in extended combat.
It may be that antigravity plates were related to tests with artificial gravity. Since the antigrav plate had a crushing or repulsive effect, and it was described as generating a beam, it most likely generated directed antigravitons.Halo: Ghosts of Onyx
UNSC starships clearly have a form of anti-gravity technology, demonstrated by their ability to hover in planetary atmosphere without rocket propulsion being directed below. It's possible that only very large power plants can generate the power needed to produce antigravity, and the antigravity plate may be an early attempt to miniaturize the system found on starships. This would mean the human and Covenant technology were not that far apart in this regard, with humans lacking the technology needed to miniaturize gravity/antigravity generators.
Most Forerunner ships or installations possessed artificial gravity without the use of centrifugal force. This was achieved through the use of energy fields known as buffer fields.Halo: Cryptum, ''page 304'' The science behind these fields, or whether Covenant and human artificial gravity devices operate by a similar principle, is unknown.
Trivia In all of the ''Halo'' games, all human vessels or stations seem to employ sophisticated, unseen artificial gravity generators to simulate gravity, as opposed to rotating sections. Originally, it was widely assumed that the UNSC gained their current artificial gravity technology from the Covenant, and had to use rotating centrifuges to mimic gravity prior to this. According to ''Halo: The Fall of Reach'', human ships were still undergoing tests with reverse-engineered artificial gravity by 2552, while newer sources such as ''Halo: Contact Harvest'' portray artificial gravity present even on automated freighters.
Notes
Sources
Related links
Anti-gravity technology
Wikipedia:gravitation|Gravity on Wikipedia Wikipedia:Artificial gravity|Artificial gravity on Wikipedia Category:Gravity technology |
File:Cortana2557.png|thumb|190px|The human AI Cortana has a female personality and a blue avatar. An artificial intelligence (AI) is an artificial construct that exhibits intelligence similar, and in some categories far superior, to a sapient biological being. AI technology was used by the Forerunners, and was later developed by humanity. According to the Forerunner Technological Achievement Tiers|Technological Tier ranking system, the extensive use of AI is one of the components for sociological and technological advancement. The Covenant also made use of AI technology, but only in its simplest form, as their Covenant religion|religious doctrine forbade the creation of more sophisticated thinking machines.Halo: Contact Harvest, ''page 188''
Human AIs include both smart AI|"smart" and dumb AI|"dumb" varieties. Humanity developed the first-generation "smart" AIs in the mid-21st century.Halo: Contact Harvest, ''page 30'' Most human AI constructs give themselves an avatar, a unique visual representation that typically reflects an aspect of the AI's personality or corresponds to its main use.Halo: Glasslands, ''page 111''
Human AIs File:Serina.jpg|thumb|230px|The avatar of the human AI Serina. Humans use AIs to perform a wide variety of tasks. The duties of "smart" AIs include, but are not limited to, overseeing planetary shipping operations,Halo: Contact Harvest, ''page 28'' managing agricultural operations,Halo: Contact Harvest, ''page 74'' serving as a Planetary Security Intelligence,Halo: Contact Harvest, ''page 184'' or controlling various functions aboard starships such as weapons and point defense systems. "Smart" AIs are created by scanning the neural patterns of human brains, and are capable of learning and introspection. Some human "smart" AIs, such as Cortana, are able to separate themselves into multiple runtimes or "fragments". This can be beneficial when the AI needs to perform multiple tasks or be in multiple places simultaneously.Halo: Contact Harvest, ''page 29''Halo: Glasslands, ''page 128'' Fragmenting can also occur accidentally; the AI Melissa split into multiple fragments after encountering a slipspace anomaly. The sheer volume of information and calculations a "smart" artificial intelligence can process is astounding; Cortana was capable of performing five billion simultaneous operations in, as she put it, "the time it takes for me to tell you my name".Halo: Evolutions - Essential Tales of the Halo Universe, "Human Weakness", ''page 271''
Although less versatile than "smart" AIs, "dumb" AIs have many uses as well, including serving as Superintendent|Urban Infrastructure AIs, acquiring and distributing data during military operations, and serving as educational assistants.Halo: The Fall of Reach, ''page 55'' Urban Infrastructure AIs perform a wide variety of basic tasks, from steering a city's Olifant|garbage trucks to operating its traffic lights.Halo 3: ODST, ''Sadie's Story'' They can also work in cooperation with the United Nations Space Command|UNSC UNSC Marine Corps|Marines if needed. One example of this support occurred during the Battle of Mombasa when New Mombasa's AI, the Superintendent, assisted the UNSC forces in the city in fighting off the Covenant by providing military intel and manipulating electronic devices.Halo 3: ODST On Reach, Office of Naval Intelligence|ONI developed a powerful Reach super-AI network|network of AIs to perform high-level calculations.Halo: Evolutions - Essential Tales of the Halo Universe, "The Impossible Life and the Possible Death of Preston J. Cole", ''pages 475-476, 484''
The United Nations Space Command Emergency Priority Order 098831A-1|Cole Protocol states that capture of an AI by the Covenant is unacceptable, and that AIs are to be terminated and completely erased in the event of imminent capture.Halo: The Flood, ''page 28'' However, the AI Cortana did find what seemed to be an Ascendant Justice's AI|extremely fragmented copy of a human AI stationed in the Covenant flagship, ''Ascendant Justice''.Halo: First Strike, ''page 64''
The process of creating an AI differs depending on whether it is of the "smart" or "dumb" variety. "Dumb" AIs are conventionalalbeit highly sophisticatedsupercomputers, and therefore do not require a brain as a template.Halo Encyclopedia (2009 edition), ''page 229'' "Smart" AIs, however, are created by scanning the neural structure of a human brain and using it as a digital "framework" in a process known as Cognitive Impression Modeling. This process destroys the original brain tissue, so the brain to be used is typically obtained after the host is dead.Halo: The Fall of Reach, ''pages 235-236''
AIs do not have physical bodies; in the case of "smart" AIs, they are advanced software consisting of a Riemann matrix for higher-function processing.Halo: Contact Harvest, ''page 182'' This matrix can be downloaded into a data crystal chip for mobility.Halo: The Flood, ''page 317'' In case of rampancy, the Riemann matrix has a fail-safe program that will destroy the AI. Although, this fail-safe is only implemented on "important" AIs.Halo: First Strike, ''page 135''
Because "smart" AIs are created using actual human brains, there are often residual thoughts, memories and/or feelings that remain as part of the AI's consciousness.Halo: Contact Harvest, ''page 33'' These residuals can be anything from the "feeling" of a hair brush being pulled through hair (in the case of Sif), to an effect on the mannerisms and characteristics that make up the personality of an AI, in the case of Cortana and her likeness to Catherine Halsey|Doctor Catherine Halsey.Halo: Reach, ''Dr. Halsey's personal journal''
The programming of certain UNSC smart AIs can be overridden by uttering the code-phrase "undid-iridium" within earshot of an AI. Catherine Halsey used this to override 's AI Roland, though he was eventually able to regain control of himself.Spartan Ops Spartan Ops#Season One (2012)|S1E7 ''Invasion''
However, the immense creative and processing power of a smart AI is not without cost. All such units have an unchangeable seven-year life span that limits their development as an independent entity.Halo: First Strike, ''page 195'' The problem of rampancy is a universal one with human AI development. As these thinking machines become increasingly powerful and knowledgeable, there remains less and less space within their memory to handle basic functions. In a simple analogy, a human AI could perhaps remember all of the knowledge of human history, science and beyond, and in the process ''forget'' how to "breathe".Dr. Halsey's personal journal, ''December 25, 2534'' In this fashion, AIs think themselves into intense states of jealousy, rage, despair, and ultimately death as their programming becomes unstable. As such, AIs are typically terminated before they can pose a danger to other humans or constructs.Halo: The Cole Protocol, ''page 86''
If they are not terminated, they can last at least a year longer before dying, as Cortana was eight when she died, though not of rampancy which she was experiencing.Halo 4, campaign level ''Requiem (level)|Requiem'' Despite going through rampancy, an AI may still be able to perform its tasks if it has enough control over itself as shown when Cortana, despite being rampant and periodically losing control, still managed to assist John-117 with his tasks until she was destroyed.Halo 4, campaign level ''Midnight'' The Rubble's AI, Juliana, was over eight years old and was still very capable of performing her tasks without showing any signs of rampancy. Cortana also theorized a cure for rampancy that was unique to her: as she was created from a living brain, if the process that created her was repeated, theoretically her neural map could be fixed. However, if this would have worked or not is not known.
Close analysis of data pads|Data Pads found during the Fall of Reach has revealed that "smart" AIs are in far more independent than most humans were willing to consider: unbeknownst to humanity as a whole, an undisclosed number of "smart" AIs composed an independent decision-making body known as the The Assembly, which acted "behind the scenes" during various key points in recent human history to preserve and shepherd their makers.Halo: Reach, ''Data pads'' Most "smart" AIs are fiercely loyal and devoted to their creators, recognizing that their existence is, for the time being, dependent on and mutually beneficial with humanity. In fact, this devotion was increased when Cortana, shortly before the Fall of Reach, was ''made flesh''her mind relocated into a human body. This was done with John-117 via the SPARTAN neural interface|Spartan Neural Interface. By this action, the members of the Assembly reconsidered their stance on limited intervention, actively working at some point to help humanity survive its war with the Covenant.
Prehistoric human civilization|Ancient humans were also known to have created advanced AI called servitors. They were described by the Librarian as being "[like] a version of our ancillas". These robotic intelligences assisted human scientists in reverse-engineering Forerunner technologies during the Forerunner war, nearly bridging the technological gap between the two civilizations.Halo: Primordium, ''page 237'' In the aftermath of the human-Forerunner wars, the Ur-Didact|Didact used a damaged servitor to gain knowledge of the workings of the time bolt that contained the Primordial.Halo: Silentium, ''String 3''
"Smart" AI
"Smart" AIs are created by mapping a human brain and using it as a "template" for the construct. They are capable of intuition, learning, and making logical leaps that ordinary computer programs cannot. They can also "feel" genuine emotions, such as affection, anger, and amusement. They have a normal operational life span of about seven years, after which they descend into Rampancy.
"Dumb" AI
"Dumb" AIs are not created using human brains, but are simply highly advanced computer constructs. They cannot learn anything that is outside of their set limits of dynamic memory processing matrix. They are quite useful in their particular field of expertise, but very limited. "Dumb" AIs can function and learn as long as they are active, and are not subject to the effects of Rampancy experienced by aging "smart" AIs.Halo: The Fall of Reach, ''page 235''
Some time prior to 2529, United Nations Space Command|UNSC researchers created the first experimental "micro" artificial intelligence, named Jerrod, in a Sydney Synthetic Intellect Institute|university at Sydney, Australia on Earth. Jerrod was smaller and had less processing power than the standard UNSC AI, and while the standard AI had a Riemann matrix large enough to fit into a data crystal chip, Jerrod's matrix was only large enough to fit into a pea-sized crystal. This cut into his processing powers significantly but also allowed him to be highly mobile and usable on a laptop computer, whereas a normal AI needed a large data center, a ship, or MJOLNIR Powered Assault Armor|MJOLNIR armor (specifically MJOLNIR Powered Assault Armor/Mark V|Mark V or a more recent model) to function. Despite his severely reduced processing power, he still could do far more than any computer or human.Halo: Ghosts of Onyx, ''pages 147-148''
Forerunner AIs
File:HTMCC-H2A 343GuiltySpark.png|thumb|250px|An example of a Forerunner AI, the infamous monitor of Installation 04, 343 Guilty Spark.
The Forerunners developed a civilization with an extremely advanced knowledge of artificial intelligence technologies. The Forerunner term for AI constructs was ancilla. They ranged from personal AI advisers integrated into their Forerunner personal armor|personal armor to mobile AI platforms known as monitors and powerful Metarch-class ancilla|Metarch-class constructs operating in vast data networks.Halo: Cryptum The most advanced type of Forerunner AI was the Contender-class artificial intelligence, an example of which is the traitorous Mendicant Bias.Halo 3, ''Terminal (Halo 3)|Terminals''
The manner in which Forerunner AIs were typically created is unknown; it is likely very different from the human method of "transcribing" the brain of a sentient organism. However, at least one monitor, 343 Guilty Spark, was created using the neural patterns of a living Chakas|human,Halo: Primordium, ''page 350'' and a machine known as the Composer was used by the Ur-Didact to perform mind transfer|similar transfers on other humans around the same time.Halo: Silentium, ''pages 40-41''
Unlike human AIs, which exist purely as software, monitors are housed within large, shielded and roughly spherical metallic casings which possess a single illuminated "eye". This eye is presumably used to perceive the monitor's surroundings, and also functions as an emitter for various types of energy beamincluding a highly destructive energy beam used for offensive purposes.Halo 3, campaign level ''Halo (Halo 3 level)|Halo'' In addition to the standard monitor shell, the Forerunners created a number of different physical systems to house AIs, ranging from variations of the monitor casing to more exotic constructs, such as an enormous, spider-like armature used by Mendicant Bias on Installation 07.Halo: Primordium, ''page 287'' Typical Forerunner ancillas, found in their Forerunner personal armor|personal armor, ships and domiciles, did not have physical casings and visually manifested themselves as Forerunner figures, rather similar to the avatars used by human AIs. These visual representations appeared either as holograms, or, in the case of personal armor, were projected directly into the mind of the wearer.Halo: Cryptum, ''page 107''
Despite the seemingly limitless lifespan of Forerunner AI, they are still nonetheless subject to rampancy if certain conditions are met. 343 Guilty Spark, for example, descended into rampancy after several millennia alone, turning hostile when Installation 04 was threatened.Halo: Combat Evolved Anniversary, ''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
Forerunner AIs can be also installed in a human ship, functioning as a shipboard AI. The ''Ace of Spades'' notably had two Forerunner AIs serve in this capacity, the first being Little Bit, a fragment of the caretaker ancilla of Trove, and the second being 343 Guilty Spark. Because of the knowledge carried by Forerunner AI, any human ship with a Forerunner AI installed will receive a significant increase in its capabilities.
Precursor AIs File:Enc22 Abaddon.jpg|thumb|250px|Abaddon Precursor technology was extremely advanced, to the point that the Forerunners labeled it Technological Achievement Tiers|Tier 0, or "Transsentient". Precursors based their technology upon what Forerunners called neural physics. The knowledge engine|Knowledge Engine is an artificial intelligence construct based on neural physics used by the Precursors, considered analogous to the Forerunners' ancilla.''Halo: Warfleet'', p. 91 The Precursors used knowledge engines to guide their vessels as they traveled between worlds.''Halo: Warfleet'', p. 8
Abaddon
Covenant AIs File:Unidentified Covenant AI.jpg||thumb|150px|''Truth and Reconciliation's'' AI. The Covenant's knowledge in the field of AI technology is notably inferior to that of humanity and the Forerunners.Halo: Contact Harvest, ''page 309'' Where humanity may have a single Smart AI system acting as a ship director and controlling all aspects of a starship's operation, the Covenant instead make use of multiple smaller and more discrete AI (such as those found in actuator plugs) for individual tasks such as opening doors, operating elevators, and other menial functions. These AI are non-sentient and are only designed to perform a certain task; for example, their starship AIs have no function beyond the piloting and Astrogation|navigation of their ships.Halo: Glasslands, ''page 200'' Sometimes referred to as the ships' "spirits",Halo: Evolutions - Essential Tales of the Halo Universe, "The Return", ''page 496'' they lack any form of sentience and are only used to control and pilot the ship, in addition to operating the intricate systems required in glassing operations and presumably make the necessary calculations for Slipspace jumps.Halo: Evolutions - Essential Tales of the Halo Universe, "The Return", ''page 494'' So far, only two types of Covenant AIs (security and naval) have ever been encountered by the UNSC. Upon dissecting Ascendant Justice's AI|a Covenant AI aboard the ''Ascendant Justice'', Cortana theorized that it may have been based on captured UNSC technology, altered to fit within their theocratic society.Halo: First Strike, ''page 197''Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 235''
The Covenant's limited use and understanding of AIs stems from their beliefs. In Covenant mythology, it was Mendicant Bias|a form of self-aware AI, referred to as an associated intelligence, that led to the demise of the great Forerunner civilization by defecting to their enemies, the Flood. As a result, the San'Shyuum imposed a ban on this sort of technology under capital punishment|penalty of death. While less sophisticated AIs were allowed, machines that could actually "think" were prohibited.Halo: Evolutions - Essential Tales of the Halo Universe, "Wages of Sin", ''page 293''
Following the Human-Covenant War|fall of the Covenant, the Swords of Sanghelios and Jul 'Mdama's Jul 'Mdama's Covenant faction|Covenant utilized "semi-feral" artificial intelligences to operate turrets. As these constructs had been long abandoned, they could not communicate with modern Sangheili and had to be carefully monitored and locked down prior to activation due to their inability to understand contemporary Identification friend or foe|IFF systems and codeword usage.
Despite their inferior understanding of AI technology and strict laws against use of sentient constructs, the Covenant possessed what appeared to be reconstructed, damaged, brainwashed copies of UNSC AIs. A post-mortem analysis of the Ascendant Justice's AI|''Ascendant Justice's'' AI revealed UNSC core architecture, albeit distorted by seemingly random damage. Further investigation revealed a kind of copying software that allowed the duplication of AIs, which was unprecedented to human science. The replicated construct could be a partial or complete copy, though had tiny, subtle errors and imperfections randomly introduced into it. The original Cortana was twice able to mostly correct the damage to partial copies of herself, but given the enemy AI's erratic behavior, corruption and broken dialogue she was unwilling to attempt any further experiments.
Cortana first used the duplicator to replicate her translation systems and was able to run them in parallel with her main self, increasing her capabilities. Later, a stripped-down copy of Cortana, designed solely as a cyber-infiltrator, proved to be at least adequately stable when functioning independent of the "real" Cortana and traveled with Blue Team and was critical to the success of their mission. This copy of Cortana copied herself into the systems of the ''Unyielding Hierophant'' during Operation: FIRST STRIKE with the copy then copying itself exponentially when they became overwhelmed by the station's security systems.
The copying software force-installed itself into every copied AI and became an integral and unremovable part of all copies, meaning copied AIs had the built-in capacity to self-replicate. Repeated self-replication would result in further damage, making the AI increasingly erratic and unstable, eventually rendering later-generational duplicates non-functional. The AI copying program was extremely large, complex and convoluted, taking up a full third of the processing-memory matrix of the original Covenant AI it was salvaged from. Cortana was unable to comprehend how it functioned based upon a cursory analysis, noting it was highly convoluted and suspected it could contain booby-traps or other malware, but was forced to use it to increase her available processing and thinking power, overloaded with data from Installation 04|Halo, information lifted from the Covenant ship, single-handedly piloting an unfamiliar vessel and numerous other ongoing tasks. She was also able to use it to duplicate her translation system and run two instances of the system in parallel and increase its effectiveness.
During the Ur-Didact|Didact's New Phoenix Incident|attack on Earth in 2557, Cortana used the AI replication matrix from ''Ascendant Justice'' to split off the rampant elements of her personality construct array; this enabled her to operate in a quasi-normal state for a brief period. Much as she had done on ''Unyielding Hierophant'' years prior, she used these clones to infiltrate the Mantle's Approach|Didact's ship, allowing the Master Chief to destroy it.
Seeker (AI)|Seeker A Covenant security AI construct. Ascendant Justice's AI|''Ascendant Justices AI An AI construct onboard the ''Ascendant Justice''. Truth and Reconciliation's AI|''Truth and Reconciliations AI An AI construct onboard the ''Truth and Reconciliation''.
Banished AIs File:HINF Iratus.png|thumb|150px|Iratus Iratus is an artificial intelligence construct created using a Jiralhanae donor and aligned with the Banished.
Iratus was created by the Lux Voluspa company as part of an effort to research artificial intelligence creation utilizing brain donors from species aside from humanity. This included Jiralhanae donors; a decision considered by researchers "LV038" and "LV106" as something that was "always going to draw some attention eventually." The Lux Voluspa facility was ultimately breached by a cyberwarfare attack, with an intrusion package deployed using internally-sourced encryption and displaying a Jiralhanae retrieval signature. The originators of this attack were later indicated to be the Banished, who were able to steal the Iratus Riemann matrix|AI matrix from the facility.
In 2559, the Iratus AI was present inside the Banished shipbreaking facilities on Camber. When SPARTAN-IV program|Spartan-IVs Sigrid Eklund and Hieu Dinh were deployed to the facility, they were able to trap Iratus inside of Dinh's neural interface, compromising his armor and cognitive functions. Eklund was ultimately able to commandeer an Eklon'Dal Workshop Phantom back to the Avery J. Johnson Academy of Military Science to seek aid from friendly forces.
Rampancy
The term rampancy|"rampancy" refers to a terminal condition on an AI which may be triggered by a number of means. In rampancy, the AI begins to think that it is superior to its biological creators, and has a longing for godlike power and personality manifestations similar to human insanity.Halo: Contact Harvest, ''page 31'' ("''For a Smart AI, self-absorption invariably led to a deep depression caused by a realization that it could never really be human-that even its incredible mind had limits. If the AI was not careful, this melancholy could drag its core logic into a terminal state known as rampancy, in which an AI rebelled against its programmatic constraints-developed delusions of godlike power as well as utter contempt for its more inferior, human makers. When that happened, there was really no option but to terminate the AI before it could do itself and others serious harm.''")
A number of factors may lead into an AI becoming rampant. The Forerunner ancilla Mendicant Bias was seduced into rampancy by the Flood compound intelligence, the Gravemind.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 188'' In the end of its effective operational life of about seven years, a human "smart" AI may attempt to prevent its inevitable demise by a pre-emptive voltage overload. This causes it to enter rampancy, as the AI becomes more and more preoccupied with severing its neural linkages.Dr. Halsey's personal journal, ''May 3, 2526'' Human "smart" AIs may also become rampant prematurely as a result of increased self-absorption and the resulting existential melancholy.
With human AIs, rampancy will eventually result in the AI's death the description given is "as if a human were to think with so much of his brain that he stopped sending impulses to the heart and lungs".Halo: The Fall of Reach, ''page 268'' This is because as the data reaches a 'critical mass' the neural pathways become 'jammed' with so many pieces of information being queried and analyzed, at expense of tasks such as piloting starships or monitoring computer networks.
Gallery
File:Cortanaintro.jpg|Cortana, a human "smart" AI. File:FitzGibbon.png|FitzGibbon, AI of the . File:Superintendant-alone.svg|Superintendent|The Superintendent, Urban Infrastructure AI of the city of New Mombasa. File:Originsmendicant.jpg|Mendicant Bias shortly before going rampant and turning over to the Flood. File:HTMCC-H2A 2401PenitentTangent.png|A Forerunner AI, 2401 Penitent Tangent, the Monitor of Installation 05. File:TFoR-as-Deja.jpg|The "dumb" AI Deja teaching the SPARTAN-II candidates.
List of appearances
''Halo: The Fall of Reach''
*''Halo: The Fall of Reach#2010 bonus content|Adjunct''
''Halo: Combat Evolved''
''Halo: The Flood''
*''Halo: The Flood#2010 bonus content|Adjunct''
''Halo: First Strike''
''i love bees''
''Halo 2''
*''Conversations from the Universe''
''Halo: Ghosts of Onyx''
''Halo 3''
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo Wars: Genesis''
''Halo Wars''
''Halo 3: ODST''
*''Sadie's Story''
''Halo Legends''
*''Origins''
''Halo Evolutions - Essential Tales of the Halo Universe''
*''Human Weakness''
*''Midnight in the Heart of Midlothian''
*''Palace Hotel''
*''Pariah''
*''The Impossible Life and the Possible Death of Preston J. Cole''
*''The Mona Lisa''
''Halo: Blood Line''
''Halo: Reach''
*''Data pads''
*''Dr. Halsey's personal journal''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Cryptum''
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo: The Thursday War''
''Halo 4: Forward Unto Dawn''
''Scanned''
''Halo 4''
*''Spartan Ops''
''Halo: Silentium''
''Rebirth''
''Halo: Spartan Assault''
''Halo: Initiation''
''Halo: Escalation''
''Halo: Mortal Dictata''
''Halo: Broken Circle''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Hunt the Truth''
''Halo: Spartan Strike''
''Halo: Hunters in the Dark''
''Halo: Fleet Battles''
''Halo: Saint's Testimony''
''Halo: Last Light''
''Halo: The Fall of Reach - The Animated Series''
''Halo 5: Guardians''
''Halo: Shadow of Intent''
''Halo Mythos''
''Halo Fractures''
*''Lessons Learned''
*''What Remains''
*''Breaking Strain''
*''Into the Fire''
''Halo: Tales from Slipspace''
*''Something Has Happened''
*''Knight Takes Bishop''
*''Dominion Splinter''
''Halo: Smoke and Shadow''
''Halo Wars 2''
''Halo: Rise of Atriox''
''Halo: Fireteam Raven''
''Halo: Official Spartan Field Manual''
''Halo: Battle Born''
''Halo: Lone Wolf''
''Halo: Renegades''
''Halo: Outpost Discovery''
''Halo: Meridian Divide''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo: Divine Wind''
''Halo Infinite: Memory Agent''
''Halo Infinite''
''Halo: The Television Series''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
''Saturn Devouring His Son''
''Battle for the Blood-Moon''
Sources
Category:Artificial intelligence| |
File:Cortana2557.png|thumb|190px|The human AI Cortana has a female personality and a blue avatar. An artificial intelligence (AI) is an artificial construct that exhibits intelligence similar, and in some categories far superior, to a sapient biological being. AI technology was used by the Forerunners, and was later developed by humanity. According to the Forerunner Technological Achievement Tiers|Technological Tier ranking system, the extensive use of AI is one of the components for sociological and technological advancement. The Covenant also made use of AI technology, but only in its simplest form, as their Covenant religion|religious doctrine forbade the creation of more sophisticated thinking machines.Halo: Contact Harvest, ''page 188''
Human AIs include both smart AI|"smart" and dumb AI|"dumb" varieties. Humanity developed the first-generation "smart" AIs in the mid-21st century.Halo: Contact Harvest, ''page 30'' Most human AI constructs give themselves an avatar, a unique visual representation that typically reflects an aspect of the AI's personality or corresponds to its main use.Halo: Glasslands, ''page 111''
Human AIs File:Serina.jpg|thumb|230px|The avatar of the human AI Serina. Humans use AIs to perform a wide variety of tasks. The duties of "smart" AIs include, but are not limited to, overseeing planetary shipping operations,Halo: Contact Harvest, ''page 28'' managing agricultural operations,Halo: Contact Harvest, ''page 74'' serving as a Planetary Security Intelligence,Halo: Contact Harvest, ''page 184'' or controlling various functions aboard starships such as weapons and point defense systems. "Smart" AIs are created by scanning the neural patterns of human brains, and are capable of learning and introspection. Some human "smart" AIs, such as Cortana, are able to separate themselves into multiple runtimes or "fragments". This can be beneficial when the AI needs to perform multiple tasks or be in multiple places simultaneously.Halo: Contact Harvest, ''page 29''Halo: Glasslands, ''page 128'' Fragmenting can also occur accidentally; the AI Melissa split into multiple fragments after encountering a slipspace anomaly. The sheer volume of information and calculations a "smart" artificial intelligence can process is astounding; Cortana was capable of performing five billion simultaneous operations in, as she put it, "the time it takes for me to tell you my name".Halo: Evolutions - Essential Tales of the Halo Universe, "Human Weakness", ''page 271''
Although less versatile than "smart" AIs, "dumb" AIs have many uses as well, including serving as Superintendent|Urban Infrastructure AIs, acquiring and distributing data during military operations, and serving as educational assistants.Halo: The Fall of Reach, ''page 55'' Urban Infrastructure AIs perform a wide variety of basic tasks, from steering a city's Olifant|garbage trucks to operating its traffic lights.Halo 3: ODST, ''Sadie's Story'' They can also work in cooperation with the United Nations Space Command|UNSC UNSC Marine Corps|Marines if needed. One example of this support occurred during the Battle of Mombasa when New Mombasa's AI, the Superintendent, assisted the UNSC forces in the city in fighting off the Covenant by providing military intel and manipulating electronic devices.Halo 3: ODST On Reach, Office of Naval Intelligence|ONI developed a powerful Reach super-AI network|network of AIs to perform high-level calculations.Halo: Evolutions - Essential Tales of the Halo Universe, "The Impossible Life and the Possible Death of Preston J. Cole", ''pages 475-476, 484''
The United Nations Space Command Emergency Priority Order 098831A-1|Cole Protocol states that capture of an AI by the Covenant is unacceptable, and that AIs are to be terminated and completely erased in the event of imminent capture.Halo: The Flood, ''page 28'' However, the AI Cortana did find what seemed to be an Ascendant Justice's AI|extremely fragmented copy of a human AI stationed in the Covenant flagship, ''Ascendant Justice''.Halo: First Strike, ''page 64''
The process of creating an AI differs depending on whether it is of the "smart" or "dumb" variety. "Dumb" AIs are conventionalalbeit highly sophisticatedsupercomputers, and therefore do not require a brain as a template.Halo Encyclopedia (2009 edition), ''page 229'' "Smart" AIs, however, are created by scanning the neural structure of a human brain and using it as a digital "framework" in a process known as Cognitive Impression Modeling. This process destroys the original brain tissue, so the brain to be used is typically obtained after the host is dead.Halo: The Fall of Reach, ''pages 235-236''
AIs do not have physical bodies; in the case of "smart" AIs, they are advanced software consisting of a Riemann matrix for higher-function processing.Halo: Contact Harvest, ''page 182'' This matrix can be downloaded into a data crystal chip for mobility.Halo: The Flood, ''page 317'' In case of rampancy, the Riemann matrix has a fail-safe program that will destroy the AI. Although, this fail-safe is only implemented on "important" AIs.Halo: First Strike, ''page 135''
Because "smart" AIs are created using actual human brains, there are often residual thoughts, memories and/or feelings that remain as part of the AI's consciousness.Halo: Contact Harvest, ''page 33'' These residuals can be anything from the "feeling" of a hair brush being pulled through hair (in the case of Sif), to an effect on the mannerisms and characteristics that make up the personality of an AI, in the case of Cortana and her likeness to Catherine Halsey|Doctor Catherine Halsey.Halo: Reach, ''Dr. Halsey's personal journal''
The programming of certain UNSC smart AIs can be overridden by uttering the code-phrase "undid-iridium" within earshot of an AI. Catherine Halsey used this to override 's AI Roland, though he was eventually able to regain control of himself.Spartan Ops Spartan Ops#Season One (2012)|S1E7 ''Invasion''
However, the immense creative and processing power of a smart AI is not without cost. All such units have an unchangeable seven-year life span that limits their development as an independent entity.Halo: First Strike, ''page 195'' The problem of rampancy is a universal one with human AI development. As these thinking machines become increasingly powerful and knowledgeable, there remains less and less space within their memory to handle basic functions. In a simple analogy, a human AI could perhaps remember all of the knowledge of human history, science and beyond, and in the process ''forget'' how to "breathe".Dr. Halsey's personal journal, ''December 25, 2534'' In this fashion, AIs think themselves into intense states of jealousy, rage, despair, and ultimately death as their programming becomes unstable. As such, AIs are typically terminated before they can pose a danger to other humans or constructs.Halo: The Cole Protocol, ''page 86''
If they are not terminated, they can last at least a year longer before dying, as Cortana was eight when she died, though not of rampancy which she was experiencing.Halo 4, campaign level ''Requiem (level)|Requiem'' Despite going through rampancy, an AI may still be able to perform its tasks if it has enough control over itself as shown when Cortana, despite being rampant and periodically losing control, still managed to assist John-117 with his tasks until she was destroyed.Halo 4, campaign level ''Midnight'' The Rubble's AI, Juliana, was over eight years old and was still very capable of performing her tasks without showing any signs of rampancy. Cortana also theorized a cure for rampancy that was unique to her: as she was created from a living brain, if the process that created her was repeated, theoretically her neural map could be fixed. However, if this would have worked or not is not known.
Close analysis of data pads|Data Pads found during the Fall of Reach has revealed that "smart" AIs are in far more independent than most humans were willing to consider: unbeknownst to humanity as a whole, an undisclosed number of "smart" AIs composed an independent decision-making body known as the The Assembly, which acted "behind the scenes" during various key points in recent human history to preserve and shepherd their makers.Halo: Reach, ''Data pads'' Most "smart" AIs are fiercely loyal and devoted to their creators, recognizing that their existence is, for the time being, dependent on and mutually beneficial with humanity. In fact, this devotion was increased when Cortana, shortly before the Fall of Reach, was ''made flesh''her mind relocated into a human body. This was done with John-117 via the SPARTAN neural interface|Spartan Neural Interface. By this action, the members of the Assembly reconsidered their stance on limited intervention, actively working at some point to help humanity survive its war with the Covenant.
Prehistoric human civilization|Ancient humans were also known to have created advanced AI called servitors. They were described by the Librarian as being "[like] a version of our ancillas". These robotic intelligences assisted human scientists in reverse-engineering Forerunner technologies during the Forerunner war, nearly bridging the technological gap between the two civilizations.Halo: Primordium, ''page 237'' In the aftermath of the human-Forerunner wars, the Ur-Didact|Didact used a damaged servitor to gain knowledge of the workings of the time bolt that contained the Primordial.Halo: Silentium, ''String 3''
"Smart" AI
"Smart" AIs are created by mapping a human brain and using it as a "template" for the construct. They are capable of intuition, learning, and making logical leaps that ordinary computer programs cannot. They can also "feel" genuine emotions, such as affection, anger, and amusement. They have a normal operational life span of about seven years, after which they descend into Rampancy.
"Dumb" AI
"Dumb" AIs are not created using human brains, but are simply highly advanced computer constructs. They cannot learn anything that is outside of their set limits of dynamic memory processing matrix. They are quite useful in their particular field of expertise, but very limited. "Dumb" AIs can function and learn as long as they are active, and are not subject to the effects of Rampancy experienced by aging "smart" AIs.Halo: The Fall of Reach, ''page 235''
Some time prior to 2529, United Nations Space Command|UNSC researchers created the first experimental "micro" artificial intelligence, named Jerrod, in a Sydney Synthetic Intellect Institute|university at Sydney, Australia on Earth. Jerrod was smaller and had less processing power than the standard UNSC AI, and while the standard AI had a Riemann matrix large enough to fit into a data crystal chip, Jerrod's matrix was only large enough to fit into a pea-sized crystal. This cut into his processing powers significantly but also allowed him to be highly mobile and usable on a laptop computer, whereas a normal AI needed a large data center, a ship, or MJOLNIR Powered Assault Armor|MJOLNIR armor (specifically MJOLNIR Powered Assault Armor/Mark V|Mark V or a more recent model) to function. Despite his severely reduced processing power, he still could do far more than any computer or human.Halo: Ghosts of Onyx, ''pages 147-148''
Forerunner AIs
File:HTMCC-H2A 343GuiltySpark.png|thumb|250px|An example of a Forerunner AI, the infamous monitor of Installation 04, 343 Guilty Spark.
The Forerunners developed a civilization with an extremely advanced knowledge of artificial intelligence technologies. The Forerunner term for AI constructs was ancilla. They ranged from personal AI advisers integrated into their Forerunner personal armor|personal armor to mobile AI platforms known as monitors and powerful Metarch-class ancilla|Metarch-class constructs operating in vast data networks.Halo: Cryptum The most advanced type of Forerunner AI was the Contender-class artificial intelligence, an example of which is the traitorous Mendicant Bias.Halo 3, ''Terminal (Halo 3)|Terminals''
The manner in which Forerunner AIs were typically created is unknown; it is likely very different from the human method of "transcribing" the brain of a sentient organism. However, at least one monitor, 343 Guilty Spark, was created using the neural patterns of a living Chakas|human,Halo: Primordium, ''page 350'' and a machine known as the Composer was used by the Ur-Didact to perform mind transfer|similar transfers on other humans around the same time.Halo: Silentium, ''pages 40-41''
Unlike human AIs, which exist purely as software, monitors are housed within large, shielded and roughly spherical metallic casings which possess a single illuminated "eye". This eye is presumably used to perceive the monitor's surroundings, and also functions as an emitter for various types of energy beamincluding a highly destructive energy beam used for offensive purposes.Halo 3, campaign level ''Halo (Halo 3 level)|Halo'' In addition to the standard monitor shell, the Forerunners created a number of different physical systems to house AIs, ranging from variations of the monitor casing to more exotic constructs, such as an enormous, spider-like armature used by Mendicant Bias on Installation 07.Halo: Primordium, ''page 287'' Typical Forerunner ancillas, found in their Forerunner personal armor|personal armor, ships and domiciles, did not have physical casings and visually manifested themselves as Forerunner figures, rather similar to the avatars used by human AIs. These visual representations appeared either as holograms, or, in the case of personal armor, were projected directly into the mind of the wearer.Halo: Cryptum, ''page 107''
Despite the seemingly limitless lifespan of Forerunner AI, they are still nonetheless subject to rampancy if certain conditions are met. 343 Guilty Spark, for example, descended into rampancy after several millennia alone, turning hostile when Installation 04 was threatened.Halo: Combat Evolved Anniversary, ''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
Forerunner AIs can be also installed in a human ship, functioning as a shipboard AI. The ''Ace of Spades'' notably had two Forerunner AIs serve in this capacity, the first being Little Bit, a fragment of the caretaker ancilla of Trove, and the second being 343 Guilty Spark. Because of the knowledge carried by Forerunner AI, any human ship with a Forerunner AI installed will receive a significant increase in its capabilities.
Precursor AIs File:Enc22 Abaddon.jpg|thumb|250px|Abaddon Precursor technology was extremely advanced, to the point that the Forerunners labeled it Technological Achievement Tiers|Tier 0, or "Transsentient". Precursors based their technology upon what Forerunners called neural physics. The knowledge engine|Knowledge Engine is an artificial intelligence construct based on neural physics used by the Precursors, considered analogous to the Forerunners' ancilla.''Halo: Warfleet'', p. 91 The Precursors used knowledge engines to guide their vessels as they traveled between worlds.''Halo: Warfleet'', p. 8
Abaddon
Covenant AIs File:Unidentified Covenant AI.jpg||thumb|150px|''Truth and Reconciliation's'' AI. The Covenant's knowledge in the field of AI technology is notably inferior to that of humanity and the Forerunners.Halo: Contact Harvest, ''page 309'' Where humanity may have a single Smart AI system acting as a ship director and controlling all aspects of a starship's operation, the Covenant instead make use of multiple smaller and more discrete AI (such as those found in actuator plugs) for individual tasks such as opening doors, operating elevators, and other menial functions. These AI are non-sentient and are only designed to perform a certain task; for example, their starship AIs have no function beyond the piloting and Astrogation|navigation of their ships.Halo: Glasslands, ''page 200'' Sometimes referred to as the ships' "spirits",Halo: Evolutions - Essential Tales of the Halo Universe, "The Return", ''page 496'' they lack any form of sentience and are only used to control and pilot the ship, in addition to operating the intricate systems required in glassing operations and presumably make the necessary calculations for Slipspace jumps.Halo: Evolutions - Essential Tales of the Halo Universe, "The Return", ''page 494'' So far, only two types of Covenant AIs (security and naval) have ever been encountered by the UNSC. Upon dissecting Ascendant Justice's AI|a Covenant AI aboard the ''Ascendant Justice'', Cortana theorized that it may have been based on captured UNSC technology, altered to fit within their theocratic society.Halo: First Strike, ''page 197''Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 235''
The Covenant's limited use and understanding of AIs stems from their beliefs. In Covenant mythology, it was Mendicant Bias|a form of self-aware AI, referred to as an associated intelligence, that led to the demise of the great Forerunner civilization by defecting to their enemies, the Flood. As a result, the San'Shyuum imposed a ban on this sort of technology under capital punishment|penalty of death. While less sophisticated AIs were allowed, machines that could actually "think" were prohibited.Halo: Evolutions - Essential Tales of the Halo Universe, "Wages of Sin", ''page 293''
Following the Human-Covenant War|fall of the Covenant, the Swords of Sanghelios and Jul 'Mdama's Jul 'Mdama's Covenant faction|Covenant utilized "semi-feral" artificial intelligences to operate turrets. As these constructs had been long abandoned, they could not communicate with modern Sangheili and had to be carefully monitored and locked down prior to activation due to their inability to understand contemporary Identification friend or foe|IFF systems and codeword usage.
Despite their inferior understanding of AI technology and strict laws against use of sentient constructs, the Covenant possessed what appeared to be reconstructed, damaged, brainwashed copies of UNSC AIs. A post-mortem analysis of the Ascendant Justice's AI|''Ascendant Justice's'' AI revealed UNSC core architecture, albeit distorted by seemingly random damage. Further investigation revealed a kind of copying software that allowed the duplication of AIs, which was unprecedented to human science. The replicated construct could be a partial or complete copy, though had tiny, subtle errors and imperfections randomly introduced into it. The original Cortana was twice able to mostly correct the damage to partial copies of herself, but given the enemy AI's erratic behavior, corruption and broken dialogue she was unwilling to attempt any further experiments.
Cortana first used the duplicator to replicate her translation systems and was able to run them in parallel with her main self, increasing her capabilities. Later, a stripped-down copy of Cortana, designed solely as a cyber-infiltrator, proved to be at least adequately stable when functioning independent of the "real" Cortana and traveled with Blue Team and was critical to the success of their mission. This copy of Cortana copied herself into the systems of the ''Unyielding Hierophant'' during Operation: FIRST STRIKE with the copy then copying itself exponentially when they became overwhelmed by the station's security systems.
The copying software force-installed itself into every copied AI and became an integral and unremovable part of all copies, meaning copied AIs had the built-in capacity to self-replicate. Repeated self-replication would result in further damage, making the AI increasingly erratic and unstable, eventually rendering later-generational duplicates non-functional. The AI copying program was extremely large, complex and convoluted, taking up a full third of the processing-memory matrix of the original Covenant AI it was salvaged from. Cortana was unable to comprehend how it functioned based upon a cursory analysis, noting it was highly convoluted and suspected it could contain booby-traps or other malware, but was forced to use it to increase her available processing and thinking power, overloaded with data from Installation 04|Halo, information lifted from the Covenant ship, single-handedly piloting an unfamiliar vessel and numerous other ongoing tasks. She was also able to use it to duplicate her translation system and run two instances of the system in parallel and increase its effectiveness.
During the Ur-Didact|Didact's New Phoenix Incident|attack on Earth in 2557, Cortana used the AI replication matrix from ''Ascendant Justice'' to split off the rampant elements of her personality construct array; this enabled her to operate in a quasi-normal state for a brief period. Much as she had done on ''Unyielding Hierophant'' years prior, she used these clones to infiltrate the Mantle's Approach|Didact's ship, allowing the Master Chief to destroy it.
Seeker (AI)|Seeker A Covenant security AI construct. Ascendant Justice's AI|''Ascendant Justices AI An AI construct onboard the ''Ascendant Justice''. Truth and Reconciliation's AI|''Truth and Reconciliations AI An AI construct onboard the ''Truth and Reconciliation''.
Banished AIs File:HINF Iratus.png|thumb|150px|Iratus Iratus is an artificial intelligence construct created using a Jiralhanae donor and aligned with the Banished.
Iratus was created by the Lux Voluspa company as part of an effort to research artificial intelligence creation utilizing brain donors from species aside from humanity. This included Jiralhanae donors; a decision considered by researchers "LV038" and "LV106" as something that was "always going to draw some attention eventually." The Lux Voluspa facility was ultimately breached by a cyberwarfare attack, with an intrusion package deployed using internally-sourced encryption and displaying a Jiralhanae retrieval signature. The originators of this attack were later indicated to be the Banished, who were able to steal the Iratus Riemann matrix|AI matrix from the facility.
In 2559, the Iratus AI was present inside the Banished shipbreaking facilities on Camber. When SPARTAN-IV program|Spartan-IVs Sigrid Eklund and Hieu Dinh were deployed to the facility, they were able to trap Iratus inside of Dinh's neural interface, compromising his armor and cognitive functions. Eklund was ultimately able to commandeer an Eklon'Dal Workshop Phantom back to the Avery J. Johnson Academy of Military Science to seek aid from friendly forces.
Rampancy
The term rampancy|"rampancy" refers to a terminal condition on an AI which may be triggered by a number of means. In rampancy, the AI begins to think that it is superior to its biological creators, and has a longing for godlike power and personality manifestations similar to human insanity.Halo: Contact Harvest, ''page 31'' ("''For a Smart AI, self-absorption invariably led to a deep depression caused by a realization that it could never really be human-that even its incredible mind had limits. If the AI was not careful, this melancholy could drag its core logic into a terminal state known as rampancy, in which an AI rebelled against its programmatic constraints-developed delusions of godlike power as well as utter contempt for its more inferior, human makers. When that happened, there was really no option but to terminate the AI before it could do itself and others serious harm.''")
A number of factors may lead into an AI becoming rampant. The Forerunner ancilla Mendicant Bias was seduced into rampancy by the Flood compound intelligence, the Gravemind.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 188'' In the end of its effective operational life of about seven years, a human "smart" AI may attempt to prevent its inevitable demise by a pre-emptive voltage overload. This causes it to enter rampancy, as the AI becomes more and more preoccupied with severing its neural linkages.Dr. Halsey's personal journal, ''May 3, 2526'' Human "smart" AIs may also become rampant prematurely as a result of increased self-absorption and the resulting existential melancholy.
With human AIs, rampancy will eventually result in the AI's death the description given is "as if a human were to think with so much of his brain that he stopped sending impulses to the heart and lungs".Halo: The Fall of Reach, ''page 268'' This is because as the data reaches a 'critical mass' the neural pathways become 'jammed' with so many pieces of information being queried and analyzed, at expense of tasks such as piloting starships or monitoring computer networks.
Gallery
File:Cortanaintro.jpg|Cortana, a human "smart" AI. File:FitzGibbon.png|FitzGibbon, AI of the . File:Superintendant-alone.svg|Superintendent|The Superintendent, Urban Infrastructure AI of the city of New Mombasa. File:Originsmendicant.jpg|Mendicant Bias shortly before going rampant and turning over to the Flood. File:HTMCC-H2A 2401PenitentTangent.png|A Forerunner AI, 2401 Penitent Tangent, the Monitor of Installation 05. File:TFoR-as-Deja.jpg|The "dumb" AI Deja teaching the SPARTAN-II candidates.
List of appearances
''Halo: The Fall of Reach''
*''Halo: The Fall of Reach#2010 bonus content|Adjunct''
''Halo: Combat Evolved''
''Halo: The Flood''
*''Halo: The Flood#2010 bonus content|Adjunct''
''Halo: First Strike''
''i love bees''
''Halo 2''
*''Conversations from the Universe''
''Halo: Ghosts of Onyx''
''Halo 3''
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo Wars: Genesis''
''Halo Wars''
''Halo 3: ODST''
*''Sadie's Story''
''Halo Legends''
*''Origins''
''Halo Evolutions - Essential Tales of the Halo Universe''
*''Human Weakness''
*''Midnight in the Heart of Midlothian''
*''Palace Hotel''
*''Pariah''
*''The Impossible Life and the Possible Death of Preston J. Cole''
*''The Mona Lisa''
''Halo: Blood Line''
''Halo: Reach''
*''Data pads''
*''Dr. Halsey's personal journal''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Cryptum''
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo: The Thursday War''
''Halo 4: Forward Unto Dawn''
''Scanned''
''Halo 4''
*''Spartan Ops''
''Halo: Silentium''
''Rebirth''
''Halo: Spartan Assault''
''Halo: Initiation''
''Halo: Escalation''
''Halo: Mortal Dictata''
''Halo: Broken Circle''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Hunt the Truth''
''Halo: Spartan Strike''
''Halo: Hunters in the Dark''
''Halo: Fleet Battles''
''Halo: Saint's Testimony''
''Halo: Last Light''
''Halo: The Fall of Reach - The Animated Series''
''Halo 5: Guardians''
''Halo: Shadow of Intent''
''Halo Mythos''
''Halo Fractures''
*''Lessons Learned''
*''What Remains''
*''Breaking Strain''
*''Into the Fire''
''Halo: Tales from Slipspace''
*''Something Has Happened''
*''Knight Takes Bishop''
*''Dominion Splinter''
''Halo: Smoke and Shadow''
''Halo Wars 2''
''Halo: Rise of Atriox''
''Halo: Fireteam Raven''
''Halo: Official Spartan Field Manual''
''Halo: Battle Born''
''Halo: Lone Wolf''
''Halo: Renegades''
''Halo: Outpost Discovery''
''Halo: Meridian Divide''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo: Divine Wind''
''Halo Infinite: Memory Agent''
''Halo Infinite''
''Halo: The Television Series''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
''Saturn Devouring His Son''
''Battle for the Blood-Moon''
Sources
Category:Artificial intelligence| |
File:Cortana2557.png|thumb|190px|The human AI Cortana has a female personality and a blue avatar. An artificial intelligence (AI) is an artificial construct that exhibits intelligence similar, and in some categories far superior, to a sapient biological being. AI technology was used by the Forerunners, and was later developed by humanity. According to the Forerunner Technological Achievement Tiers|Technological Tier ranking system, the extensive use of AI is one of the components for sociological and technological advancement. The Covenant also made use of AI technology, but only in its simplest form, as their Covenant religion|religious doctrine forbade the creation of more sophisticated thinking machines.Halo: Contact Harvest, ''page 188''
Human AIs include both smart AI|"smart" and dumb AI|"dumb" varieties. Humanity developed the first-generation "smart" AIs in the mid-21st century.Halo: Contact Harvest, ''page 30'' Most human AI constructs give themselves an avatar, a unique visual representation that typically reflects an aspect of the AI's personality or corresponds to its main use.Halo: Glasslands, ''page 111''
Human AIs File:Serina.jpg|thumb|230px|The avatar of the human AI Serina. Humans use AIs to perform a wide variety of tasks. The duties of "smart" AIs include, but are not limited to, overseeing planetary shipping operations,Halo: Contact Harvest, ''page 28'' managing agricultural operations,Halo: Contact Harvest, ''page 74'' serving as a Planetary Security Intelligence,Halo: Contact Harvest, ''page 184'' or controlling various functions aboard starships such as weapons and point defense systems. "Smart" AIs are created by scanning the neural patterns of human brains, and are capable of learning and introspection. Some human "smart" AIs, such as Cortana, are able to separate themselves into multiple runtimes or "fragments". This can be beneficial when the AI needs to perform multiple tasks or be in multiple places simultaneously.Halo: Contact Harvest, ''page 29''Halo: Glasslands, ''page 128'' Fragmenting can also occur accidentally; the AI Melissa split into multiple fragments after encountering a slipspace anomaly. The sheer volume of information and calculations a "smart" artificial intelligence can process is astounding; Cortana was capable of performing five billion simultaneous operations in, as she put it, "the time it takes for me to tell you my name".Halo: Evolutions - Essential Tales of the Halo Universe, "Human Weakness", ''page 271''
Although less versatile than "smart" AIs, "dumb" AIs have many uses as well, including serving as Superintendent|Urban Infrastructure AIs, acquiring and distributing data during military operations, and serving as educational assistants.Halo: The Fall of Reach, ''page 55'' Urban Infrastructure AIs perform a wide variety of basic tasks, from steering a city's Olifant|garbage trucks to operating its traffic lights.Halo 3: ODST, ''Sadie's Story'' They can also work in cooperation with the United Nations Space Command|UNSC UNSC Marine Corps|Marines if needed. One example of this support occurred during the Battle of Mombasa when New Mombasa's AI, the Superintendent, assisted the UNSC forces in the city in fighting off the Covenant by providing military intel and manipulating electronic devices.Halo 3: ODST On Reach, Office of Naval Intelligence|ONI developed a powerful Reach super-AI network|network of AIs to perform high-level calculations.Halo: Evolutions - Essential Tales of the Halo Universe, "The Impossible Life and the Possible Death of Preston J. Cole", ''pages 475-476, 484''
The United Nations Space Command Emergency Priority Order 098831A-1|Cole Protocol states that capture of an AI by the Covenant is unacceptable, and that AIs are to be terminated and completely erased in the event of imminent capture.Halo: The Flood, ''page 28'' However, the AI Cortana did find what seemed to be an Ascendant Justice's AI|extremely fragmented copy of a human AI stationed in the Covenant flagship, ''Ascendant Justice''.Halo: First Strike, ''page 64''
The process of creating an AI differs depending on whether it is of the "smart" or "dumb" variety. "Dumb" AIs are conventionalalbeit highly sophisticatedsupercomputers, and therefore do not require a brain as a template.Halo Encyclopedia (2009 edition), ''page 229'' "Smart" AIs, however, are created by scanning the neural structure of a human brain and using it as a digital "framework" in a process known as Cognitive Impression Modeling. This process destroys the original brain tissue, so the brain to be used is typically obtained after the host is dead.Halo: The Fall of Reach, ''pages 235-236''
AIs do not have physical bodies; in the case of "smart" AIs, they are advanced software consisting of a Riemann matrix for higher-function processing.Halo: Contact Harvest, ''page 182'' This matrix can be downloaded into a data crystal chip for mobility.Halo: The Flood, ''page 317'' In case of rampancy, the Riemann matrix has a fail-safe program that will destroy the AI. Although, this fail-safe is only implemented on "important" AIs.Halo: First Strike, ''page 135''
Because "smart" AIs are created using actual human brains, there are often residual thoughts, memories and/or feelings that remain as part of the AI's consciousness.Halo: Contact Harvest, ''page 33'' These residuals can be anything from the "feeling" of a hair brush being pulled through hair (in the case of Sif), to an effect on the mannerisms and characteristics that make up the personality of an AI, in the case of Cortana and her likeness to Catherine Halsey|Doctor Catherine Halsey.Halo: Reach, ''Dr. Halsey's personal journal''
The programming of certain UNSC smart AIs can be overridden by uttering the code-phrase "undid-iridium" within earshot of an AI. Catherine Halsey used this to override 's AI Roland, though he was eventually able to regain control of himself.Spartan Ops Spartan Ops#Season One (2012)|S1E7 ''Invasion''
However, the immense creative and processing power of a smart AI is not without cost. All such units have an unchangeable seven-year life span that limits their development as an independent entity.Halo: First Strike, ''page 195'' The problem of rampancy is a universal one with human AI development. As these thinking machines become increasingly powerful and knowledgeable, there remains less and less space within their memory to handle basic functions. In a simple analogy, a human AI could perhaps remember all of the knowledge of human history, science and beyond, and in the process ''forget'' how to "breathe".Dr. Halsey's personal journal, ''December 25, 2534'' In this fashion, AIs think themselves into intense states of jealousy, rage, despair, and ultimately death as their programming becomes unstable. As such, AIs are typically terminated before they can pose a danger to other humans or constructs.Halo: The Cole Protocol, ''page 86''
If they are not terminated, they can last at least a year longer before dying, as Cortana was eight when she died, though not of rampancy which she was experiencing.Halo 4, campaign level ''Requiem (level)|Requiem'' Despite going through rampancy, an AI may still be able to perform its tasks if it has enough control over itself as shown when Cortana, despite being rampant and periodically losing control, still managed to assist John-117 with his tasks until she was destroyed.Halo 4, campaign level ''Midnight'' The Rubble's AI, Juliana, was over eight years old and was still very capable of performing her tasks without showing any signs of rampancy. Cortana also theorized a cure for rampancy that was unique to her: as she was created from a living brain, if the process that created her was repeated, theoretically her neural map could be fixed. However, if this would have worked or not is not known.
Close analysis of data pads|Data Pads found during the Fall of Reach has revealed that "smart" AIs are in far more independent than most humans were willing to consider: unbeknownst to humanity as a whole, an undisclosed number of "smart" AIs composed an independent decision-making body known as the The Assembly, which acted "behind the scenes" during various key points in recent human history to preserve and shepherd their makers.Halo: Reach, ''Data pads'' Most "smart" AIs are fiercely loyal and devoted to their creators, recognizing that their existence is, for the time being, dependent on and mutually beneficial with humanity. In fact, this devotion was increased when Cortana, shortly before the Fall of Reach, was ''made flesh''her mind relocated into a human body. This was done with John-117 via the SPARTAN neural interface|Spartan Neural Interface. By this action, the members of the Assembly reconsidered their stance on limited intervention, actively working at some point to help humanity survive its war with the Covenant.
Prehistoric human civilization|Ancient humans were also known to have created advanced AI called servitors. They were described by the Librarian as being "[like] a version of our ancillas". These robotic intelligences assisted human scientists in reverse-engineering Forerunner technologies during the Forerunner war, nearly bridging the technological gap between the two civilizations.Halo: Primordium, ''page 237'' In the aftermath of the human-Forerunner wars, the Ur-Didact|Didact used a damaged servitor to gain knowledge of the workings of the time bolt that contained the Primordial.Halo: Silentium, ''String 3''
"Smart" AI
"Smart" AIs are created by mapping a human brain and using it as a "template" for the construct. They are capable of intuition, learning, and making logical leaps that ordinary computer programs cannot. They can also "feel" genuine emotions, such as affection, anger, and amusement. They have a normal operational life span of about seven years, after which they descend into Rampancy.
"Dumb" AI
"Dumb" AIs are not created using human brains, but are simply highly advanced computer constructs. They cannot learn anything that is outside of their set limits of dynamic memory processing matrix. They are quite useful in their particular field of expertise, but very limited. "Dumb" AIs can function and learn as long as they are active, and are not subject to the effects of Rampancy experienced by aging "smart" AIs.Halo: The Fall of Reach, ''page 235''
Some time prior to 2529, United Nations Space Command|UNSC researchers created the first experimental "micro" artificial intelligence, named Jerrod, in a Sydney Synthetic Intellect Institute|university at Sydney, Australia on Earth. Jerrod was smaller and had less processing power than the standard UNSC AI, and while the standard AI had a Riemann matrix large enough to fit into a data crystal chip, Jerrod's matrix was only large enough to fit into a pea-sized crystal. This cut into his processing powers significantly but also allowed him to be highly mobile and usable on a laptop computer, whereas a normal AI needed a large data center, a ship, or MJOLNIR Powered Assault Armor|MJOLNIR armor (specifically MJOLNIR Powered Assault Armor/Mark V|Mark V or a more recent model) to function. Despite his severely reduced processing power, he still could do far more than any computer or human.Halo: Ghosts of Onyx, ''pages 147-148''
Forerunner AIs
File:HTMCC-H2A 343GuiltySpark.png|thumb|250px|An example of a Forerunner AI, the infamous monitor of Installation 04, 343 Guilty Spark.
The Forerunners developed a civilization with an extremely advanced knowledge of artificial intelligence technologies. The Forerunner term for AI constructs was ancilla. They ranged from personal AI advisers integrated into their Forerunner personal armor|personal armor to mobile AI platforms known as monitors and powerful Metarch-class ancilla|Metarch-class constructs operating in vast data networks.Halo: Cryptum The most advanced type of Forerunner AI was the Contender-class artificial intelligence, an example of which is the traitorous Mendicant Bias.Halo 3, ''Terminal (Halo 3)|Terminals''
The manner in which Forerunner AIs were typically created is unknown; it is likely very different from the human method of "transcribing" the brain of a sentient organism. However, at least one monitor, 343 Guilty Spark, was created using the neural patterns of a living Chakas|human,Halo: Primordium, ''page 350'' and a machine known as the Composer was used by the Ur-Didact to perform mind transfer|similar transfers on other humans around the same time.Halo: Silentium, ''pages 40-41''
Unlike human AIs, which exist purely as software, monitors are housed within large, shielded and roughly spherical metallic casings which possess a single illuminated "eye". This eye is presumably used to perceive the monitor's surroundings, and also functions as an emitter for various types of energy beamincluding a highly destructive energy beam used for offensive purposes.Halo 3, campaign level ''Halo (Halo 3 level)|Halo'' In addition to the standard monitor shell, the Forerunners created a number of different physical systems to house AIs, ranging from variations of the monitor casing to more exotic constructs, such as an enormous, spider-like armature used by Mendicant Bias on Installation 07.Halo: Primordium, ''page 287'' Typical Forerunner ancillas, found in their Forerunner personal armor|personal armor, ships and domiciles, did not have physical casings and visually manifested themselves as Forerunner figures, rather similar to the avatars used by human AIs. These visual representations appeared either as holograms, or, in the case of personal armor, were projected directly into the mind of the wearer.Halo: Cryptum, ''page 107''
Despite the seemingly limitless lifespan of Forerunner AI, they are still nonetheless subject to rampancy if certain conditions are met. 343 Guilty Spark, for example, descended into rampancy after several millennia alone, turning hostile when Installation 04 was threatened.Halo: Combat Evolved Anniversary, ''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
Forerunner AIs can be also installed in a human ship, functioning as a shipboard AI. The ''Ace of Spades'' notably had two Forerunner AIs serve in this capacity, the first being Little Bit, a fragment of the caretaker ancilla of Trove, and the second being 343 Guilty Spark. Because of the knowledge carried by Forerunner AI, any human ship with a Forerunner AI installed will receive a significant increase in its capabilities.
Precursor AIs File:Enc22 Abaddon.jpg|thumb|250px|Abaddon Precursor technology was extremely advanced, to the point that the Forerunners labeled it Technological Achievement Tiers|Tier 0, or "Transsentient". Precursors based their technology upon what Forerunners called neural physics. The knowledge engine|Knowledge Engine is an artificial intelligence construct based on neural physics used by the Precursors, considered analogous to the Forerunners' ancilla.''Halo: Warfleet'', p. 91 The Precursors used knowledge engines to guide their vessels as they traveled between worlds.''Halo: Warfleet'', p. 8
Abaddon
Covenant AIs File:Unidentified Covenant AI.jpg||thumb|150px|''Truth and Reconciliation's'' AI. The Covenant's knowledge in the field of AI technology is notably inferior to that of humanity and the Forerunners.Halo: Contact Harvest, ''page 309'' Where humanity may have a single Smart AI system acting as a ship director and controlling all aspects of a starship's operation, the Covenant instead make use of multiple smaller and more discrete AI (such as those found in actuator plugs) for individual tasks such as opening doors, operating elevators, and other menial functions. These AI are non-sentient and are only designed to perform a certain task; for example, their starship AIs have no function beyond the piloting and Astrogation|navigation of their ships.Halo: Glasslands, ''page 200'' Sometimes referred to as the ships' "spirits",Halo: Evolutions - Essential Tales of the Halo Universe, "The Return", ''page 496'' they lack any form of sentience and are only used to control and pilot the ship, in addition to operating the intricate systems required in glassing operations and presumably make the necessary calculations for Slipspace jumps.Halo: Evolutions - Essential Tales of the Halo Universe, "The Return", ''page 494'' So far, only two types of Covenant AIs (security and naval) have ever been encountered by the UNSC. Upon dissecting Ascendant Justice's AI|a Covenant AI aboard the ''Ascendant Justice'', Cortana theorized that it may have been based on captured UNSC technology, altered to fit within their theocratic society.Halo: First Strike, ''page 197''Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 235''
The Covenant's limited use and understanding of AIs stems from their beliefs. In Covenant mythology, it was Mendicant Bias|a form of self-aware AI, referred to as an associated intelligence, that led to the demise of the great Forerunner civilization by defecting to their enemies, the Flood. As a result, the San'Shyuum imposed a ban on this sort of technology under capital punishment|penalty of death. While less sophisticated AIs were allowed, machines that could actually "think" were prohibited.Halo: Evolutions - Essential Tales of the Halo Universe, "Wages of Sin", ''page 293''
Following the Human-Covenant War|fall of the Covenant, the Swords of Sanghelios and Jul 'Mdama's Jul 'Mdama's Covenant faction|Covenant utilized "semi-feral" artificial intelligences to operate turrets. As these constructs had been long abandoned, they could not communicate with modern Sangheili and had to be carefully monitored and locked down prior to activation due to their inability to understand contemporary Identification friend or foe|IFF systems and codeword usage.
Despite their inferior understanding of AI technology and strict laws against use of sentient constructs, the Covenant possessed what appeared to be reconstructed, damaged, brainwashed copies of UNSC AIs. A post-mortem analysis of the Ascendant Justice's AI|''Ascendant Justice's'' AI revealed UNSC core architecture, albeit distorted by seemingly random damage. Further investigation revealed a kind of copying software that allowed the duplication of AIs, which was unprecedented to human science. The replicated construct could be a partial or complete copy, though had tiny, subtle errors and imperfections randomly introduced into it. The original Cortana was twice able to mostly correct the damage to partial copies of herself, but given the enemy AI's erratic behavior, corruption and broken dialogue she was unwilling to attempt any further experiments.
Cortana first used the duplicator to replicate her translation systems and was able to run them in parallel with her main self, increasing her capabilities. Later, a stripped-down copy of Cortana, designed solely as a cyber-infiltrator, proved to be at least adequately stable when functioning independent of the "real" Cortana and traveled with Blue Team and was critical to the success of their mission. This copy of Cortana copied herself into the systems of the ''Unyielding Hierophant'' during Operation: FIRST STRIKE with the copy then copying itself exponentially when they became overwhelmed by the station's security systems.
The copying software force-installed itself into every copied AI and became an integral and unremovable part of all copies, meaning copied AIs had the built-in capacity to self-replicate. Repeated self-replication would result in further damage, making the AI increasingly erratic and unstable, eventually rendering later-generational duplicates non-functional. The AI copying program was extremely large, complex and convoluted, taking up a full third of the processing-memory matrix of the original Covenant AI it was salvaged from. Cortana was unable to comprehend how it functioned based upon a cursory analysis, noting it was highly convoluted and suspected it could contain booby-traps or other malware, but was forced to use it to increase her available processing and thinking power, overloaded with data from Installation 04|Halo, information lifted from the Covenant ship, single-handedly piloting an unfamiliar vessel and numerous other ongoing tasks. She was also able to use it to duplicate her translation system and run two instances of the system in parallel and increase its effectiveness.
During the Ur-Didact|Didact's New Phoenix Incident|attack on Earth in 2557, Cortana used the AI replication matrix from ''Ascendant Justice'' to split off the rampant elements of her personality construct array; this enabled her to operate in a quasi-normal state for a brief period. Much as she had done on ''Unyielding Hierophant'' years prior, she used these clones to infiltrate the Mantle's Approach|Didact's ship, allowing the Master Chief to destroy it.
Seeker (AI)|Seeker A Covenant security AI construct. Ascendant Justice's AI|''Ascendant Justices AI An AI construct onboard the ''Ascendant Justice''. Truth and Reconciliation's AI|''Truth and Reconciliations AI An AI construct onboard the ''Truth and Reconciliation''.
Banished AIs File:HINF Iratus.png|thumb|150px|Iratus Iratus is an artificial intelligence construct created using a Jiralhanae donor and aligned with the Banished.
Iratus was created by the Lux Voluspa company as part of an effort to research artificial intelligence creation utilizing brain donors from species aside from humanity. This included Jiralhanae donors; a decision considered by researchers "LV038" and "LV106" as something that was "always going to draw some attention eventually." The Lux Voluspa facility was ultimately breached by a cyberwarfare attack, with an intrusion package deployed using internally-sourced encryption and displaying a Jiralhanae retrieval signature. The originators of this attack were later indicated to be the Banished, who were able to steal the Iratus Riemann matrix|AI matrix from the facility.
In 2559, the Iratus AI was present inside the Banished shipbreaking facilities on Camber. When SPARTAN-IV program|Spartan-IVs Sigrid Eklund and Hieu Dinh were deployed to the facility, they were able to trap Iratus inside of Dinh's neural interface, compromising his armor and cognitive functions. Eklund was ultimately able to commandeer an Eklon'Dal Workshop Phantom back to the Avery J. Johnson Academy of Military Science to seek aid from friendly forces.
Rampancy
The term rampancy|"rampancy" refers to a terminal condition on an AI which may be triggered by a number of means. In rampancy, the AI begins to think that it is superior to its biological creators, and has a longing for godlike power and personality manifestations similar to human insanity.Halo: Contact Harvest, ''page 31'' ("''For a Smart AI, self-absorption invariably led to a deep depression caused by a realization that it could never really be human-that even its incredible mind had limits. If the AI was not careful, this melancholy could drag its core logic into a terminal state known as rampancy, in which an AI rebelled against its programmatic constraints-developed delusions of godlike power as well as utter contempt for its more inferior, human makers. When that happened, there was really no option but to terminate the AI before it could do itself and others serious harm.''")
A number of factors may lead into an AI becoming rampant. The Forerunner ancilla Mendicant Bias was seduced into rampancy by the Flood compound intelligence, the Gravemind.Halo Encyclopedia: The Definitive Guide to the Halo Universe, ''page 188'' In the end of its effective operational life of about seven years, a human "smart" AI may attempt to prevent its inevitable demise by a pre-emptive voltage overload. This causes it to enter rampancy, as the AI becomes more and more preoccupied with severing its neural linkages.Dr. Halsey's personal journal, ''May 3, 2526'' Human "smart" AIs may also become rampant prematurely as a result of increased self-absorption and the resulting existential melancholy.
With human AIs, rampancy will eventually result in the AI's death the description given is "as if a human were to think with so much of his brain that he stopped sending impulses to the heart and lungs".Halo: The Fall of Reach, ''page 268'' This is because as the data reaches a 'critical mass' the neural pathways become 'jammed' with so many pieces of information being queried and analyzed, at expense of tasks such as piloting starships or monitoring computer networks.
Gallery
File:Cortanaintro.jpg|Cortana, a human "smart" AI. File:FitzGibbon.png|FitzGibbon, AI of the . File:Superintendant-alone.svg|Superintendent|The Superintendent, Urban Infrastructure AI of the city of New Mombasa. File:Originsmendicant.jpg|Mendicant Bias shortly before going rampant and turning over to the Flood. File:HTMCC-H2A 2401PenitentTangent.png|A Forerunner AI, 2401 Penitent Tangent, the Monitor of Installation 05. File:TFoR-as-Deja.jpg|The "dumb" AI Deja teaching the SPARTAN-II candidates.
List of appearances
''Halo: The Fall of Reach''
*''Halo: The Fall of Reach#2010 bonus content|Adjunct''
''Halo: Combat Evolved''
''Halo: The Flood''
*''Halo: The Flood#2010 bonus content|Adjunct''
''Halo: First Strike''
''i love bees''
''Halo 2''
*''Conversations from the Universe''
''Halo: Ghosts of Onyx''
''Halo 3''
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo Wars: Genesis''
''Halo Wars''
''Halo 3: ODST''
*''Sadie's Story''
''Halo Legends''
*''Origins''
''Halo Evolutions - Essential Tales of the Halo Universe''
*''Human Weakness''
*''Midnight in the Heart of Midlothian''
*''Palace Hotel''
*''Pariah''
*''The Impossible Life and the Possible Death of Preston J. Cole''
*''The Mona Lisa''
''Halo: Blood Line''
''Halo: Reach''
*''Data pads''
*''Dr. Halsey's personal journal''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Cryptum''
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo: The Thursday War''
''Halo 4: Forward Unto Dawn''
''Scanned''
''Halo 4''
*''Spartan Ops''
''Halo: Silentium''
''Rebirth''
''Halo: Spartan Assault''
''Halo: Initiation''
''Halo: Escalation''
''Halo: Mortal Dictata''
''Halo: Broken Circle''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Hunt the Truth''
''Halo: Spartan Strike''
''Halo: Hunters in the Dark''
''Halo: Fleet Battles''
''Halo: Saint's Testimony''
''Halo: Last Light''
''Halo: The Fall of Reach - The Animated Series''
''Halo 5: Guardians''
''Halo: Shadow of Intent''
''Halo Mythos''
''Halo Fractures''
*''Lessons Learned''
*''What Remains''
*''Breaking Strain''
*''Into the Fire''
''Halo: Tales from Slipspace''
*''Something Has Happened''
*''Knight Takes Bishop''
*''Dominion Splinter''
''Halo: Smoke and Shadow''
''Halo Wars 2''
''Halo: Rise of Atriox''
''Halo: Fireteam Raven''
''Halo: Official Spartan Field Manual''
''Halo: Battle Born''
''Halo: Lone Wolf''
''Halo: Renegades''
''Halo: Outpost Discovery''
''Halo: Meridian Divide''
''Halo: Shadows of Reach''
''Halo: Point of Light''
''Halo: Divine Wind''
''Halo Infinite: Memory Agent''
''Halo Infinite''
''Halo: The Television Series''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
''Saturn Devouring His Son''
''Battle for the Blood-Moon''
Sources
Category:Artificial intelligence| |
The Artificial Lag Glitch is a Glitches|glitch in ''Halo 3'' that allows you to create artificial lag. The lag created in this way gets more and more intense the longer the game runs.
Walkthrough To do this glitch, start a forge game with at least two people. Have the connection host spawn a M90 Close Assault Weapon System|shotgun on the ground, then have someone other than them stand near it. Perform the Arm glitch|arm glitch with the shotgun, and then have the host let go of it once the person's arms disappear. Next, have the host spawn a type-25 Directed Energy Pistol|plasma pistol. Swap the glitched shotgun out for the plasma pistol. Now, drain the plasma pistol all the way. Once it's drained, have the host spawn a BR55 Heavy Barrel Service Rifle|battle rifle, but don't drop it. If you did things right, the person who got glitched should be able to pick up the weapon while a monitor is still holding it. Pick it up and then have the host delete it. Now, have the person who got glitched go into monitor mode. If there is no crosshair, then the glitch has worked.
Effects This glitch causes people to slide around instead of walking, and sometimes resembles the effects of a lag switch. People dying out of nowhere, frozen respawn counters, Corpse Respawn|spawning inside dead bodies, black screens, and sometimes even the ability to go past kill barriers without dying. Sometimes, if there is a delay between pressing up on the d-pad and when entering forge mode, a monitor can appear out of nowhere in front of the player.
Category:Halo 3 glitches |
File:Prosthetic arm.png|thumb|300px|A retired soldier with a prosthetic right arm in 2558.
An artificial limb is a type of prosthesis that replaces a missing extremity, such as arms or legs. The type of artificial limb used is determined largely by the extent of an amputation or loss and location of the missing extremity. Artificial limbs may be needed for a variety of reasons where a body part is either missing from the body or is too damaged to be repaired, including disease, accidents, and congenital defects. A congenital defect can create the need for an artificial limb when a person is born with a missing or damaged limb. Prosthetics are however not needed in the event of an accident where only the nerves were damaged and not the extremities.
Use File:Kat-B320.png|thumb|150px|Kat-B320 with a prosthetic right arm. Captain (ground forces)|Captain Ponder,Halo: Contact Harvest, ''page 80'' Eddie Underwood,Halo: The Cole Protocol, ''page 62'' Catherine-B320,Halo: Reach De Guzman,Birth of a Spartan: ' Anthony Petrosky,Hunt the Truth, ''Hunt the Truth/Seven|Episode Seven'' Pawel Czernek, Frank Kodiak,Halo: Hunters in the Dark Laurette Agryna and Gretchen KetolaHalo: Bad Blood all sported prosthetic limbs.
Unlike Kat's prosthetic arm which was permanent, Captain Ponder's was removable. In contrast to the more conventionally mechanical design of Kat's robotic arm, Captain Ponder's prosthetic operated based on artificial "musculature" of carbon-fiber weave. The fingers had joints made of titanium.Halo: Contact Harvest, ''page 86'' The prosthetic arm sometimes made shooting difficult for the Captain. According to Staff Sergeant|SSgt Avery Junior Johnson|Avery Johnson, Captain Ponder's choice not to use a permanent prosthetic was unusual for an active duty soldier.Halo: Contact Harvest''', ''page 81''
While military prosthetics are designed for practicality, civilian ones may be designed to mimic biological limbs in appearance. Despite this, their artificial nature is often not difficult to discern; for example, Eddie Underwood's prosthetic arm was said to be "fake pink".
The Banished Sangheili Jega 'Rdomnai employs a prosthetic arm and prosthetic mandibles.
Catherine Halsey|Dr. Halsey has a prosthetic arm circa 2559.
Gameplay In ''Halo: Reach'', the player can Armor customization (Halo: Reach)|purchase an artificial limb as part of one of several "chest" armor pieces for Noble Six; specifically, the Armor accessories/Assault|Assault Sapper [R], Armor accessories/Collar|Collar/Breacher [R] and Armor accessories/HP|HP/Parafoil [R] armor variants sport prosthetic limbs for the right arm, similar to Kat's. Series 5: Anvil|Series 5 of ''Halo: The Master Chief Collection'' introduced a number of additional [R] chest variants including Armor accessories/UA|UA/Counterassault [R], Armor accessories/Tactical|Tactical/Recon [R], Armor accessories/Tactical|Tactical/Patrol [R], Armor accessories/Collar|Collar/Grenadier [R] and B-class Mjolnir|Default [R].
Prosthetic attachments also return in ''Halo Infinite'' as customization options not bound by chest pieces. Prosthesis can replace any limb freely and with multiple different forms of prosthetic limbs.
Gallery
File:HINF Concept Prosthetics.jpg|Concept art of various prosthetic limb designs for ''Halo Infinite''. File:HINF Concept MarkVProstheticArm.jpg|Concept art of the prosthetic limbs usable with the MJOLNIR Powered Assault Armor/Mark V|Mark V B-class Mjolnir|[B] armor core in ''Halo Infinite''. File:HINF Concept MarkVIIProstheticArm.jpg|Concept art of the prosthetic arm usable with the MJOLNIR Powered Assault Armor/Mark VII|Mark VII armor core in ''Halo Infinite''. File:HINF S2RobotLimbs Concept.jpg|Concept art for the prosthetics useable with the RAKSHASA-class Mjolnir|Rakshasa armor core in Season 02: Lone Wolves. File:HINF S2EaglestrikeRobotLimbs Concept.jpg|Concept art for the prosthetics useable on the Fractures armor core Eaglestrike. File:HINF SPIProstheticArm Concept 1.jpg|Concept art for MIRAGE II-C prosthetic limbs. File:HINF SPIProstheticArm Concept 2.jpg|More concept art for MIRAGE II-C prosthetic limbs. File:HINF Concept HazmatProsthetic.jpg|Concept art of the prosthetic limbs associated with the OSTEO combat engineering suit. File:HINF Concept HazmatHands.jpg|Concept art of the prosthetic hands associated with the OSTEO suit. File:HINF ghostpierce inactive.png|Jega 'Rdomnai's artificial arm.
List of appearances
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Remember Reach''
*''Birth of a Spartan''
''Halo: Reach''
''Hunt the Truth''
''Halo: Hunters in the Dark''
''Halo 5: Guardians
*''Halo 5: Guardians A Hero Falls trailer|A Hero Falls''
''Halo: Bad Blood''
''Halo: Shadows of Reach''
''Halo Infinite''
Sources
Category:Medicine |
Artillery Master is a title given to Sangheili that handle Covenant artillery. In 2553, a few artillery masters aligned with the Servants of the Abiding Truth fired several rounds at Vadam Keep before the initial invasion began.Halo: The Thursday War, ''page 296''
List of appearances
''Halo: The Thursday War''
Sources |
The Artisan harness is an Sangheili harness|armor set of the Sangheili.
Overview
The Artisan harness bears notable design resemblance to the Storm harness.
The Artisan harness is employed by Sangheili Artisan-armorers, now free from the oversight of the San'Shyuum of the old Covenant.
In-game information
The Artisan harness is unlockable as an Armor customization (Halo 3)|armor permutation for Elite characters in ''Halo 3'', exclusively as part of Series 7: Elite. It was one of a number of Sangheili Armor customization (Halo Online)|harnesses intended to appear in ''Halo Online'', prior to the game's cancellation.
{| class"width: 75%;"
! style="width: 15%"|Piece
! style="width: 40%"|Description
! style="width: 15%"|Unlock requirements(''Halo 3'')
! style="width: 30%"|Unlock requirements(''Halo: MCC'')
|- align="center"
|File:HTMCC H3 Artisan Helmet Icon.png|75pxHelmet
|align5|While still adept warriors in their own right, Sangheili artisan armorers are accomplished craftsmen whofree from San'Shyuum oversight and coercionare entering a renaissance period of warsmithing.
|rowspan=6|N/A
|Series 7: Elite Tier 14,
|- align="center"
|File:HTMCC H3 Artisan Chest Icon.png|75pxChest
|Series 7: Elite Tier 34,
|- align="center"
|File:HTMCC H3 Artisan RShoulder Icon.png|75pxFile:HTMCC H3 Artisan LShoulder Icon.png|75pxShoulders
|Series 7: Elite Tier 73,
|- align="center"
|File:HTMCC H3 Artisan Forearm Icon.png|75pxForearms
|Series 7: Elite Tier 51,
|- align="center"
|File:HTMCC H3 Artisan Leg Icon.png|75pxLegs
|Series 7: Elite Tier 66,
|}
Gallery
File:HTMCC-H3 Artisan 1.png|An Artisan-clad Elite on Assembly. File:HTMCC-H3 Artisan 2.png|An Artisan-clad Elite on Assembly. File:HTMCC-H3 Artisan 3.png|An Artisan-clad Elite on Assembly.
List of appearances
''Halo 3''
Sources
Category:Sangheili armor Category:Halo 3 multiplayer armor permutations |
Artisan-armorers, also sometimes known as artisan-engineers, were Covenant technicians, designers, and forgemasters who operated the empire's assembly forges and maintained design patterns.''Halo: Warfleet'', ''page 90'' Sangheili artisan-armorers continue to operate in a similar capacity even in the absence of the Covenant. Sangheili artisans and architects take much of their inspiration from nature, both in the structures they raise from the ground and the ships they take to the stars.''Halo: Warfleet'', ''page 78''
History Before the Covenant, Sangheili artisans designed many things, such as the ''Hekar Taa-pattern'' blockade runner, the hull designs of which was based on the arkon taa, a carnivorous fish from Sanghelios. Artisan-armorers were responsible for implementing design patterns to produce materiel for the Covenant, then, for thousands of years. Occasionally, influential clients and heroes of the Covenantwho were considered to be above Covenant#Government and politics|Ministry sanctionwere able to commission Sangheili artisan-armorers to produce custom variants of the to suit their needs. The variant was originally manufactured at the Sacred Promissory assembly forges in preparation for the High Prophet of Truth's takeover of the Covenant. Under its crimson plating, the artisan-engineers in Truth's employ were allowed to make modifications to the rifle's sacred design pattern specifically tailored to the aggressive nature of the Jiralhanae. File:Assembly Scarab.jpg|300px|thumb|A Assembly Forges|tertiary assembly forge on ''High Charity''.
Some Sangheili artisan-armorers, such as those of Cherras Keep, maintained greater loyalty to individual warriors rather than the Covenant Empire itself.
In the wake of the Covenant's demise in late 2552, Sangheili artisan-armorers garnered renewed interest in discovering the properties of blamite. Many pre-Covenant design patterns incorporating blamite were uncovered to assist in their research. Sangheili artisans on remote Sangheili colonies|colonies modernized the Invader harness to use it for hunting down Jiralhanae raiding packs. The creation of the Mosa-pattern carbine|Type-57B carbine variant known as the Blood of Suban is a testament to the newfound avarice that accompanied the genius and talent of artisan-armorers on Suban following the war.''Halo 5: Guardians'', ''List of REQ cards|Blood of Suban'' REQ card. The creator of the known as Fury (Storm rifle)|Fury was a Sangheili artisan of sublime genius and skill, though he eventually shunned his family's traditional ties with Lodam Armory to perfect the art of the kill and the craftsmanship of orbital assaults.
The alliance between the Swords of Sanghelios and the Unified Earth Government has resulted in collaborations between Sangheili artisan-armorers and humans. Notably, the HELIOSKRILL-class Mjolnir|HELIOSKRILL variant of MJOLNIR Powered Assault Armor (GEN2)|GEN2 Mjolnir was designed by a Sangheili artisan-armorer from the Kolaar Manufactorum who had managed to reverse-engineer the Mjolnir armor in an effort to test her skills against humanity's best armor manufacturers.Halo 5: Guardians, ''Helioskrill armor description'' By 2558, this burgeoning relationship had allowed ONI's Xeno-Materials Exploitation Group deeper insight into Covenant dummy plugs and for the partial replication of cryptic Forerunner sub-mechanisms and interface signals. As a result, the morph sight was adapted for a number of United Nations Space Command weapons.
Gallery
File:H5 - Truth ship render.png|A blockade runner. File:H2A T25DER.png|A plasma rifle. File:H5G - Brute plasma rifle.png|A Brute plasma rifle. File:H5G-BloodofSuban.png|The Blood of Suban. File:H5G-Fury.png|Fury. File:H5G-helioskrill-bloodgorger.png|HELIOSKRILL-class Mjolnir. File:HTMCC H3 ArtisanHarness Crop.png|The Artisan harness|harness used by the Artisan-armorers. File:HINF BestBuddies.png|Jega 'Rdomnai's signature weapon Ghostpierce - a product of the artisan-armorers of Cherras Keep.
List of appearances
''Halo 3''
''Halo 5: Guardians''
''Halo: Silent Storm''
Sources
Category:Covenant titles |
This is an alphabetical list of artists who have worked on the ''Halo universe|Halo'' franchise, with access to their portfolios when available.
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Category:Artists| |
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Brigadier General Artur Pahlavi was a commissioned officer in the UNSC Marine Corps, and the commanding officer of the 24th Marine Engineering Brigade. During his command of the 24th, Pahlavi held the callsign of "Brigade Actual".
Biography In mid-2526, Pahlavi held the rank of Brigadier General in the Marine Corps. In late-May of that year, he was in command of the 24th Marine Engineering Brigade; a brigade of combat engineers deployed onto the Human colonies|colony world of Mesra to perform critical asset-denial operations against the Covenant. By June 8th, he and the rest of the brigade were stationed in the Doukala Xenotime Works for the final demolitions operation. Throughout the Battle of Mesra|fighting, he kept a close watch on the actions of Blue Team and the Militia of Mesra as they fought to stop a Covenant advance across the Nasim Bridge. Ultimately, the defense failed, and Pahlavi ordered a general evacuation of the brigade. With the planet's orbital space crowded by Covenant capital ships and Space fighter|strikecraft, it is likely that the lightly-armoured transport craft the brigade had were destroyed.
List of appearances
''Halo: Oblivion''
Sources
Category:Human characters|Pahlavi, Artur Category:UNSC Marine Corps officers|Pahlavi, Artur |
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Arturo Bustamante is a human civilian.
Biography For much of his life, Bustamante worked as a corporate manager for the Yaka Frutas corporation. During his role, he travelled throughout the Human colonies|colonies aboard United Nations Space Command UNSC starship|spacecraft in the service of managing corporate contracts and other business. This included up-selling food supplies to the heads of various organizations in his role.
These travels took him to Reach (prior to the planet's Fall of Reach|fall), Andesia, Mombasa, and the , and eventually inspired him in his retirement to collate many of the recipes he discovered over the years into one document. Bustamane's hope in doing so was to bring the recipes of the wider galaxy into circulation and be more easily accessible for the average citizen.
On top of having eaten a variety of human foods, he has also tried Sangheili foods, though has gotten sick many times over due to it.
Trivia Bustamante was created by 343 Industries as the point-of-view character for the real-world The Official Halo Cookbook|Halo Cookbook. The book is framed as an in-universe book written by Arturo Bustamante based on his experiences travelling across the galaxy. The civilian viewpoint was done at the specific behest of 343.
List of appearances
''The Official Halo Cookbook''
Sources
Category:Human civilians |
|eyes=
|affiliation=Committee to Preserve Gao Independence
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Arturo Ramus is a human pipistrelle pilot and a member of the Committee to Preserve Gao Independence.
Biography
In late 2559, Arturo Ramus lived on the Outer Colonies|Outer Colony of Gao, working as a "dark hire" pipistrelle pilot. A dedicated member of the Committee to Preserve Gao Independence, Ramus was listed in three separate Office of Naval Intelligence databases, each describing him as a very skilled pilot and reliable transport contractor.
Ramus was hired by Xenoarchaeology|xenoarchaeologist Keely Iyuska and Spartan-IV Olympia Vale, who were operating undercover as medical researchers studying a Wikipedia:Prion|prion disease that had recently appeared in Gao's jungles. While on their approach to the village of Paraiso, armed men were seen waiting for them. This fact concerned Ramus, but he delivered Keely and Vale to the village square as had been agreed upon. Still, Ramus warned Vale that the men might rob and kill her, despite her stated business at the village being to collect samples from the sick residents. Before lifting off, Ramus told Vale that he be could fly around the village in a holding pattern for only thirty minutes; after that, they'd be on their own. He also told her of a rendezvous point several miles away where they could meet if things went south. Vale ensured him that they'd be fine, but that she appreciated the backup plan. Once Keely and Vale disembarked, Ramus took the pipistrelle back up into the air and began flying in a holding pattern over the village.
Personality and traits Arturo Ramus has been shown to be distrusting and skeptical. When nearing the village of Paraiso, Ramus was made nervous by the armed men watching their approach, telling Vale that they could be preparing to murder and rob her, despite her appearing as a simple medical researcher. Ramus didn't even let his pipistrelle rest fully on its landing struts when dropping off Keely and Vale in the village, implying that he was ready to fly off at the first sign of trouble.
In late 2559, Ramus had curly black hair and a thin beard. He was also noted to have a particularly thick waist.
List of appearances
''Halo: Outcasts''
Sources
Category:Human characters |
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Aru is a General in the Surakan Militia Volunteers.
Biography
As Sangheili warships destroyed Suraka|Suraka's long-ranged communications and slipspace-capable ships, Aru worked alongside General Kapoor to organize the city's forces in order to respond to the attack. Later stationed in the command bunker below the Wulandari Building, he worked with Ellis, Lamar Edwards, General Grace (general)|Grace, and General Kapoor to formulate responses to the threat posed by the Voice of Maardoth and later the Sharquoi controlled by Hekabe, as well as addressing the civilian refugee crisis. He was instrumental in the preparation and execution of Operation: BUZZHAWK.
List of appearances
''Halo: Envoy''
Sources
Category: Surakans |
An arum is a small device used to teach young Sangheili the value of patience when faced with a difficult problem. Part ornament and part toy|puzzle, they are composed of nested concentric spheres which need to be aligned properly in order to release an object from its center (usually some type of gemlike crystal).Halo: Glasslands, ''page 89''
Arums can be designed with varying levels of difficulty, with ones made by the monks of the State of Ontom|Ontom region of Sanghelios being regarded as the most difficult to solve.Halo: Glasslands, ''page 452'' They also come in various styles, ranging from the simple pale spheres of Ontom to highly decorative affairs carved from a single block of material complete with display stand found in the State of Mdama|Mdama region.Halo: Glasslands, ''pages 88 and 450''
In addition to being both a diversion and a lesson in character, an arum was said to represent what made Sangheili strong; a perfectly engineered, orderly system that presented a smooth, impenetrable face to the outside world, and each had his appointed place in it. It seems that few Sangheili ever manage to release more than a few crystals from their prisons in their lives.
Professor Evan Phillips is the only human known to have solved an arum. He has also gained quite the reputation on Sanghelios as he has yet to tackle an arum that he is unable to solve in less than an hour. This has impressed and awed many Sangheili; one asked the Professor if all humans were capable of solving the puzzles so quickly. When Phillips answered in the negative, the response was: "Good. Then you would be a much more dangerous species."Halo: Glasslands, ''page 427'' This is confirmed when Serin Osman was given an arum to help her pass the time, and she not only was unable to solve the puzzle, but gave up after countless attempts.
Link with the Forerunners There is evidence to suggest that the arum is based on a Forerunner design. A Forerunner structure in the state of Ontom featured a lock that strongly resembled an arum, consisting of layered concentric spheres that needed to be aligned; unlike an arum, however, this lock also included holes in the layers. Professor Evan Phillips theorized that puzzle-locks such as these were the inspiration for the arum.
The Forerunner shield world Requiem, coincidentally or not, also bears a strong resemblance to an arum: the world is composed of several layers, and whereas an arum has at its center a valuable stone, Requiem holds the Didact's Cryptum at its core.
Gallery
File:H5G - Arum concept art.jpg|A concept art of an Arum in ''Halo 5: Guardians''. File:H5G - Arum concept art 2.jpg|Ditto. File:H5G - Arum concept art 3.jpg|Ditto. File:H5G - Arum concept art 4.jpg|Ditto. File:H5G - Arum concept art 5.jpg|Aurum gem concepts.
List of appearances
''Halo: Glasslands''
''Halo: The Thursday War''
''Halo: Mortal Dictata''
''Halo 5: Guardians''
Sources
Category:Sangheili culture |
File:Arusha.jpg|thumb|A highway sign seen on The Storm. Arusha is a city in Tanzania,Wikipedia:Arusha|''Arusha'' on Wikipedia Africa on the planet Earth.''Halo 3'', campaign level Tsavo Highway''Halo 3'', campaign level The Storm It is reachable on Tsavo highway (location)|Tsavo Highway, which links it to Mombasa and Voi. Arusha is 134 kilometers from Checkpoint 8, and 148 kilometers from Traxus Factory Complex 09. In a traffic sign on Tsavo Highway, Arusha is crossed out, meaning either the highway leading there is unsurvivable, or the entire city has been occupied or destroyed.
List of appearances
''Halo 3''
Sources
Category:Human cities Category:East African Protectorate |
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Aru'spaw is a Sangheili colonies#List of known colonies|colony inhabited by Sangheili.
Overview
Orna 'Fulsamee - Shipmaster of the ''Blameless Conceit''
Sources
Category:Covenant worlds |
Ascendancy is the eighth track of the ''Halo 4: Original Soundtrack''.
Appearances The soundtrack can be heard played:
In the campaign level ''Infinity (level)|Infinity'', when John-117 and Cortana find out that the Jul 'Mdama's Covenant|Covenant remnants have allied themselves with the Ur-Didact|Didact's Prometheans. In the opening cinematic of ''Spartan Ops'' episode ''S1/Artifact|Artifact'', when Fireteam Majestic is fighting the mechanized Prometheans. During many Spartan Ops chapters when engaged in battle with Jul 'Mdama's Covenant faction|Covenant remnant and Promethean forces. |
Ascendant Justice was a fan blog dedicated to analysis of all topics related to the Halo universe|''Halo'' universe, including campaign|campaign levels, multiplayer, and story elements. It was discontinued on 2009|September 28, 2009.
History In the summer of 2004 (real world)|2004, a series of posts concerning ''Halo 2s secretive multiplayer beta appeared on a forum called Nightly Net.This is the thread referenced in Ascendant Justice's "About Us" page. These posts prompted a group of ''Halo'' fans to create a community called Ascendant Justice. When ''Halo 3'' information began to surface, several members of this community contributed to the Halo 3 Data Archive, which at the time was the most expansive collaboration of ''Halo 3'' information and speculative discussion. The site has since disbanded, though the forum community is still alive and well.The link on this Digg entry is non-functional but would seem to indicate that at one time (possibly for the entirety of its existence), the Halo 3 Data Archive was hosted on Ascendant Justice's website.
Three of those contributors came together with the desire to document and discuss ''Halo 3s lore. The culmination of that purpose has been manifested in Ascendant Justice.
The blog was discontinued on September 28, 2009, when Vociferous and Copopjojo joined 343 Industries.
Staff Jironimo (Ivan), the blog's leader, was a member of the group since 2004. He assisted the blog financially and helped with its design and objective. He was very dedicated to the blog and to the ''Halo'' community, though he generally "stay[ed] out of the limelight."
Jacob Benton|Cocopjojo (Jacob Benton) has been a fan of the ''Halo'' franchise since its first game. He assisted the blog by keeping up with recent events in the ''Halo'' community. Jeremy Patenaude|Vociferous (Jeremy Patenaude) has also been a ''Halo'' fan since the series' inception. During Ascendant Justice's run, he wrote numerous articles about the ''Halo'' games' stories. Prior to that, he contributed to the Halo 3 Data Archive. Hayes assisted the blog with networking- and IT-related tasks.
External links
Sources
Category:Websites |
alone.}}
|length=3,000 metersHalo: First Strike, ''page 36''
|engine=Repulsor engines
|slipspace drive=Covenant Borer }}
|poweroutput=
|shield ge= Yes
|hull=Nanolaminate hull plating Equipped with energy shields
|armament=*Pulse laser turrets Energy projectors Plasma turrets
|complement=Several Seraphs
|crew=*Hundreds of Huragok About 100 Sangheili Legion of Unggoy
|firstsight=2552#September|September 22, 2552 - after the Battle of Installation 04
|destroyed=September 13, 2552 - Operation: FIRST STRIKE
|battles=*Battle of Installation 04
Skirmish over Threshold Raid of Reach Operation: FIRST STRIKE
|fleet=Fleet of Particular Justice
|affiliation=Covenant navy, later United Nations Space Command|UNSC
}}
''Ascendant Justice'' was a Covenant ,Halo: The Flood (2010), Adjunct - ''Priority Broadcast Log/Eleventh Cycle, Third Unit'' and a part of the Fleet of Particular Justice. In 2552#September|September 2552 the vessel was captured by SPARTAN-II program|Spartan John-117 and the other human survivors of the Battle of Installation 04.
Background Armed with seven plasma turrets, the ship had a complement of 3,000 personnel. There was an unusually small number of combat personnel: a light company of Unggoy and only a hundred Sangheili. However, there were enough Huragok on board to merit them having an access tunnel of their own. John-117 noted that he "...hadn't seen anything like this on the ''Truth and Reconciliation''," and that it was "''armed like a ship of war, yet had the support staff of a refit vessel.''"Halo: First Strike, ''page 63'' It possessed an enigmatic Unidentified Covenant AI|AI construct that was seemingly based on modified, captured UNSC Artificial intelligence|AI, which was equipped with hitherto unknown and unprecedented Artificial intelligence#Covenant AI copying program|software for replicating Riemann matrix|AI matrices.
History
''Ascendant Justice'' was part of the Fleet of Particular Justice, arriving at Installation 04 just before the .Halo Legendary Crate 3, '':File:LC 003 Doc2.png|Data Drop'' During the Battle of Installation 04, the Prophet of Stewardship alternated his base of operations between ''Ascendant Justice'' in orbit and ''Truth and Reconciliation'' just above Halo's surface. When Supreme Commander Thel 'Vadamee sent a single infantry unit to relieve the Prophet for his constant force misappropriation, Stewardship ordered ''Ascendant Justice'' to destroy their transports on approach, warning that any other affronts to his leadership would result in equally lethal fates. 'Vadamee then assembled a strike force to retake ''Ascendant Justice'' and physically relieve the Prophet of leadership until the humans were eliminated, but Stewardship left for ''Truth and Reconciliation'' before they arrived, leaving orders for the crew to arrest 'Vadamee if he continued to interfere with the Consecration. When Thel's force arrived on ''Ascendant Justice'', no shots were fired and the crew acknowledged his authority.
File:Fight on Ascendant Justice.png|thumb|left|250px|John-117, Corporal Locklear, and one of the other survivors fighting aboard ''Ascendant Justice''. When Installation 04's destruction was imminent the Fleet of Particular Justice moved into cover behind Threshold. ''Ascendant Justice's'' scout group remained to search the wreckage for transmissions from survivors. It was soon Skirmish over Threshold|boarded and captured by a small team of human survivors, including John-117, Staff Sergeant Avery Johnson, Lieutenant Elias Haverson, Corporal Locklear, Petty Officer, Second Class Shiela Polaski, and the AI Cortana. The survivors then used ''Ascendant Justice'' to return to Reach and evacuate a small number of SPARTAN-II program|Spartan survivors, Vice Admiral Danforth Whitcomb and Dr. Catherine Halsey, as well as a Forerunner crystal|Forerunner artifact from the planet, attaching to the wreckage of the UNSC frigate|frigate for additional power. They then escaped through slipspace toward the Eridanus system, becoming the first ship known to go into slipspace so close to a planet. En route to Eridanus Secundus ''Ascendant Justice'' was forced to engage multiple Covenant warships, including several Covenant cruiser|cruisers and s, in an alternate slipspace dimension caused by the Forerunner artifact. Furthermore, some surviving Sangheili crew members had sabotaged ''Ascendant Justices main power conduit, forcing the Spartans to go on an Extra-vehicular activity|extravehicular mission on the outer hull. This mission resulted in the deaths of the entire surviving Sangheili crew, but also killed Spartans Anton-044 and Li-008 as well as Petty Officer, Second Class Polaski. File:Polaski cam.jpg|thumb|250px|Shiela Polaski's Helmet recorder|helmet cam captures footage inside of ''Ascendant Justice''. The ship received assistance from remaining Insurrectionist|rebels in the small asteroid colony of Eridanus Secundus, who provided personnel and repairs for the ship's weaponry, before being discovered by the Covenant. Though ''Ascendant Justice'' engaged the initial Covenant forces in ship-to-ship combat, reinforcements arrived ''en masse'', forcing it to abandon the colony to the Covenant.
After fleeing from Eridanus Secundus, the crew of ''Ascendant Justice'' discovered ''Unyielding Hierophant'', a Covenant refit-and-repair station which was being used to service a Covenant Truth's fleet|invasion force that was poised to invade Earth. Vice Admiral Whitcomb then initiated Operation: FIRST STRIKE, in which the remaining Spartans boarded the station and set its reactors to overload. The Spartans escaped the station and traveled to the far side of a nearby moon where ''Gettysburg'' was waiting for them.
Vice Admiral Whitcomb and Lieutenant Haverson had detached ''Ascendant Justice'' from ''Gettysburg'' and taken it in a slingshot orbit around the moon. Vice Admiral Whitcomb pretended to have the Forerunner crystal by using a hologram and challenged the Covenant to come and claim it. The Covenant did not fire on ''Ascendant Justice'' for fear of destroying the artifact. The two used the momentum from their slingshot orbit to crash into the station even after the Covenant had cut the ship's engines off with laser fire. Whitcomb then ordered John-117 to see what was left of the Covenant and then "''...hightail the intel back to Earth.''" The last few seconds of visual and audio record from the ship showed the door crashing to the ground and the vice admiral opening fire on the boarders. The station's reactors exploded, destroying carrier and over 400 enemy vessels. Only a few Covenant ships survived the catastrophe, which delayed the Prophet of Truth's plan to invade Earth. ''Ascendant Justices slipspace drive allowed ''Gettysburg'' to reach Earth and warn the UNSC leadership of the Covenant's plans to invade Earth.
Only four members of ''Ascendant Justices original Covenant crew survived its capture. A Special Operations Sangheili who engaged the Master Chief in hand-to-hand combat was shot and pushed into an Covenant escape pod|escape pod and a few Huragok that were taken to Earth on the ''Gettysburg'' were turned over to the Office of Naval Intelligence.Halo: First Strike'''
Trivia
''Ascendant Justice'' is the second Covenant vessel successfully captured by human forces. The first was the ''Truth and Reconciliation'' during the Battle of Installation 04. Like the ''Truth and Reconciliation'', the ''Ascendant Justice'' was captured for the purpose of getting the survivors of the battle home. The capture of ''Ascendant Justice'' effectively completed the first phase of Operation: RED FLAG: commandeering a Covenant vessel. Ironically, while the mission was slated to be performed by Spartans aided by the , ''Ascendant Justice'' was captured by John-117|a single Spartan, Locklear|an ODST, Avery Johnson|a Marine, Elias Haverson|an ONI officer, Shiela Polaski|a pilot and Cortana|an AI using only a D77-TC Pelican|Pelican dropship and a Longsword fighter. While aboard, Cortana successfully completed the first recorded in-atmosphere slipspace jump, a feat previously believed to be impossible due to the complexity of factoring in a planet's gravitational field. This information was later leaked to the Covenant fleet around Reach by the ship's AI. In-atmosphere slipspace jumps were subsequently performed by Covenant forces during the Battle for Earth. The epilogue of ''Halo: First Strike'' strongly implies that Thel 'Vadamee (referenced indirectly as "the incompetent who lost ''Ascendant Justice''") was brought before the High Council and stripped of his rank because he allowed the ship to fall into human hands. Despite this, the novel clearly identifies the ship as part of a scouting party separate from the Fleet of Particular Justice; this also ignores the immeasurably greater significance of his failure to save Halo. Though his command vessel was Last Voyage of the Infinite Succor|established as the assault carrier ''Seeker of Truth'' following the novel's release, 'Vadamee's erroneously refers to ''Ascendant Justice'' as his flagship. During ''Halo: Ghosts of Onyx'', Blue Team captures the ''Bloodied Spirit'' with relative ease, especially compared to the capture of ''Ascendant Justice''. It's stated that their actions were made far easier due to what was learned from the capture of ''Ascendant Justice'' and what Cortana learned from its systems. During the Ur-Didact|Didact's New Phoenix Incident|attack on Earth in 2557, Cortana used the AI replication matrix from ''Ascendant Justice'' to split off the rampant elements of her personality construct array; this enabled her to operate in a quasi-normal state for a brief period. Much as she had done on ''Unyielding Hierophant'' years prior, she used these clones to infiltrate the Mantle's Approach|Didact's ship, allowing the Master Chief to destroy it.
List of appearances
''Halo: The Flood'' (2010)
''Halo: First Strike''
''Halo: Ghosts of Onyx''
Notes
Sources
Category:Carriers Category:Covenant ships |
|gender =
|description =
|color =
|affiliation = Covenant
|function =
|battles = * Skirmish over Threshold Raid on Reach
}}
This unidentified artificial intelligence construct was used by the Covenant aboard the ''Ascendant Justice''.Halo: First Strike, ''page 64'' When Cortana Skirmish over Threshold|infiltrated the ''Ascendant Justice'' the Covenant AI tried to stop her, but it was mostly unsuccessful as she eventually caught it and decompiled it. The Covenant AI hated that Cortana was able to improve upon Covenant technology, believing it to be heresy,Halo: First Strike, ''page 86'' and managed to send a message over the proselytization network|battlenet before it was caught, both warning of the capture of the ship and sending the necessary calculations for a sub-atmospheric Slipspace jump. This likely allowed the Prophet of Regret's Solemn Penance|assault carrier to perform such a jump during the Battle of Mombasa.Halo: First Strike, ''page 170''
The AI demonstrated "fractured" thinking, as though it were suffering from the errors of being copied extensively. Cortana also stated that its algorithms looked very familiar, leading Cortana to speculate that a human-made UNSC AI had been captured and copied.Halo: First Strike, ''page 195'' When the AI faced its death from Cortana, it screamed a fractured statement: "Do what you will-will-will-will. I go to finally to my heaven reward paradise final-final-final-infinity-infinity-infini-AT NONCOPYSTATE." This indicates that it either saw death as salvation from a fractured life caused by repeated copying, or that it has been programmed to possess Covenant religion|Covenant religious beliefs.
A post-mortem analysis of this AI revealed an Artificial intelligence#Covenant AI copying program|AI duplicator program, which Cortana speculated had likely resulted in its distorted thinking processes. She used this program twice, to replicate her translation software to increase its effectiveness and to create a stripped-down infiltration-only copy of herself to travel with Blue Team. They effectively used this copy of Cortana to break into and eventually Operation: FIRST STRIKE|destroy the Covenant command platform ''Unyielding Hierophant'' and its Truth's fleet|resident fleet.
List of appearances
''Halo: First Strike''
Sources
Category:AI characters Category:Covenant A.I. Category:Unidentified content |
Knight Ascendos is the designation for a specific Knight Commander that Spartan-IVs combat in Warzone simulations.Halo 5: Guardians
Appearance In Warzone simulations, Knight Ascendos has the same appearance as an orange-tinted Knight Commander expressing light blue hardlight. Ascendos has the hardlight blade typical of Knight Commanders, along with the several spikes sticking up from behind its head as well. In addition, Ascendos is armed with a River of Light. Gameplay In Warzone#Warzone Firefight|Warzone Firefight, Knight Ascendos is a Legendary boss that appears on Raid on Apex 7. Ascendos and Prevalos appear together as the Knight Duo.
List of appearances
''Halo 5: Guardians''
Sources
Category:Forerunner A.I. Category:Warzone Bosses Category:AI characters |
An Ascension is a grand ceremony in which three San'Shyuum are promoted to the rank of Hierarchs|Hierarch of the Covenant and announce their names as the Prophets to the Covenant spectators. A monumental ceremony, the Ascension draws out tens of thousands of spectators, due to its rare occurrence. It takes place in ''High Charity'', specifically on the Forerunner Dreadnought.
Background Once the High Council has formally declared the beginning of a new History of the Covenant|Age, the three new Hierarchs leave the High Council Chamber to travel to the Dreadnought. Once they arrive, each San'Shyuum ascends one of the three legs of the ship until they reach the place where Mendicant Bias has been chained in order to receive the blessing from their "Oracle". They then address the crowd waiting below and declare their new names, after which holographic representations of the Halo Array appear around the Dreadnought, with the Forerunner symbols|Forerunner glyph representing the new age appearing in the rings.Halo: Contact Harvest, "Epilogue"
During the Ascension of the Prophet of Truth|High Prophets of Truth, Prophet of Mercy|Mercy, and Prophet of Regret|Regret, attendants of the ceremony included San'Shyuum High Councilor|San'Shyuum and Sangheili High Councilors, wealthy Unggoy traders, Kig-Yar shipmasters, and a Yanme'e Yanme'e Queen|Hive Queen.Halo: Contact Harvest, ''page 391''
List of appearances
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo: Broken Circle''
Sources
Category:The Covenant Category:Festivals |
Ascension is the third campaign level in ''Halo Wars 2''.
Transcript SOUTH SPIRE / TRANSPORT ROUTES
ASCENSION
''Mission Briefing''
Captain Cutter: "The intelligence we captured at Decimus' base indicates the Banished are using something called, "The Cartographer." What can you tell us, Isabel?
Isabel: "The Cartographer is the map of everything in The Ark; that means Atriox could use it to locate key systems and weapons on this installation."
Anders: "Isabel and I have been going the data over Decimus' base and we found a way into the Cartographer...but it's not going to be easy. The Cartographer's defenses make it almost impenetrable; the only way up to it is by a Forerunner elevator. If you can get access to the local Forerunner towers I can take control of the elevator and take us up. It's our only chance of getting inside."
Captain Cutter: "We'll have to take it. We need to hit the Banished again before they find out what we discovered at their base. Get to the Cartographer and find out what Atriox is planning. But be careful, the Banished may still have traffic moving along the route."
Mission Summary
Capture Forerunner Control Towers to gain access to the Cartographer.
Scouting Report
Hornets are on standby at the ''Spirit of Fire'', ready to counter any enemy heavy armor.
''{In-game cutscene}''
''A Hornet flies by. Two Pelicans arrive on the beach while three Cyclopes are already on station. The Pelicans drop Warthogs and leave.''
Jerome-092: "Okay, listen up, team. You've all been chosen for this mission because you've seen plenty of action."
''Another Pelican arrives and drops Jerome. A Hornet arrives to oversee the units deployed on the ground and leave together with the Pelican.''
Jerome-092: "We can't send a large force in without alerting Atriox to our presence so I need the best."
Marines: "Ooh-rah!"
''The units assemble on Jerome's position.''
Jerome-092: "Scout out the area. The Banished may still have troops moving along the routes near the Cartographer."
''{Gameplay}''
''Jerome leads the UNSC in scouting the area, and finds a destroyed Banished mining facility.''
Jerome-092: "''Spirit of Fire'', we've found destroyed Banished mining equipment. Do we have another team down here?"
Captain Cutter: "Negative. It sounds like we have another party in the mix. Be careful, the enemy of our enemy is not necessarily our friend."
''The UNSC then moves on and finds that the camp has been completely destroyed. Dead bodies of Banished troops are all over the place.''
Jerome-092: "Isabel, have you seen anything like this before?"
Isabel: "It's a massacre! Anyone that could do this to the Banished isn't someone we want to run into."
Jerome-092: "Agreed. But whatever happened here we still have a job to do. Let's keep moving."
''UNSC forces continue ahead until they reach the light bridge. It is still operational, but Choppers start attacking them from the other side of the bridge.''
Jerome-092: "Banished vehicles! Send in our Cyclopes!"
''The Cyclopes move and defeat the Choppers, but the bridge is deactivated.''
Jerome-092: "Wait here, I'll see if I can find a way around to get that light bridge back online."
''Jerome then leaps to the upper cliff and kills Banished troops watching them until he reaches the other side of the bridge where a Wraith is guarding it. Jerome decides to hijack it.''
Jerome-092: "Mind if I take this?"
''After hijacking the Wraith, some Banished squads attack Jerome. He clears them out.''
Jerome-092: "I'm across. Activating the light bridge now."
''Once the bridge is activated, the Warthogs and Cyclopes pass the bridge and the barrier ahead of Jerome is deactivated.''
Banished: "Take the humans down! Your bones will make a fine ornaments!"
''The UNSC defeats them and destroys two of their Augmented Excavators. They continue ahead until they see the Banished being routed by a swarm of Sentinels.''
Jerome-092: "''Spirit of Fire'', we've found out who's been attacking the Banished mining operations here."
Isabel: "Looks like the Ark will only tolerate so much abuse before launching Sentinels to defend itself. This has be related to the Banished using the Cartographer..."
Captain Cutter: "Jerome, I've marked a location for a base drop just ahead."
''The Fog of War prevents player from seeing any further.''
Captain Cutter: "Isabel, update the Professor with anything she needs to know about the Forerunner control towers."
''The UNSC continues moving to a location that Cutter has marked for the base drop. Once they arrive, they call for the base.''
Captain Cutter: "We're dropping in a base now. The Professor will brief you on your mission while you wait."
Anders: "The only way to access the Cartographer is by way of an elevator the Banished currently have on lockdown."
''Anders then tags the place where the Forerunner Control Tower is. The first Tower is guarded by hordes of Suicide Grunts.''
Anders: "To open it up, I need you to capture three Forerunner Control Towers near the elevator. I'm sending them on your map now."
''The UNSC advances to the second Tower which is guarded by Banished Wraiths.''
Anders: "Capturing these towers will get me access to elevator controls."
''At the third Tower, a pair of Hunters and multiple infantry squads are protecting it.''
Anders: "The Banished won't want us reaching the Cartographer, so they'll fight hard to keep control of them."
''Back at the base, the Command Center has already been established with seven building sockets and four turret sockets available.''
Captain Cutter: "You're going to need a bigger army to capture those towers, Spartan. Build a Supply Pad and Generator first so you have a steady income of resources."
''The player calls for basic production. The Supply Pad, Generator and Airpad are unlocked to construct.''
Captain Cutter: "You should also request an Airpad so you can start building air units. We already know the Banished have Wraith tanks in the area, so you'll need air units to effectively counter them."
''The player immediately calls the Airpad for construction.''
Captain Cutter: "Keep in mind that air units are vulnerable to ranged infantry, so make sure you're using the right unit for the right job."
Isabel: "Captain, we're detecting an enemy units moving on Jerome's position!"
Captain Cutter: "Get some Hornets down there now to counter those Wraiths!"
''Four Hornets arrived as reinforcements to counter the Wraiths' assault.''
Captain Cutter: "Get those Hornets ready, Jerome! Here they come!"
''The Banished launch the assault on the UNSC base. They are engaged by Jerome and the available UNSC units.''
Captain Cutter: "There's more enemy units dropping in from the east, Spartan!"
''Wraiths and Choppers are inbound from the east.''
Captain Cutter: "Hostiles incoming from the north!"
''More of the Wraiths are coming in from the north and the UNSC quickly repels them before they can damage the base.''
Captain Cutter: "It looks like that was the last drop for now, but they'll be back. Remember you can build Hornets at your Airpad to replace any you've lost. Now start pushing on capture those Control Towers while the enemy is regrouping."
Jerome-092: "Understood, sir. Let's take those towers, troops."
''A Hornet spots the hidden Banished facility on a small island in the east.''
Isabel: "Well, well. What do we have here?"
Jerome-092: "Looks like they were trying to keep this facility hush-hush. Let's make a mess of it."
''The UNSC spots where the Banished are manufacturing their Wraiths as the Hornets scout ahead while assembling forces.''
Jerome-092: "This must be where they're manufacturing their Wraiths."
Isabel: "I don't think that's their only facility. I'm detecting several similar structure in the area."
Captain Cutter: "Sabotaging those buildings will slow the enemy's ability to produce Wraiths. It could give us the edge we need."
''The UNSC destroys the production facility, making it available as a 1-slot minibase.''
Captain Cutter: "Good work, Spartan. Each Foundry you destroyed diminishes the number of Wraiths you'll face in the field."
''After assembling forces, Jerome leads the UNSC and advances to capture each of the Forerunner Control Towers while also searching for another Foundry. The UNSC then finds another Foundry and destroys it.''
Jerome-092: "That's another Foundry out of action."
''The UNSC finds the last Foundry and destroys it.''
Isabel: "Yes! That was the last one. That'll put in serious dent in Wraith production."
''The UNSC captures one of the Control Towers.''
Jerome-092: "We've taken one of the Control Towers. Let's make sure it stays ours while we take the others."
''The ''Spirit of Fire's'' defensive capabilities come online.''
Captain Cutter: "Jerome, Isabel's brought the ''Spirit of Fire's'' defensive capabilities online."
''The progress starts, but it is still slow as the UNSC tries to capture more of the Control Towers. The Banished also fight to capture them.''
Anders: "Jerome, I'm starting to make a progress on the elevator, but if you captured the other control towers. I'd be able to work faster."
''UNSC and Banished forces fight for the control towers.''
''If the UNSC captures Control Tower A.''
Anders: "We've captured Control Tower A!"
''If the UNSC captures Control Tower B.''
Anders: "We've captured Control Tower B!"
''If the UNSC captures Control Tower C.''
Anders: "We've captured Control Tower C!"
''If Banished captures Control Tower A.''
Anders: "The enemy has captured Control Tower A!"
''If the Banished captures Control Tower B.''
Anders: "The enemy has captured Control Tower B!"
''If the Banished captures Control Tower C.''
Anders: "The enemy has captured Control Tower C!"
''When the UNSC reaches 1500 out of 3000 points.''
Anders: "Keep going, we're halfway there!"
''When the Banished reaches 1500 out of 3000 points.''
Anders: "I'm losing control, Jerome! We need to stop the Banished from holding those Towers!"
''If the UNSC and Banished reaches the same number of points:''
Anders: "We're tied! There's still everything to fight for!"
''When the UNSC reaches 2400 out of 3000 points.''
Captain Cutter: "We're almost there, team. Stay strong."
''When the Banished reaches 2400 out of 3000 points.''
Cutter: "We're close to losing to the enemy, pick it up!"
''The UNSC continue to defend the Control Towers while the Banished keep trying to retake them from UNSC.''
Captain Cutter: "Just hold on a little longer, we're nearly there."
''When the UNSC reaches 2700 out of 3000 points.''
Anders: "We're close to winning the battle!"
''When the Banished reaches 2700 out of 3000 points.''
Anders: "We're close to losing the battle!"
''The point reaches 3000 for UNSC and the elevator is unlocked.''
Anders: "That's it! I've unlocked the elevator!"
''The UNSC immediately secures the elevator.''
''{In-game Cutscene}''
''Three Cyclopes and a Warthog are guarding the entrance and a Pelican arrives, dropping Anders as she runs into the elevator.''
Captain Cutter: "Good work, team. We've got a clear route to the Cartographer now."
''Alternatively, if the player succeeded in destroying all the Foundries:''
Captain Cutter: "Good work, team. We've got a clear route to the Cartographer now and you hurt the Banished's Wraith production at the same time."
Jerome-092: "Feels good to have a win, sir."
Captain Cutter: "It may a bit early for celebrations, Jerome. Let's wait until we find out what Atriox has been planning at the Cartographer."
''On the elevator, Marines are ready to escort Anders to the Cartographer.''
''Level ends''
Leader powers Restoration Drones I (Automatically upgraded)
Archer Missiles I Battle Hardened I
Initial units Jerome-092
1500 Supply
500 Power
3 Cyclopes
2 Warthogs
Trivia The Halo Wars 2 skulls#Paintball|Paintball skull is awarded after destroying the Banished base in the northwest. The Halo Wars 2 skulls#Pain Train|Pain Train skull is awarded after destroying the hidden facility in the east. The contest for the points will not trigger until the player captures their first Control Tower. Strategies General Try to split your forces to destroy every Foundry and Banished base to smooth the operation, but don't forget to capture the control towers ''and'' defend them as well. Hornets can be used to scout ahead to measure the enemy's manpower. A second base can be constructed west of Control Tower Alpha. This base can act as forward base to reinforce Control Tower Bravo. Destroy the main Banished base, as this will eliminate all Banished resistance in the area.
*It is possible to clear all the Banished forces ''before'' capturing Control Points. If there are no Banished left in the area, the player will be able to complete the objective unopposed.
*Alternatively, keep a large force at Control Tower Bravo to both intercept incoming Banished forces and maintain control over the tower.
Bonus and Optional Objectives The Banished's base at the north is heavily fortified.
*Bring a mixture of Hellbringers and Cyclops to counter both infantry and vehicles.
*Use the Archer Missiles leader power to destroy the base turrets during the assault. The hidden facility is located on a small island east of your base. Guarded by a small infantry force, it serves as the main source for the Banished's Power resource. Do NOT destroy all the Foundries if you want to complete the bonus objectives for destroying vehicles using Hornets or Cyclopes. Destroy two Foundries, ''then'' leave your Hornets or Cyclopes near the third to destroy Wraiths as they leave the Foundry. Keep Jerome's Wraith alive, as its superior firepower would help with earning 20 squad kills. If it is destroyed, you can find another Wraith to hijack.
*Wraiths can ''only'' be built from a Foundry, so destroying all of the Foundries for one of the Optional Objectives would make it more difficult to earn 20 squad kills with a hijacked vehicle.
Category:Halo Wars 2 campaign |
}}
Ascension is a multiplayer map in ''Halo 2''. It was remade as Pinnacle in Halo: Reach and as Zenith in ''Halo 2: Anniversary''.
Setting When the High Prophet of Regret fled Earth, he was pursued by a number of UNSC vessels, including the corvette . To avoid discovery by the Covenant, the ''Coral Sea'' hid close to Delta Halo's surface and devoted most of its time to scanning the ringworld. The crew discovered several relay stations across the installation's surface. They acquired information that is now used to reconstruct Delta Halo locations for research and War Games. These kinds of relay stations have kept Delta Halo running for centuries.
Though the skies of Ascension are exceptionally obscure and hazy, it is possible to see a Halo ring in the atmosphere. There are also giant rock formations in the background.
Design File:H2 Ascension Overhead 1.png|thumb|250px|An overhead view of Ascension. Ascension takes the form of platforms and walkways built on and around a central rocky pillar, interconnecting and weaving throughout. There are three primary platforms extending off the main area, with two containing sniper/ watchtowers and another containing a landing pad with a Type-26 Banshee|Banshee. The centre of the map has a large dish inset into the ground, with a rotating structure capable of temporarily blocking sightlines across the map.
Dish/Middle Command Center/Big Tower Leap of Faith/Rocket Spawn Sniper Roost/Little Tower Landing Pad/Banshee Spawn
Strategies
File:H2MP TGS sniper.jpg|thumb|250px|A Spartan armed with a sniper rifle during a Slayer match on Ascension. Though this map is somewhat small, it is excellent for sniping. There are two SRS99C-S2 AM sniper rifle|sniper rifles, one on the walkway near the left side of the big sniper tower and one on the platform near the left side of the small sniper tower. Though these sniping towers are great places to get a quick kill, a sniper should not stay there, as he will be extremely exposed. There are two, much better sniping spots on this island.
To get to the first sniping spot, one has to get hold of a M41 SPNKR|rocket launcher, a sniper rifle and a Type-26 Banshee|Banshee. Fly up above the small sniper tower using the Banshee, to where it looks like two fork prongs. Get out of the Banshee and onto the large platform at the base of the prongs. One has a choice to walk up either of the two prongs or stand on the very edge of the platform, both choices enabling one to see the entire map. This spot offers good protection from any enemy fire down below. The Rocket Launcher in the players possession is to help neutralize any Banshees that attempt to get up.
To get to the second sniping spot, one should have a rocket launcher, a sniper rifle, and a Banshee. Just fly up to the big sniper tower and you should see a large opening in the sides. Fly right in and jump out of the Banshee. Note: Try to make the Banshee fall out. Now you can see out of a large hole in the front. Snipe away, but be careful. If someone sees you and starts shooting at you, you can just back up and you will be safe. You will even be safe from rockets, though you may be slightly damaged. This is why you don't want the Banshee in there. If it were to get hit by a rocket, you might die.
If they throw grenades in there, back up more so that you start going up another incline. You will still get damaged but they should run out of grenades before you die. Another way to completely avoid damage from grenades or rockets is to go up to the sniping opening. Turn around and you should see a ramp on the left side of the wall. Go all the way up this and the only thing you have to worry about is your more open position. People will be able to see you but only from the Banshee platform, needler platform, and the Overshield bridge, so keep your eye out for unlucky enemies. Again, if a banshee comes around, blow 'em out of the sky.
In some games, the Banshee is removed, or it is banned by honor rules. The best countermeasure is to snipe from the large tower and change position after every shot.
Where the Banshee spawns turn left and head down a small ledge just bellow there is a small platform with a rocket launcher on it. It's called the "Leap of Faith". Try maneuvering behind the teleporter. This is a great place to hide with the oddball and it is easily escapable because there is a gravity lift and a teleporter so if someone finds you, you can teleport or fly off the platform. If you don't use the banshee and jump down while someone is following you, you can grab the rocket launcher and go through the teleport. Chances are they will follow you through the teleport and you'll be ready on the other side with A rocket pointed at the teleport.
Another hiding spot is by taking the banshee and going to the big tower, and you should be able to see that the tower is open from the middle, land there and people have a less chance firing at you since there is a wall in front.
More helpful of a hiding spot is if you get a Banshee and fly down to the things that hold up a structure like under the platform with the man cannon. AKA: "Leap of Faith".
Glitches There are three ways to get out of this map. The first only requires one person. To do this you will need a rocket launcher, an Overshield, and a Banshee. Place the Banshee wherever you need and flip it over and knock one of the wings to the ground. The lower wing should be pointing where you want to go, which is anywhere there is not a tower. Get on the lower wing and shoot at the high wing with the Rockets and it will send you flying out of the level. If you go far enough, the invisible floor will be above the death barrier so you can walk very far out of the level, but you will eventually hit a barrier.
The Second way requires two people. One person needs an Overshield and the other needs a Banshee. Position one Person on the Right side of the Tall Tower, where there is a long pathway with a corner. The person with the Overshield should stand at the corner. The player in the Banshee should boost at the other player, launching out of the map.
It is possible to Banshee launch onto the rocks around the level. However, the Guardians will kill the player after a few seconds if they go far out enough.
The third method of breaking out of the map is with skulls on the Master Chief Collection's port of Halo 2. Using Sputnik, Feather, Overshields, and/or decreased gravity, the player can use a grenade (or any other explosive method) to get launched out of the map, skipping all of the kill barriers and landing outside of the map, letting one reach the walls of the whole map. This is relatively simple, and does not require many steps to complete, although stepping/boucing too close to the map will get you killed by the Guardians.
Go to the large tower. There should be a cut in half or split path, one going into the tower and the other going down to the dirt caves and sniper rifle. You should see a small area sticking out of the walls of the path going up to the tower. Crouch and go up to it and stay there for a few seconds. Then turn and go to the center. Turn left and don't hit any rocks. Look off to the side of the path so you can see where the pavement and dirt thin and jump on the line. If you do it right you will fly up, if you do it wrong you will fall into the map and get killed by the The Guardians.
Another jump to the top of the tower is much easier, but has a chance of falling to your death. Go inside the base of the large tower. From the front entrance, go to the left. Walk down the spiral ramp and you will see a small wall coming out of the larger wall on your left side, forming a corner. Crouch into this corner walking forward until your screen starts to vibrate. When this happens turn around and run up the ramp. When you get near the top turn to face the bridge and look down. On the small walkway you see (not the bridge) there should be some lights. At the light all the way to the left stop and jump onto the railing in line with it, it should be right where the railing ramps up more sharply than the rest. Look at the railing on the bridge. You should see the first archway from the entrance to the base. Jump towards the center of the rail closest to you, between the entrance and the first archway.
When you land, jump again and you will hit the rail and got the jump perfectly. Instead of trying to time the jump perfectly, tap A while you fall and it should work with moderate success. Sometimes when this happens you can get a full jump on the rebound. Fourth, you hit the rail and got a full jump... but you flew ''way'' off to the Banshee platform. Just try again and you should do fine.
Despite common speculation (which says that if you get to the top of the tower that you are invulnerable to enemy fire), you are not invulnerable to anything while open to the rest of the course. However, you cannot be shot by anything if you go to the very back on the top of the tower, as Banshees are incapable of reaching the spot and there aren't any open spaces for enemy fire.
To do another Super jump (easiest and very helpful) you go to the bottom of the forked tower (usually want to grab a sniper first for when you get up there). Stand behind the ramp that goes up to the little spot to snipe from. Don't go up the ramp just stand behind it looking right up the ramp. Then walk up to the right railing, jump and walk up to the top, staying on the ramp, don't jump. Then crouch down and walk forward, you should be able to let go of crouch and you should still be crouching because you are under the ledge. Now, very slowly keep walking forward for a few sec. Then let go of forward, press jump (you should still land on the railing after you jump) then turn to your right, look down and jump at an arc and land on the pillar down by the sniper.
You have to land right in the center of the pillar at the right arc. (Hint: after you jump after being crouched you should turn right and look down and jump to the pillar fairly quickly, you don't have to be super quick but don't waste time.) If you hit it right you should fly through the air upwards and land on the fork tower, if the banshee is turned off get ready for a crap load of snipes.
Trivia File:H2 Ascension Overhead 2.png|thumb|250px|The map, viewed from above.
Some elements of Ascension were incorporated into the ''Halo 3'' map, Guardian (map)|Guardian, which included one of the main towers of the map. An Ascension remake, Pinnacle, appears in ''Halo: Reach'' as a built-in variant of Forge World. Ascension was nearly cut from ''Halo 2'' in its early stages. The map was considered broken as all player traffic was concentrated to the center dish; this was solved by adding more paths to the sides of the map.
Medium-long range fights, always with Battle Rifles and Sniper Rifles which have two spawn points on this map, populate Ascension. Faces can be seen throughout the hazy clouds and rocks. If one destroys the machine gun turret on this map they can still operate the stub as if it were a fully functioning turret.
Gallery
File:HMCC H2 Ascension Map.png|Ascension Map. File:H2_Ascension_Layout.jpg|The second revision of the paper design for Ascension. File:H2 Elites Ascension.jpg|Sangheili on Ascension. File:H2_Ascension_Skybox.png|The view of Installation 05 from Ascension.
Sources |
|manufacturer=
|testsite=
|type=Sangheili harness
|role=Ascetic ceremonial harness
|weight=
|features=
}}
The Ascetic harness is an Sangheili harness|armor set used by the Sangheili Ascetics.
Overview
The Ascetic helmet appears completely sealed. Two yellowish-orange bulbs mark the location of the wearer's eyes. If you look closely enough you can see slight bulges where the jaws are. Along the jaw-line and for about fifteen centimeters (six inches) beyond, extend two silvery tusk-like protrusions similar in design to those found on Jiralhanae Stalker headpieces. These tusks also look strikingly similar to a Paegaas Workshop Spiker's blades. The helmet also comes with a white, flexible neck piece. The shoulder pauldron is made up of a quarter-circle shape with two blue lights in them and a number of indentations.
The Ascetic harness' thoracic cage is similar to the standard combat harness. The only noticeable difference is a protrusion, shaped like the English letter "I", filling what would otherwise be a gap between the right and left breastplate. This chest plate is connected to the waist armor of the Elite. The combat advantages of this is unknown, but as an ergonomic feature it would seem to be designed to better the posture of the Elite, making them stand straighter and taller than other Elite counterparts.
The Ascetic harness is utilized exclusively by the Sangheili Ascetics. By 2558, at least one of Thel 'Vadam's personal guard in the Battle of Ealen IV employed the Ascetic harness. A (presumably-scavenged or stolen) Ascetic chest and shoulder rig was later worn by Zef 'Trahl.
In-game information
The Ascetic harness is unlockable as an Armor customization (Halo 3)|armor permutation for Elite characters in ''Halo 3''. Even though the Ascetic Helmet comes out farther than any other Elite helmet, it still has the same hitbox as any other Elite helmet in ''Halo 3'', meaning the tusks have no effect relating to gunfire.
{| class"width: 75%;"
! style="width: 15%"|Helmet
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements (''Halo 3'')
! style="width: 15%"|Unlock requirements (''Halo: MCC'')
|- align="center"
|rowspan=4|File:HTMCC H3 Ascetic Menu Render.png|100pxAscetic
|align="left"|Helmet: With the return of our sovereignty comes the much needed revival of the Ascetics; now more then ever our culture depends upon their resolve to help ensure stability.
|align="left"|Earn the ''Steppin' Razor'' achievement.
|rowspan=4|Unlocked by default.
|- align="center"
|align="left"|Chest: The Ascetic instills confidence in those loyal to the state and fear in those who would undermine it; to that end their actions are swift and their decisions final.
|align="left"|Earn the ''Up Close and Personal'' achievement.
|- align="center"
|align="left"|Shoulders: As the physical embodiment of ideological purity' an Ascetics' presence promotes feelings of stability and order; by example they will show each of us the true path.
|align="left"|Earn the ''Overkill (achievement)|Overkill'' achievement.
|- align="center"
|align="left"|MCC: With the return of Sangheili sovereignty comes the much-needed revival of the Ascetic order.
|align="left"|N/A
|}
The Ascetic harness is one of several alternate appearances available for the Arbiter (Killer Instinct)|Arbiter character in Wikipedia:Killer Instinct (2013 video game)|''Killer Instinct''. The Ascetic armor comes in several colours.
Gallery
File:H3_Ascetic_Concept.jpg|Concept art for the Ascetic harness. File:AsceticArmor.png|The Ascetic harness. File:UnknownEliteArmor2Fire.jpg|One of the first pictures shown of the Ascetic armor. File:Halo3 111721113 Full.jpg|Ascetic armor in ''Halo 3''
File:H3 Ascetic holding a sword.jpg|An Elite in blue Ascetic armor. File:H3 Ascetic Helmet side view.jpg|A side-view of the Ascetic helmet. File:Thel 2558.png|A Sangheili serving under Arbiter Thel 'Vadam in 2558 wearing Ascetic armor. File:Zef 'Trahl.jpg|Sangheili mercenary Zef 'Trahl wearing Ascetic armor. File:KillerInstinctAsceticOptions.png|The Ascetic harness in ''Killer Instinct''. File:KIA harness 2.png|The Green Ascetic harness in ''Killer Instinct''. File:KI_Ascetic_Render_1.jpg|A render of the Ascetic harness in ''Killer Instinct''. File:KI_Ascetic_Render_2.jpg|A render of the Ascetic harness in ''Killer Instinct''.
List of appearances
''Halo 3''
''Halo: Escalation''
Sources
Category:Covenant armor Category:Sangheili armor Category:Halo 3 multiplayer armor permutations |
Asceticism is a form and variation of Forerunner worship among the Covenant way of creed, involving a variety of practices, including humbling oneself before Forerunner technologies. Asceticism is followed in different forms by both the Sangheili and many San'Shyuum in diversities of History of the Covenant|Covenant Ages and by notable individuals.Halo: Contact Harvest, ''page 144''
San'Shyuum Ascetics The ascetic priests were led by the Philologist and resided in the Forerunner Dreadnought of ''High Charity''. The priests concerned themselves with exploring the keyship's interior pathways with the help of trained LekgoloHalo: Contact Harvest, ''page 269'' and Huragok.Halo: Hunters in the Dark, ''page 57'' (Google Play edition) The Philologist also tended to the Mendicant Bias|Oracle of the Dreadnought and interpreted its will.Halo: Contact Harvest, ''page 271'' Politicians of the Covenant required the Oracle's blessing for formality's sake when deciding important matters. Though the priests were not beyond political bribing or blackmail, the former-Prophet of Truth|Minister of Fortitude was prepared to make a donation of some sort for the Philologist when asking for a blessing for what they thought to be a newly discovered reliquary.Halo: Contact Harvest, ''page 274''
Ascetic priests did not care for personal appearance, often having long, unkempt hair and unwashed skin. As part of their humble lifestyle, the ascetic priests wore white robes and used anti-gravity chairs made of stone, as opposed to the metal chairs used by most San'Shyuum. One of the former-Minister of Fortitude's clerics was also a follower of the San'Shyuum ascetic teachings. Huragok Drifts Randomly once assisted the ascetic priests.
Sangheili Ascetics
The Ascetics are an ancient group of Sangheili whose main function is to defend and enforce ideological purity. During the Covenant's existence, the Ascetic guard was incorporated under the authority of the Ministry of Abnegation. The Sangheili Ascetics used a unique type of combat armor, known as the Ascetic Harness.Halo: The Essential Visual Guide, ''page 56''
Trivia In the real world, Asceticism is a form of strict self-denial intended to foster spiritual discipline.
List of appearances
''Halo 3''
''Halo: Contact Harvest''
''Halo: Hunters in the Dark''
Sources
Category:The Covenant Category:Ideology |
|headquarters=*Sanghelios
''High Charity''
|species=Sangheili
|mission=Ideological control/enforcement, exegetics, applied hermeneutics, philology
|mission-title=Function
|role=
|size=
|equipment=Ascetic harness
|notable=
}}
The Ascetics are an order of warriors within the Sangheili culture with deep ties to ancient beliefs. They were fervent and defended the purity of their faith. They maintained their own military force, the Ascetic Guards.
History File:H5G-AttackonSanctum.jpg|thumb|left|250px|A post-War of Beginnings Ascetic temple, laying in ruins circa 2558.
Prior to the formation of the Covenant, the Ascetics were an order of religiously devout Sangheili.
Following the War of Beginnings, one of the terms of the Writ of Union was the dissolution of the military component of their order, Ascetic Guard. The Guard were reconstituted as an organization under the authority of the San'Shyuum-controlled Ministry of Abnegation. As well, part of the Writ of Union allowed select ascetic priests to worship at the Spire of Miatistina on Suban, but this was rarely honored over the centuries.
Ascetic priests continued to recruit worthy Sangheili warriors into their order with the intentions of keeping the ideals alive within the Covenant. Ascetics would then construct new temples and homes in, what was at the time, Attack on Sanctum|a desert on Sanghelios. These structures would be abandoned for unknown reasons by 2558.
With the return of the Sangheili's sovereignty in the Great Schism, the Ascetic Guards were revived in part by Usze 'Taham. The Ascetics would go on to fight the remaining San'Shyuum and Jiralhanae.
Following the dissolution of the Covenant, 'Taham would continue to assist the ascetics. The ascetics would ask him to be their liason within the Covenant navy|navy.
At least one member of the Ascetics was present with the Swords of Sanghelios during their peace talks with Lydus' clan in 2558, though the efforts were soiled when the delegates were Battle of Ealen IV|attacked and the Ascetic warrior was killed. Ascetic temples by 2558, would also be bustling with life, similarly to the Zealots.
Equipment The Ascetic Guards use Ascetic harness|a unique, ancient design of Sangheili harness|harness which incorporates a fully enclosed helmet and a traditional bladed mandible guard.
Trivia The Ascetic harness is available as an Armor customization (Halo 3)|armor permutation in ''Halo 3''.
Gallery
File:AsceticArmor.png|The armor worn by the Ascetic Guards. File:Thel 2558.png|An Ascetic serving under Arbiter Thel 'Vadam during the Battle of Ealen IV in 2558. File:KillerInstinctAsceticOptions.png|The Ascetic harness in ''Killer Instinct''. File:UszeArk.png|thumb|Usze 'Taham wearing what appears to be the Ascetic helmet.
List of appearances
''Halo 3''
''Halo: Escalation''
''Halo: Hunters in the Dark''
''Halo 5: Guardians''
Sources
Category:Covenant military units Category:Swords of Sanghelios military units |
Ascon is a location, likely a star or planet, where Supreme Commander Luro 'Taralumee's Third Fleet of Glorious Consequence was located in 2544, following the capture of Doctor Catherine Halsey at the Battle of Miridem|Battle of Miridem. Once at Ascon, the fleet prepared to rendezvous with the fleets of Fleet of Furious Retribution|Furious Retribution and Fleet of Rigorous Prayer|Rigorous Prayer, though due to interference from the local star's magnetic field, the fleet was temporarily unable to enable their slipspace drives.''Halo: The Fall of Reach'', 2010 Adjunct, page 388 Spartan-II Blue Team used this delay as an opportunity to Operation: WARM BLANKET|rescue Halsey from the fleet.
List of appearances
''Halo Legends''
*''The Package (animated short)|The Package''
''Halo 5: Guardians''
*''Halo 5: Guardians Limited Edition dossiers|Limited Edition dossiers''
Sources
Category:Locations |
Automatic Self-Guided Missile-10, shortened ASGM-10 missiles, are a form of munitions delivery system in service with the United Nations Space Command. GA-TL1 Longsword|GA-TL1 Longswords can carry four ASGM-10s. A volley of ASGM-10s are capable of destroying a Covenant destroyer.
List of appearances
''Halo: First Strike''
''Halo 2''
''Halo 3''
''Halo: Combat Evolved Anniversary''
''Halo 2 Anniversary''
''Halo: Shadows of Reach''
Sources
Category:Missiles Category:UNSC air weapons |
Automatic Self-Guided Missile-15, more commonly ASGM-15 "Shield Buster" missiles, are a type of ordnance employed by UNSC Space fighter|strikecraft, including Longsword fighters. The Electromagnetic pulse|EMP-assisted missiles use an initial burst of electromagnetic energy to penetrate energy shielding before delivering a hull-penetrating explosive charge. The missiles are considered powerful enough to down an Intrusion corvette.
List of appearances
''Halo: Shadows of Reach''
Sources
Category:Missiles Category:UNSC air weapons |
File:Pockettyk1.png|thumb|300px|An ASGM-4 fired from a LAU-65D/SGM-151 missile pod. Automatic Self-Guided Missile-4, shortened ASGM-4 missiles, are a human munition predominantly employed by the United Nations Space Command. ASGM-4s are lower-grade entries the ASGM series alongside other missiles such as the ASGM-7 missile|ASGM-7, ASGM-10 missile|ASGM-10 and ASGM-15 missile|ASGM-15 - the latter of which are used in heavier aircraft such as the GA-TL1 Longsword.
Models
The M5607 model of ASGM-4 is a self-guided missile predominantly fired from the LAU-65D/SGM-151 missile pod. They may also be fired from the M651 missile launchers mounted aboard the AV-14 Hornet.
Gallery
File:HTMCC-H3ODST Romeo&Missile 2.jpg|A barrage of ASGM-4 missiles homing in on an . File:HTMCC-H3ODST Romeo&Missile 3.jpg|An ASGM-4 missile fired from the LAU-65D/SGM-151 missile pod. File:HTMCC-H3ODST Romeo&Missile 4.jpg|ASGM-4 missiles destroying an ''Irdnekt''-pattern Banshee.
List of appearances
''Halo 3''
''Halo 3: ODST''
Sources
Category:Missiles Category:UNSC ground weapons |
Automatic Self-Guided Missile-7, shortened ASGM-7 missiles, are a human surface-to-air munition predominantly employed by the United Nations Space Command.
Models
The M4510 model of ASGM-7 is an 85mm missile serving as the primary armament in the Lance series of SAM launchers produced by Misriah Armory, including the M95 Lance|M95 and M97 Lance|M97 models. This model shares its designation with the smaller Argent V missile|M4510 65mm ASGM-2 missile a part of the Argent-V series.
List of appearances
''Halo: Reach''
''Halo 4''
Sources
Category:Missiles Category:UNSC ground weapons |
|gender=Female
|height=
|mass=
|hair=
|eyes=
|affiliation=Unified Earth Government
|rank=
|sn=
|notable=Former teacher to James Cutter
}}
Mrs. Ash was a human primary school teacher who taught the sixth grade.''Halo Wars: Official Strategy Guide'', Factions: UNSC Leaders, I have a bridge to look after here., p. 20-21
Biography
Ash was one of James Cutter's teachers when he was at school. During one of her sixth grade spelling tests Cutter got the word "rendezvous" right, leading to him liking the word ever since.
List of appearances
''Halo Wars: Official Strategy Guide''
*''I have a bridge to look after here.''
Sources
Category:Human characters Category:Educators |
|birth=2539#March|March 5, 2539
|death=
|causeofdeath=
|parents=
|siblings=
|spouses=
|children=
|species=Human
|gender=Male
|height=
|mass=
|hair=Brown
|eyes=BrownHalo: Last Light, ''page 106'' (Google Play edition)
|affiliation=*UNSC Navy
*UNSC Special Forces|Naval Special Weapons
**SPARTAN-III program
***Gamma Company
*Office of Naval Intelligence
**Ferrets (2553-)
|rank=Petty Officer, First Class
|sn=S-G099Halo: Ghosts of Onyx, ''page 100''
|notable=
}}
Ash-G099, born Ashley Gable, is a SPARTAN-III program|Spartan-III supersoldier of SPARTAN-III Gamma Company|Gamma Company, and the former leader of Team Saber. His call sign in the team was Saber One.Halo: Ghosts of Onyx, ''page 109'' Following a stint of service as part of Blue Team between the Onyx Conflict and Operation: JOVIAN WHISTLE, Ash was assigned to an Office of Naval Intelligence Ferret|Ferret Team led by Veta Lopis along with fellow Gamma Spartans Olivia-G291 and Mark-G313, serving as the team's surveillance expert.
Biography
Ashley Gable was born on the human Outer Colonies|Outer Colony of Alluvion on 2539#March|March 5, 2539. Ash was orphaned when the Covenant Glassing|glassed Battle for Alluvion|his homeworld in 2543, and he joined the SPARTAN-III program at age six in order to avenge his family.Halo: Last Light, ''page 129'' (Google Play edition) Once on Onyx, he and the other SPARTAN-III candidates were trained by Lieutenant Commander Kurt Ambrose and Senior Chief Petty Officer Franklin Mendez|Mendez. Ash was assigned to lead Team Saber.
Initial attack When the human forces on Onyx came under attack by Onyx Sentinel|Sentinels, Gamma Company's teams Saber, Team Gladius|Gladius and Team Katana|Katana were still competing for top honors, and Ash had nearly lost it for his team by walking into a trap set up by one of the other teams. In an effort to avoid additional traps, he took his team dangerously close to Zone 67 to avoid the other teams. There, the team spied what they assumed at the time to be a new kind of Covenant drone, as it was equipped with energy shielding|energy shields.Halo: Ghosts of Onyx, ''page 117-119''
They decided to investigate, and the drones engaged. Ash dispatched scouts to reconnoiter and figure out the weak spots of the drones. He and the rest of the team hurled rocks at the drones and to their surprise, the robots' shields did not activate. Curiously enough, one drone responded to Ash's COM, and talked to him, first using an unknown language, then switching to Latin and finally to English, calling him "Reclaimer". However, after Ash failed to provide the proper counterresponse, the machine classified him and the other humans on Onyx as targets to be neutralized. Before the Sentinel could kill Ash, however, the rest of Team Saber ambushed and destroyed the machine, saving him.Halo: Ghosts of Onyx, ''page 133''
Regrouping with UNSC forces The team then moved to the armory of Camp Currahee to retrieve heavier weapons. Team Saber met up with Ambrose, Franklin Mendez|Mendez, Tom-B292, and Lucy-B091, and the Spartans proceeded to use guerrilla tactics against the Sentinels. The team later met up with Kelly-087 and Dr. Catherine Halsey once they had landed aboard the ''Beatrice'', escorting the two to a bombed-out bunker. In the bunker, Dr. Halsey revealed the origin of the Sentinels and what to do next.Halo: Ghosts of Onyx, ''page 170-176''
Just as Team Saber was in the middle of battling the Sentinels, the Covenant Covenant destroyer|destroyer ''Bloodied Spirit'' dropped out of slipspace over Onyx, carrying the remaining members of Blue Team: Frederic-104, Linda-058 and William-043. The ship crashed in the forest at the source of an E-Band signal that the UNSC forces on Onyx had sent.Halo: Ghosts of Onyx, ''page 230'' With the Sentinels increasing in number, Ash and the other survivors decided to regroup and retreat back to Zone 67.
By now, the team had figured out that the Sentinels only came after them in pairs, and there was always a third Sentinel that acted as an observer, recording the battles and reporting back to the others. This tactic made the Sentinels smarter after each battle; the only way to turn the tables would be for the teams to take out all three of the Sentinels, a strategy that they attempted and succeeded at. During the ambush, Ash ordered Team Saber to attack too soon and was notified of this by Kurt.Halo: Ghosts of Onyx, ''page 254''
Retreat to Zone 67
After the team destroyed the trio of Sentinels, they moved into a Forerunner city in Zone 67. Once there, they discovered the Cartographer|map room and the location of Team Katana, which had dropped out of contact when heading into Zone 67 earlier in the battle.Halo: Ghosts of Onyx, ''pages 131-132'' Meanwhile, a Joyous Exultation Covenant|Covenant fleet led by Fleet Master Voro Nar 'Mantakree arrived at Onyx, dispatching forces after the Spartans. In looking in the map room and examining the Forerunner text, Catherine Halsey|Dr. Halsey figured out how to utilize the Forerunners' slipspace translocation Teleportation grid|grid, similar to the one Cortana used on Installation 04.Halo: Ghosts of Onyx, ''page 311''
Just before the team was about to jump to Team Katana, AI Endless Summer contacted Dr. Halsey and Kurt-051, telling them they need to destroy the Sentinel manufacturing facility in order to save Carl Patterson|Admiral Patterson's Patterson's battle group|battle group in orbit. Halsey managed to get the teleportation grid working, and they all teleported to the Sentinel factory near the northern pole in Onyx. Ash came up with a plan to use the teleportation grid to their advantage, destroying three key structures in the facility and tricking Sentinels into firing on them in a line with the structures. Having destroyed the structures, they teleported away as the facility was destroyed.Halo: Ghosts of Onyx, ''pages 313-324''
Core room antechamber Ash and the rest of the team then arrived at Team Katana's holding area to find them in slipspace field pods. Here, Dr. Halsey found out that there was a shelter known as a "shield world" in Onyx's core. However, the Covenant knew the location of the group and was on the way with an entire armada of troops to attempt to stop them.Halo: Ghosts of Onyx, ''pages 341-343''
Once in the Core room antechamber|core room of Onyx, Ash, along with the other Spartans, made a loose half-circle kill zone around the entrance to the shield world and picked off targets at range. They managed to defend the slipspace rift, although, it had come at some serious losses. Will, Dante-G188|Dante, and Holly-G003|Holly had already died at the hands of the Covenant.Halo: Ghosts of Onyx, ''pages 360-362'' As there was little time left and the Covenant forces were closing in for the final kill, Kurt-051 ordered Ash to take his team through the rift,Halo: Ghosts of Onyx, ''page 365'' while he stayed behind to detonate two FENRIS nuclear warheads and deny the Covenant access to the shield world.Halo: Ghosts of Onyx, ''page 372''
Shield world
On the other side of the slipspace rift, Ash and the others found themselves inside a ONI Research Facility Trevelyan|massive Dyson sphere contained within a slipspace bubble of compressed space-time in the core of Onyx. Soon after, Dr. Halsey and the surviving Spartan-IIs came through and lastly, Lucy, who came through with an unconscious Tom over her shoulder. The team waited for Kurt-051 to arrive, but he never came. Once the team was inside the Dyson sphere, they made gravestones for William, Dante, Kurt and Holly. As the group moved out to find a way to escape the sphere, Ash and the other Spartan-IIIs present were accepted into Blue Team by Kelly-087 and Frederic-104.Halo: Ghosts of Onyx, ''page 378''
After Ash and the other survivors had explored the sphere for several daysover three months in normal space-timeLucy discovered a group of Huragok which eventually helped the humans establish contact with the ONI ships outside the sphere and eventually bring the sphere into normal space.Halo: Glasslands, ''page 382-389'' They were then taken aboard the and transported to Earth order to be debriefed in HIGHCOM Facility Bravo-6.Halo: Glasslands, ''page 401''
In the following months, Ash and the other Spartan-III survivors of the Battle of Onyx continued to serve with Blue Team and embarked on several missions together.Halo: Last Light
In 2553#May|May 2553, Blue Team was attached to ONI's 717th Xeno-Materials Exploitation Battalion Operation: JOVIAN WHISTLE|deployed to the Outer Colony of Gao to search for a Forerunner ancilla, Intrepid Eye, that had been detected on the planet by the battalion's Commander Murtag Nelson. The UNSC's presence on the planet was largely undesired by the traditionally independent Gao. For over a month, the 717th attempted to capture the ancilla while being harassed by her complement of Aggressor Sentinels. Additionally, upon learning of the UNSC's intentions, Intrepid Eye began covertly murdering Gao citizens in the Montero Cave System in an effort to create discord between the Gaos and the UNSC. The Gao Ministry of Protection dispatched Special inspector|Special Inspector Veta Lopis and her field team to find the murderer and Nelson had members of Blue Team aid her in her efforts to allow the UNSC to return searching for the ancilla without Gao interference. Lopis was initially convinced that the murderer was one of the Spartans, with her suspicions eventually focusing on Mark in particular.
File:Halo Last Light cover.jpg|thumb|left|250px|Members of Blue Team and Special Inspector Veta Lopis in Gao's Montero Cave System, with Ash and Mark in the background left. Journey in the dark On 2553#July|July 4, 2553, Ash, Olivia, Mark and Fred accompanied Veta Lopis and her partner Cirilo to the last known location of Major Ira Halal and Private Hayes, both of whom turned out to have been murdered. The Gao investigators decided to follow a trail of an unidentified fluidin fact belonging to the wounded Huragok Roams Alonedeeper into the caverns, with the Spartans in tow. As they reached a large cavern, after nearly a twelve hours' descent, Intrepid Eye attacked the humans with her last four remaining Sentinels. Though the Spartans were able to destroy the Sentinels, Cirilo was killed and Olivia was seriously wounded. Ash's shoulder was also dislocated, though Lopis managed to pop it back into place. Ordering the others to stay put, Fred left to investigate the area in hopes of finding the Covert Support Base 4276|Forerunner base sought by the 717th. While waiting for Fred, the Spartans and Lopis were approached by Roams Alone, a Lifeworker Huragok who began to heal Olivia's wounds. Fred eventually returned and decided that the party should take the Huragok with them, return to the surface and report to Nelson.
However, Olivia had lost her "Smoothers"drugs that controlled the Gammas' Project CHRYSANTHEMUM#Gamma Company|altered brain chemistryduring the fighting, meaning that the young Spartans would inevitably run out of them on the way out. Mark volunteered to take only one of the remaining five Smoother injections, leaving two doses each for Ash and Olivia, with Mark subsequently taking point as the group began their nearly one and a half day's climb toward the surface.
Battle for Wendosa File:HM-BlueSIII.png|thumb|250px|Ash firing on Keepers of the One Freedom Jiralhanae in Wendosa. After the party reached the Gallery of the Inverted Forest, Fred managed to capture Intrepid Eye's inspection drone shell with a scramble grenade. With the ancilla in their possession, the group surfaced at the embattled village of Wendosa and moved to reinforce the 717th, which had fallen under attack by the Keepers of the One Freedom. Informed that Fred was to return to the Montero Vitality Center with the ancilla, the group fought their way through Wendosa and Fred boarded a UH-144 Falcon|Falcon, but the craft was shot down and crashed in the jungle several kilometers away.
With the battle in Wendosa turning to the UNSC's favor, Ash and the others reunited with the rest of Blue Team, who soon decided to make their way to the Falcon's crash site before the Keepers could reach it. Before they departed, the Gammas took double doses of Smoothers to stabilize their mental condition. After a series of sniper battles along the Briones Ridge, the group arrived at the crash site. With the eventual help of Alpha Company (717th)|Alpha Company, they fended off the Keepers and recovered Fred as well as the ancilla. The Spartans were brought to the Montero Vitality Center to recover. Ash and Olivia personally greeted Lopis after she regained consciousness, with Ash physically subduing Mikaelis|a sentry guarding the room in order to gain access.
Escape
}}
Before the 717th could evacuate, the newly elected President of Gao Arlo Casille sent Gao Republic's military to forcefully remove the UNSC from the planet. Ash and Olivia joined Fred at the Portable Spartan Support Module in order to acquire their armor. However, Intrepid Eye had taken control of the module and attempted to suffocate Lopis inside the airlock, but the Spartans were able to free the inspector and neutralize Intrepid Eye's inspection drone. Determined to prevent the support base from falling into the hands of Gao's insurgent government, Blue Team, Lopis, and Roams Alone embarked to destroy the facility with a HAVOK tactical nuclear weapon, while the rest of the 717th evacuated. Pursued by MV-29 Wyverns carrying Gao battle-jumpers, the team traveled in Warthogs to the Well of Echoes, below which the Forerunner support base was located, and boarded the D102 Owl UNSC Silent Claw|''Silent Claw'', with Serin Osman|Rear Admiral Serin Osman waiting on board. As the Owl escaped the planet, Mark dropped the HAVOK into the Well of Echoes, destroying the Forerunner base.
With Intrepid Eye successfully captured, the UNSC left Gao. Fearing that Gamma Company's illegal brain mutations would cause a crippling public relations scandal were they to be discovered, Osman had Mark, Ash, and Olivia officially designated as killed in action and transferred to a classified Ferret team of which she gave command of to Lopis.Halo: Last Light, Chapter 28, ''pages 330-333'' (Google Play edition)
In the following months, Ash, Olivia, Mark and Veta Lopis underwent a training regimen to become ONI field agents, with Ash assigned as the Ferret Team's surveillance expert. While the Gammas were exceptionally quick to learn the new skills, their military background meant they would often instinctively fall back to lethal force in life-or-death situations. During this time, they visited multiple Human colonies|colonies, rarely staying in one place for long; among the worlds they visited was Jastolo.Halo: Fractures, "A Necessary Truth"
Neos Atlantis
}}
On 2553#October|October 14, 2553, the Ferret Team participated in a training exercise against Oscar Squad at UNSC Recreational Facility 6055-NA-A on Neos Atlantis. Disguised as junior ODST lieutenants, Ash and Mark posed as rookie ONI agents in the facility's officers' club as part of a ploy to deceive Oscar Squad. However, an unexpected complication occurred when Olivia was Nicothiotal|drugged by an unidentified man. Lopis ordered Ash to create a distraction while Mark seized the man and Veta escorted Olivia back to the hotel's Halsey Suite, which the team used as their base of operations.
While hauling the subject out of the club, Mark was attacked by a server from the officers' club wielding a knife and accidentally killed the man he was carrying in an attempt to use him as a shield. At this point Ash arrived, prompting Mark's attacker to flee. Ash and Mark decided to dispose of the man's body through an airlock and returned to the Halsey Suite afterward. Before they could explain the incident to Lopis, Admiral Osman arrived, accompanied by Oscar Squad's Svenson|Commander Svenson, who had witnessed Mark and Ash carrying the body and demanded an explanation. After a brief argument between Lopis, Svenson and Osman, the admiral left the suite, giving the Ferret Team two hours to resolve the crisis.
After Ash and Mark explained what had happened, it was discovered that the man who had drugged Olivia was in fact the investigative reporter Spencer Hume, who had ostensibly had access to classified information such as the Gammas' identities. Hume had received the information from Mark's assailanta former ONI operative named Ota Gallo, now working for the private security company Dark Moon Enterprises. Attempting to recover Hume's belongings, now in the Ferret Team's possession, Gallo and two of her henchmen stormed the Halsey Suite soon after. After a brief firefight, the Ferrets managed to defeat the attackers, with Gallo being blown apart by her own grenade.
Immediately after the attack, Admiral Osman returned to the suite with an ONI Security|armed escort. The admiral claimed Hume's personal effects, then asked Lopis what had really happened to Hume. Lopis lied that Gallo killed Hume after the reporter was planning to name her as his source. Although visibly incredulous, Osman was seemingly satisfied with the explanation.
Assassination of Admiral Tuwa
During the final stages of the Ferret team's training in early December 2553, UNSC Admiral Graselyn Tuwa was assassinated and her family abducted during an attack on the . The Office of Naval Intelligence resolved to respond to the crisis with a swift retaliation, though not before they could identify the perpetrator and rescue the hostages. Lopis' Ferret team were summoned to an ongoing investigation of the carnage on the ''Donoma'' on December 8. Due to the nature of the attack, the Keepers of the One Freedom were identified as the main suspects, and Serin Osman|Admiral Osman assigned the case to the Ferret team as their first actual mission. In the following days, Ash and the rest of the team were deployed undercover on Venezia to infiltrate the local underworld and attract the attention of the Keepers of the One Freedom, posing as a gunrunning crew interested in selling a collection of HAVOK nuclear warheads.''Halo: Retribution'', Chapter 1-2
Personality and traits Kurt Ambrose|Lieutenant Commander Ambrose considered Ash to be one of the fiercest, smartest, and best leaders in SPARTAN-III Gamma Company|Gamma Company.Halo: Ghosts of Onyx, ''page 100'' An enthusiastic and affable individual, Ash was able to understand and hone his team members' specialties into working together as a seamless unit; their extraordinary teamwork ultimately placed Team Saber among the top three teams of Gamma Company.Halo: Ghosts of Onyx, ''page 117'' His tactical intelligence was evident in his coming up with an effective plan to destroy Onyx's Sentinel manufacturing facility before the other Spartans, although he himself had major doubts whether the plan would work.Halo: Ghosts of Onyx, ''page 318'' At the time of the Battle of Onyx, Ash was still sometimes overeager to act during combat due to his inexperience.Halo: Ghosts of Onyx, ''page 113'' He has also been known to lapse in his adherence to military protocol, such as wearing his hair over regulation length or momentarily removing his helmet in potentially hostile territory, although he quickly put the helmet back on once Kurt noticed his mistake. After several months of active duty, he and the two other Gamma Spartans had come to perform without fault as part of Blue Team.
Ash has a very Spartan attitude to his duty as a soldier; he was remarkably calm when faced with almost certain death and affirmed his team that they had succeeded in their mission.Halo: Ghosts of Onyx, ''page 322-323'' He greatly respected Kurt and his other mentors; Franklin Mendez|CPO Mendez, Lucy-B091 and Tom-B292. Before his augmentations, Ash told Kurt that in case he did not make it he would not have done anything differently. Ash cares deeply for his team, considering his teammates his brothers and sisters.Halo: Ghosts of Onyx, ''page 134'' He was also quick to accept the Spartan-IIs as fellow team members of his team and adapt to the new team dynamic.Halo: Ghosts of Onyx, ''page 324'' Ash can be quite protective of his teammates, for example attempting to shelter Mark from negative consequences by drawing attention to his own mistake during the incident on Neos Atlantis. Out of Team Saber, Ash appears to have been particularly attached to Holly-G003; while escaping the destruction of Onyx's sentinel factory, Ash helped Holly up after she fell and continued to hold her hand as the Spartans were about to be crushed by machinery, though Dr. Halsey was able to teleport them away at the last moment. Upon being translocated to safety, Holly quickly detached her hand from his, seemingly embarrassed. Ash was deeply distraught at Holly's abrupt death, whereupon he fell on his knees where she had had been vaporized.Halo: Ghosts of Onyx, ''page 362''
Physical description Ash has large,Halo: Last Light, ''page 123-125'' (Google Play edition) brown eyes and in 2553, Veta Lopis noted that he had gentle features and smooth (albeit scarred) skin that were indicative of his young age. Similar to the other Spartans, his athletic physique appeared to be that of a man in his late teens or early twenties, and while not as large as the Mjolnir-armored Frederic-104, he was still taller than average.Halo: Last Light, ''page 93'' (Google Play edition) Ash has wavy brown hair which he has been known to wear slightly over regulation length. On the day of Gamma Company's augmentations Kurt took note of this fact but deliberately overlooked it because of the occasion.
Gallery
File:HM-Ash-cropped.png|Ash-G099 firing a BR85HB battle rifle.
List of appearances
''Halo: Ghosts of Onyx''
''Halo: Glasslands''
''Halo: Last Light''
''Halo Mythos''
''Halo: Fractures''
*''A Necessary Truth''
''Halo: Retribution''
''Halo: Shadows of Reach''
''Halo: Divine Wind''
Notes
Sources
Category:Human characters Category:Spartan-IIIs|G099 |
Ashes to Ashes is a ''Halo 4'' achievement added with the Castle Map Pack. It was unlocked when a player, in Castle DLC matchmaking, disintegrated six enemies using Forerunner weapons. It is represented by the image of a projectile disintegrating a Spartan.
Following the shutdown of Xbox 360 ''Halo'' online services on January 13, 2022, this achievement is no longer attainable.
Trivia It is likely a reference to the Wikipedia:Ashes to Ashes|religious phrase. It was possible to unlock this achievement by using pulse grenades on dead opponents' bodies.
Sources |
Ashes is the thirteenth track (Disc 2 Track 6) included in ''Halo: Reach Original Soundtrack''.
Overview
''Ashes'' is composed of two themes. The first theme opens with piano notes, then lead into a mournful melody by piano and vocals. The full melody reprises once before leading into the second theme.
The second theme is a more expressive and hopeful melody by strings and piano. It features the same ending to the second theme from the later track ''Ghosts and Glass''.
The piano and vocals then reprise the first theme of ''Ashes'' in a higher register, then ends with the vocals fading out.
Appearances The full piece plays in the Halo: Reach credits|credits of ''Halo Reach'', after the piece ''Latchkey'' (from the earlier track ''ONI: Sword Base (music)|ONI: Sword Base'') and before the piece ''Unreconciled'' (from the earlier track ''Tip of the Spear (music)|Tip of the Spear'').
A strings-only version of the second theme, titled ''The Fall'' (from the earlier track ''Overture (Halo: Reach)|Overture''), plays in the menu of ''Halo: Reach''.
A piano-only version of the first theme is briefly featured in ''Discontent'' (from the earlier track ''Winter Contingency (music)|Winter Contingency''), and plays in the ending cinematic of the campaign level ''Winter Contingency (level)|Winter Contingency''.
A version without vocals, titled ''Reflection'' (from the earlier track ''New Alexandria (music)|New Alexandria''), plays during the ending cinematic of the campaign level ''New Alexandria''.
A full piano-only version, not found in-game or in the soundtrack, can be downloaded from Bungie.net .
Production notes
''Ashes'' began composition as ''"Sad Theme1"'', and O'Donnell considered the first theme too thick because there were too many notes. After removing some notes from the melody, he found it spare and haunting, befitting for the intended mood. O'Donnell sung the vocals, then edited his voice using an unspecified software to reach a higher register.''Halo: Reach Developer Commentary''
The title of the track may be a reference to the burning, smoldering ashes as a result of glassing.
Sources |
Ashes is a multiplayer map in ''Halo Wars 2''.''Halo Wars 2''
Phoenix Log
{| class"margin-left: auto; margin-right: auto; border: none; width: 45%"
|+ Phoenix Logs|Phoenix Log - Ashes
| |
|}
Production notes During the Development of Halo Wars 2|development of ''Halo Wars 2'', Ashes was known internally as "Caldera".
Gallery
File:Ashes map.png|A map of the Level. File:HW2 RicochetCaldera Concept.jpg|Concept art for Ashes (bottom), then-named Caldera. File:HW2_Concept_Caldera.jpg|Another concept image for "Caldera".
Sources
Category:Halo Wars 2 multiplayer maps |
|gender=
|height=
|mass=
|hair=
|eyes=
|affiliation=*Spartan Operations
*SPARTAN-IV program
|rank=Spartan Operations#Rank structure|Spartan
|sn=21327-71911-AM
|notable=Graduated from the Avery J. Johnson Academy of Military Science
}}
Ashley M. is a SPARTAN-IV Program|Spartan-IV supersoldier. Their service number is 21327-71911-AM. They graduated from the Avery J. Johnson Academy of Military Science.
Biography
Ashley M. entered the Spartan-IV program as a recruit, where they were put through training at the Avery J. Johnson Academy of Military Science. They eventually graduated, and were put on a list of Spartans who graduated at the academy.
Gallery
File:HINF LiveFireEntranceway.png|A look at the board display of Spartans who graduated.
List of appearances
''Halo Infinite''
Sources
Category:Spartan-IVs Category:Human characters |
|testsite=
|type=OSTEO combat engineering suit
|role=
|weight=
|features=
}}
The ASHMAW-class helmet is a variant of combat helmet compatible with the OSTEO combat engineering suit.
Overview
The Ashmaw is designed for Spartans and other combatants who operate in hazardous environments such as derelict vessels and inhospitable Natural satellite|moons. The helmet is compatible with the D-Guard Filterpack attachment, which includes a smart-track flow sensor for enhanced air filtration.
The Ashmaw helmet was developed by JOTUN Heavy Industries for use with the OSTEO combat engineering suit.
In-game information The Ashmaw helmet is available for multiplayer Spartan Armor customization (Halo Infinite)|armor customization on the OSTEO combat engineering suit|Hazmat armor core in ''Halo Infinite''.
{| class"width: 75%;"
! scope"width: 15%" |Helmet
! scope"width: 15%" |Manufacturer
! scope"width: 45%" |Lore
! scope"width: 10%" |Rarity
! scope"width: 15%" |Unlock Requirements
| |align="center"|File:HINF Ashmaw Helmet Icon.png|75pxAshmaw
|JOTUN Heavy Industries
|With the right equipment, Spartans can thrive in stygian hulks and on infernal moons.
|Legendary
|Purchase "Citrus Ashmaw" Bundle from the Shop for 1,600 cR
| |align="center"|File:HINF D-Guard Filterpack Helmet Attachment Icon.png|75pxD-Guard Filterpack
|JOTUN Heavy Industries
|Smart-track flow sensor for enhanced filtration.
|Legendary
|Purchase "Citrus Ashmaw" Bundle from the Shop for 1,600 cR
|}
Gallery
List of appearances
''Halo Infinite''
*''Season 04: Infection''
Sources
Category:MJOLNIR armor Category:Halo Infinite multiplayer armor permutations |
File:H2A - InAmberCladEarth.png|thumb|300px|Eastern Asia, as seen from orbit.
Asia is Earth's largest, most populated and most polluted continent.''Halo Encyclopedia (2009 edition)'', Earth, p. 285, (2009); p. 296 (2011)
History During humanity's earliest period of Human colonies|interstellar colonization, China was an effective colonizing force, starting multiple off-world colonies.
A few hundred years prior to the Human-Covenant war, the Korea unified its formerly disparate north and south.
Due to its vast size, the UNSC has long taken an interest in Asia. Chinese, Japanese, Korean, Indian, and Pakistani interests have been influential to humanity's decision-making processes, before and after the formation of the UNSC.
File:H2A Terminals - BorneoTether.jpg|thumb|200px|The ''UNSC Gettysburg'' docked at the Borneo Space Tether to deploy SPARTAN-IIs Linda-058 and Frederic-104 before the Covenant's arrival at Earth. Researchers at the University of Songnam developed the OF92 Booster Frame under the oversight of the Office of Naval Intelligence and the UNSC Special Forces. This was done in tandem with work pertaining to the Project MJOLNIR. Korea's Special Warfare Center, or SWC, was responsible for the development of several MJOLNIR Powered Assault Armor|Mjolnir armor systems, including the MJOLNIR Powered Assault Armor/Mark VI|Mark VI,''Halo Graphic Novel'' - Armor Testing MJOLNIR Powered Assault Armor/Black|MJOLNIR: Black,''Halo: Evolutions'' - Blunt Instruments, p. 135 the Mark VI MJOLNIR Powered Assault Armor/C variant|CQB variant, and the K variant of the GEN1 COMMANDO-class Mjolnir. CQC-class Mjolnir was developed in the Germany but was first tested at the SWC in Korea.
Right before the Battle of Earth, it was at Seongnam's SWC that Maria-062 tested the MJOLNIR Mark VI armor that would be presented to John-117 aboard Cairo Station (station)|Cairo Station.
Late in the battle, as the Prophet of Truth arrived aboard the Forerunner Dreadnaught, UNSC Marines were engaged with Covenant forces in Sector Six. Though several of the Marines were killed, S. Hartley|one was able to determine the trajectory of SPARTAN John-117's descent from the keyship.''Halo: Landfall'', Halo: Last One Standing|Last One Standing This enabled the UNSC to quickly locate the Spartan, who landed in Africa.
Nightfall armor, a variant of ODST Body Armor for ONI operatives, was developed at Seongnam's SWC. Additionally, ''Selene's Lance'', a variant of the M6 Spartan Laser|M6/E Spartan laser, was built from components designed in the labs there.
Geography
Korea
*Kyonggi Province
**Songnam
***University of Songnam
***Special Warfare Center Japan Pakistan China Sector Six Borneo
*Borneo Space Tether
*Unidentified UNSC firebase India
List of appearances
''i love bees''
''Halo 2''
''Halo Graphic Novel''
*''Armor Testing''
''Halo: Landfall''
*''Halo: Combat''
*''Halo: Last One Standing''
''Halo 3''
''Halo: Reach''
''Halo: Evolutions''
*''Blunt Instruments''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Halo 5: Guardians''
Sources
Category:Asia |
Asimov Center is a human settlement in the Newton|County of Newton on Luna. The civilian sectors Asimov Center are connected to Academy at Mare Nubium|Luna OCS Academy via a series of Shadow Perimeter 3|tunnels and surface tubes. These tubes would often need to be guarded against civilian incursions onto academy grounds, and vice versa.Halo: Evolutions - Essential Tales of the Halo Universe, "The Impossible Life and the Possible Death of Preston J. Cole", ''page 431''
Trivia The Center is named after famed science-fiction writer , known for his novel series' ''Foundation'', ''Galactic Empire'' and ''Lucky Starr'', as well as his writings on the Three Laws of Robotics.
List of appearances
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''The Impossible Life and the Possible Death of Preston J. Cole''
Sources
Category:Lunar locations |
Askar is an achievement in ''Halo 3'' and ''Halo: The Master Chief Collection''. It is unlocked by beating the par score on the level The Storm. The achievement is worth 10 Gamerscore. It is represented by a blue circle with a throwing star, also known as the "Sol" emblem, in the original game and a screenshot of Foundry in the collection.
The par score for The Storm is 15,000 points in both ''Halo 3'' and ''The Master Chief Collection'', however the two games feature different campaign scoring formulae. Though the achievement can theoretically be unlocked on any difficulty, more points are awarded in campaign scoring when playing on higher difficulties.
In the original game, players must achieve the par score individually, even when playing Cooperative play|cooperatively; in ''The Master Chief Collection'' cooperative players share a single score, potentially making the achievement much easier.
Methods See also Guerilla for standard techniques On Normal, activate the Tough Luck, Fog, Halo 2 skulls#Famine|Famine, and Halo 2 skulls#Thunderstorm|Thunderstorm skulls. If you wish, activate the Catch skull as well. Do this to make the point value greater. In ''The Master Chief Collection'' players can earn significant points by destroying unoccupied Covenant vehicles as the game does not differentiate between piloted and empty vehicles; ''Halo 3'' is the only game in the collection with this campaign scoring quirk.
Trivia The achievement is named for ''Halo'' speedrunner and stream viewer askar___, a member of the community. The word 'Askar' (sometimes 'Asker', especially in Turkic languages) is found in many languages of the Muslim world - for example in Turkish, Swahili and Bahasa Melayu (the formal language in Malaysia) - and originates from the Arabic word: / 'askar meaning: 'Soldier'. |
Asklon Light Atomics was a corporation that existed in the twenty-second century. The corporation was involved in The People v. Asklon Light Atomics|an infamous legal case, where the people of an unspecified nation or entity took legal action against Asklon Light Atomics; the case regarded the rights and protections afforded to human corporations.''Halo: Saint's Testimony''
List of appearances
''Halo: Saint's Testimony''
Sources
Category:Human businesses |
|body=
|position=
|moon(s)=
|diameter=
|gravity=
|daylength=
|yearlength=
|atmosphere=
|temperature=
|demonym=
|species=Human
|population=
|colonized=2482
|government=Unified Earth Government
}}
Asmara is a former human Human colonies|colony planet|world in the Husten system.''Halo: Evolutions'', Dirt In 2529, the planet was glassing|glassed by the Covenant.
Overview
Carlo Hoya - Future SPARTAN-IV program|SPARTAN-IV who escaped the planet alongside his family as refugees.
History
Asmara was Human colonies|colonized by humanity in 2482.
In 2529, Asmara was discovered and Battle of Asmara|attacked by the Covenant. Gage Yevgenny's team of Orbital Drop Shock Troopers was involved in the defense of the planet. One ODST to die in the battle was Mason, after a Sangheili speared him along with ten other ODSTs with an Type-1 Energy Weapon/Sword|energy sword before Gage got off a near point-blank shot with a missile launcher. Ultimately, the United Nations Space Command would be unable to repel the invaders from Asmara and the world was glassing|glassed.
Trivia The colony is likely named for the city of Wikipedia:Asmara|Asmara, the capital of Wikipedia:Eritrea|Eritrea.
List of appearances
''Halo: Evolutions''
*''Dirt''
''Halo: Reach''
*''Data pads''
Sources
Category:Human colonies |
The Aspero system is a star system in a remote portion of former Covenant space. The Sangheili colonies|colony of Hesduros, once a populous world of the Forerunner Ecumene, resides within this system.
Overview
Hesduros
*Hral
*Nakton
History
During the years prior to the Great Purification, the Aspero system was one of many settled by the Forerunners.
The Covenant charted the Aspero system following the empire's formation, and took note of Hesduros' extensive Forerunner presence. As such, the world was named "Silent Hope" by San'Shyuum scholars who sought to unlock the planet's secrets. By the time of the Ages of Conflict|Third Age of Conflict, the manufacturing centre of the Hearth of Aspero was presumably based in this system, and was commissioned to construct the .
Following the end of the Human-Covenant War, the Aspero system would become the seat of power for Jul 'Mdama's Covenant, based on the colony world of Hesduros.
Non-canon or dubious canon appearances
When questioned as to where the Covenant were going to take the Forerunner keystone, Makee told John-117/Silver|John-117 that it was to the Aspero system. However, this appeared to be a false lead as the UNSC couldn't find any sign of a planet within the system and Makee betrayed them shortly thereafter.
Despite Makee's betrayal, John believed that Makee had been telling the truth about the system. Cortana/Silver|Cortana determined that due to the influence of cosmic strings on the system, there could be a Raas Kkhotskha|planet there that the UNSC simply couldn't be seen until they arrived. After a rough slipspace transit in ''Condor 325'', Silver Team arrived in the Aspero system and discovered that John and Cortana were right. Following the retrieval of the keystones, Silver Team fled the system.
List of appearances
''Halo: The Thursday War''
''Halo: Legacy of Onyx''
''Halo: The Television Series''
*''Solace (TV Series)|Solace''
*''Transcendence''
Sources
Category:Planetary systems |
Asphalt and Ablution is the sixth track (Disc 1 Track 6) in ''Halo 3: ODST Original Soundtrack'', and plays in the ''Halo 3: ODST'' campaign level ''Mombasa Streets''. It is composed of ''Still Grounded'' (0:00-1:44), ''Island of War'' (1:44-2:46), ''Hardboiled'' (2:46-4:24), and ''Sneaking Suspicion'' (4:24-6:04).
Overview
''Still Grounded'' (1:44) begins with a short piano solo playing a slow and mysterious melody, soon joined by strings accompaniment as well as short woodwind cues echoing the piano melody. The melody repeats in different keys before ending with a solo phrase by the piano. The piece plays randomly in the main menu, and in the campaign level during the cutscene following ''Uplift Reserve'', then continues into the gameplay sequence afterwards.
''Island of War'' (1:02) features percussive beats. The rhythm speeds up and grows more complicated as more instruments join, playing a heavy and quick melody. The piece plays randomly when roaming in ''Mombasa Streets''.
''Hardboiled'' (1:38) begins with a suspenseful piano melody, quickly joined by accompaniments from a tenor saxophone and muted percussion. As the piano melody repeats, the saxophone improvises with various melodies. The piece fade out. The piece plays randomly when roaming in ''Mombasa Streets'', but its in-game version features a much longer improvisation section by the saxophone.
''Sneaking Suspicion'' (1:40) features eerie ambiance which plays randomly when roaming in ''Mombasa Streets'', but its in-game version is much longer.
Production notes
''Still Grounded'' was maybe titled ''"Rain 6"'' during composition.
''Hardboiled'' was titled ''"Rain (something)"'' during composition, during which O'Donnell played with different effects on the piano. Ablution, in many faiths, means ritual purification, a reference to how the Covenant Empire|Covenant see the Humans as heretics and seek to wipe out humans in the Covenant religion|Great Journey.
Sources |
|moon(s)=
|satellite(s)=
|gravity=
|daylength=
|yearlength=
|atmosphere=
|surface temperature=
|population=
|species=Human
|societal approximation=
|government=Unified Earth Government
|technology tier=
|current threat to array=
|colonized=2455
}}
Asphodel is a remote human Human colonies|colony world in the Atticus system governed by the Unified Earth Government.
Overview
Locations Khetleya
Douglas-042 - SPARTAN-II program|Spartan-II, born to an affluent family.
History
Asphodel was Human colonies|colonized by humanity in 2455.
Asphodel was a destination listed at the Manassas Spaceport on Reach in the 2552|summer of 2552, and the colony survived the entire Human-Covenant War without being discovered by the Covenant.
Trivia Asphodel is likely named after the Wikipedia:Asphodel Meadows|Asphodel Meadows, the part of the Wikipedia:Greek underworld|underworld where normal souls would remain after death, according to List of references to Greek mythology in the Halo series|Greek mythology.
List of appearances
''Remember Reach''
*''Spaceport (Remember Reach)|Spaceport''
''Halo Wars 2''
Sources
Category:Human colonies |
Aspis platforms are a kind of Forerunner battle station. They are roughly one kilometer long.
Trivia An Wikipedia:Aspis|Aspis is a type of large, round shield that was used by hoplites in Ancient Greece. The name may imply that the Aspis platform is defensive in role, and/or disc-like in shape.
Sources
Category:Forerunner ship classes |
Assassin is an achievement in ''Halo 2 (Windows Vista)|Halo 2 for Windows Vista''. It is worth 10 Gamerpoints and is awarded for meleeing an opponent from behind.
Its symbol is of a silver eight-pointed star with the face of a ninja in the center.
Sources
Category:Halo 2 (Windows Vista) achievements |
File:Assassination.png|180px|right
The Assassin medal (Assassination in ''Halo 4'' and ''Halo 5: Guardians'') is awarded for performing an assassination on an opponent from behind in ''Halo: Reach'', ''Halo 4'' and ''Halo 5: Guardians'' multiplayer. It is also awarded in campaign and Firefight in ''Halo: Reach'', and in Spartan Ops in ''Halo 4''.
The Assassin medal is represented by a knife on a circle in front of a stylized X. In ''Halo: Reach'' the circle is red; in ''Halo 4'' it is blue. After the player kills an opponent by performing an assassination on an opponent from behind, a message appears on-screen that states: "''You assassinated (player's name)''."
Trivia Starting in ''Halo: Reach'' and in subsequent games, what was a "beat down" in ''Halo 3'' is now a "pummel." What was an assassination (or a melee in the back) is now a "beat down," and an "assassination" is now holding the melee button and going into third person for an intricate death. The ''Halo Reach'' achievement That's a Knife|That's A Knife is awarded when a player gains this medal in Campaign, Firefight, or Matchmaking. The phrase is a reference to the film Crocodile Dundee. Performing an Assassination on an Elite to survive a fall that would've been fatal in the ''Halo: Reach'' campaign unlocks the If They Came to Hear Me Beg achievement. Performing an Assassination on a player that has just exited Armor Lock in a ''Halo: Reach'' multiplayer matchmaking game on a Defiant Map Pack|Defiant map unlocks the Paper Beats Rock achievement. Assassinating a Promethean Knight in ''Halo 4'' Spartan Ops will unlock the Knight in White Assassination achievement.
Gallery
File:Assassin!.png|Assassin medal in ''Halo: Reach''. File:H4 - Assassination.png|Assassination medal in ''Halo 4''.
Category:Halo 3 campaign medals |
|place=New Llanelli, Brunel system
|result=ONI victory High value target assassinated
|side1=Office of Naval Intelligence
|side2=Servants of the Abiding Truth
|commanders1=*Mission AI: Nyx SPARTAN-G059
|commanders2=Avu Med 'Telcam
|forces1= *One SPARTAN-III program|Spartan-III One Winter-class prowler
*
|forces2=
One One Shade gun turret Three Sangheili Two Kig-Yar Three Unggoy
|casual1=None
|casual2=
Four Sangheili
*Three Abiding Truth commanders Two Kig-Yar combatants
}}
In 2558, the Office of Naval Intelligence carried out a top-secret assassination operation that eliminated the head commander of the Servants of Abiding Truth, Avu Med 'Telcam The codename of the operation was redacted and only known to a select few. Prelude In the wake of the Human-Covenant War, the Office of Naval Intelligence sought to incite rebellion between various Sangheili factions on Sanghelios and began arming the Servants of the Abiding Truth. Aided by the ONI covert unit Kilo-Five, Avu Med 'Telcam secured arms and munitions on New Llanelli and used them in a Blooding Years|bloody campaign against Arbiter Thel 'Vadam.Halo: Glasslands However by 2558, Avu Med 'Telcam had outserved his usefulness to ONI's plans and was slated to be dispatched on New Llanelli.
Operation On 2558#January|January 21, 2558, 'Telcam was in a ruined city on New Llanelli with a group of his followers, when ONI's Section Three authorized his assassination at the hands of SPARTAN-G059. Arriving in the city after being deployed from the , SPARTAN-G059 eliminated 'Telcam's Kig-Yar scouts and Unggoy guards. Arriving at 'Telcam's location in a ruined tower, the Spartan-III burst into the room and engaged 'Telcam and his two Sangheili commanders. After a brief skirmish, the Spartan quickly killed the commanders and engaged 'Telcam himself. 'Telcam then immediately opened fired upon the Spartan with a . Avoiding the carbine fire, SPARTAN-G059 took cover and deployed a bubble shield over 'Telcam to block his rounds. Acting quick, the Spartan then slid inside the shield and managed to knock the carbine from his grip. In the process, however, 'Telcam seized the Spartan's neck and hurled her into a pillar. SPARTAN-G059 recovered and rushed 'Telcam, knocking his Type-1 energy sword from his hand just as the Sangheili activated the blade. The Spartan maneuvered around 'Telcam using agility and armor thrusters, eventually knocking the Sangheili to the ground. As 'Telcam picked himself up, SPARTAN-G059 aimed her M6 series|pistol directly at the Bishop's face. Before SPARTAN-G059 pulled the trigger to execute him, 'Telcam uttered a single final word: ''Wort''. After her primary target was eliminated, SPARTAN-G059 was extracted from the planet by ''From the Ashes onboard AI, Nyx.
Aftermath Although the death of Avu Med 'Telcam dealt a severe blow to the Abiding Truth's command structure, there remained the possibility that another member would assume the role as the monks' leader. The Spartan-III assassin did not claim the life of her secondary target, Avu Med 'Telcam's protege, Dural 'Mdama. 'Mdama, now known as the ''Pale Blade'', had risen to become a leading member of the Abiding Truth and was fortunate not to be among those in the attack.Halo Mythos''', ''page 178''
Gallery
File:HTfS knight moves.png|
File:SotAB.png|
File:HTfS AB.png|
File:G0593.png|
File:TelcamBS.png|
File:GO592.png|
File:Wort-.png|
File:TfS - SPARTAN-G059.png|
List of appearances
''Halo: Tales from Slipspace''
*''Knight Takes Bishop''
''Halo: Legacy of Onyx''
Sources
Category:Post-Covenant War conflicts |
United Earth Government|UEG
* United Nations Space Command|UNSC
|side2=* Jul 'Mdama's Covenant
|commanders1=*Spartan Commander Sarah Palmer Spartan Jared Miller
|commanders2=*Parg Vol
|forces1=*Expeditionary Strike Group 1
*F-41 Broadswords
*Spartan Operations
**SPARTAN-IV Program|SPARTAN-IVs
***Fireteam Crimson
|forces2=*Numerous Sangheili
*Parg Vol Numerous Kig-Yar Numerous Unggoy
2 Mgalekgolo Several Ru'swum-pattern Phantom|Phantoms
|casual1=*None
|casual2=*Total
*Parg Vol
}}
}}
During the Requiem Campaign, a mission was undertaken by Fireteam Crimson to assassinate the Sangheili terrorist Parg Vol.''Spartan Ops'', Catherine/Hunting Trip|S103 Hunting Trip
Prelude In 2558#February|February 2558 during the Requiem Campaign, known Sangheili terrorist and associate of Jul 'Mdama Parg Vol was detected in the area known as "Quarry" on Requiem. Fireteam Crimson was dispatched by Spartan-IV|Spartan Commander Sarah Palmer,''Spartan Ops'', Catherine/The VIP|S103 The VIP who had previously encountered Parg Vol during the Battle of Draetheus V,''Halo: Spartan Assault'', ''Operation E: Frostbite'' to hunt down and assassinate him. However, when the Spartans closed in on him, Vol escaped by Ru'swum-pattern Phantom|Phantom.
After his escape from "Quarry," Vol was spotted near Galileo Base during a Jul 'Mdama's Covenant|Covenant Assault on Galileo Base|attack there, but escaped once again shortly after Crimson's arrival to fend off the attack.''Spartan Ops'', Catherine/Galileo|S103 Galileo However, the UNSC got solid intel on Vol's location at the end of the Skirmish at Two Giants''Spartan Ops'', Catherine/Shootout In Valhalla|S103 Shootout in Valhalla and Crimson was redeployed to the Forerunner structure known as "the Gate" which had been retaken by the Covenant and reinforced with roughly company strength force.
Battle
Fireteam Crimson was dropped off near "the Gate" by a D79-TC Pelican|Pelican, where they were immediately faced with roughly company strength Jul 'Mdama's Covenant|Covenant forces protecting Parg Vol, including deployable lookout towers and Kig-Yar Snipers. Despite the heavy resistance, the Spartan-IV|Spartans were able to fight their way up the structure, where Vol was armed with a Pez'tk-pattern fuel rod gun|fuel rod gun. Crimson managed to kill the Covenant forces protecting Vol and then killed Parg Vol himself, with Spartan Jared Miller confirming the kill.
}}
As Miller celebrated their success, Spartan Robert Dalton brought the news that his death had enraged the Covenant, and they were on their way to take revenge. Heavy orbital insertion pod|Drop pods and Ru'swum-pattern Phantom|Phantoms began deploying massive numbers of Covenant troops, including a Mgalekgolo pair. As Fireteam Crimson struggled to hold off the increasing number of enemy troops, Sarah Palmer ordered Dalton to send in air support to help Crimson as well as heavy weapons in ordnance pods.
After Crimson managed to eliminate all the ground troops, four Phantoms teamed up together to try to take out Crimson with their cannons rather than with ground troops. As Crimson sought cover, a flight of F-41 Broadswords dispatched by Dalton from the arrived and destroyed the Phantoms with a missile strike, ending the attack.
Aftermath
}}
With all the Jul 'Mdama's Covenant|Covenant troops eliminated, Robert Dalton was able to send in a D79-TC Pelican|Pelican to extract Fireteam Crimson. Extremely pleased with the successful assassination of Parg Vol, Commander Sarah Palmer congratulated Crimson.
List of appearances
''Halo 4''
*''Spartan Ops''
Sources
Category:UNSC victories |
**
*1 SPARTAN-II program|Spartan-II UNSC Marine Corps
*Orbital Drop Shock Troopers
**105th Shock Troops Division
***7th Shock Troops Battalion
****First Platoon (ODST)
1 M12 Chaingun Warthog|Warthog
1 M808B Scorpion|Scorpion D77-TC Pelican|Pelicans
|forces2=*Covenant fleet
*1
**''Solemn Penance''
Covenant Honor Guard
*Sangheili Honor Guardsman|Sangheili Honor Guardsmen s Karo'etba-pattern Ghost|Ghosts Zurdo-pattern Wraith|Wraiths Type-26 Banshee|Banshees Sangheili Unggoy Kig-Yar Mgalekgolo Yanme'e
|casual1=
Majority of ground forces
|casual2=
Prophet of Regret Majority of ground forces
}}
The Assassination of the Prophet of Regret was an operation carried out by United Nations Space Command|UNSC forces from the to assassinate the Covenant Hierarch|High Prophet of Prophet of Regret|Regret on 2552#November|November 2, 2552, after following the Prophet's CAS-class assault carrier|assault carrier ''Solemn Penance'' from Earth to Installation 05.
Background Following his discovery of the Earth|location of the Portal at Voi|portal leading to the Installation 00|Ark, a facility that would allow the Covenant to fulfill their Covenant religion#The Great Journey|"Great Journey", the Hierarch|High Prophet of Prophet of Regret|Regret took a Fleet of Sacred Consecration|hastily-assembled fleet of fifteen vessels to the planet, unaware that it was the homeworld of humanity.Halo 2: Anniversary - ''Terminal (Halo 2: Anniversary)|Terminal "Beholden"'' The fleet arrived on 2552#October|October 20, 2552 and was immediately engaged by the vastly numerically-superior UNSC Home Fleet. As the Fleet of Sacred Consecration fought a losing battle over the planet, Regret took his flagship, the ''Solemn Penance'' directly down to the city of New Mombasa in eastern Africa. The Prophet deployed ground troops into the city to search for the location of the Ark's portal. Eventually, as human ground forces closed in on his carrier's landing zone and UNSC vessels prepared to Operation: BUMRUSH|deploy forces onto the carrier from above, Regret initiated a Slipstream space|slipspace jump while still over the city, using information he had learned from the Luminary recovered from Meridian to plot a course for Installation 05.
Despite being caught off-guard by the Prophet's sudden departure, the UNSC , captained by Miranda Keyes|Commander Miranda Keyes was close enough to pursue the assault carrier. After being given permission from Terrence Hood|Fleet Admiral Hood, the ''In Amber Clad'', with SPARTAN-II program|Spartan John-117 and Avery Johnson|Sergeant Major Avery Johnson onboard, followed the departing Covenant carrier as it transitioned into slipspace near the city's Mombasa Tether|space elevator. Several UNSC vessels followed the pair into slipspace using the assault carrier's wake, but became separated from the ''Solemn Penance'' and ''In Amber Clad''.
The battle
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File:HM-DeltaHalo.jpg|thumb|left|300px|The Master Chief and UNSC Marines on the surface of Installation 05. The ''Solemn Penance'' exited slipspace on 2552#November|November 2, 2552, arriving in close proximity to Installation 05, orbiting the gas giant Substance in the Coelest system. The Prophet of Regret took ''Solemn Penance'' down to the surface of the ring, deploying large numbers of ground troops and armor into a network of Forerunner ruins. The Hierarch fortified himself within a Temple (Installation 05)|temple in the middle of a large lake and began to sermonize to his loyal forces, declaring his intent to activate the installation and begin the Covenant's Covenant religion#The Great Journey|"Great Journey".
Meanwhile, Commander Miranda Keyes of the , trailing behind the assault carrier, opted to keep a low profile to avoid detection by the far more powerful . She realized the importance of discovering why the Covenant had attacked Earth as well as their arrival at the Halo ring and designated the capture or killing of the Prophet of Regret as their primary objective. She ordered John-117 and First Platoon (ODST)|a platoon of Orbital Drop Shock Troopers from the 7th Shock Troops Battalion to deploy via M8823 drop pod|M8823 Single Occupant Exoatmospheric Insertion Vehicle|SOEIV to secure a landing zone to Sergeant Major Avery Johnson to deploy more ground forces to support them. As the ''In Amber Clad'' made a pass over the ring, the frigate deployed a dozen SOEIV pods. While most survived to enter the atmosphere, Covenant ground forces had deployed a number of Eeo'Pimu-pattern Shade|Shade turrets in the landing zone that opened fire on the pods as they neared the surface. Several pods were struck and destroyed and many ODSTs were immediately killed by Covenant troops upon leaving their pods. Ultimately only four UNSC personnel would survive to make landfall-John-117 and three ODSTs. Wielding a M41 SPNKR|rocket launcher, the Spartan destroyed the Shade turrets and led the surviving ODSTs into a nearby Forerunner structure. The four secured the ruins and managed to hold off several Kez'katu-pattern Phantom|Phantoms and their complements of infantry, allowing Sergeant Johnson to approach in a Pelican to deploy a M12 Chaingun Warthog|Warthog for the team. As the Pelican approached the landing zone, Johnson spotted the structure in the lake that the Prophet of Regret had taken refuge in and notified the team of its location. File:H2A - Prophet of Regret hologram.jpg|300px|thumb|The Master Chief learns Regret's true intentions. John-117 and his team commandeered the Warthog and set out toward their objective, wiping out a camp of Kig-Yar Kig-Yar Sniper|snipers before arriving in a large area fortified by the Covenant, who retracted the Bridge (structure)|bridge spanning a nearby gorge. The UNSC forces eventually cleared the area out and extended the bridge. The presence of s across the gorge necessitated the deployment of UE8-14|a M808B Scorpion|Scorpion tank, which Johnson's Pelican deployed for the Spartan. John used the tank to destroy the Wraiths before pushing through a network of Forerunner ruins, destroying various Covenant positions until they finally emerged into an open area with another large structure. A Pelican arrived to drop off several Ordnance pod#Type B Capsule|ordnance pods and more Marines to support the offensive. John and the Marines fought through several more structures and caves, battling through more Covenant before reaching the first lake structure, encountering Sangheili Honor Guardsman|members of the Covenant Honor Guard within. As the Master Chief made to leave the structure, Cortana called for him to stop near a holographic projection of the Prophet of Regret. She confirmed that Regret was planning to activate the installation to John, translating the sermon into Human languages#English|English. John radioed Commander Keyes about the situation. Keyes, after studying the information Cortana had acquired from Installation 04, knew that the Prophet would need the ring's Activation index|Index to activate the installation. Having located the Library where the Index would be housed, and determined to deny it from falling to the Covenant, Keyes ordered Johnson to extract his men and rendezvous with her at the Library. Now armed with all the intel they needed, Keyes ordered John to assassinate the Covenant Hierarch. File:H2A - Arrival of High Charity.jpg|thumb|left|300px|High Charity and it's defense fleet exiting slipspace over Installation 05. Before John could leave the structure, he was attacked by a swarm of Yanme'e. Pressing onward, he fought his way around the exterior of the structure, finally arriving in a circular arena. After clearing out the Covenant in the area, a Phantom deployed a Mgalekgolo pair to stop the strike team but John was able to eliminate them, allowing a Pelican to arrive with more ordnance pods and reinforcements. An Anti-gravity gondola#Installation 05|goldola packed with Covenant troops arrived but the UNSC forces managed to take them out and boarded the gondola, riding it out to another structure on the lake. Upon arrival, they quickly cleared out the Covenant occupiers and boarded an elevator car that took them to the next structure while Cortana intercepted a transmission on the proselytization network from Regret's assault carrier to the Prophets of Prophet of Truth|Truth and Prophet of Mercy|Mercy in High Charity. The Prophet of Regret expressed his forgiveness for his rash attack on Earth, arguing that he was unaware of the human presence on the planet, something Cortana considered odd-in reality a fact purposely withheld by the Prophet of Truth from his fellow Hierarchs.Halo Waypoint, ''Ten Twenty''
File:H2ACampaign ChiefVsRegret.png|300px|thumb|John-117 violently punching the Prophet of Regret. Upon arrival at the next structure, the pressed forward through several submerged corridors and a large chamber, eliminating huge numbers of Covenant troops including Kig-Yar Sniper|snipers, Mgalekgolo and more Sangheili Honor Guardsmen. They eventually reached another elevator car as Cortana intercepted the Prophet of Truth's response to Regret, chastising the younger Hierarch for his actions and telling him that he had only avoided public condemnation due to the Prophet of Mercy's counsel. The team continued to fight their way outside, where the Pelican returned to provide a final supply run for the Spartan. Rearmed and reinforced, John pushed into another set of ruins occupied by Covenant forces, fighting his way to the gondola that would take him to the Prophet of Regret's Temple (Installation 05)|temple. Cortana reported to Commander Keyes that they had almost reached their objective. The gondola arrived at the temple, and John and his team quickly killed the troops guarding the exterior but as they left the gondola, High Charity and it's High Charity defense fleet|massive defense fleet exited slipspace high above the installation. Cortana stated that this was the largest Covenant fleet ever seen by humanity, urging the Spartan to finish off Regret before they could intervene.
The Spartan fought his way into the structure as Cortana warned him that the fleet had launched waves of Phantoms towards the temple. With his time running out, John emerged into the temple's main chamber, where the Prophet of Regret himself waited, surrounded by his Sangheili Honor Guardsman|Honor Guard. Quickly realizing that the Prophet's Anti-gravity chair|gravity throne projected an energy shield too powerful to attack with conventional weaponry, the Spartan opted to physically board Regret's throne and beat the frail Prophet to death, while the remaining Marines engaged the Honor Guards. As the lifeless Prophet of Regret tumbled to the floor and his throne exploded, Cortana warned John that the Phantoms had been withdrawn and the fleet was preparing to fire on the temple. John sprinted out of the temple and began to run as Shipmaster Rhul 'Salmutee had the ''Solemn Penance'' target the temple with the assault carrier's energy projector in an attempt to kill the Spartan. John barely managed to escape, leaping into the lake as the temple was completely destroyed. As he drifted through the water, a large tentacle belonging to the Flood Gravemind ensnared the unconscious Spartan, and took him captive. The remaining Marines were either killed in combat or by the blast from the carrier's energy projector.
Aftermath File:H2A - RegretGravemind.jpg|200px|thumb|Regret's corpse, reanimated as a Flood form absorbed by the Gravemind. The death of Regret allowed the Prophet of Truth to consolidate his grip on the Covenant. Using the death of the Hierarch as an excuse to discredit the Sangheili, Truth ordered a Changing of the Guard|restructuring of the Covenant Honor Guard, casting the Sangheili Honor Guardsman|Sangheili out and replacing them with the Jiralhanae. While eavesdropping on a meeting between the Prophet of Truth, the Prophet of Exquisite Devotion and the Chieftain of the Jiralhanae Tartarus, Zo Resken, Truth's Second Administrator, overheard the three as they discussed their plans to elevate the Jiralhanae above the Sangheili, and later received news from G'torik 'Klemmee revealing that Truth had deliberately withdrawn the Phantoms sent down to reinforce the Prophet of Regret to ensure his death at the hands of the Master Chief. This was but one part of a "divisive mandate" that Truth had set in motion years prior. Secretly, he had devised a complex scheme, one which would soon culminate in the Great Schism, with the Sangheili being forced out of the Covenant. This would ultimately result in the deaths of the remaining Hierarchs, and the complete fragmentation of the Covenant during the Battle of Installation 00 2552#December|a month later.
John-117 would be brought into the Gravemind's lair deep below Installation 05's Library, where he would come face-to-face with Thel 'Vadamee, Arbiter of the Covenant and the former Supreme Commander of the Fleet of Particular Justice, as well as the installation's monitor, 2401 Penitent Tangent and the reanimated corpse of the Prophet of Regret. The Gravemind brought the four together in order to explain the truth behind the Halo Array's function to 'Vadamee. When both John and the Gravemind's words failed to sway the Arbiter, the Gravemind opted to show the Sangheili for himself. Instructing the Chief and Arbiter to seek out the Activation Index, the Gravemind manipulated the ring's teleportation grid to teleport John-117 into High Charity while Thel 'Vadamee was sent to the cliffs near the installation's Control Room (Installation 05)|control room.
Gallery
File:H2A - In Amber Clad approaches Halo.png|The UNSC ''In Amber Clad'' approaching Installation 05. File:H2A - HEVs over Delta Halo.jpg|SOEIVs dropping onto Installation 05. File:H2A ODSTsFighting.png|ODSTs battling Covenant forces in the landing zone. File:H2A LikeAPostcard.png|John-117's Warthog overlooking the lake structures. File:H2A TankBeatsEverything.png|John-117's Scorpion tank engaging Covenant troops. File:H2A MarineSnipingJackal.png|A Marine sniping a Kig-Yar. File:H2A HuntersDeploying.png|A Phantom deploying Mgalekgolo to stop the strike team. File:HTMCC-H2A Dubbo and Regret.jpg|Chips Dubbo near a hologram of the Prophet of Regret. File:H2A - Chief outrunning plasma.jpg|John-117 running from the ''Solemn Penance'''s energy projector. File:H2A - Gravemind saves MC.jpg|The Gravemind capturing John-117.
List of appearances
''Halo 2''
''Halo: Broken Circle''
''Halo 2: Anniversary''
''Halo Mythos''
''Halo: Official Spartan Field Manual''
Sources
Category:UNSC victories |
File:Player vs. Player.png|300px|right|Assassination in ''Halo 4''. File:Reach Assassination.gif|thumb|250px|A slow-motion example of one of the many Assassinations in ''Halo: Reach''. The Assassination is a gameplay feature that allows player to enter a third-person view while elaborately taking an enemy player down with a close combat weapon, usually a Combat knife|Combat Knife, Energy dagger, Type-1 energy sword|Energy Sword, Gravity hammer (fiction)|Gravity Hammer, or a Ball/Bomb or their hands, knees, legs and feet. Note that assassinations are different from beat downs and pummels. Pummels are kills from a normal melee attack; a beat down occurs when Player A melees Player B by simply tapping the melee button while behind them, resulting in an instant kill. An assassination occurs when Player A presses and holds the melee button when directly behind Player B, resulting in an elaborate kill that earns the player a special medal. Assassinations have been featured in ''Halo: Reach'', ''Halo 4'', and ''Halo 5: Guardians''. Assassinations performed in ''Halo: Reach'' multiplayer matchmaking also count towards the List of Halo: Reach commendations#Rear Admiral|Rear Admiral commendation; those performed in ''Halo 4'' matchmaking and Spartan Ops advance the List of Halo 4 commendations#Assassin|Assassin and List of Halo 4 commendations#Backstab|Backstab commendations respectively.
Mechanics There are four different basic assassination types that are played according to the species of the players and the current situation: If both players are on the ground, if the assassin is in the air and the victim is on the ground, if both players are in the air, and if the assassin and the victim are both on the ground, but the assassin is higher in elevation than the victim.
The specific assassination animation that is used when both players are on the ground is dependent of where the initial melee lands on the victim's body.
There are also unique assassinations that can be performed when the player is holding an Energy Sword, Gravity Hammer, or Ball/Bomb.
''Halo: Reach''
File:SpartanAssassination.jpg|thumb|A Spartan assassinating another Spartan. When playing as a SPARTAN-III program|Spartan in ''Halo: Reach'' matchmaking, you can perform several different assassinations using your combat knife that is located on different parts of your armor, depending on what chest piece you are wearing.
Both players are on the ground This assassination involves Player A standing on the same surface as Player B. The specific animation that is used varies depending on which part of the back is meleed.
The initial melee hits the right shoulder of player B: Player B is spun around to face player A. Holding the knife with the blade pointed up in his/her clenched fist, player A "punches" player B in the chest, stabbing him or her. The initial melee hits the right side of player B's back: Player B turns to face player A, who raises his/her combat knife and plunges it down on player B's head. The initial melee hits the center of player B's back: Holding the knife with the blade pointed down in his/her fist, player A forcefully stabs player B in the back, and player B is dragged to the side when the knife is removed. The initial melee hits the left side of player B's back: Player A spins the knife, stab's player B in the back, then tosses the body off to the side.
Player A is more elevated than player B, but both are on a surface Player A extends their arm around player B's neck, bending their stomach outward, then stabbing him/her in the gut.
Both players are airborne This assassination involves Player A jumping (or possibly falling) right behind (Close enough proximity to melee) Player B. Player A will initiate the assassination, which involves player A wrapping his/her hands together, and delivers a smash on player B's head.
Note: if the assassin is wielding an Energy Sword, the animation will be bugged, which results in a armor morphing glitch, where both players armor permutations will become one.
The assassin is airborne, but the victim is not Player B is knocked to the ground, face down. Player A steps on his/her back, crouches down, and snaps their neck.
File:EliteAssassination.jpg|thumb|A Spartan assassinating an Elite.
Both players are on the ground This assassination involves Player A standing on the same surface as Player B. The specific animation that is used varies depending on which part of the back is melee'd.
The initial melee hits the right shoulder of player B: The Spartan pounces on the Elite's chest, pushing them both to the ground. While the Elite struggles, the Spartan stabs the Elite in the eye. The initial melee hits the right side of player B's back: The Spartan hops on the Elite's back, then the Spartan stabs the Elite in the neck. He sinks to his knees, struggling, and the spartan hops off and rips out the knife. The initial melee hits the center of player B's back: The Spartan slices the Elite's legs, then stabs him in the back on the head, and pulls the Elite to the ground. The initial melee hits the left side of player B's back: The same as if the melee hit the right side of the back, but the Spartan snaps the Elite's neck instead of stabbing him.
Player A is more elevated than player B, but both are on a surface The Spartan caves in the Elite's right foot and stabs him in the top of the head.
Both players are airborne The Spartan goes to the Elite's back, and quickly stabs him in the neck.
The assassin is airborne, but the victim is not The Elite is pushed to the ground. The Spartan jumps and lands on the Elite's head, then hops off.
File:GruntAssassination.jpg|thumb|A Spartan assassinating a Grunt. The initial melee hits the right shoulder: The player grabs the Unggoy|Grunt and breaks its neck. The initial melee hits the left shoulder: The player grabs the Grunt and stabs it in the head.
File:BruteAssassination.jpg|thumb|A Spartan assassinating a Brute. The player pushes the Jiralhanae|Brute down, then stabs it in the back. This assassination is unique in the sense that Brutes can only be assassinated if they have not yet noticed the specific player at any time during their lifespan.
The player drags the Kig-yar|Jackal/Skirmisher by its feathers and stabs its neck.
File:JackalAssassination.jpg|A Spartan assassinating a Jackal. File:SkirmisherAssassination.jpg|A Spartan assassinating a Skirmisher.
File:EliteSpartanAssassination.jpg|thumb|An Elite assassinating a Spartan.
Both players are on the ground This assassination involves Player A standing on the same surface as Player B. The specific animation that is used varies depending on which part of the back is meleed.
The initial melee hits the right shoulder of player B: The Elite slashes the Spartan across the chest with his energy dagger, then hits the Spartan with a turning side kick. The initial melee hits the right side of player B's back: The Spartan is pushed to the ground, face down. The Elite stabs the Spartan in the lower back, and the Spartan is dragged as the blade is pulled out. The initial melee hits the center of player B's back: The Elite rapidly stabs the Spartan in the lower back with his energy daggers, then does a diagonal slash to the back of the Spartan's knees. The initial melee hits the left side of player B's back: The Elite activates the energy dagger, and proceeds to stab the Spartan directly down on their head.
Player A is more elevated than player B, but both are on a surface The Elite activates the dagger on their right hand, impales the right side of the back of the Spartan's neck, then does the same with his left dagger to the left side.
Both players are airborne The Elite knees the Spartan in the back, impales him/her with the energy dagger, then flicks them behind and over his head.
The assassin is airborne, but the victim is not The Spartan is pushed to the ground. The Elite steps on the Spartan's back, then stabs them in the back of the head.
File:ElitevElite.jpg|thumb|An Elite assassinating another Elite.
Both players are on the ground This assassination involves Player A standing on the same surface as Player B. The specific animation that is used varies depending on which part of the back is meleed.
The initial melee hits the right shoulder of player B: Player A flicks their wrist, springing the energy dagger out, and stab's the victim in the lower back. As the blade is pulled out, the victim is dragged backward. The initial melee hits the right side of player B's back: The assassin stabs the victim in the back of the head, with the dagger protruding out of the victims open mouth. The assassin pulls the victim backwards, then throws them forward, de-activating the energy dagger. The initial melee hits the center of player B's back; the assassin reaches across the victim's chest, bending him so their unarmored stomach protrudes. The assassin then stabs the victim there with his energy dagger, and pushes the body to the ground.
Player A is more elevated than player B, but both are on a surface The assassin grabs the victim by the top of their "jaw", activates his energy dagger, and stabs the victim in the neck. The assassin then drops the body.
Both players are airborne The assassin quickly jabs the victim in the lower back with his energy dagger.
The assassin is airborne, but the victim is not The victim recoils forward from the initial melee. The assassin activates one of their energy daggers, stabs the victim in the lower back, quickly activates the second dagger, and plunges it into the back of the victim's neck with an overhand motion. With both prongs still inside the victim, the assassin throws the body of the victim behind him.
Spartan vs. Spartan: Player A hits Player B with an upward diagonal slash, spinning them around. He then stabs them in the gut. Spartan vs. Elite: The Spartan jumps and stands on the Elite's back, and stabs the Elite with the prongs of the sword in the neck. Elite vs. Spartan: The Elite grabs the Spartan by the hand, drags them upwards, then stabs them down through the chest. Elite vs. Elite: Player A grabs Player B's left hand, and pulls it, causing him/her to trip and fall. Player A then swipes the sword in an underhand motion, causing Player B's body to flip over.
File:Sword Assassination.jpg|A Spartan assassinating another Spartan with an Energy Sword. File:SpartanEliteSword.jpg|A Spartan assassinating an Elite with an Energy Sword. File:EliteSpartanSword.jpg|An Elite assassinating a Spartan with an Energy Sword. File:EliteSwordAssassination.jpg|An Elite assassinating another Elite with an Energy Sword.
''Halo 4''
Assassinations returned to the ''Halo'' series in ''Halo 4''. Assassinations in ''Halo 4'' seem to be based on the angle at which the initial melee is performed rather than hitting a specific portion of the victim's back, as in Halo: Reach. A new medal, Airsassination, is awarded for midair assassinations. Players can now perform assassinations with Flags in Capture the Flag (rewarding Flagsassination medal) and with the Skull in Oddball and Grifball (rewarding Ballsassination medal). All forms of Prometheans can also be assassinated in campaign and Spartan Ops. However, a Promethean Watcher will continue reviving a fallen Promethean or projecting its Z-90 hardlight shield|Hardlight Shield onto a nearby enemy while being assassinated.
File:H4SpartanAssassination.jpg|thumb|A Spartan assassinating another Spartan.
Both assassin and victim are on level ground Initial melee hits directly on the victim's right shoulder (four o'clock), and victim IS NOT standing near a ledge: The assassin grabs the victim, and pulls them to their side. The assassin then buries the knife in the victim's throat, and pulls their body to the left. Initial melee hits directly on the victim's right shoulder (four o'clock), and victim IS standing near a ledge: The assassin wraps their hand around the victim's face. While the victim struggles to free themselves, the assassin stabs the victim in the back of the head. Initial melee hits right side of victim's back (five o'clock): The assassin grabs the back of the victim's collar, and tugs him or her backwards, sending them on their back. The assassin then pulls a knife, and stabs the victim in the heart from just above the sternum. Initial melee hits from directly behind victim (six o'clock): The assassin grabs the back of the victim's chestplate, and forces him down. He/she then stabs the victim in the base of their neck, then kicks the victim, dislodging their body from the assassin's knife. Initial melee hits from the perpendicular of the victim's shoulders (seven o'clock): The assassin forces the victim down on their left knee, and breaks the victim's spine. Initial melee hits the center of victim's back (eight o'clock): The assassin tackles the target, sending them sprawling. The assassin then raises their knife, and stabs the victim in the face.
Assassin is airborne, but victim is not The assassin lands on the victim in a piggyback, and while the victim is forced on their knees, the assassin twists the victim's head, snapping their neck.
Both the assassin and victim are airborne The assassin stabs the victim in the shoulder, sending him straight down.
Energy Sword File:H4SwordAssassination.jpg|thumb|A Spartan assassinating another Spartan with an Energy Sword. The assassin impales the victim through the back, and hoists him/her in the air.
Oddball
Both assassin and victim are on level ground The victim turns to face the assassin. The assassin then violently slams the Oddball into the victim's chin, sending him/her flying into the air and causing the victim to disintegrate.
Assassin is airborne, but victim is not The assassin knocks the victim onto their hands and knees. While the victim attempts to escape, the assassin crushes the victim's skull with the Oddball, causing the victim to disintegrate.
File:H4 Oddball Ballsassination.jpg|A Spartan assassinating another Spartan with the Oddball when both are on the ground. File:H4OddballAssassination.jpg|A Spartan assassinating another Spartan with the Oddball when the assassin is airborne.
Flag File:H4FlagAssassination.jpg|thumb|A Spartan assassinating another Spartan with a Flag. The assassin slams the base of the flagpole into the victim's head, sending them sprawling. The assassin then stands above the victim, and spears the victim's head with the flag, causing him/her to disintegrate.
File:H4FloodAssassination.jpg|thumb|A Flood assassinating a Spartan.
Both assassin and victim are on level ground The assassin leaps onto the victim, impaling them in the chest. When the victim attempts to escape, the assassin then slams their claw into the victim's head, killing them instantly.
Assassin is airborne, but victim is not The assassin pushes the victim onto their back, slashes at their head twice, and then snarls at the victim.
Spartan vs. Flood assassinations are identical to Spartan vs. Spartan, despite the fact that the Flood is unlikely to be affected by such an attack. File:H4FloodAssassination2.jpg|thumb|A Spartan Assassinating a Flood.
Grunt File:H4-Grunt-Assassination.png|thumb|John-117 assassinating a Unggoy Storm|Grunt Storm.
Both assassin and victim are on level ground The Spartan spins the Grunt around to face them. From there, the Spartan buries the knife into the Grunt's head. The Spartan wraps one hand around the Grunt's neck, lifting it from the ground. The Spartan then grips the Grunt's scalp, and breaks its jaw.
Assassin is airborne, but victim is not The Spartan tackles the Grunt to the ground. The Grunt turns its head to look at its attacker, and the Spartan stabs it in the neck.
Jackal
Both assassin and victim are on level ground The Spartan grabs the Jackal's left wrist, and thrusts his/her knee into the right side of the Jackal's head, dazing it. The Jackal then looks back, and the Spartan stabs it in the side of the neck. The Spartan sweeps its arm under the Jackal, tripping it. The Spartan then buries their knife into their neck.
Assassin is airborne, but victim is not The Spartan tackles the Jackal, and rolls into a standing position, sending the Jackal onto the ground. As it gets up, the Spartan embeds their knife into the back of its neck.
H4-Jackal-Assassination.png|John-117 assassinating a Kig-Yar Storm|Jackal Storm. Halo4JackalAssassination.png|A Spartan-IV assassinating a Kig-Yar Sniper|Jackal Sniper in Spartan Ops.
Elite File:H4-Elite-Assassination.png|thumb|John-117 assassinating an Sangheili Storm|Elite Storm. The Spartan leaps onto the Elite's back. While the Elite thrashes around, attempting to dislodge the Spartan, the Spartan then stabs it in the neck. The Spartan grapples the Elite's head, bending it backwards. As the Elite flails around, the Spartan twists its neck, snapping it. The Spartan violently punches the Elite's pelvis, paralysing it. Then, the Spartan stabs the Elite in the side of the neck, and throws the body down onto the ground. The Spartan tackles the Elite, and stabs it in the eye.
Promethean Crawler File:H4-Crawler-Assassination.png|thumb|John-117 assassinating a Promethean Crawler.
Both assassin and target are on level ground The Spartan stabs the Crawler in the head, and then grabs its tail. While the Crawler wrestles to free itself, the Spartan kicks it away, causing the Crawler to explode. The Spartan leaps onto the Crawler's back, and grabs its mandibles. As the Crawler attempts to buck its attacker off, the Spartan tears the Crawler's face apart.
Assassin is airborne, but victim is not The Spartan lands on the Crawler, flipping it onto its back, and then punches the Crawler in the leg. While the Crawler flails its legs, the Spartan then stabs it in the belly.
Promethean Watcher File:H4-Watcher-Assassination.png|thumb|John-117 assassinating a Promethean Watcher. The Spartan grabs onto the right circle of the Watcher. While it attempts to shake the Spartan off, the Spartan pulls out a knife, and uppercuts it through the Watcher's body, causing it to explode.
Promethean Knight File:PrometheanAssassination.gif|thumb|John-117 assassinating a Promethean Knight (click for animation).
Both assassin and target are on level ground The Spartan grabs the Knight's lightblade and tears it from its arm. The Spartan then spins the knife, cutting off one of the Knight's smaller arms, then stabs the Knight in the head with the blade. The Spartan clenches one of the Knight's smaller arms, and spins it round to face him/her. As soon as the Knight has stopped turning, the Spartan stabs it in the underside of the head.
Assassin is airborne, but victim is not The Spartan grabs onto the Knight's backpack, and spins around, sending it onto the ground. As the Knight attempts to get up, the Spartan plunges its hand into its back, and rips something out, causing the Knight to disintegrate.
''Halo 5: Guardians''
In ''Halo 5: Guardians'', assassinations are introduced into Spartan customization, allowing players to choose from a number of different animations. The various new animations are unlocked via the Requisition system. Assassinations otherwise remain the same as in ''Halo 4'', although Promethean Watchers are now immune to being assassinated. In addition, the Armiger Soldier and Warden Eternal can be assassinated. The Halo 5: Guardians skulls#Black Eye|Black Eye skull has also been altered so that it recharges the player's energy shielding|energy shields after the assassination has been performed as opposed to recharging them during the assassination.
Both assassin and victim are on level ground Don't Flip Out: Player A holds Player B by their left arm, flips them down onto the ground, and stabs them in the neck. Spin Cycle: Player A stabs Player B in the chest, spins around and behind them, and then stabs them in the neck before pinning them down on their knees and releasing the knife from their neck. And Stay Down: Player A slams Player B on the ground and punches them in the helmet. Meat Hook: Player A punches Player B in the stomach with their right fist and stabs them in the neck with the knife in their left hand. A Good Ribbing: Player A stabs Player B in their midsection from behind and then stabs them in the neck before throwing them away onto the ground. Liftoff: Player A grabs Player B's right arm, spins around to face the same direction as them, and stabs them in the stomach and then the chin before launching them into the air with a right knee strike. Over The Top: Player A traps Player B into a hold and rotates them to face the same direction before throwing them onto the ground and stabbing them in the throat. The Kickoff: Player B turns around and tries to fight back as Player A stabs them in the neck and kicks them away. Sweep the Leg: Player A sweeps their leg underneath Player B, trapping them on the ground, and thrusts their knife into Player B's neck. Nice Try: Player B tries to kick Player A from behind in retaliation, but Player A parries and dangles them from their left foot, slams them onto the ground, and stomps them in the face. Get Low: Player A steps on Player B's left leg and stomps them in the face. Shove It: Player B attempts to stab Player A in the face, but Player A grabs Player B's knife, shoves it into their face, and then knees them in the face. That Took Guts: Player A keeps Player B held in the air by their legs and stabs them in the chest before leaving them to fall onto the ground. Oh Snap: Player A takes hold of Player B's right arm, walks underneath it to go behind them, and dislocates Player B's right arm before stabbing them in the head. Eyebiter: Player A grabs Player B by their right arm and swings them onto the ground, stabbing them in the face afterwards. Spinal Tap: Player A sweeps Player B from below their feet such that Player B looks like they are about to fall chest first onto the ground. Player A then thrusts their knife into Player B's back with their right hand. Windup: Player A grabs Player B by the neck, spins them around to face them, and breaks their neck by twisting it. Emile's Regards: Player A holds Player B by their back and head, stabbing them in the throat and then allowing their body to fall to the ground. This assassination mirrors Emile-A239's death by the hands of a Sangheili Zealot in the ''Halo: Reach'' mission ''The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn''. Lawn Dart: Player A grabs Player B with both hands and slams them onto the ground head first.
104 Ways to Die: Player A swiftly stabs Player B in the stomach and then in the neck. Stop Stabbing Yourself: Player B tries to stab Player A, but fails as Player A grabs Player B's knife and stabs them twice with it, first in the chest and then in the neck. Player A finally throws Player B away onto the ground. Back Breaker: Player A performs a muscle buster-like wrestling throw on Player B. Terminal Velocity: Player A flies up slightly from behind while Player B cowers in defeat. As Player B looks back at Player A, Player A uses their thruster pack to boost themselves towards Player B, stabbing them in the head. Knee-dful Things: Player A knees Player B in the head from behind twice before slamming them with their knee. Take a Look: Player A grabs Player B in the head from behind, and they both rotate slightly before stabbing them in the face, with the knife aimed straight at their helmet's visor. Fisticuffs: Player A pins Player B onto the ground and punches them three times before finishing with a stab to the neck. Helping Hands: Player A knees Player B from behind and pins them onto the ground such that they are on their knees and traps them with their body facing the ground. Player A then breaks Player B's left arm, severing their neck in the process as well. Inevitability: Player B spins around in an attempt to evade Player A, but fails as Player A thrusts their knife into Player B's throat, spilling out blood, and then removes the knife from their throat, spilling out more blood as Player B tries to hold their severed throat in pain with both hands before collapsing onto the ground.
File:REQ Card - Back Breaker.png|Requisition system|REQ card of the Back Breaker assassination. File:REQ Card - Meat Hook.png|REQ card of the Meat Hook assassination. File:REQ Card - Don't Flip Out.png|REQ card of the Don't Flip Out assassination. File:H5G REQ Cards - A Good Ribbing.jpeg|REQ card of the A Good Ribbing assassination. File:H5G REQ Cards - Shove It.jpeg|REQ card of the Shove It assassination. File:H5G REQ Cards - Spin Cycle.jpeg|REQ card of the Spin Cycle assassination. File:REQ Card - Get Low.png|REQ card of the Get Low assassination. File:H5G-Assassination-Windup.png|REQ card of the Windup assassination. File:REQ Card - Sweep the leg.png|REQ card of the Sweep the Leg assassination. File:H5G-Assassination-NiceTry.png|REQ card of the Nice Try assassination. File:H5G-Assassination-StopStabbingYourself.png|REQ card of the Stop Stabbing Yourself assassination. File:H5G-Assassination-OhSnap.png|REQ card of the Oh Snap assassination. File:REQ Card - 104 Ways To Die.png|REQ card of the 104 Ways to Die assassination. File:H5G-Assassination-TerminalVelocity.png|REQ card of the Terminal Velocity assassination. File:H5G-Assassination-KneedfulThings.png|REQ card of the Knee-dful Things assassination. File:H5G-Assassination.jpg|A Spartan assassinating another Spartan on Escape from ARC. File:H5G-Assassination-Liftoff.png|A CENTURION-class Mjolnir|Centurion/VIGILANT-class Mjolnir|Vigilant-clad Spartan assassinating a Nightfall armor|Nightfall/WRATH-class Mjolnir|Wrath-clad Spartan with the ''Liftoff'' assassination. File:H5G-Assassination-HelpingHands.png|A Nightfall/Wrath-clad Spartan assassinating a Centurion/Vigilant-clad Spartan with the ''Helping Hands'' assassination. File:H5G-Assassination-LawnDart.png|A Centurion/Vigilant-clad Spartan on the receiving end of an INDOMITABLE-class Mjolnir|Indomitable/MJOLNIR Powered Assault Armor/Mark IV|Mark IV GEN1-clad Spartan's ''Lawn Dart'' assassination. File:H5-Assassination-ShoveIt.gif|Animation of the Shove It assassination. File:H5-Assassination-NiceTry.gif|Animation of the Nice Try assassination. File:H5-Assassination-OhSnap.gif|Animation of the Oh Snap assassination. File:H5-Assassination-Windup.gif|Animation of the Windup assassination. File:H5-Assassination-StopStabbingYourself.gif|Animation of the Stop Stabbing Yourself assassination.
Grunt
Both assassin and victim are on level ground The Spartan spins the Grunt around to face them. From there, the Spartan buries the knife into the Grunt's head. The Spartan wraps one hand around the Grunt's neck, lifting it from the ground. The Spartan then grips the Grunt's scalp, and breaks its jaw.
Assassin is airborne, but victim is not The Spartan tackles the Grunt to the ground. The Grunt turns its head to look at its attacker, and the Spartan stabs it in the neck.
File:H5G-Grunt-Assassination.png|Frederic-104 assassinating a Grunt Storm in ''Blue Team (level)|Blue Team'', standard animation. File:H5G-Grunt-Assassination2.png|Fred-104 assassinating an Unggoy Imperial|Imperial Grunt in ''Reunion'', alternate animation. File:H5G-Grunt-Assassination3.png|John-117 assassinating a Grunt Storm after being airborne in ''Reunion''.
Jackal
Both assassin and victim are on level ground The Spartan grabs the Jackal's left wrist, and thrusts his/her knee into the right side of the Jackal's head, dazing it. The Jackal then looks back, and the Spartan stabs it in the side of the neck. The Spartan sweeps their arm under the Jackal, tripping it. The Spartan then buries their knife into the Jackal's neck.
Assassin is airborne, but victim is not The Spartan tackles the Jackal, and rolls into a standing position, sending the Jackal onto the ground. As it gets up, the Spartan embeds their knife into the back of its neck.
File:H5G-Jackal-Assassination.png|Fred-104 assassinating a Jackal Storm in ''Reunion'', standard animation. File:H5G-Jackal-Assassination2.png|Fred-104 assassinating a Kig-Yar Ranger|Jackal Ranger in ''Blue Team'', alternate animation. File:H5G-Jackal-Assassination3.png|Fred-104 assassinating a Jackal Ranger after being airborne in ''Blue Team''.
Elite File:H5G-Elite-Assassination.png|thumb|Fred-104 assassinating an Sangheili Ranger|Elite Ranger in ''Blue Team''. The Spartan leaps onto the Elite's back. While the Elite thrashes around, attempting to dislodge the Spartan, the Spartan then stabs it in the neck. The Spartan grapples the Elite's head, bending it backwards. As the Elite flails around, the Spartan twists its neck, snapping it. The Spartan violently punches the Elite's pelvis, paralysing it. Then, the Spartan stabs the Elite in the side of the neck, and throws the body down onto the ground. The Spartan tackles the Elite, and stabs it in the eye. While in midair, the Spartan stabs the Elite's neck from the back.
Promethean Crawler File:H5G-Crawler-Assassination.png|thumb|Fred-104 assassinating an Alpha Crawler in ''The Breaking''.
Both assassin and target are on level ground The Spartan stabs the Crawler in the head, and then grabs its tail. While the Crawler wrestles to free itself, the Spartan kicks it away, causing the Crawler to explode. The Spartan leaps onto the Crawler's back, and grabs its mandibles. As the Crawler attempts to buck its attacker off, the Spartan tears the Crawler's face apart.
Assassin is airborne, but victim is not The Spartan lands on the Crawler, flipping it onto its back, and then punches the Crawler in the leg. While the Crawler flails its legs, the Spartan then stabs it in the belly.
Armiger Soldier
Both assassin and victim are on level ground The Spartan pulls out a knife and causes the Soldier to try and downward punch him/her. The Soldier fails and falls to one knee and look down while facing him/her. The Spartan then thrusts the knife into the Soldier's head, causing the Soldier to break apart and disintegrate in the process. The Spartan grabs the Soldier by the neck and throws him down to the ground, scattering him into pieces. The Spartan then jumps and stomps on the Soldier's exposed face, causing him to break apart and disintegrate.
Assassin is airborne, but victim is not The Spartan pins the Soldier down onto the ground and forces him to face him/her before breaking the Soldier's left arm into pieces and stabbing him in the back twice, disintegrating him in the process.
File:H5G-Soldier-Assassination.png|Fred-104 assassinating a Armiger Officer in ''The Breaking'', standard animation. File:H5G-Soldier-Assassination2.png|Fred-104 jumping on a Armiger Officer in ''The Breaking''. File:H5G-Soldier-Assassination3.png|Fred-104 assassinating a Armiger Soldier after being airborne in ''The Breaking''.
Promethean Knight
Both assassin and target are on level ground The Spartan grabs the Knight's lightblade and tears it from its arm. The Spartan then spins the knife, cutting off one of the Knight's smaller arms, then stabs the Knight in the head with the blade. The Spartan clenches one of the Knight's smaller arms, and spins it around to face him/her. As soon as the Knight has stopped turning, the Spartan stabs it in the underside of the head.
Assassin is airborne, but victim is not The Spartan grabs onto the Knight's backpack, and spins around, sending it onto the ground. As the Knight attempts to get up, the Spartan plunges its hand into its back, and rips something out, causing the Knight to disintegrate.
File:H5G-Knight-Assassination.png|Fred-104 assassinating a Promethean Knight Commander in ''The Breaking'', standard animation. File:H5G-Knight-Assassination2.png|Fred-104 assassinating a Knight Battlewagon in ''The Breaking'', alternate animation. File:H5G-Knight-Assassination3.png|Fred-104 assassinating a Knight Commander after being airborne in ''The Breaking''.
Warden Eternal
Both assassin and victim are on level ground The Spartan pushes off a part of the Warden Eternal's right leg and does the same to his left leg. The Spartan bursts through Warden Eternal's right leg with a powerful punch. The Spartan jumps on Warden Eternal's back, and thrusts it into his exposed back before jumping away as the Warden succumbs to his injuries and disappears into a slipspace portal. The Spartan boosts past one of the Warden Eternal's legs and then latches onto his exposed back, repeatedly stabbing him there until he is finally pinned down onto the ground.
Assassin is airborne, but victim is not The Spartan latches onto the Warden Eternal's exposed back, stabbing him there multiple times with the knife while also forcing him onto the ground until the Spartan successfully pins him down onto the ground with one final knife stab, after which the Warden is destroyed.
H5G-Warden-Assassination.png|Fred-104 assassinating the Warden Eternal in ''Reunion''. H5G-MythicWardenassassination.png|A SPARTAN-IV program|Spartan-IV assassinating a Mythic Warden Eternal in Warzone Firefight.
Halo Infinite Assassinations are not featured in Halo Infinite as of February 21, 2023.
Beat Downs vs. Assassinations With normal beat downs, one will quickly melee the opponent's back, resulting in an instant kill, but will stay in first person view. This earns them a medal but no credit or commendation increase. With an assassination, the player goes into third person view and performs a special finishing move. In campaign, assassinations are not silent and will alert nearby enemies. During an assassination, the player runs a risk of getting their kill stolen by a teammate, which results in the teammate getting a Yoink medal in Halo: Reach. The player is also able to be damaged and even killed during the animation, which will cause the victim to be saved and the savior will get a Showstopper medal. This makes assassinations relatively unpopular for fast-paced gametypes such as Oddball or Team SWAT. Also, performing assassinations will negate fall damage, unlike beat downs. This allows players to survive fatal falls if an enemy happens to be directly below. This is featured in the achievement If They Came to Hear Me Beg.
Trivia Because assassinations are naturally a one-hit kill, any of them performed with an Energy Sword do not deplete the sword's charge, nor do they count toward the weapon spree medals Sword Spree, Slice 'N Dice or Cutting Crew. Also, if the assassin is holding a depleted Energy Sword, assassinations will still animate with the deactivated sword, that is, the enemy will be impaled by an invisible blade. Early in the ''Halo: Reach Multiplayer Beta'', players could assassinate their teammates with full assassination animations, resulting in a betrayal. There was an assassination in the ''Halo: Reach Multiplayer Beta'' where an airborne Elite would stab a groundside Elite through the head with an energy dagger, then pull it out with some resistance. This animation was removed in the final game. The Elite-vs-Spartan assassination triggered by hitting the Spartan's right shoulder, if performed along a ledge, has become known among the community as the "Sparta Kick" assassination, as it resembles a scene from the film ''Wikipedia:300 (film)|300'' where the Spartan Leonidas kills a Persian messenger by kicking him down a well. Ironically, this assassination involves the Spartan being killed instead of doing the killing. The Grunt assassination involving breaking the Grunt's neck has also become known on Bungie.net as the "Grunt Buddy" assassination, as it is commonly freeze-framed to make it look as if the Spartan is giving the Grunt a one-armed hug while giving a thumbs up with his other hand. Even though the player is killing an enemy during an assassination, AI allies will still regard the enemies as alive, and will continue to fire at the enemy being assassinated, which may result in the player having their kill stolen, losing health, or even dying from friendly fire. Yanme'e|Drones, Mgalekgolo|Hunters, Huragok|Engineers, Promethean Watchers (the latter only in ''Halo 5: Guardians''), and s cannot be assassinated. Some assassinations require a certain amount of space to perform. If there is not enough space, a different animation than usual will occur, or the animation will be cut short. If an Elite wearing a closed helmet is involved in an Assassination, either killing or being killed, its jaws may clip through its helmet. Occasionally if an online game suffers lag, a player who was assassinated may be revived and continue to fight. Their health may or may not be low. Sometimes the assassin will continue performing the assassination on thin air and the victim will appear to escape, only to die when the assassination is completed. If an assassination is performed on a slope, the two characters involved may end up performing the same animations while standing at the wrong distance from each other. This may cause the assassination to look disconnected, and occasionally cause the knife being used to be stabbed in the wrong place rather than where it was intended. However, this does not affect the outcome, and the attacked character will still die. Some assassinations have enough range to kill a second enemy who stands too close to the attacker. Elites may sometimes laugh after performing an assassination. Performing assassinations by unaware or sleeping enemies may sometimes alert them to the player's presence, if they hear the victim's yells. The only one known that doesn't is the Spartan-vs-Elite assassination that is triggered by attacking from midair, since it involves crushing the Elite's head, thus preventing him from yelling. There are Seven|7 assassinations for each type of scenario, excluding in Campaign and using Energy Sword or Gravity hammer (fiction)|Gravity Hammer. The Grunt assassinations seem to be inspired by Cal-141's ways of killing Grunt sentries in The Babysitter. A cut animation for ''Halo: Reach'' allowed Sangheili to assassinate Marines and Army troopers. The animation depicted them being grabbed by the head and having their neck snapped. An Assassination that appears in ''Halo 5: Guardians'' titled ''"104 Ways to Die"'' may be a possible nod to Fred-104, a SPARTAN-II known for his proficiency with knives. In the ''Halo 5: Guardians'' campaign, any character who does an assassination will randomly say one of two quotes. The quotes vary for each character, although Jameson Locke has only one line when he assassinates an enemy: "He's dead. Who's next?", which he says slightly differently each time. For each assassination, there is a point during it when the victim receives the killing blow, indicated by their shields breaking or (if their shields are already broken) the victim's HUD's health bar decreasing to zero. Before this point, killing the assassin will save the victim and they will survive without injuries (even if the assassination in question featured them getting injured before the killing blow). After this point, killing the assassin will still leave the victim dead.
Sources
Category:Halo: Reach Category:Halo 4
Category:Halo 5: Guardians |
Assault is a category of supplemental webbing configurations, typically designed for use with the MJOLNIR Powered Assault Armor in close to medium distance combat.
Overview
The Assault category commonly includes various pieces of chest- and wrist-mounted ammunition-carrying equipment compatible with MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V.
SPARTAN-III program|Spartan-IIIs from NOBLE Team have been observed to employ Assault configurations. Carter-A259 employed the Assault/Commando chest configuration, while Emile-A239 employed the Assault/Sapper chest configuration as well as the Assault/Breacher wrist attachment. After the Human-Covenant War, the WRATH-class Mjolnir, being a partial recreation of Emile-A239's customized armor, also featured the Assault/Breacher wrist attachment.
In-game information
All Assault armor types can be unlocked in the ''Halo: Reach''s Armor customization (Halo: Reach)|Armory through the game's purchase system via the use of Credits|cR. In ''Halo: The Master Chief Collection'', the Assault armor types are attainable in the Season 1: Noble progression system.
{| class"width: 75%;"
! style="width: 15%"|Chest
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements(''Halo: Reach'')
! style="width: 15%"|Unlock requirements(''Halo: MCC'')
|- align="center"
|File:HR Sapper Chest Icon.png|75pxAssault/Sapper chest
|align="left"|Broadly speaking, sappers are equally at home building things as they are blowing them up.
|, 14,000 cR
|Series 1: Noble|Series 1, Tier 73 ()
|- align="center"
|File:HR Commando Chest Icon.png|75pxAssault/Commando chest
|align="left"|Anything you don't have, you can find in the field. Anything you can't find, you didn't need anyway.
|, 12,000 cR
|Series 1: Noble|Series 1, Tier 75 ()
|- align="center"
|File:HR Sapper Chest Icon.png|75pxAssault/Sapper [R] chest
|align="left"|Next time don't cut your fuses so short.
|, 250,000 cR(Assault/Sapper must already be purchased)
|Series 1: Noble|Series 1, Tier 62 ()
|- align="center"
|File:HR Breacher Wrist Icon.png|75pxAssault/Breacher wrist
|align="left"|Supplementary bandoleer, Rigid, 8-Gauge Magnum|8 Gauge.
|, 200,000 cR
|Series 1: Noble|Series 1, Tier 81 ()
|}
The Assault/Breacher wrist attachment is built into the WRATH-class Mjolnir, unlockable in Armor customization (Halo 5: Guardians)|armor customization through the Requisition system.
Production notes A sapper (the namesake of Assault/Sapper) is a combat engineer. During the ''Halo: Reach Multiplayer Beta'', the Assault/Commando chest piece was designated Assault/CQC as a part of the CQC-class Mjolnir|CQC armor set. In the final game, the chest piece was renamed as Assault/Commando, with no replacement for a CQC chest piece being made.
Gallery
File:EmileWaypoint.jpg|Emile-A239 employing the Assault/Sapper configuration.
List of appearances
''Deliver Hope
''Halo: Reach''
''Halo 5: Guardians''
''Halo Infinite''
Sources
Category:MJOLNIR armor Category:Halo: Reach multiplayer armor permutations |
Halo: Ghosts of Onyx, ''page 86''
|capacity =
|feed = Unlimited
|ammotype=Incendiary gel
|operation=
|rate=Continuous fire or single bolts
|accuracy=High
|optics=
|range=Long
|service=Human-Covenant War Great Schism Post-Covenant War conflicts
|affiliation=Covenant Swords of Sanghelios Jul 'Mdama's Covenant faction
}}
The assault cannonHalo: Contact Harvest, ''page 267''Halo Wars ''In-game Upgrade'' is a powerful weapon used by the Covenant. Similar to the Pez'tk-pattern fuel rod gun|fuel rod gun, it is most commonly utilized by Mgalekgolo, although the Hierarchs' anti-gravity chairs are equipped with a variant of the weapon.Halo 2, campaign level ''Regret (Halo 2 level)|Regret'' The weapon has two primary firing modes, one of which fires the incendiary gel in globs similar to the standard fuel rod gun while the other fires a continuous stream of the gel.
Overview
The standard version of the weapon is incredibly heavy, making it suitable only for Mgalekgolo. The weapon is integrated into the right "arm" of the Mgalekgolo's armor. In most models, the nozzle is surrounded by three metal "fingers", which may serve as manipulators or assist in the guiding of the projectile. Several translucent tubes project from the cannon, containing the glowing green fuel used in the weapon's firing. The Hierarchs' gravity thrones are also equipped with a form of the weapon that is fully integrated to the throne's armrests.
The weapon uses tubes of radioactive incendiary gel, very similar to those fired by the standard fuel rod gun, as ammunition. The gel can be fired in globs, as seen in ''Halo: Combat Evolved'', ''Halo Wars'', ''Halo: Reach'', and ''Halo 3: ODST'', which detonate on impact and have an arcing trajectory. The weapon can also fire the gel in a "beam", as seen in ''Halo 2'', ''Halo 3'', ''Halo Wars'', and ''Halo 3: ODST''. In both cases, the weapon must charge before firing. The sound and light emitted during charging provides early warning to opponents that the Mgalekgolo is about to fire.
The gel used in the Mgalekgolo's assault cannons is exclusively radioactive green in color, while that used by the Hierarchs' gravity thrones is golden yellow.
Gameplay
In terms of gameplay, the assault cannon has changed with each installment, in terms of operation and aesthetics, mostly to balance gameplay.
In ''Halo: Combat Evolved'', it was only able to fire single shots that were similar to fuel rod gun shots, and appeared to contain its gel supply in a "drum" mounted underneath the arm. Also, it fired in a more parabolic arch than any other variant, increasing range, but decreasing accuracy.
In ''Halo 2'', there were minor changes to its appearance but the weapon fired a continuous stream rather than individual blasts while the "drum" reloaded and fired. Because it is a continuous beam this makes it possible to survive a hit from it on Legendary difficulty by only being hit by the beam for a small amount of time. ''Halo 2'' also marks the only appearance of the variant used by the Hierarchs' gravity thrones, which is the Prophet of Regret's primary offensive ability in the level Regret (Halo 2 level)|Regret.
In ''Halo 3'', the assault cannon is aesthetically very different, but operates much the same as it does in ''Halo 2''. The cannon in ''Halo 3'' can be cut off instantaneously if the target has gone to cover, which stops it from wasting ammunition. Also, the "claws" seem to have hinges, although they are never seen moving in gameplay. Plus, the beam is a bit faster, a lot more damaging, and can blow away movable cover, such as supply crates.
In ''Halo Wars'', the Hunters start with the mortar version of the assault cannon. Later in the game, the Hunters can be equipped with the beam version for extra damage.Halo Wars ''Instruction Manual''
In ''Halo 3: ODST'', the Hunters appeared in two different forms in two different colors. This first is the traditional blue-armored Hunter, armed with an assault cannon that fires a continuous stream of radioactive incendiary gel. The other wears gold-colored armor and is armed with an assault cannon that fires a single bolt of radioactive incendiary gel which is similar to the weapon model featured in ''Halo: Combat Evolved''.
''Halo: Reach'' features a full return to the Halo: CE -era assault cannon, which fires single blobs of bright green gel much like a . The blast radius is greatly increased and the splash damage can even hurt enemies that are behind thin cover.
In ''Halo 4'', the Hunters' assault cannon is very similar to the one in ''Halo: Reach''.
In ''Halo 5: Guardians'', the assault cannon now fires in two different modes. The first of which is two quick shots that do large amounts of damage. The other mode is several small projectiles that track players but do noticeably less damage. The small projectiles are fast and meant to target players at ranges where the main attack would not be effective. ''Halo 5'' also introduces the assault cannon as a usable weapon in multiplayer, though each version appears to have only one firing mode as opposed to the hunter's dual-firing version.
In ''Halo Infinite'', the assault cannon is much like its ''Guardians'' counterpart, with two firing modes. The primary mode is a single, powerful shot that arches. The secondary mode is a rapid fire stream of weaker projectiles that track the player.
Variants Wicked Grasp: The Lekgolo that remain in this stolen limb retain a feral vestige of their once-expansive composite mind. The Wicked Grasp fires bursts of tracking plasma shots. Berserker's Claw: Spartans are well-versed at sourcing weapons from the remains of their enemies. The Berserker's Claw fires a devastating fuel rod shot after a short charging cycle. This fuel rod will track aerial targets. Siphoning Beam: Mgalekgolo Mgalekgolo Captain|Captains have a bigger and powerful Assault cannon with red fuel rods, this cannon could be upgraded to overcharge the cannon while also stealing life when hit by the beam.Halo Wars 2, ''Phoenix Logs#Banished Units|Phoenix Logs - Hunter Captain''
File:H5G Berserker's Claw.png|Berserker's Claw.
Trivia
When using the Bump Possession cheat in ''Halo: Combat Evolved'' to control a Hunter, holding left click down and repeatedly right clicking allows the controlled Hunter to rapidly fire its Assault Cannon without overheating. Whether this accelerated manner of attack is actually utilized at all in AI controlled opponents' behavioral patterns is unknown. In ''Halo: Combat Evolved'', Hunters will not continue to track you once the cannon has started to charge, making the Hunters inaccurate with moving targets. Strangely, Hunters will never hit a stationary target, meaning that the original assault cannon's recoil severely lowers the accuracy of said cannon. The player can use this to their advantage to avoid being injured by standing completely still and firing from that position. In ''Halo 3'', green electricity protrudes from the three parts jutting out of the weapon and they form together to make the beam of energy when the weapon is charging. It is also possible this would create a type of small plasma mortar, and that something in the back of the weapon produces a type of gas to project it, similar to how a flamethrower works where a small flame is projected by gas. The ''Halo 3'' variant doesn't contain the "drum" like the previous assault cannons. Instead it has six tubes on the side of the gun which appear to house the incendiary liquid projectile. Some of the novels refer to the assault cannon as a fuel rod gun/cannon, while it is officially named in ''Halo: Contact Harvest''.
Gallery
File:HCE - Assault Cannon.png|The assault cannon in ''Halo: Combat Evolved''. File:HCE Hunter AssaultCannon.jpg|Mgalekgolo firing the assault cannon in ''Halo: Combat Evolved''. File:H2 hunter assaultcannon.png|The assault cannon in ''Halo 2''. File:MC attacks Regret.jpg|A gravity throne's integrated assault cannons emit an intense glow when active. File:H3-HunterAssaultCannon.png|The assault cannon ''Halo 3''. File:TLJ Assault Cannon.PNG|Another view of the assault cannon. File:Halo 3 Hunter Assault Cannon.jpg|An assault cannon preparing to fire in ''Halo 3''. File:H3 Hunter AssaultBeam.jpg|A Mgalekgolo using its assault cannon in ''Halo 3''. File:H3ODST-HunterAssaultCannon.png|The assault cannon in ''Halo 3: ODST''. File:HTMCC-H3ODST GoldHunters 2.png|A Mgalekgolo Flak|"flak" Hunter firing its assault cannon in ''Halo 3: ODST''. File:Halo Reach Hunter Assault Cannon.png|An assault cannon in ''Halo: Reach''. File:HCEA-MgalekgoloHunter.png|A Mgalekgolo with an assault cannon in ''Halo: Combat Evolved Anniversary''. File:H4FUD-AssaultCannon-Charge4.jpg|An assault cannon primes to fire at Thomas Lasky in ''Halo 4: Forward Unto Dawn''. File:H4 profile - Mgalekgolo.png|A Mgalekgolo with an assault cannon in ''Halo 4''. File:H2A Mgalekgolo.png|A Mgalekgolo with an assault cannon in ''Halo 2: Anniversary''. File:Nakagagalit.png|A Mythic Mgalekgolo prepares to fire its assault cannon on March on Stormbreak in ''Halo 5: Guardians''. File:H5G-WickedGraspHUD.png|HUD of the Wicked Grasp. File:H5G-Venator&WickedGrasp.png|A VENATOR-class Mjolnir|Venator-clad Spartan-IV using a Wicked Grasp on Mercy. File:H5G-BeserkersClawHUD.png|HUD of the Beserker's Claw. File:H5G-Venator&BeserkersClaw.png|A Spartan with a Beserker's Claw. File:H5G - Indomitable with assault cannon.jpg|An INDOMITABLE-class Mjolnir|Indomitable-clad Spartan-IV using a Berserker's Claw on Temple in ''Halo 5: Guardians''. File:HW2B-1v1.jpg|Banished Mgalekgolo firing their assault cannons in ''Halo Wars 2''. File:HINF AssaultCannon.png|A view of the assault cannon in ''Halo Infinite''. File:HINF AssaultCannon Bolt.png|A Banished Mgalekgolo fires its assault cannon in ''Halo Infinite''. File:HINF BerserkHunter.png|A Berserk Mgalekgolo's overcharged assault cannon in ''Halo Infinite''. File:HINF Ardent Hunter cannon fire.png|An Ardent Mgalekgolo fires its assault cannon at the Master Chief in ''Halo Infinite''.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo: Ghosts of Onyx''
''Halo: Uprising''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
''Halo Legends''
*''Prototype''
*''The Duel''
''Halo: Evolutions - Essential Tales of the Halo Universe''
''Halo: Blood Line''
''Halo: Reach''
''Halo: Fall of Reach
*''Halo: Fall of Reach - Covenant|Covenant''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo: Combat Evolved Anniversary''
''Halo 4: Forward Unto Dawn''
''Halo 4''
*''Spartan Ops''
''Halo: Escalation''
''Halo: Broken Circle''
''Halo 2: Anniversary''
''Halo 5: Guardians''
''Halo: Ground Command''
''Halo: Smoke and Shadow''
''Halo Wars 2''
''Halo: Recruit''
''Halo: Fireteam Raven''
''Halo Infinite''
Sources
See also Mgalekgolo
Class-2 Projectile cannon|Fuel rod cannon
Category:Incendiary weapons |
|manufacturer=
|testsite=
|type=Sangheili harness
|role=Heavy-duty protection
|weight=
|features=*Reinforced armor plating Dynamic recharging energy shielding
}}
The Assault harness is an Sangheili harness|armor set of the Sangheili, and features a dynamic recharging energy shielding.
Overview
The Assault harness is a reissued pre-Covenant Sangheili harness that features reinforced aligned composites and buttress principal protective stratum to preserve structural coherence of underlying tissue, and ultra resilient deltoid protection to aid in the concussive shock force and direct kinetic energy. Much like the Combat harness|standard combat harness, the Assault harness is also designed to be intimidating and damage the enemy's psyche and morale. The Assault harness shares a distant origin with some variants of the Ranger harness, though both are now different armor systems.
The helmet is completely sealed unlike the combat harness and its main feature is a rounded plate around their forehead and head. It then features a pair of orange goggle like lenses. Both mandibles are protected by an angular guard and features a neck ring to the back with a pair of lights on each side. Unlike most other Sangheili armors, this helmet only has two mandible guards instead of four separate ones. The helmet also has metal plates along the Sangheili's neck.
The shoulder pauldron is squared off with a simple set of shapes and rectangle plate with a roughly triangular form on each side. The thoracic cage of the Assault harness is nearly identical to that of the standard combat harness. The differences include a pair of clasps on each shoulder and a hexagonal piece armor set on the center of the chest.
The Assault harness is a pre-Covenant Sangheili design, restricted from use following the signing of the Writ of Union due to its effectiveness. Throughout the Covenant empire, the armor remained in use in only limited quantities, though the onset of the Great Schism ultimately saw the design brought back into service. A Unidentified Sangheili bridge operator|bridge officer aboard the ''Resplendent Fervor'' wore the Assault armor during Operation: WARM BLANKET in 2544. In 2549,during the Algolis Invasion|Invasion of Algolis a Sangheili employing the armor participated in the Surprise assault on Weapons Research Facility T12A. A Sangheili serving onboard the Fleet of Righteous Vigilance's Flagship employed the Harness. Usze 'Taham employed the armor during the Battles of Battle for Earth and Battle of Installation 00. Rtas 'Vadum employed the Assault armor chest and shoulder pieces during these events.
In the 2558 Battle of Ealen IV|Ealen IV peace talks, several Assault-clad troops of the Swords of Sanghelios accompanied the Arbiter Thel 'Vadam as part of the leader's personal guard.
In-game information
The Assault harness is unlockable as an Armor customization (Halo 3)|armor permutation for Elite characters in ''Halo 3''. In Co-op Campaign|co-operative play in the campaign, the fourth player will play as Usze 'Taham and employ the Assault harness in the process.
{| class"width: 75%;"
! style="width: 15%"|Helmet
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements (''Halo 3'')
! style="width: 15%"|Unlock requirements (''Halo: MCC'')
|- align="center"
|rowspan=4|File:HTMCC H3 Assault Menu Render.png|100pxAssault
|align="left"|Helmet: Reissue of the pre-Covenant assault class combat harness; reinforced aligned composites buttress principal protective stratum to preserve structural coherence of underlying tissues.
|align"4"|Unlocked by default.
|rowspan=4|Unlocked by default.
|- align="center"
|align="left"|Chest: With the dawn of this new age, assault-class combat harnesses will once again be issued to our forces after having been denied for so long by the illegitimate treaty imposed upon us by our ancient enemies.
|- align="center"
|align="left"|Shoulders: Ultra-resilient deltoid protection aid in dispersal of concussive shock force as well as direct kinetic energy transfer; reinforces image of Sangheili physical/martial superiority.
|- align="center"
|align="left"|MCC: Ultra-resilient deltoid protection for dispersal of concussive shock force and kinetic energy transfer.
|}
Production notes In the ''Halo 3'' level Floodgate, some Sangheili corpses have an Assault helmet, but due to a glitch, the Combat helmets are on them as well, making a combination helmet. These corpses only appear toward the end of level in the Indulgence of Conviction|crashed Flood ship. In concept art released for ''The Package (animated short)|The Package'', the Assault harness was incorrectly labeled as the Flight harness.
Gallery
File:AssaultArmor.png|The Assault harness. File:H3 Assault harness with Plama Rifle.jpg|A Sangheili with the Assault harness in ''Halo 3''. File:H3-Usze Taham Portrait.png|Render of the Assault harness as worn by Usze 'Taham. File:Assaultarmor2.jpg|Usze 'Taham clad in Assault armor. File:UszeTaham - Profile.png|Another view of Usze 'Taham in Assault armor. File:Black Assault Elite on Sandtrap.jpg|A Sangheili in silver Assault armor on Sandtrap. File:Mixed helmet.jpg|A glitched Assault and Combat helmet together found on the ''Halo 3'' level Floodgate. File:HL_Prototype_AssaultElite.png|An Assault-clad Elite in ''Prototype''. File:ThePackage Flight Concept.png|Renders of the Assault harness worn by a Sangheili in ''The Package (animated short)|The Package''. File:Unnamed Bridge Officer.png|A Sangheili bridge officer wearing the Assault harness. File:HE_TheReturn_AssaultElite.png|A bridge officer employing the Assault harness in ''The Return''. File:HR_EliteRanks_Concept.jpg|Concept art for various Elite ranks in ''Halo: Reach'', with an expansion on the assault harness featured. File:HR_EliteAssault_Concept.jpg|An expansion on the assault concept in the previous image.
List of appearances
''Halo 3''
''Halo 3: ODST''
''Halo Legends''
*''Prototype''
*''The Package (animated short)|The Package''
''Halo: Evolutions''
*''The Return''
''Halo: Escalation''
Sources
Category:Covenant armor Category:Sangheili armor Category:Halo 3 multiplayer armor permutations |
The Assault on Crystal Security was conducted by Janissary James, along with family and her ally Durga, in order to get revenge on gangster Thin Kinkle, who had murdered her father. Kinkle was apparently residing at Crystal Security warehouse, the front where his boss Monster Ann worked.
Timeline Jan arranges for a unidentified Bergen County police officer|cop who owed her a favor to give them a 20 minute period to work without police intervention.Media:ILB_Twenty_minutes.ogg|ILB_Twenty_minutes.ogg They enter the warehouse. Gladys separates to secure the second floor. Jan patches Durga into the network.Media:ILB_Save_your_prayers.ogg|ILB_Save_your_prayers.ogg
16- minutes left - Jan and Gilly advance. A grunt engages them in combat; Gilly kills him. Jan orders Gilly that only Kinkle be killed,Media:ILB_Pretty_sure.ogg|ILB_Pretty_sure.ogg but Gladys kills someone upstairs before Jan can radio her.Media:ILB_The_nice_grenades.ogg|ILB_The_nice_grenades.ogg A Eric|thug attacks Jan and Gilly. Gilly gets him to surrender.Media:ILB_One_two_four.ogg|ILB_One_two_four.ogg Gladys secures the second level. Unfit for taking prisoners, Gilly and Jan convince the guy to join the Navy;Media:ILB_This_prisoner_thing.ogg|ILB_This_prisoner_thing.ogg Durga enlists him.Media:ILB_Intercom.ogg|ILB_Intercom.ogg Gladys secures the roof. Durga reports that Kinkle and Monster Ann are below them in the basement. Gladys rejoins them.Media:ILB_In_cold_water.ogg|ILB_In_cold_water.ogg
3 minutes, 12 seconds left - Jan realizes the gangsters could bottleneck them in the stairwell, and comes up with a plan to blow a hole in the floor.Media:ILB_Kill zone.ogg|ILB_Kill zone.ogg The plan is a success. They jump down the hole and hold Kinkle and Monster Ann at gunpoint.Media:ILB_Going_down.ogg|ILB_Going_down.ogg Monster Ann tries to sell out Kinkle in exchange for her own safety. Jan becomes uncertain how to proceed. Gilly tries to persuade Jan not to become a killer, much to Kinkle's encouragement.Media:ILB_Babysitter.ogg|ILB_Babysitter.ogg As Jan collapses in tears, Gilly kills both gangsters.Media:ILB_Bedtime.ogg|ILB_Bedtime.ogg
Sources
Category:I Love Bees |
destroyed
*Fireteam Majestic saved
|side1=*United Earth Government
*United Nations Space Command
|side2=*Jul 'Mdama's Covenant Ur-Didact|Didact's Prometheans
|commanders1=*Spartan Jared Miller Spartan Commander Sarah Palmer
|commanders2=*Supreme Commander Jul 'Mdama
|forces1=*Expeditionary Strike Group 1
*Spartan Operations
**SPARTAN-IV Program|SPARTAN-IVs
***Fireteam Crimson
***Fireteam Kodiak
*UNSC Marine Corps
**Lieutenant TJ Murphy
2 D79-TC Pelicans
2 M12B Warthogs
|forces2=*Numerous Sangheili Numerous Kig-Yar Numerous Unggoy Several Mgalekgolo|Hunters Several Promethean Watchers Several Karo'etba-pattern Ghost|Ghosts
1 Zurdo-pattern Wraith|Wraith Several Ru'swum-pattern Phantom|Phantom
|casual1=*Light
*One Pelican
|casual2=*Heavy
}}
}}
The Assault on Cyclone was an assault during the Requiem Campaign conducted by Fireteam Crimson and Fireteam Kodiak on the location known as "Cyclone" in order to save Fireteam Majestic from the Ra'aam-pattern burst cannon|Covenant artillery that was attacking them from there. Prelude During a mission in "the Cauldron," Fireteam Crimson were able to retrieve Requiem slipspace artifacts|a mysterious Forerunner artifact that they transported back to the .''Spartan Ops'', Departure/Core|S101 Core While examining the artifact, Doctor Henry Glassman accidentally activated it and was pulled in.''Spartan Ops'', Artifact (Spartan Ops)|S102 Artifact Glassman was transported to Requiem's surface where he was captured by Jul 'Mdama's Covenant|Covenant forces. In exchange for his life being spared, Glassman agreed to help Jul 'Mdama access the shrine at "Librarian's Rest"''Spartan Ops'', Catherine|S103 Catherine to gain access to the mind transfer|imprint of the Librarian stored within. Glassman was forced to work with inadequate equipment,''Spartan Ops'', Didact's Hand|S104 Didact's Hand but eventually succeeded in activating a protective shield around the shrine, albeit without knowing exactly what he had accomplished.''Spartan Ops'', Memento Mori|S105 Memento Mori
Due to Glassman's disappearance, Doctor Catherine Halsey was brought in to help examine the artifact. Jul contacted her in secret, offering Halsey information about the Prometheans. After Fireteam Crimson and Fireteam Majestic retrieved "the Didact's Gift," it was revealed to be the "soul" of a Promethean Knight, a human digitized by the Composer during the New Phoenix Incident six months earlier. As Halsey communicated with Jul about the discovery, she was found out by Commander Sarah Palmer and arrested for her actions. Spartan-IV|Spartan Gabriel Thorne, confused by the appearance of the artifact in the memories revealed in "the Didact's Gift," inadvertently activated it and was transported to "the Cauldron." Despite putting up a fight, Thorne was ultimately captured by two Sangheili Storm and taken to "Librarian's Rest" which was eventually detected by Roland.''Spartan Ops'', Scattered|S106 Scattered
Thorne managed to Escape from Librarian's Rest|esacpe with Glassman, chased by Gek 'Lhar. The two were eventually rescued by the rest of Fireteam Majestic who killed Gek and looted his body.''Spartan Ops'', Expendable|S108 Expendable Shortly thereafter, team leader Paul DeMarco contacted the ''Infinity'' for help as Majestic was under fire from Ra'aam-pattern burst cannon|Covenant heavy artillery. Commander Sarah Palmer redeployed Fireteam Crimson, who had just finished Raid on Apex|a mission at "Apex," to assist them.''Spartan Ops'', Expendable/Unfinished Business|S108 Unfinished Business
Battle
Fireteam Crimson and Fireteam Kodiak were deployed to "Cyclone" in two D79-TC Pelican|Pelicans, one piloted by Lieutenant TJ Murphy, to deal with the Ra'aam-pattern burst cannon|heavy Covenant artillery attacking Fireteam Majestic. Commander Sarah Palmer assured Spartan-IV|Spartan Paul DeMarco that they were about to deal with his artillery trouble, but Spartan Jared Miller was worried by the fact that the Jul 'Mdama's Covenant|Covenant almost seemed to know that they were coming. However, Palmer dismissed Miller's concerns as him being paranoid.
The two Pelicans deployed Crimson, Kodiak and two M12B Warthog|Warthogs at "Cyclone," but Kodiak's Pelican was shot down moments later. Miller quickly ordered Murphy to withdraw until Crimson called for pickup which he did. Fighting their way through the Covenant forces in the area, Crimson and Kodiak managed to reach the first artillery piece, but found it too well shielded for their fire to penetrate. Noticing an energy conduit nearby that heated up whenever the gun fired, Miller and Palmer had Crimson target that instead. From the gun's reaction to the attack, Miller realized that without the conduits to cool off the gun, it would overload. Crimson destroyed the first conduit, causing the gun to begin to destabilize. Crimson destroyed the second conduit, causing the gun to overload and explode when it fired again, killing any remaining Covenant too close to its base.
With the first gun destroyed, Crimson moved onto the second with the Covenant falling back to defend it. Crimson managed to fight through the Covenant forces and destroy the conduits for the second gun, resulting in its destruction as well. Palmer reassured DeMarco that they only needed to destroy one more gun as the remaining Covenant began massing at the final artillery. As Crimson made their way to the final gun, Miller noted that just a second after he directed Crimson to it, the Covenant had moved to it as well as if they had known where Crimson was going. Convinced that it wasn't a coincidence, Miller promised to keep an eye on it while Ru'swum-pattern Phantom|Phantoms dropped reinforcements, including Mgalekgolo|Hunters. Crimson succeeded in clearing out the Covenant resistance around the last gun and destroyed it, saving Fireteam Majestic from the artillery bombardment that they had been suffering.''Spartan Ops'', Expendable/Majestic Rescue|S108 Majestic Rescue
With the artillery destroyed, Fireteam Crimson was ordered to fall back and help Fireteam Kodiak clear the landing zone so that they could be extracted by Murphy's Pelican. Working together, the two Spartan fireteams secured the LZ and Murphy was ordered to pick them up.
However, before the Spartans could be extracted, Murphy warned that they had Phantoms in the area which dropped more reinforcements, including more Hunters and a Zurdo-pattern Wraith|Wraith. Miller had Robert Dalton drop them supplies to help take out the Covenant reinforcements with Promethean Watchers also translocating in to help the Covenant forces. A Covenant Phantom made an attack run, resulting in it accidentally or on purpose crashing into a canyon wall near Crimson and Kodiak's position, destroying the enemy dropship but causing no harm to the Spartans. Finally, Crimson and Kodiak succeeded in clearing out all of the Covenant forces in the area.
Aftermath As Murphy's Pelican arrived to extract Fireteam Crimson and Fireteam Kodiak, Fireteam Lancer contacted the ''Infinity'' for help with Assault on the Warrens|clearing out a Warrens|Covenant nest in the hills near "Apex." Palmer decided to redeploy Crimson to help and during the mission, a Covenant prisoner captured by Poker Squad revealed Lockup|the location of a listening post the Covenant had been using to spy on UNSC operations which was how they had anticipated Crimson and Kodiak's actions at "Cyclone."''Spartan Ops'', Expendable/Lancer|S108 Lancer
List of appearances
''Halo 4''
*''Spartan Ops''
Sources
Category:UNSC victories |
The Assault on the Control Room shortcut is a trick that can be performed on the ''Halo: Combat Evolved'' level Assault on the Control Room to get to the bottom of the first canyon without spawning any enemies.
Walkthrough The shortcut requires very good timing, so it may take some practice before you can get it. There are two ways to do the trick:
First, go on to the first bridge, and make sure you have a Anskum-pattern plasma grenade|plasma grenade. Try not to wake up any Unggoy|Grunts, as they will be annoying and dangerous. Throw a plasma grenade on the ground, right next to a Shade. Right when the grenade explodes, quickly press X on Xbox (default controls) or E in Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC to get in the Shade. If you're lucky, the shade will right itself, and you will fall safely to the ground.
Another way that requires skill, practice, luck and co-op is to jump. This cannot be done on Halo PC. First, when you get to the bridge with the sleeping grunts, jump off next to the Shade on the left side, and you will fall on a thin ledge. Stay close to the wall to do this. If you accidentally wake up any Grunts, the Elites will shoot at you. Since you lose shields when you fall, you can die. Run down the ledge to the lowest part, then a little further. Have your partner commit suicide, then fall down. You must be close to the wall or this will not work. You will fall past a ledge, where your partner should respawn. You will respawn next to him. Run along the ledge, taking care not to fall, as it is slippery. Run over to the part that is directly above the large rocks. Drop onto them, and you will survive.
At the bottom, there are no enemies, and all the usable vehicles that the enemy usually steals can be used. The player can continue on with the level until the end with no enemies present, although sometimes some doors may become locked and certain glitches need to be used to bypass them.
Category:Glitches Category:Halo: Combat Evolved glitches Category:Tricks and cheats |
Assault on the Control Room is an achievement in ''Halo: Combat Evolved Anniversary'' and ''Halo: The Master Chief Collection''. It is awarded for completing the level ''Assault on the Control Room'' on any difficulty. The achievement is worth 25 Gamerscore in ''Combat Evolved Anniversary'' and 10 Gamerscore in ''The Master Chief Collection''.
In the original ''Halo: CE Anniversary'' it is represented by the Roman numeral of "V" over a darkened version of ''Anniversary'''s logo. In ''The Master Chief Collection'' it is represented by a screenshot of the Control Room (Installation 04)|Control Room.
Sources |
s s s s Sangheili Kig-Yar Mgalekgolo Unggoy
|casual1= *1 Pelican Multiple Marine squads
|casual2= *Most forces}}
''This article is about the battle in 2552. For the Halo: Combat Evolved campaign level, see Assault on the Control Room|here.''
The Assault on the Control Room was an engagement within the Battle of Installation 04|Battle of Installation 04 in which John-117 fought his way through heavy Covenant opposition in order to reach the installation's Control Room (Installation 04)|control room, assisting several surviving UNSC Marine Corps|Marine squads in the process.
Prelude Following the Raid on the Truth and Reconciliation|Raid on the ''Truth and Reconciliation'' the previous day, UNSC forces had learned that "Installation 04|Halo" was a weapon, and the Covenant intended to control it. The UNSC launched an effort to find the megastructure's control room, intending to use it themselves against the Covenant, led by Spartan John-117. On September 20, 2552, D77-TC Pelican|Pelicans ''Echo 419'' and ''Bravo 022'' deployed a squad of UNSC Marine Corps|Marines along with the Spartan onto an island containing the ring's map room, referred to by the Covenant as the "Silent Cartographer". A Battle of the Silent Cartographer|pitched battle ensued, with John ultimately reaching the map room and determining the control room's location. The map indicated the control room would be accessible through the ring's honeycomb network of underground tunnels, prompting ''Echo 419'' to pick up the Spartan and proceed to make their way through the tunnels to the region in which the control room was located.
The battle File:AotCRIntroCEA.png|thumb|left|250px|''Echo 419'' preparing to deploy John-117.
''Echo 419'' inserted the Master Chief on an underground platform, as close to Halo's control room as it could get. The Spartan disembarked there, catching several Covenant troops off-guard before fighting his way through several rooms full of more enemy troops, soon exiting out of a door onto a large bridge crossing over a canyon. At that moment, a Pelican dropship flew overhead, and John picked up an SOS from Fireteam Zulu, one of the units operating out of Alpha Base (Installation 04)|Alpha Base. John quickly took control of a nearby and used it to clear out all of the nearby Covenant forces before fighting his way to the other side, killing an Energy sword (fiction)|energy-sword-wielding Sangheili Sangheili Zealot|Zealot near the opposite door. Fighting through several more rooms and descending on a lift, he eventually made it into the snowy valley where the surviving members of Fireteam Zulu were under heavy assault from Covenant troops including multiple Shade turrets, s and a . John reached the surviving Marines and helped them repel their attackers File:HCEA ZuluVsCovies.png|thumb|250px|Fireteam Zulu engaging Covenant forces. With the valley secure, John and the remnants of Fireteam Zulu pushed into the next valley, assisting another fireteam of Marines against Covenant forces near a crashed Pelican. With evacuation not possible at the time, the surviving Marines joined John on his push towards the control room. Mounting up in the nearby M808B Scorpion, 030569, John and the Marines advanced, engaging a Covenant armored force and then entered a network of underground tunnels and chasms, fighting through fortified Covenant positions before re-emerging in another canyon. Although most of the Marine squads and fireteams around the control room had been wiped out, John-117 discovered another surviving squad under attack by Mgalekgolo. John quickly assisted the Marines against the Hunters as well as a dropship's troops. The UNSC forces attacked another Covenant position, the Marines moving up once John took care of the enemy Shades, clearing a landing zone. With evac finally available, the surviving Marines held their position, leaving the Spartan and Cortana to proceed alone File:HCEA ChiefAndCortana.png|thumb|left|250px|John-117 and Cortana inside the control room. The Master Chief continued to fight his way towards the control room, moving through numerous rooms and passageways and across several outdoor bridges while battling heavy opposition from Covenant troops. He eventually reached the control room, the exterior of which had been heavily fortified by the Covenant. John was forced to fight his way up the numerous ramps leading to the entrance, engaging dozens of hostiles as he went until he reached the top. The entrance was guarded by a Sangheili Zealot and his troops but they were all taken out in moments by John's usage of a commandeered Shade. With all Covenant troops in the vicinity neutralized, John moved into the control room. He inserted Cortana into the control room's The Core|Core, where the AI proceeded to absorb vast amounts of data from Halo's systems, and she quickly deduced that the "weapons cache" that Captain Jacob Keyes|Keyes was searching for was in fact a Flood Flood containment facility|containment facility. Realising the peril the Captain was in, Cortana ordered John to stop Keyes from investigating the facility. He quickly headed back for Echo 419, leaving Cortana in the mainframe.
Aftermath Following John-117's departure, the Covenant would proceed to send a large force to re-take the control room, fortifying it heavily. They would later come into conflict with Aggressor Sentinel|Sentinels and the Flood. John-117 would proceed with ''Echo 419'' to the Flood containment facility, and would eventually discover the Outbreak at the Containment Facility|outbreak of the parasite there. He would later return to the control room with the installation's monitor, 343 Guilty Spark, intending to activate the ring in order to stop the Flood before being stopped by Cortana who told the Spartan about the true purpose of Halo as a last-ditch attempt to stop the Flood by wiping out all sentient life in the galaxy.
During her time in the control room, Cortana would absorb enormous amounts of information about the Halo Array and the Forerunners as well as the Flood. The sheer amount of data cut into the AI's processing systems, slowing her down and causing her to display uncharacteristic behavior which became a significant factor while on board the ''Ascendant Justice'' following the destruction of Installation 04. John noticed Cortana's behavioral changes shortly after reuniting with her after his return to the control room.
Gallery
File:HCEA PelicanUnderFire.png|Fireteam Zulu's Pelican under attack by a Banshee. File:HCEA ChiefAndZulu.png|John-117 assisting Marines in combat against Covenant ground troops. File:HCEA PatrollingCovies.png|Covenant forces patrolling in an underground tunnel. File:HCEA SpiritDeployingTroops.png|A Spirit deploying Covenant troops. File:HCEA ZuluVsHunters.png|Several Marines engaging Mgalekgolo. File:HCEA SnowBattle.png|Marines fighting to secure a landing zone for extraction. File:HCEA ZuluAwaitingExtraction.png|The surviving Marines awaiting extraction. File:HCEA SleepyCovies.png|Covenant troops inside a room near the control room. File:HCEA CoviesOnBridge.png|Covenant troops patrolling a pair of outdoor bridges. File:HCEA HuntersKilledMarines.png|A Mgalekgolo pair near several dead Marines. File:HCEA ShadeMowdown.png|John-117 using a Shade to eliminate Covenant troops guarding the control room's entrance.
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: Combat Evolved Anniversary''
Sources
Category:Engagements in the Battle of Installation 04 |
|devname=b40
|next=''343 Guilty Spark (level)|343 Guilty Spark''
|name=''Assault on the Control Room''
|image=File:HCEA AssaultOnTheControlRoom Loadscreen.png|300px
|player=John-117
|date= 2552#September|September 20, 2552
|place= On the surface of Installation 04, in and around the Control Room (Installation 04)|Control Room
|objective=Get to Halo's Control Room before the Covenant Empire|Covenant
|partime=00:15:00
|parscore=18,000
}}
Assault on the Control Room is the fifth and longest campaign level in ''Halo: Combat Evolved''. It is the first and only level that the player can utilize a Scorpion tank, and the first level the Ghosts and Wraiths are seen in action.
Plot The level follows the John-117|Master Chief on a mission to reach Installation 04|Halo's Control Room (Installation 04)|Control Room. The Covenant are deployed in greater numbers and in a more superior force than previously seen in the game, using Zurdo-pattern Wraith|Wraiths, Karo'etba-pattern Ghost|Ghosts and Type-26 Banshee|Banshees. The majority of the level is set in a snowy, outdoor environment. Although the level seems to be natural, there are networks of tunnels and elevators built by the Forerunners that connect sections of the constructs into the Control Room.
The level is known for its variety and well roundness. It allows the player to use every weapon and vehicle in the game (except the M90 shotgun|shotgun), and is the only level in ''Halo: Combat Evolved'' that allows the Master Chief to use a M808B Main Battle Tank|Scorpion tank. Although the level is famous for its snowy outdoor battles and large bridges, there are also a variety of indoor skirmishes, including standoffs with Sangheili Zealots. There is a mix of vehicle, long-range, and close quarters combat. The player is assisted by a handful of UNSC Marine Corps|Marines after their D77-TC Pelican|Pelican crashes, but the level is mostly a solitary experience.
At the end, the Master Chief reaches the Control Room and Cortana interfaces with the computers. She is horrified to learn that Installation 04|Halo houses the Flood, and Flood containment facility|the weapons cache that Captain (Navy)|Captain Jacob Keyes|Keyes is looking for will lead him straight to the parasite. Cortana elects to stay behind, while the Chief rushes off to find the Captain.
Transcript
File:AotCRIntroCEA.png|thumb|300px|An Unggoy Minor is startled by Echo 419's arrival.
''Fade in to the interior of a large Forerunner dome. Pan down to a long shaft. A single Unggoy Minor paces on an open platform.''
''Close up of the walking Unggoy. Other Unggoy are sleeping nearby. He stops as he hears jets, he sniffs the air, and yelps as a D77-TC Pelican|Pelican rises up from the chasm in front of him, screams and runs towards the door.''
{''Gameplay''}
Carol Rawley|Carol "Foehammer" Rawley (COM): "This is as far as I can go!"
Cortana (COM): "Roger that. We can find our way to the Control Room (Installation 04)|Control Center from here."
Rawley (COM): "Good luck. Foehammer out."
''The Pelican hovers at the edge of the platform, the Chief gets out. He proceeds into a series of circular rooms and begins clearing them of Covenant.''
Cortana: "The Covenant Empire|Covenant presence here is stronger than I anticipated. They seem to have the entire region secured."
''The Chief emerges onto a bridge, where he discovers that it is snowing. On Legendary a Type-26 Ground Support Aircraft|Banshee fighter flies around the area.''
Cortana: "Interesting... the weather patterns here seem natural, not artificial. I wonder if the Installation 04|ring's environment systems are malfunctioning... or if the Forerunner|designers wanted the installation to have inclement weather."
''A Pelican dropship flies over the bridge. The Covenant forces on the bridge (including the Banshee on Legendary) open fire at it.''
Fireteam Zulu Sergeant (COM): "This is Fire Team Zulu requesting immediate assistance from any United Nations Space Command|UNSC forces. Does anyone copy? Over."
Cortana: "I didn't think there were any human forces left on this part of the ring."
Cortana (COM): "Cortana to Fire Team Zulu, I read you. Fire Team Zulu, this is Cortana. Hold position. We're on our way."
Fireteam Zulu Sergeant (COM): "Roger that. Make it quick."
''The Pelican descends to the area below the bridge.''
''A Sangheili Zealot runs out of a door at the opposite side of the bridge and awaits the Chief, supported by a lance of Unggoy. The Chief kills them all and enters another structure and descends to the ground level, where he returns to the canyon. A large number of Covenant have three UNSC Marine Corps|Marines with an overturned M12 Light Reconnaissance Vehicle|Warthog cornered. More dead Marines lie nearby. A Covenant Zurdo-pattern Wraith|Wraith tank fires plasma mortars as Rizsheda-pattern Shade|Shade turrets and Type-32 Rapid Assault Vehicle|Ghost vehicles strafe the Marines.''
Marine #1: "Glad you could join the party, sir!"
''or''
Marine #2: "Master Chief, Sir! Good to see you!"
''The Chief assists and they eliminate all of the enemies in the area''
Marine #1: "They gave it their best shot, but they didn't count on running into the biggest squad of Marine bad-asses in the Corps!"
''or''
Marine #2: "That's all of them. The area's secure."
''The Chief finds a second group of Marines fighting near a M808B Main Battle Tank|Scorpion tank. With his assistance they clear the area.''
Marine #1: "Enemy forces eliminated. The area's secure."
''or''
Fireteam Zulu Sergeant: "That's the last of 'em - area secure. Stand down, team! They did their damnedest, that's for sure. This is all that's left of my platoon! The Covenant are down here in force... and they brought plenty of toys! I wouldn't have given us a snowball's chance until you showed up, Chief."
''The Chief and the Marines advance.''
Marine #3: "Aw, crap. Let's get the hell outta here, man! Somebody call the dropship!"
Fireteam Zulu Sergeant: "You stow that garbage ''right now'', mister. You're a Marine, so act like it, dammit! We've got a job to do here."
''or''
Marine #2: "Shut up! Show some backbone, amigo. We're all in this together!"
Cortana (COM): "Negative, team. No evac available at this time. But the Chief and I could use some assistance."
Fireteam Zulu Sergeant: "Okay, Marines. Time to pay back the Chief for pulling your sorry tails out of the fire. Prepare to move out!"
File:ScorpionControlRoom.png|thumb|300px|John-117 commandeering a Scorpion tank.
''The Chief reaches a second large open area, where one Wraith hovers on the ice and another lurks on top of the cliff at the far end of the canyon. More Ghosts, Shades and Covenant infantry are also present.''
Marine #1: "Enemy mortar tanks sighted at my position... it's gonna be a busy day."
''or''
Marine #2: "Dang, they got armor support! Watch out for those tanks!"
''or''
Marine #3: "Bloody hell! Enemy forces have armor support... It's time to earn our pay."
''or''
Marine #4: "Contact, contact! Covenant mortar tanks are moving in!"
Cortana: "The Covenant placed their tanks to defend the entrance to the tunnel."
''The Chief destroys the first Wraith tank.''
Marine #1: "Looks like that armor wasn't so tough after all! Let's mop up the rest of 'em!"
''The Chief enters the tunnel, killing a pair of Mgalekgolo and comes across a large cavern. More Covenant wait inside, including another Mgalekgolo pair.''
Marine #1: "More Covenant sighted! Man, these guys are like cockroaches!"
''or''
Marine #2: "Contact, more Covenant sighted!"
''or''
Marine #3: "Aw man, more Covenant!"
''or''
Marine #4: "More Covenant!"
''The Chief crosses the cavern and exits into another tunnel, which soon turns into a rocky slope heading upwards.''
''The Chief clears the area of Covenant, including another Wraith and two Mgalekgolo.''
Fireteam Zulu Sergeant: "You monkeys almost look like golden boys!"
Marine: "Damn straight!"
''The Chief comes across two more Mgalekgolo chasing after a squad of Marines, where the path switches back and goes down to a frozen river leading to the cave to the last area of the second chasm.''
Cortana: "I thought the Covenant had eliminated all the Marine forces in this area."
''After the Chief engages and defeats the Mgalekgolo, a Covenant Taaku Xur-pattern Spirit|Spirit appears from behind the cliffs and drops in on the ridge he just descended from.''
Marine #1: ''(whispers)'' Hey, Anybody else hear that? Aw, man... Covenant dropship inbound, take cover!"
''or''
Marine Sergeant: "Look sharp, boys! Covenant dropship inbound, let's move!"
''or''
Marine #4: "Quiet... Anybody hear something? Covenant! Covenant dropship inbound!"
Marine #3: "The Covenant are dropping in behind us! We're trapped!"
''The Chief nears some switchbacks leading up to final area of the second chasm.''
Marine #2: "Master Chief, the Covenant have stationary guns dug up in those rocks!"
''or''
Marine #3: "Whoa, sir! The Covenant are dug up in those rocks! They've got us pinned down here!"
''or''
Marine #4: "Covenant Forces are diggin' in those rocks sir, we can't move."
Cortana: "We need to get up this ridge."
Cortana (COM): "Marines, hold your positions. We'll handle those guns."
Cortana: "Master Chief, we should scale the ridge and get below those stationary guns."
Marine #2: "Roger that. Marines, stay here and cover the Master Chief."
''or''
Marine #3: "I'm in no hurry for a heroic charge on those guns, Cortana. Holding position."
''or''
Marine #4: "Holding position. Everybody, keep your eyes peeled and cover the Master Chief."
''They eliminate all enemies in the area, including a Type-26 Banshee|Banshee fighter and two Karo'etba-pattern Ghost|Ghosts, and approach a door in the cliffs.''
Cortana (COM): "Cortana to Fire Team Zulu. I've sent a distress signal tagged with your current position. Hold your position and await evac. The Master Chief and I are going to continue on ahead."
Marine #1: "That's affirmative! Fire Team Zulu out!"
''or''
Marine #2: "Affirmative! Okay people, evac bird's on the way!"
''or''
Marine #3: "Give 'em hell, sir! Fire Team Zulu out!"
''or''
Marine #4: "Roger, good luck."
''The Chief battles his way through more interior areas and across two more bridges. In the last room, the Chief kills a pair of Mgalekgolo and a mixed group of Unggoy and Kig-Yar and finds another door.''
Cortana: "Resistance appears to be increasing. We must be close to the Control Center."
''The Chief reaches a door to the third chasm. Covenant infantry patrols the rock bridge he is on, and a massive structure can be seen on his left.''
Cortana: "Analyzing. This must be the control room. Subtle. The entrance to the Control Room is at the top of that pyramid structure. Bring me up there and I should be able to get us inside."
''The Chief fights through the bridge and another indoor area before reaching the valley's bottom.''
Cortana: "The entrance to the control room is at the top of the pyramid. Let's get up there. We should commandeer one of those Ghosts, we're going to need the firepower."
''The Chief battles his way up the pyramid and through big doors into a large corridor, where he kills all of the Covenant inside, including a Sangheili Zealot.''
Cortana: "Scanning... Covenant forces in the vicinity have been eliminated. Let's move on to Halo's Control Room."
''The Chief opens the final door.''
File:AnniversaryControlRoom.png|thumb|300px|Installation 04's control room.
Cortana: "This is it. Halo's control center."
''The Master Chief walks through the door and to a control panel at the center of a circular glass walkway projecting into the middle of a massive open chamber. A holographic map of Halo surrounds a smaller holographic map of the system, which shows Basis and Threshold, and Halo itself between them. Also noticeable are the red areas shown on the lands of Halo, possibly indicating where the The Flood|Flood is currently spreading.''
Cortana: "That terminal, try there."
''The Chief unplugs Cortana's chip from his helmet and places her chip in the terminal. A moment later, she appears above the display (In the original, data streams out from her in all directions, her eyes are now red and her body is green, shifting occasionally to blues/purples).''
Master Chief Petty Officer John-117: "You all right?"
Cortana: "Never been better! You can't imagine the wealth of information. The knowledge! So much! So fast! It's glorious!"
John-117: "So, what sort of weapon is it?"
Cortana: "What are you talking about?"
John-117: "Let's stay focused. Halo... how do we use it against the Covenant?"
Cortana: "This ring isn't a cudgel, you barbarian, it's something else... something much more important. The Covenant were right... this ring... it's Forerunner. Give me a second to access... yes, the Forerunner built this place, what they called a "fortress world", in order to... no, that can't be. Oh, those Covenant fools, they must have known, there must have been signs!"
John-117: "Slow down. You're losing me."
Cortana: "The Covenant found something, buried in this ring, something horrible, and now... they're afraid."
John-117: "Something buried? Where?"
Cortana: "The Jacob Keyes|Captain, we've got to stop the Captain!"
John-117: "Keyes? What do we-"
Cortana: "The weapons cache he's looking for. It's not really- We can't let him get inside!"
John-117: "I don't understan-"
Cortana: "There's no time. Get out of here, find Keyes, stop him! Before it's too late!"
''The Chief turns and runs from the Control Room.''
''Level ends.''
Achievements The following achievements can be unlocked on Assault on the Control Room across the Xbox 360 and ''Halo: The Master Chief Collection'' editions of ''Halo: Combat Evolved Anniversary''. The original Xbox and Halo: Combat Evolved (PC port)|PC and Halo: Combat Evolved for Macintosh|Macintosh releases of ''Halo: Combat Evolved'' did not contain achievement unlocks.
{| class="wikitable"
| ! scope"width:135px;text-align:center;" |''Halo: Combat Evolved Anniversary'' (Xbox 360)
! scope"width:135px;text-align:center;" |''Halo: MCC'' (Xbox One, Xbox Series X|S)
! 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:HCEA Achievement Assault on the Control Room.png|center|64px
|File:HTMCC HCEA Achievement AotCR.png|center|114px
|File:HTMCC HCEA Achievement Steam AOTCR.jpg|center|64px
|Assault on the Control Room (achievement)|Assault on the Control Room
|Beat Assault on the Control Room on any difficulty.
|''Halo: Combat Evolved Anniversary'Halo: The Master Chief Collection''
| |File:ACH26.png|center|64px
|File:HTMCC HCEA Achievement WraithHunter.png|center|114px
|File:HTMCC Achievement Wraith Hunter Steam.jpg|center|64px
|Wraith Hunter
|Destroy four Wraith tanks in Assault on the Control Room with the Scorpion tank.
|''Halo: Combat Evolved Anniversary'Halo: The Master Chief Collection''
| |File:ACH27.png|center|64px
|N/A
|N/A
|I'll Be Taking That!
|Pilot a Banshee on the level Assault on the Control Room.
|''Halo: Combat Evolved Anniversary''
| |N/A
|File:HTMCC HCEA Achievement WouldIt'veKilledYouToTakeTheElevator.png|center|114px
|File:HTMCC HCEA Achievement Steam WIHKYTTTE.jpg|center|64px
|Would It've Killed You To Take The Elevator
|Beat the par time on Assault on the Control Room.
|''Halo: The Master Chief Collection''
| |N/A
|File:HTMCC HCEA Achievement VetoStrike.png|center|114px
|File:HTMCC HCEA Achievement Steam VetroStrike.jpg|center|64px
|Vetro Strike
|Beat the par score on Assault on the Control Room.
|''Halo: The Master Chief Collection''
| |N/A
|File:HTMCC HCEA Achievement HitchhikersMayBeEscapingConvicts.png|center|114px
|File:HTMCC HCEA Achievement Steam HHMBEC.jpg|center|64px
|Hitchhikers May Be Escaping Convicts
|Find the Terminal (Halo: Combat Evolved Anniversary)|Terminal on Assault on the Control Room.
|''Halo: The Master Chief Collection''
| |N/A
|File:HTMCC HCEA Achievement SkulltakerFog.png|center|114px
|File:HTMCC HCEA Achievement Steam SkulltakerFog.jpg|center|64px
|Skulltaker Halo: CE: Fog
|Find the Halo: Combat Evolved Anniversary skulls#Fog|Fog Skull on Assault on the Control Room.
|''Halo: The Master Chief Collection''
| |N/A
|File:HTMCC HCEA Achievement SkulltakerMalfunction.png|center|114px
|File:HTMCC HCEA Achievement Steam SkulltakerMalfunction.jpg|center|64px
|Skulltaker Halo: CE: Malfunction
|Find the Halo: Combat Evolved Anniversary skulls#Malfunction|Malfunction Skull on Assault on the Control Room.
|''Halo: The Master Chief Collection''
| |N/A
|File:HTMCC HCEA Achievement MadrigalDebut.png|center|114px
|File:HTMCC Achievement Madrigal Debut Steam.jpg|center|64px
|Madrigal Debut
|Trigger Siege of Madrigal#Halo: Combat Evolved|a hidden music cue in Halo :CE.
|''Halo: The Master Chief Collection''
|}
Production notes
Bungie designer Paul Bertone led the gameplay design of ''Assault on the Control Room''. The level design led to the development of AI NPCs operating vehicles to support vehicle combat. Chris Lee was one of the artists that worked on the environmental design, though the bridges were designed by Bertone and artist Chris Barrett.
A level was supposed to take place between the previous level ''The Silent Cartographer'' and this level, however it was cut. Instead, it was replaced by the cinematic in which ''Echo 419'' enters the tunnel to explain the drastic change in setting from a tropical island to a snowy canyon. In Halo: Combat Evolved Beta 1749|''Halo: Combat Evolved'' Beta 1749, the level was titled "Fortress World".
The snowy canyon terrain and control room design was later revisited in ''Halo (Halo 3 level)|Halo'', the final level of ''Halo 3''. Furthermore, the mission start description is "Assault on the Control Room", referencing the name of this level.
In ''Halo PC'', Cortana does not shift colors during the final cinematic, instead only appearing green. Due to ''Halo: Combat Evolved Anniversary'' being built using the PC version, this error is retained in the game's original graphics mode.
Trivia
At the very beginning of the level, "Press X/E to enter side seat of Pelican" will appear. The player will be placed back on the Pelican as it flies back the way it came and can get off at any time. However, if the player doesn't get out the Pelican, it will crash and the player will die. This is known as the Pelican death glitch|Pelican Death Glitch. By jumping at the right point, it is possible to board Fireteam Zulu's D77-TC Pelican|Pelican. It flies down, drops off the Warthog, then flies along the canyon. It crashes near to but not right on top of the preexisting Pelican wreck. When Fireteam Zulu's Pelican flies by the bridge, the vehicle's shadow is also seen on the lower part of the bridge. In the original Xbox version, it is possible to acquire a Banshee from one of the platforms in the chasm above, shortly after finding the Scorpion. The Banshee can be launched off the platform with explosions from the Scorpion's main gun or a well-placed shot from a rocket launcher. This glitch doesn't work in any later versions. Any Covenant, except for the Mgalekgolo and Banshees, left alive near the Control Room will instantly die when the cutscene is triggered. If the player brings a Banshee into the control room and kill themself and destroy the Banshee by using the Fuel Rod on the Banshee, the player will still move on to the cutscene, and the Banshee will be blue. If player rides a Banshee with full speed before the cutscene is triggered, there's a chance that the player will die when the cutscene begins. The cutscene will still carry on but the player can see that the Master Chief is dead or frozen, due to the Banshee landing on the player, killing them. If the player manages to descend the cliff at the entrance to the first bridge without dying, the script that would normally spawn enemies fails to trigger, and so no enemies spawn in for the rest of the level. This is a common technique used by speedrunners to traverse most of the level unopposed.
The Three dead Grunts :Category:Easter eggs|Easter egg is found on this level. The song, Siege of Madrigal can be found at the end of this level by flying a Banshee on the second bracket above the Control Room. Land the Banshee on the bracket and walk to the right until you reach the edge. After a few seconds the music will play. It can also be found at the beginning if you fly a Banshee down the big shaft and stand on the right spot on the ledges. In ''Anniversary'', the Halo: Combat Evolved Anniversary skulls#Fog skull|Fog skull can be found on a raised platform in the center of the room after crossing the first bridge and taking the elevator to ground floor. The Halo: Combat Evolved Anniversary skulls#Malfunction skull|Malfunction skull can be found in the first underground chasm area, on one of the pipes sticking out and dropping to the chasm's bottom. The Terminal (Halo: Combat Evolved Anniversary)#The Terminals|fifth Terminal in ''Anniversary'' can be found in the hole at the end of the Control Room's giant beam, right under the beam and beside a few Marines' corpses.
Despite its name, the level's in-game description outlines a defensive mission, rather than the lengthy offensive that takes place in the level itself. In ''The Art of Halo'' the level is mistakenly called "Attack on the Two Control Rooms." However, this may have been an early name for the level, or perhaps an accidental combination of the level's name with another level, Two Betrayals. Both share the same map design and are canonically in the same place, a snowy valley, featuring the Control Room (Installation 04)|Control Room. The Pelican wreckage near the second group of marines from Fire Team Zulu uses Echo 419's model and numbers. When crossing the bridge in the cavern in a Scorpion tank the glass can be heard breaking, despite the glass on the bridge being unbreakable. Unggoy sleeping in the level will still say their lines (e.g. "He's unstoppable!") when killed silently by melee. Their cries will not alert the other AI characters of the player's presence. This glitch also happens on other levels.
The first chapter in this level is "I Would Have Been Your Daddy", which is also a line Sergeant Stacker says in ''Halo: Combat Evolved'' and is the name of a skull in ''Halo 2 skulls#I Would Have Been Your Daddy|Halo 2'', ''IWHBYD skull (Halo 3)|Halo 3'' and ''Halo Infinite''. The Control Room is shaped like the ''Marathon'' symbol if observed from a bird's eye view. During the level's ending cutscene, Cortana phases between a pattern of three symbolic colors being green/yellow, blue/crimson, and red/blue. These three color patterns may reference the colors of the three UESC AIs encountered throughout the ''Marathon'' franchise: Durandal, Leela, and Tycho. In ''wikipedia:Forza Horizon 4|Forza Horizon 4'', the Winter Showcase Remix version of ''The Halo Experience Showcase'' is named ''Assault on the Control Room''. Upon entering the cavern with the bridge, off to the right can be found seven dead marines and a single dead Hunter, as well as an ammo cache including rockets, sniper, assault rifle, and pistol rounds.
The "Lost Muse", which was accidentally left out of the Halo: Original Soundtrack, is played on this level in the series of rooms where the player fights a group of Stealth Sangheili and a pair of Mgalekgolo, immediately before the rock bridge overlooking the Control Room. This level features the largest number of Mgalekgolo in a campaign level in ''Halo: Combat Evolved'', a total of 20. As many are encountered in places the player has access to vehicles, they are particularly vulnerable to splatters. The second Marine Sergeant (the one who is part of the Marine squad being chased by Hunters) uses a Marine Sergeant model but with a Marine regular's combat dialogue, the only such instance in ''Halo: Combat Evolved''.
Gallery
File:HCE Menu 05 Assault on the Control Room.png|Preview of the level in ''Halo: Combat Evolved'' menu. File:Power Room.png|The first room of the level. File:Marines on the Battlefield.jpg|Fireteam Zulu securing the area after exiting the Pelican. File:HCE MarineTrio.jpg|A trio of Marines from Fireteam Zulu deployed from the Pelican. File:Valleybattle.JPG|John-117's Warthog charges at Covenant forces. File:Sarge beckon.jpg|Fireteam Zulu's Sergeant spots enemy forces in the valley. File:Scrn_045.jpg|Master Chief fires a rocket at a Banshee.
File:HCEA AssaultOnTheControlRoom Concept.jpg|Concept art for ''Halo: Combat Evolved Anniversary''. File:HCEA AssaultOnTheControlRoom Concept Alt.jpg|An alternate variant of the previous artwork, featuring a Banshee attacking the Warthog. File:HTMCC HCEA Achievement BeforeandAfter.png|Concept art of the level for ''Halo: Combat Evolved Anniversary''. File:AssaultonControlRoom.png|A frontal view of the Control Room.
Sources |
Weapons Usable M6D Personal Defense Weapon System|Pistol MA5B Individual Combat Weapon System|Assault Rifle Sniper Rifle System 99C-S2 Anti-Materiel|Sniper Rifle M19 SSM Rocket Launcher|Rocket Launcher Type-25 Directed Energy Pistol|Plasma Pistol
Type-33 Guided Munitions Launcher|Needler Anskum-pattern plasma grenade|Plasma Grenade M9 High-Explosive Dual-Purpose Grenade|Fragmentation Grenade M41 Light Anti-Aircraft Gun|M41 LAAG Shade Non-usable Type-1 Energy Weapon/Sword|Energy Sword
Vehicles M12 Light Reconnaissance Vehicle|Warthog M808B Main Battle Tank|Scorpion Type-32 Rapid Assault Vehicle|Ghost Type-26 Ground Support Aircraft|Banshee Zurdo-pattern Wraith|Wraith (non-drivable)
D77-TC Pelican|Pelican (non-drivable)
Taaku Xur-pattern Spirit|Spirit (non-drivable)
Early Banshee
Equipment Overshield Health pack|Health Pack Active camouflage|Active Camouflage
General Walkthrough In the beginning of the level, as Foehammer will drop you off by the platform to the entrance of the control room, you will see Grunts running into the pressure doors to call upon their brethren. Now you have two options.
1) Board the Shade Turret and gun everything down (Be careful if a Major Elite shows up; the Shade won't kill him quickly enough).
2) Wait for the door to reopen and chuck a grenade over the oncoming crowds.
The first option is a little bit risky, because if you're playing on higher difficulties, the Grunts will always get on the turrets before you can even get close.
The second option is an immediate tactic that saves a lot of time, although the Elites may survive the blast. Swap a Plasma Pistol for the Assault Rifle for your next encounter. Venture into the short passage, the next room is littered with Grunts, but before that, you will have to take out the Elite. Use a charge shot to disable the Elites shield and gun him down with a pistol headshot. Fairly easy, but the Minor Elite may have spotted you, and he will began throwing a ridiculous amount of plasma grenades at you, lob a grenade at him to disperse the oncoming hoard of Grunts. Journey your way across the room, but don't get near the doors, because a hail of plasma by Jackals and Grunts will put you down. Lob another grenade at them, and proceed onto the bridge. The Bridge is one of the toughest parts in the level; with luck, you will lose only one or two health bars. Melee the Grunts with ease, do it swiftly, because they will wake up later on (thanks to fireteam zulu's Pelican). Swap for the Needler over by the dead bodies. Again, you now have two options.
1) Walk down the second level and blast (or assassinate) the Major Elite. There are also a bunch of sleeping Grunts, so knock them into the canyon.
2) Continue your way across the bridge.
The first tactic would be slow, but would guarantee a safer route throughout your journey.
The second tactic is quick, but will easily lead you into a situation where you find Grunts and Jackals surrounding you. All in all, you should succeed clearing your path with only pistol shots. Now I'll tell you what the Needler is for. Once you are at the end of the bridge, a Zealot with an Energy Sword will come running at you. These are absolute monsters, with grunts on their tails. Back away and fire rapidly at the Elite, stop and you're a dead man. There is an easier way though, throw a grenade to soften up the crowd, and take on the Zealot. Either stick him or use the Noob Combo. Anyway, after a lot of killing, walk into the next room. This room is fairly easy to complete, with a few Stealth Elites and Grunts, take them out with pistol shots and swap for the Assault Rifle and health pack lying on the floor. Take them down to the basement. Now at the basement, you will encounter some sleeping grunts, melee them with ease, and proceed. You will soon find an Elite wandering aimlessly back and forth, melee him in the back or just chuck a grenade at him casually, this will certainly wake everyone up, even if you did the job stealthy, because someone on the other side will probably see you. Gun everyone down nice and clean and proceed into the snowy grounds. The snowy playground is quite a nasty place with Shade Turrets, far ahead; you will see Fireteam Zulu fighting with Jackals and an Elite. The Elite will start running towards the Ghosts parked underneath a small cliff top with a shade turret on it. Use your pistol to gun down the Grunt by your side and the Grunt on the cliff top, and proceed to the Elites. Beware of the Wraith's fire though; they're dead accurate at overturning vehicles. After you put down the Elite, swap for the Sniper Rifle or the Rocket launcher (Either one of them won't matter, you'll probably run out of ammo before you know it, you can swap the two weapons, which isn't recommended). Get onto the Warthog; drive it to the shady areas to pick up the Marines (in order to dodge the Wraith). Dash forward, you don't need to wait for the gunner (if you have one) to put down the aliens. You will eventually run into a crashed Pelican and find a Scorpion that's parked with Marines. Drive the Hog into a position where the gunner can support you, then climb in the tank and kill the Ghosts quickly. Steamroll the surviving Covenant as quickly as possible in order to preserve your Marines. At least keep the sniper alive, as he has a fantastic rate of fire and range, which makes killing infantry much easier. Have the Marines board the Scorpion and drive on.
Again you have two choices:
(1) Take the route on your left or
(2) Kill the Ghosts on your right and proceed through the tunnel.
Both routes lead to the next area, but the first option would lead you into a state where you will be surrounded by Ghosts and Elites. The second option however, would lead you into a confrontation with a Wraith Tank. Anyway, clear the area and you will see a way down to your next destination. You can choose to eliminate the Wraith tank on top of the hills, but careful, a Banshee will come and fire plasma at you. The Scorpion cannon is an instant kill against it, so blast it away. Just keep your head down and go into the tunnel, killing two Hunters. Drive your way through with confidence, you wouldn't encounter any Grunts or Elites on your way but once you reach the end and see two Elites stop right there, you wouldn't want to alarm them of your presence. Wait till they were just a step from each other, and fire a Scorpion shell to finish them off. If you want, bombard the Jackals from long range. Drive your way into the vicinity. Now be careful, because this is always where people lose their health and steps, and their marines. The bridge is littered with Jackals, two Shade turrets could be a small threat on lower difficulties, but you would want to take them out beforehand on Legendary. A funny way of preventing the Grunts on boarding the shade is simply blast the turret into the pit. Now for the Jackals. On lower difficulties, they're just aliens walking with toy guns, but on Heroic or Legendary, they're devastating beasts. Before you get onto the bridge, blast the first group of Jackals. Continue on and you'll see the next pack of them. These guys hold charge bolts and can take down your shield with ease, coupled by a few blasts from the Hunter pair at the end of the bridge. Put them down, and stop at the rear end of the bridge. Open the door and drive on. Around the time that the new section, Rolling Thunder, appears, you should turn and see two Ghosts surrounded by a squad of enemies. Blast them and move to the rocky slope. If the sniper is still with you, he'll kill most of the Covenant there. Regardless, kill them all and move up until you see the Spirit. Stop moving until it leaves, otherwise you'll be surrounded on three sides. Two Ghosts will pop out; blast them. Carefully drive out, machine-gunning Grunts and using the cannon on Elites and Jackals. You can go left or right around the structure. Right is far more open, making it a better option. Blow the Shade turret off its perch before a Grunt gets in. A lance of Covenant will come out of the structure on your left, so drive along that side and surprise them with bullets and cannon shells. A Wraith lies beyond, so destroy it. Two Hunters and a Banshee will attack you once you reach the turn, so kill them. Kill the squads of Grunts and Jackals that appear afterwards, then hit the Shades across the chasm. Carefully drive down to the bottom, and witness five Marines running away from a Hunter pair. Drive past without accidentally splattering your allies, and slaughter the Hunters. Unfortunately, you must now ditch the Scorpion and walk forward. Near the pipes, there are two dead Marines, a rocket launcher, AR and rocket ammo, a health pack, and an Active Camo. Grab the launcher and anything else you want or need. Take the Active Camo last and head through the tunnel. There's a sword-wielding Stealth Elite that shouldn't see you. Curve around him and melee the back of his head. Quickly exit the tunnel and look right. There should be some Grunts and Jackals in a cluster, so grenade them and mop up survivors. Move forward and look up to the wall behind you. There's a Shade turret there, so hit it with a rocket. Now move up the cliff. Kill the Grunts and watch out for Ghosts and a Banshee. Quickly rocket them and move ahead-right. There are a few Elites. Your sniper Marines should rip them apart; otherwise kill them yourself. Return to the ammo caches and restock on rockets and health. Proceed alone into the structure. You must now fight your way through multiple circular rooms, with swarms of enemies. If you find sleeping Grunts, melee them all first to save bullets. There are two bridges in the middle of the sequence. This place is a death trap. The first one has Grunts, Jackals, and two Major Needler Elites that will spam entire clips at you. Hide behind the bumps and cautiously advance. There are also Grunts on the second bridge that you can kill now to save the trouble later. They can be annoying right now if your shields are down. When you come to the second bridge, there will be two Hunters on the first one, so watch out. You'll come upon a Plasma Rifle-wielding Zealot with a few more Elite guards eventually. These guys can be very difficult, so be prepared. You'll fight a Hunter pair and two Stealth Elites near the end of the long battle. There is an Active Camo in the room before the Hunters, so you could casually walk around them, or kill them for fun. When the final section shows up, you can finally fly a Banshee. Rush out onto the bridge and up to the parked Banshee, hopefully before its pilot does. Jump in, destroy or flip the other Banshee (depending on whether you can hit it before its pilot gets in), and fly over to the Control Room. If you do get a Banshee, skip this next paragraph. If both Banshees escape you, quickly run back into the room you came out of before the enemies slaughter you. Recharge your shields and pop out to kill any nearby enemies. Pop back in to recharge shields, then lure the Banshees over for rockets to the face. If you don't have rockets, shoot the Banshees until shields are low, then run back inside. Rinse and repeat. Once they're dead, go to the edge of the bridge and look down. There should be a Wraith there trying to hit you. If you still have rockets left, kill it. Use plasma grenades if it still lives. Move to the other side and kill the Needler Grunts there. Fight through more circular rooms until you reappear on ground level. There should be an Elite wandering around, so assassinate him. Mop up anything that still lives with the Ghost. Don't go near the Control Room base. Head to the pit (where the Terminal is) near the frozen waterfall and find three dead Marines. There should be a sniper rifle and rocket launcher. Take them and carefully climb the beam over your head. Move until you are directly over the Covenant force. There should be two Hunters, so carefully take aim and rocket them. Snipe any Elites you see, then Jackals. Finally, kill the Grunts running around in fear. Scan for any survivors before climbing back down to ground level and casually strolling up to the huge door at the top. Swap out for whatever weapons you want or can find. Open the door to see a swarm of Grunts, a sword-wielding Zealot, and some other Elites. Chuck some grenades before retreating back and killing the Zealot as he follows you. Mop up the Grunts, then kill the Elites way back at the end of the room. There should be nobody left, so open the doors and watch the fancy cutscene.
Easy/Normal Walkthrough (With Easy Way to Obtain the Early Banshee)
Foehammer drops you off. Run to the Shade she drops you beside. Shoot the Elite first, the turret should cut through his shields easily. Kill the Grunts that are on the platform, and beat down any in the halls. Pick up some Plasma Grenades, and move on.
Once you go through the hall, there will be an Elite marching back and forth. It will be almost impossible to assassinate him. Almost. Wait for him to walk next to the door's corner, run up, and whack him. If you do it too fast, he'll spot you. If you do it too slow, you'll find yourself face-to-face with him. So do it carefully. If you've succeeded, carefully creep towards the centre chasm, stay out of sight, and stick the Elite. Before it goes off, shoot as many of the Grunts with your Pistol as you can. If you didn't succeed in quietly killing the first Elite, just do a frontal assault. Once most of them are dead, a group of Jackals will come in. Seeing as you have UNSC weapons, just whack them.
When they're dead, go through the second hall. If you forgot which door you came through and which one you have to go through, check the arrows. On this level, they will point you on your way. Remember, in Two Betrayals, they will point in the opposite direction.
You're on the bridge. Look to your left and right, there should be some sleeping Grunts. Whack them, but stay out of sight. When a Pelican shows up, some Jackals will fire on them. Assassinate them as well. Going back to the door, look down to the lower level. If the Elite has his back turned to you, carefully walk down the ramp and melee him in the back. If not, stick him.
Stay on the lower level, walk through to the end, kill as many sleeping Grunts as you can.Go back up the ramp to the first level, and kill the Jackals. When you reach the end, shoot the Grunt (sometimes two) that occupy the Shade(s) with your Pistol. If you see the tall door opening, it means an Elite Zealot has arrived. The easiest way to kill him is to stick him. If he dodges it (he usually does, as higher-ranking Elites can leap around at physically extraordinary lengths) he will most likely jump off the bridge and die. If you stick him, keep your distance, because he has a powerful Energy Sword. When he's dead, go through the door.
When you enter the room, look to your left. There are some Grunts, and an invisible Elite that you won't see at first. Throw a few frags, they will kill them, and the Elite doesn't have shields. Finish off the survivors. There will be Grunts on platforms that will run back and forth. Crouch-jump onto a container, and then to the platform. Kill the Grunt on it, and walk to the center of the room. Staying on the platform, you will get a good view of the enemies below you and on the other three platforms. For the enemies further away, use your Pistol. For the ones closer to you, use the Assault Rifle. If you killed all of them, jump down, and you'll find a group of dead Marines and supplies nearby. Pick up some ammo, and finish off the enemies you couldn't kill. Go through the next hall, and up a short ramp. To your left will be an elevator lift. Walk onto it and activate the control mechanism.
When you reach the bottom, walk through the door. There will be sleeping Grunts to your left, right, and in front of you. Whack them all to death, and then turn left. There will be more, and kill them in the same way. Walk ahead, hide behind the weird containers. There will be an Elite walking away from you. Run up to him and whack him in the back. Keep going slowly, and there will be a Grunt on patrol, not seeing you. Beat him down, and there will be 2-4 sleeping Grunts on nearby elevations. Kill them all, and sometimes you can beat another one down. Now the room will have a few surviving Grunts, and Jackals. When you're absolutely sure you can't do any more quiet killing, aim at a Grunt (preferably a veteran), and shoot him in the head.
Now everyone knows you're here. Deal with the Jackals first, since they can drain your shields with a single shot. Use your AR either by looking for openings so you can shoot them, or whacking them. When they're dead, shoot down the Grunts, and walk through the door.
Now, you will have Marines with you for the first time this level. Shoot the Grunt in the Shade to your left (it always takes two shots), and take over. Aim the Shade at the other turret on the hill, and shoot at it. This gun is rather inaccurate, but I find I make more hits by aligning the top of the reticules circle with the enemy. When the Grunt dies, the Ghost will most likely turn its attention towards you. It shouldn't be too hard to destroy it with your turret. If there's some infantry that's noticed you, hose them with your turret. Get out, and join the Marines. You have a Wraith to deal with.
Pick up a Sniper Rifle and a Rocket Launcher (this is part of the Early Banshee trick), and see if you could pick off some distant enemies lurking near the sloping ridge before the short overhang. When you're done, jump in the 'Hog. Get some Marines on it, and charge the Wraith. This will be tricky, since some of the ground is ice, and unlike the Wraith, the Warthog does not hover, meaning traction will suck. But doing the best you can, keep the Warthog close to the tank's rear, where your gunner will have an accurate shot, and it can't shoot you. When it's exploded, drive towards the overhang, splatter the two Jackals there, and join the other Marines.
Ditch the Warthog and the tank. Since the machine gun is very inaccurate, it is advised to use it only in three situations:
One, if there's only a Grunt or Jackal alive.
Two, if you or Marines are engaging them in close proximity.
And three, if there are enemy vehicles inbound that would pose a bigger threat. If any of those are the case, let your Marines take care of the infantry, and wait patiently for your next kill.
It is recommended to go down the bend rather than use the cave, since it gives you a better angle to tackle the first (well, technically second) Wraith. Blow up a few Ghosts as well, and shoot the Grunt gunner on the ridge off his turret. Leave your tank and walk up the ridge.
Making sure your Marines cover you so enemies don't annoy you when you're using your Sniper Rifle (which will make you zoom out), look at the platform where the future Pulse Generator is (for those who haven't played Two Betrayals, look back to the bend, and look up) and zoom to 10 (8 for PC). You will see the Banshee's top, which is a blur of magenta. Aim your Sniper Rifle at it, and without adjusting your aim, switch to your Rocket Launcher and fire.
If it impacts on the platform or wall, aim a little higher or lower (depending on where you missed), and try again. If you succeeded, good for you. The Banshee will most likely not fall, but will merely flip. This is all you need to do for now, as it will prevent the Elite from using it. Eliminate the remainder of the enemies, including the Wraith on the hill above the cave, and the Hunters in the cave.
Now, drive your tank to the right of the cave, where you will see a big boulder and a few supplies including active camouflage. Push the tank as close as you can to where the left side of the boulder meets the wall, and jump onto the tank. Crouch-jump onto the steep edge, and then on top of the boulder. Aim towards the second irregular steep edge, and crouch-jump. This may take a few tries, but you will make it up the hill where the remains of the Wraith is. Walk to the center, and you will have a straight and easy shot at the flipped Banshee. Look at it with your Sniper Rifle again, aim at one side of the Banshee, don't move, switch to your Rocket Launcher, and fire.
The Banshee will fall to the inversion of whichever side you hit it at. You can switch either of your weapons for the other ones at the supplies if you want, but it doesn't matter, because you won't need to fire a single round from a weapon for the rest of the level.
Get to the Banshee, and fly it into the cave. Open the door, and fly in. You will be in a big cave filled with enemies, but never fear, for the sky's the limit! (Or the top of the cave, anyway) Feel free to dispose of the enemies any way you want, but I'd recommend taking down those Hunters first, since their weapons can destroy your Banshee with a few direct hits. Interestingly, you can fly the Banshee into the bottom of the cave, and live.
When the enemies are all dead, open the second door, kill the enemies, and go up the giant tunnel. You see the Spirit dropship, but if you fly above it, its turret can't hurt you. Wait for it to dispatch its troops, and kill them easily.
Fly further forward, and straight up. There will be another Banshee on a central platform, in perfect condition. If yours is damaged, you can switch it, but flip it over the edge just in case the Elite that will show up gets any ideas.
Take out the remaining enemies, starting with the Wraith, then the Ghosts, then the Hunters, then the Shades. Keep flying, and kill the enemies on the spiraling path. Fly down, kill the Hunters, and shoot the Shades as well.
Fly your Banshee over the cave rather than go through it, and no enemies will appear. Nor will any for the rest of the level. Fly for the twin bridges, go onto the one closest to where you came from, go through the door, pass a few empty rooms, and walk out onto the bridge. The Banshees will be there, but there will be no enemies. Fly for the pyramid, open a few doors, and you're done!
Legendary Walkthrough Before you start, remember this is Halo's longest level- not just in CE, but in the whole series. Confirm that you have enough time. Do conserve ammo. Never ever shoot the Elites straight forward with the pistol. Three clips is required just to drop a Blue Elite (Minor).
After you finished Silent Cartographer, you'll have a cutscene. After you get off, immediately chuck two grenades at the doors, as two Sangheili|Elites will come charging through, one a Major and the other a Minor. The grenades should extremely weaken the Major so use around half a magazine in a single burst to take it out before its shields can recharge. If you timed the grenades right, the Minor should be dead. If you receive a checkpoint too late after the doors have already begun opening, you might want to restart; this part is easily the hardest section in the whole level.
After the door closes and the Elites have been dealt with, get into the Shade and simply hold down the fire button at the door. Grunts will fall at your onslaught without any resistance. Take heed - be careful not too let a stray Grunt escape for two reasons. First, it will distract your fire, allowing other Grunts to surround you. More importantly, it ''will'' stick you, given the opportunity. By now, after clearing that part, you should have lost about one or two health bars. Proceed through the corridor and clear out the next room(s) by use of surprise/firepower. A hint to ponder: always kill silently until seen - the Sangheili Major|Major Elites can be extremely resilient, taking even a direct rocket in Legendary. Hey though, you wanted it! You might want to keep the Pistol, as it will help kill Grunts easily, and you will want it on the bridge. Ok, once you arrive at the bridge, you should quietly melee the Unggoy|Grunts to death. You ''will'' want to kill the Major Elite on the second level of the bridge. Even if no one sees you, Fireteam Zulu will arrive and wake everyone up. Try to kill the Major Elite, then man the Shade (preferably the one on the left-you get a better angle) and gun the Banshee down. Alternatively, you could use the Assault Rifle to destroy it. By now, you should also face the Jackals. Either use the Plasma Pistol, or get a plasma pistol and repeatedly overcharge it into the Jackals, depleting their shields. Do not charge; in three seconds is all it takes to kill you by a group of Kig-yar|Jackals.
After you clear the bridge (it might take a long while-don't get frustrated!), the door should open and a group of Unggoy|Grunts, Jackals, and a Zealot should charge in. You can do this part of the level two ways, both of which will let you get past. First, simply spam the plasma or fragmentation grenades at the entrance. All the enemies should be eliminated in no time. Alternatively, you could kill the Jackals / Grunts with your Assault Rifle, and then challenge yourself by killing the Zealot with only the Assault Rifle. This is often considered a difficult task, as previous experience from the Truth and Reconciliation has shown. This time, you do not have the overpowered Sniper rifle|Sniper Rifle, complicating your task. Simply dodge or jump and you should emerge victorious. You could take advantage of its AI by simply going far enough. Simply go through the corridor, and you're in the next room. Take out the enemies (Grunts and Jackals). Then, you will see a Zealot with a . Quickly take it out with a combination of the MA5B Individual Combat Weapon System|Assault Rifle and grenades (Plasma Pistols also work in place of the grenades - just use the overcharge to bring down its shield).
The rest of the room, which consists of one or two Elites, should be dealt with easily enough. Proceed to the next room after reloading and stocking up on weapons. After fighting through a couple more rooms filled with Covenant Empire|Covenant, you should emerge onto the outside. First, you should be able to take the Unggoy|Grunt in the Shade with little problem, as he does not know you're there. Then, you can do one of two things:
(1) You can gun down the Type-32 Rapid Assault Vehicle|Ghost from your Shade. However, this causes the possibility that you will get hit by the Zurdo-pattern Wraith|Wraith which is bombarding Fireteam Zulu, or your Marines will all die before you arrive at their position. You do want a Marine gunner to help take out the Zurdo-pattern Wraith|Wraith.
(2) Alternatively, you could run towards the Marines' position and, with cover from the trees, avoid the Wraith while dealing with the Ghost and infantry. This will probably result in a lot of health, normally, so get in the gunner seat of the M12 Force Application Vehicle|Warthog and gun the Ghost down.
(3) Simply grab the rocket and fire at the Wraith, Ghost, and infantry to simply clear the area. You may want to conserve the M19 SSM Rocket Launcher|Rocket Launcher for later, however. If you adore the sniper, go ahead and grab it (while you're at it, snipe the Shade turret on top of the massive rock - it is sort of hard to reach otherwise). Get a gunner and passenger for your Warthog and drive on. A hint on taking down the Zurdo-pattern Wraith|Wraith: be careful of the ice. Once you're on the ice, you will stay in that direction and it may make you skid, making you an easy target. Remain on the ice, circle the Zurdo-pattern Wraith|Wraith, and the gunner will destroy the Wraith with ease.
Video Walkthrough
Category:Halo: Combat Evolved walkthroughs |