text
stringlengths 66
283k
|
---|
Acidalia is a region located in Wikipedia:Acidalia Planitia|Acidalia Planitia on Mars. In 2554, Veronica Dare booked a week at a resort in Acidalia for herself and Edward Buck once he completed his SPARTAN-IV program|Spartan-IV training.Halo: New Blood, ''Chapter 14''
List of appearances
''Halo: New Blood''
Sources
Category:Mars locations |
|class=Harrier-class vessel|Harrier
|role=*Offense Escort
|length=
|width=
|height=
|mass=1.4 million tonnes
|power=
|engine=Reaction drive
|slipspace drive=
|navigation=
|hull=
|shielding=
|armament=
|complement=*Numerous sentinels Numerous weapon-ships
|crew=
|passengers=
|othersystems=
|era=Forerunner-Flood war
|introduced=
|affiliation=*Forerunner Ecumene Created
}}
The ''Acolyte''-class harrier, or fourth-order harrier tactical escort, was a classification of Orders of battle|fourth-order harrier employed by the Forerunners during the Forerunner-Flood war.
Overview
Bearing a spearhead profile similar to that of the much smaller , the ''Acolyte''-class harrier was heavily armed to the point of being capable of taking on larger capital ships with sufficient coordination. The vessel's internal carrier bay was capable of holding sentinels and weapon-ships with both offensive and defensive capabilities.
Usage Seeing service during the Forerunner-Flood war, ''Acolyte''-class harriers' deadly combination of weapons and carrying capacity allowed them to serve alongside the Forerunner Ecumene's most prized space fighter|starfighters, with their weapon systems effectively equal in power.
Gallery
File:HM-ForerunnerShips2.png|An illustration of what appears to be an ''Acolyte''-class harrier (or a very similar vessel) in ''Halo Mythos: A Guide to the Story of Halo''.
List of Appearances
''Halo: Outcasts''
Sources
Category:Forerunner ship classes |
An acoustic dampening field is a technology that can block sounds from the outside within its area of effect. The Hog, the civilian version of the M12 Warthog, features an acoustic dampening field that cancels the road and engine noise entirely inside the vehicle.
The Forerunners possessed a similar technology, an example of which can be found in the Temple of the Abiding Truth in Ontom, Sanghelios. Despite being located in the middle of a city, sounds from the surrounding area are muted once one enters the structure.Halo: Glasslands, ''page 137'' The interior of the complex also features some form of acoustic dampening, with most sound being effectively absorbed by the walls.Halo: The Thursday War, ''page 104''
Sources
Category:Technology |
Acroli is a small Sangheili state on Sanghelios, located about 80 kilometers from the state of Ontom.Halo: The Thursday War, ''page 182'' During the Blooding Years, the state's keeps were mostly in support of Arbiter Thel 'Vadam, with Nes'alun Keep being an exception.Halo: The Thursday War, ''page 222''
Locations in Acroli Nes'alun Keep Lacalu Keep
List of appearances
''Halo: The Thursday War''
Sources
Category:Sanghelios locations Category:Sangheili states |
Action Figure Hands is the eleventh track in ''Halo Wars: Original Soundtrack''.
Overview The track opens with somber, sad strings, synthesizers and piano. Digital effects enter, with the piano briefly fading out before returning in accompaniment. Choirs are added about halfway through, followed closely by a muted percussion part. The piano returns with a stronger melody, with the choir singing in accompaniment. The drumbeat and choirs eventually come to an end, then followed by the piano and digital effects fading out.
Appearances The track plays randomly as a backing track during gameplay on any campaign or Skirmish levels in ''Halo Wars'' set on Harvest and within the interior of Trove, including:
Campaign
''Alpha Base (Halo Wars level)|Alpha Base''
''Relic Approach''
''Relic Interior''
''Repairs''
''Beachhead (Halo Wars level)|Beachhead''
''Reactor (Halo Wars level)|Reactor''
''Escape (Halo Wars level)|Escape''
Skirmish
''Blood Gulch (Halo Wars level)|Blood Gulch''
''Chasms''
''Frozen Valley''
''Labyrinth''
''Repository''
''Terminal Moraine''
''Tundra''
''Barrens (Halo Wars map)|Barrens''
''Memorial Basin''
''Blood River''
''Glacial Ravine'' |
The ''Halo'' line of action figures began in 2003, made by Joyride Studios, who produced the ''Halo: Combat Evolved'' and most ''Halo 2'' lines. In March 2008, the Todd McFarlane Toys|McFarlane company began producing the ''Halo 3'' action figure sets. They continued producing figures for most of the games that followed, including broader series dedicated to the rest of the ''Halo'' universe. In 2010, it was announced that Square Enix's Play Arts Kai brand would also produce ''Halo'' action figures, beginning with ''Halo: Reach''. Several other companies have also produced ''Halo'' figures.
Joyride Studios File:Halo-marines.jpg|thumb|Marine action figures from Joyride, ''Halo: Combat Evolved|Halo: CE'' era.
Joyride Studios|Joyride Studios produced both the ''Halo: Combat Evolved'' and ''Halo 2'' action figures. The Joyride figures were released in more series, but each series had only four-five figures.
Joyride included a serial number on each figure designating when it was created. This date code has four numbers followed by 'SS' stamped or embossed in the cardboard packaging. The first three digits represent the date the product was made, and the fourth digit is the year. For example: 2653SS means the product was manufactured on the 265th day of 2003 (9/23/2003).
Kotobukiya File:Kotobukiya Master Chief figure.jpg|thumb|100px|Master Chief ''Halo 4-era'' figure made by Kotobukiya. Kotobukiya have released several ''Halo 3-era'' figures. They announced a new ''Halo 4'' figure set for November 2014. This figure feature the Master Chief standing in a Forerunner ramp, armed with a BR85HB battle rifle and equipped with two sets of interchangeable arms that let it pose him with weapon at the ready or held over his shoulder with an M9 frag grenade in the other hand.
McFarlane Toys File:Spartans.png|thumb|left|Spartan action figures from McFarlane, ''Halo 3'' era.
McFarlane Toys produced numerous ''Halo'' figures, beginning with ''Halo 3'', and continuing with ''Halo Wars'', ''Halo 3: ODST'', ''Halo 2'' and various other figures from the ''Halo'' universe. They also produced figures from ''Halo: Reach'', with the first series released in September 2010, and ''Halo 4'' in 2012. Halo: Reach figures are on a slightly different scale than the previous Halo 3 figures. Spartan figures are slightly taller, even though they are SPARTAN-III Program|Spartan-IIIs, which are supposed to be smaller than ''Halo 3s Spartan-IIs. Covenant figures, such as Grunts and Elites, are also larger. Regular human figures, such as the Army troopers, are about the same size as the Spartan figures of ''Halo 3'', larger than the ''Halo 3'' humans. ''Halo 4'' figures are of the same scale as the Reach figures, whereas the Didact figure is twice higher than a Spartan figure.
In October 2014, McFarlane released two Master Chief figures, these figures being based on Master Chief's appearance in ''Halo 5: Guardians'' and ''Halo 2''.
On 2015|August 2015, the first series of ''Halo 5: Guardians'' figures were released. In the same year, McFarlane Toys revealed a new statue for ''Halo 5: Guardians'', featuring Master Chief and Spartan Locke.
On 2016, the second and last series of ''Halo 5: Guardians'' figures were released, along with the announcement of the end of the partnership between McFarlane Toys and 343 Industries.
These figures include new features such as Halo Points, which allowed owners to trade the points for other Halo items. However, the program ended on December 1, 2009, and is now unavailable.
They also have considerable differences from the toys produced by Joyride studios; they are considerably smaller, molded in a "6-inch" scale, and have more detailed sculpts, which is McFarlane's hallmark.
Another feature these figures have is that the multiplayer figurines have removable head, shoulder, and chest armor, which allows them to interchange armor and create customizable figures.
Square Enix File:Reach-SE Emile.jpeg|thumb|150px|A figure of Emile-A239, made by Square Enix.
Square Enix produced figures of NOBLE Team from ''Halo: Reach'', in much larger scale, than McFarlane's, with the first set in stores in January 2011, and the second set later in April. Their figures are notable for being highly detailed, while still being articulated. Square Enix continued producing figures, for ''Halos tenth anniversary, ''Halo 4'', ''Halo 2: Anniversary'', and ''Halo 5: Guardians''.
Jada Jada produces a series of die cast vehicles and figurines for ''Halo 4''.
Sideshow Collectibles Sideshow Collectibles' figures are much more expensive than regular figures, but the quality outmatches most of other companies' work. They started by releasing the John-117|Master Chief Premium figure from ''Halo: Combat Evolved Anniversary'', and have announced a ''Halo 4''-era Cortana figure.
ThreeA
ThreeA's figures, while similar to Square Enix's ones, are even taller and more detailed. They are also more expensive. Their first release was Carter-A259 in 2013, and many others have since followed.
Bandai America Bandai America released four Sprukits figures based on three ''Halo 4'' characters with different construction levels. Three figures were Level 2 Sprukits (John-117, Sarah Palmer, and Gabriel Thorne), which were released on August 2014, and the fourth was a Level 3 Master Chief figure, which was released on October 2014.
NECA NECA produced a Master Chief action figure based on his ''Halo 4'' appearance. It has two weapons: an M6H Personal Defense Weapon System|M6H Magnum and an MA5D assault rifle. It was released on June 2014.
Sandboxr In late 2015, 343 Industries partnered with ''Sandboxr'' to produce customizable 3D Spartan printing based on ''Halo 5: Guardians'''s Armor customization (Halo 5: Guardians)|armor permutations.
Sources
Related links
Halo Kubricks|Kubricks Jasman Toys|Halo 3 Replica Guns Wizkids|WizKids
Category:Action figures |
File:Action Replay Amiga500.jpg|200px|thumb|Action Replay cartridge for Amiga 500.
Action Replay is the brand name of a series of devices created by Datel, primarily used for changing the behavior of video games. As of 2006, Action Replay is available for the GameCube, Game Boy Advance, PlayStation 2, Xbox, Nintendo DS Lite, and PlayStation Portable (PSP).
Origin and history Action Replay has its roots in the Commodore 64 home computer. In its trademark red cartridge, the Action Replay was one of the most popular ''turbo cartridges''; that is, cartridges that allowed faster disk and tape operations, allowing for example most of the disk operations to run 10 times faster. Another key point was it that it was also a ''freezer cartridge'', which meant it could stop the current program, save memory contents on tape or disk, and when this file was loaded again (on a C64 which need not have the cartridge installed), the program would continue from the exact same point. This allowed single-load games to be backed up and copied. The cartridge also included a lot of other utilities, like floppy disk file management and disk copying features.
Since then, there have been many revisions of the theme for various systems, but they have all, with some exceptions, retained the same feature found in C64 version, that is, the ability to examine memory locations and — more importantly modify them. The exception to this rule are the Xbox and PlayStation Portable Action Replay devices, which are save game transfer devices, as well as the Action Replay Max Duo for the Gameboy Advance and Nintendo DS (cheats work for Gameboy Advance games, yet only saves are used with Nintendo DS games).
Typical features General:
With the Action Replay, users can obtain objects that are not obtainable during normal gameplay. Example: using the Action Replay to get three of the "Forbidden Four" NES games in ''Animal Crossing''.
Action Replay allows users to have infinite amounts of limited resources, such as lives, time, money, or ammunition.
Action Replay lets users access levels that are not normally available (most of these levels were usually used for beta testing, or were removed from normal gameplay).
Action Replay can activate programmer menus usually named "Debug Menus" that can be accessed with the correct parameter enabled that are normally unavailable to the player. Some functions/features that are usually included can be of great benefit to the player, such as access to Level Warps, Invincibility, various Test modes and unlocking various game features in an instant.
Action Replay can download game saves and etc. if the user has internet access for his game console. (This doesn't apply to the Gamecube.)
Criticisms Datel, the maker of Action Replay, has received several criticisms from the gaming world over its products. One of the most popular complaints is the so-called "planned obsolescence" where codes for a just-released game require the most recent version of the cheat software.
Datel as of now has encrypted the codes on the Action Replay for PS2, GC and GBA; this was meant to stop hackers from translating its codes for use in other cheating devices, but it prevents users from making their own codes for their games. It also prevents the creation of codes using a template. Cheat codes normally involve a memory address, a value, and sometimes a trigger that says when the code is activated (always on, on at the start, on after a certain button press); because of this, for some games it is possible to create a code template, and derive hundreds of codes by modifying the values. For example, in a role-playing game, one can use a code template and a table of values to create a code that will give any character, any piece of equipment in the game. By encrypting the codes, it is not possible to use such a template, and any code must be created and distributed by Datel; because of the sheer number of codes that can be created in this fashion, it is not plausible for Datel to release a list of codes with this versatility. A new Action Replay for the DS, which allows cheat codes (the previous Action Replay only managed game saves), uses unencrypted codes, and will have a trainer toolkit available to the public in the near future that allows users to create their own codes.
Sometimes, the codes for certain first-party games on the GameCube make it impossible to go further into the game with cheats activated (e.g. ''Pikmin'' and ''Star Fox Adventures''). Other times, cheats freeze the game in the first stage (e.g. if cheats are activated at the beginning of ''Super Mario Sunshine'' and ''Metroid Prime'', the game will freeze, and the system will have to be switched off). Also, in ''Pokemon'' games, advanced-generation ones especially, using the "Instant Win" code causes the glitch character "??????" to appear, usually resulting in a corrupted game. Nintendo does not license the Action Replays for its versions. That being said, Datel's website often indicates when a code should not be used.
A common infamous thing the PS2 Action Replay version does is corrupting memory cards, leaving corrupt files on the card that cannot be deleted by the PS2. The Action Replay can, however, fix the memory card by formatting it, but the corrupted data cannot be restored.
Xbox Action Replay The Xbox Action Replay allows regular and modified (modded) games, profiles, and other features to be saved for later use. Saves can also be saved under the community saves for other people to use. The Xbox Action Replay is typically a memory card that stores data and can be stored in the computer's hard drive. The Xbox Action Replay could be considered as "softmodding" depending on its use.
The Action Replay is a common softmodding device people use for fun or for cheating in ''Halo: Combat Evolved'' and its successor, ''Halo 2''. It would typically feature campaign saves that are sometimes modified. Examples of saves for ''Halo: CE'':
Vehicle saves allow John-117|Master Chief or anybody else the player plays as to drive a certain vehicle, sometimes the vehicle is a modded vehicle or an otherwise undrivable vehicle. Examples of vehicles would be the Wraith tank or a Pelican. Note: You cannot get back into a modded or undrivable vehicle once you leave the vehicle. Or in some cases, you cannot exit the wraith tank once you're in it. Some saves allow the player on campaign to play as someone else other than Master Chief. Examples of these would be Unggoy|Grunts, Sangheili|Elites, or Mgalekgolo|Hunters. Note: ALL characteristics of a model apply during game play, like playing as an Elite would have the Covenant Empire|Covenant on your side, but the humans are against you. Regular and modded gametypes. Simply just a regular player profile.
''Halo 2'' is so far the most popular use for the Xbox Action Replay. There are many more features in ''Halo 2'' than in ''Halo: Combat Evolved''. These features range from vehicles to gametypes to many other things that would be found in ''Halo 2'' that are not found in ''Halo: CE''. Examples of saves for ''Halo 2'':
Most of the things mentioned above. Announcement mods. For example: instead of it saying "You killed..." it would instead say "You owned ..." in multiplayer. However, if this is used in matchmaking, you will most likely be banned. The infamous auto reload save. The auto reload save can instantly reload any weapon like the shotgun with a press of the reload button. One drawback of this is you cannot use the Energy Sword. This will also get you banned from matchmaking if you are caught using it.
Many things can be done if one has the Xbox Action Replay.
Category:Modding |
File:H5G-ActionSack.jpg|thumb|500px|Action Sack in ''Halo 5: Guardians''. Action Sack is a playlist featuring unusual and creative game types.
In ''Halo 3'', Action Sack is a social 4v4 playlist that features 3-4 players per team with a max party size of 8. Unlike other playlists it yields no Experience Points|experience points. All DLC maps are required and features many forged maps.
Action Sack made a return in ''Halo: Reach'', even featuring its own Jeff Steitzer/Quotes|announcer line and Insane|gametype, but the playlist was removed in the August 2012 update.
Action Sack returned to ''Halo 4'' in March 11, 2013 playlist update, now called Team Action Sack.
''Halo: The Master Chief Collection'' featured Action Sack with games from ''Halo 2'', ''Halo 3'', and ''Halo 4''.
Action Sack returned to ''Halo 5: Guardians'' on August 26, 2016, now called Community Action Sack.
''Halo 2''
Ninja Assault (1 Bomb Assault) - Bomb Carrier active camo and moves quickly, but is weak. Highest score after four rounds wins. 3 minute round time limit.
2 Flag Shottys (Capture the Flag) - Players spawn with Shotguns, but no energy shields. First team to three flag captures wins. Your flag must be at home in order to score. 12 minute match time limit. Pit of Joy (Team King of the Hill) - Players spawn with Energy Swords and 4 Overshields. Static Hill. First team to 150 (200 for Halo 3) points wins. 10 minute match time limit. Troy (Team Slayer) - Players spawn with Brute Shots.
Midship
''Halo 3''
Slayer|Team Rockets (Team Slayer) - Players spawn with Rocket Launchers. First team to 50 points wins. 10 minute match time limit. Team Fiesta (Team Slayer) - Players spawn with random primary and secondary weapons. Ammo is no longer infinite (as opposed to the FFA version). First team to 50 points wins. 10 minute match time limit. Stab-Out (Team Slayer) - Players spawn with Energy Swords. Highest score after four rounds wins. Players have three lives each. Three minutes per round. Grifball - Players start with Gravity Hammers and Energy Swords and attempt to take the bomb in the middle of the map to the other teams "goal". Five rounds and first to three wins. Pit of Lies (Team King of the Hill) - Team King of the Hill. Players lose one point per second while standing in the hill, but gain two points for killing a player while in the hill. Outside of the hill, players do 0% damage. Inside the hill, players do 200% damage and have 50% damage resistance. Hill moves once every minute. First team to 10 points wins. 10 minute match time limit. Tug of War (Team Slayer) - Players spawn with Battle Rifles. Points are gained by killing opponents, but lost by dying. Bonus points are awarded for killing sprees or eliminations. First team to 25 points wins. 10 minute match time limit. Run for Cover (One-Sided VIP) - Appears on a specialized Sandbox map: Zeus. The VIP team spawns on the ground level with plasma pistols, and cannot damage their opponents. Points are awarded every time the VIP reaches an escort point, but are docked every time the VIP dies. Next VIP is chosen at random. Anti-VIP team spawns on the sky floor with Sniper Rifles and Spartan Lasers, and are attempting to stop the VIP and lower the VIP team's score as much as possible. When the VIPs escorts are nearby, they take on his color (gold) and their move speed increases, lasts for 4 rounds. Team Sumo (Territories) - Players spawn with gravity hammers and are invincible. Teams ride into the single territory on M12 Force Application Vehicle|Warthogs and must knock their opponents out of the ring. Highest score after seven rounds wins. If a player dies, they respawn inside a box that can't be escaped, but players can still watch other players like an audience. Punch-out (Team Slayer)- Teams spawn with Plasma Pistols and must melee the enemy to gain points. Team Stickies (Team Slayer) - Weapons do 0% damage. Only sticks count. Dodgeball (Team Slayer) - Teams spawn with Plasma Pistols and regenerating sticky grenades, and played on a map specific to this gametype, facing each other across a ditch that cannot be passed, if you are dropped in, there is no way out and you are vulnerable. There is 300% gravity and 4 overshields. Players must stick or shoot (which is unnecessary unless you are to overcharge it to drain their shields) other players to gain points, but simply killing other players will end the round, and killing the last man on the other team earns 5 bonus points.
Construct Guardian (map)|Guardian High Ground Last Resort The Pit SWAT Stop - Variant of Pit Stop/The Pit tweaked for SWAT gameplay. Blackout - Required. Part of the Legendary Map Pack. Ghost Town - Required. Part of the Legendary Map Pack. Cold Storage - Required. Available on Xbox Live Marketplace. Assembly - Required. Part of the Mythic Map Pack. Orbital - Required. Part of the Mythic Map Pack. Sandbox - Required. Part of the Mythic Map Pack. Utah Mambo - Asymmetrical Sandbox ground level variant. Sumo Grande! - Symmetrical Sandbox variant in the sky, built for Team Sumo. Zeus - Sandbox variant in the sky and on the ground, built for Run for Cover. Front Line - Symmetrical Foundry variant, built for Dodge Ball. The only map that has a Deployable Covers in Halo 3 Multiplayer.
''Halo: Reach''
Power Slayer - Slayer, players who get kills get temporary power-ups Speedpile - Stockpile, flags cannot be dropped, will be collected immediately, and players are able to use weapons, abilities and vehicles normally while carrying flags Speedflag - Multi-flag CTF, same flag carrying rules as Speedpile HaloBall - Skeeball-type game; hit golf ball to target to score points. Teams are confined to their sides of the court. HaloBall Xtreme - Like HaloBall, but with no barrier preventing players from fighting each other Hockey - Hit or push golf ball to goals. Shotty Snipers - Slayer with Shotguns and Sniper Rifles. Splockets - Slayer with Spartan Lasers and Rocket Launchers. BOOM! Ball - Hot Potato with Grenade Launchers and infinite ammo. Hog Potato - Hot Potato with Warthogs. Shotgun Assault - Neutral Bomb Assault with Shotguns. Dino Blasters - Elite Slayer with Concussion Rifles with infinite clips and jetpacks Rocket CTF - Neutral Flag CTF with Rocket Launchers. To The Death! - Slayer with Energy Swords, no shield recharge.
Arena Zealot Reflection Countdown Sword Base Boardwalk Powerhouse Asylum Uncaged Unanchored Tempest Condemned Hemorrhage Hockey Rink HaloBall Court HaloBall Court X
''Halo 4''
Binary Slayer - Slayer with Z-750 Special Application Sniper Rifle|Binary Rifles, Type-1 Energy Weapon/Sword|Energy Swords, reduced gravity and infinitely usable M805X Forward Acceleration System/Fulcrum Mitigating|Thruster Packs. Team Fiesta - Players receive random heavy weapon and powerup ordnance drops when they spawn, and frequently afterwards. Fiesta Classic - Players receive random heavy weapon loadouts on spawn. Rockets and Rails - Slayer with M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launchers, ARC-920|Railguns and fast-recharging Series 12 Single Operator Lift Apparatus|Jetpacks. (The gametype was temporarily called Rocket Slayer in the first week after the release.)
Lightning CTF - Capture the Flag with instant-kill Z-250 Directed Energy Engagement Weapon|Light Rifles, fast respawning and instant flag return on touching the flag. Flag carriers can use their weapons normally, similar to the ''Halo: Reach'' Speedpile/Speedflag. Mini Slayer - Slayer with Assault Rifle spawns. Players are scaled down in size. This is an "official version" of a popular custom gametype created by modders, and uses player scaling feature that wasn't fully implemented in ''Halo 4''; to prevent most glitches, some of the game features are disabled. (Some glitches remain - for example, players sometimes appear to stretch to their normal dimensions when they die.)
Paintball - Slayer with instant-kill Type-25 Plasma Pistols, reduced jump height, and one life per round. Played on a custom map based on Forge Island. (Created by petetheduck)
Husky Raid - Capture the Flag, players get random weapons when they spawn. Played on Meta Raid, a narrow corridor-like map with limited cover. (Created by The Fated Fire)
Clang of the Hill - King of the Hill with Energy Swords and Thruster Packs. (Created by SNIPE 316)
Medal Madness - Slayer, divided into 1 minute mini-rounds. A random medal type is chosen, the players get appropriate weapons and gear for getting the medal (for example, Snapshot Sniper Rifle and Beam Rifle, Assassination Magnum and Active Camo, Double Kill SWAT settings). Whichever team gets most of the medals of that type within the round gets a point. 5 points to win.
''Halo 5: Guardians''
Battle Golf on Sandtrap Resort Crazy King on Blok Pit Diminishing Kings on Freight Ghost Race on Jungle Rush Ground Pound Arena on Pound Town!!! - Free-For-All where players attempt to win with ground pounds, s, and M6H2s. Husky Raid on Meta Raid - A variation of Capture the Flag Fiesta. Mantis Breakout on Mantis Arena I - A variation of Breakout where players have to use Mantises. Minotaurs 0.4 on Minotaurs - A variation of Infection where Spartans flee from the Infected piloting Mantises. Paintball on Paintball Junkies - A variation of Breakout with instant-kill Type-54D plasma pistols. Rally Hog Race on Alpine Rally Rift Ball on Riff Ball - A variation of Grifball with low gravity settings, plasma grenades, and a closing and opening goal. Tankworld Elimination on Tankworld - A variation of Breakout where players have to use M820 Scorpions. (Created by Home World Hero. Inspired by tank games such as World of Tanks and Warthunder.)
Team Sumo on Mongoose Sumo - Teams compete to knock the enemy off the map with M290 Mongooses.
Sources
Category:Playlists |
|body=
|position=
|moon(s)=1; Apollo
|diameter=
|gravity=
|daylength=
|yearlength=
|atmosphere=
|composition=
|temperature=
|demonym=
|species=Human
|population=
|colonized=2389 while the 2022 edition of the ''Halo Encyclopedia (2022 edition)|Halo Encyclopedia'' lists Actium's colonization in 2389. As the ''Halo Encyclopedia'' is meant to be definitive and the 2389 date moves Actium's colonization to fit in with the first wave of colonization (alongside other Inner Colonies) that ended in 2390, the 2389 date is assumed to be correct.}}
|government=Unified Earth Government
}}
Actium was a planet in the Erem system and a human Inner Colony, administrated by the Unified Earth Government.
Overview
Actium was once a dense jungle world, home to diverse species of flora and fauna. Much of Actium's surface was later reduced to glassing|glass by the Covenant in 2545.
Veronica Dare - Office of Naval Intelligence operative.
History
Actium was founded by the Unified Earth Government in 2389 and colonized as an Inner Colony. Though the colony was comparatively smaller to the colonies in the Sol system|Sol and Epsilon Eridani systems, Actium was still a strong, densely populated core world.
During the Human-Covenant War, Actium was discovered by the Covenant in 2545|May 2545 and the Battle of Actium|ensuing campaign lasted less than a month. The battle|engagement ended in heavy losses among local United Nations Space Command defenses, and the complete destruction of the 53rd Armored Division, resulting in the world's inevitable glassing. Before that happened, however, Actium's defenders managed to inflict heavy casualties on the Covenant.''Heroes Never Die''
Trivia The colony is likely named after Wikipedia:Actium|Actium, a promontory in western Wikipedia:Greece|Greece which was the site of a Wikipedia:Battle of Actium|major battle during the Wikipedia:Final War of the Roman Republic|Final War of the Roman Republic.
List of appearances
''Halo Mythos''
''Halo: Outpost Discovery''
''Halo: Divine Wind''
''Halo: The Rubicon Protocol''
Notes
Sources
Category:Human colonies |
|height=
|mass=
|armament=
|armor=
}}
The Activation Index, often simply referred to as the Index and known as the Sacred Icon by the Covenant, is an object found in every Halo Array|Halo installation's Library. The Activation Index is the key needed to operate the installation's most critical systems, the most notable of which is its main weapon, an energy pulse that will kill all Sentience|sentient life within the ring's effective range. Its secondary purpose is to simultaneously initiate the Conservation Measure, the repopulation process of the worlds sterilized by the Halo's pulse.Halo: Combat Evolved Anniversary - ''Library (feature)|Library'', ''"Activation Index"'' An Index cannot be used to activate any Halo besides the one to which it is assigned.Halo 3, campaign level ''Halo (Halo 3 level)|Halo''
Overview File:CortanaIndex-large.jpg|thumb|250px|left|Cortana producing a Holography|hologram of Installation 04's activation index from her memory banks. The Index is vaguely T-shaped, with a faint green or blue glow emanating from a stripe on each side. The object seems to be merely a digital storage device containing the software or access codes needed to activate the rings, as shown when Cortana extracted the Index's data and stored it within her memory, and when she activated the Installation 08|second Installation 04 with the stored Index.Halo: Combat Evolved, campaign level ''Two Betrayals'' Each Index is stored safely within an Index chamber, a large room that is located at the core of every Library on each Halo installation and guarded by waves of Sentinels.Halo: Combat Evolved, campaign level ''The Library''Halo 2, campaign level ''Quarantine Zone''
According to containment protocols followed by the monitors of each Installation, only a Reclaimer is allowed to retrieve the Index from the Library. Immediately after this, however, the Index will be taken by the monitor for safekeeping to ensure it does not fall in the hands of the Flood in the event the Reclaimer is infected. Once safely in the installation's Control Room, however, the monitor must hand the Index over to the Reclaimer, as monitors are not allowed to activate their Installations by themselves.
When inserted into the Core inside a Halo's Control Room, the Index immediately initiates the charging sequence of the ring's main weapon. The activation process may be aborted by physically removing the Index before the firing; however, doing so sends out a signal which places the entire Array into standby mode, ready for activation from Installation 00|the Ark.Halo 2, campaign level ''The Great Journey'' An AI construct inside the Core is able to prevent the initiation of the ring's firing sequence even if the Index is inserted, as demonstrated when Cortana prevented John-117 from activating Installation 04. While inside the Core, Cortana also had complete control over the Index itself, as she was able to remove the Index's data and store it within her system.
However, it is also possible to insert the Index into the Core without triggering the ring's main weapon and instead use the authorization provided by the Index to manage the Halo's custodial systems.Halo: Escalation, ''Halo: Escalation Issue 10|Issue #10''
John-117 noted in his debriefing of the Battle of Installation 04|Halo event that, if not for Cortana's intervention, he would have accidentally activated the weapon and destroyed all life in the galaxy. Halo's main weapon exists primarily in case the Flood manage to escape containment and spread their infection to other planets. Only one firing of the rings occurred, at the close of the Forerunner-Flood war. Immediately following the activation, the secondary purpose of the Index also came into play, triggering the re-seeding of life on the worlds whose sentient species were indexed in the records of each Installation's Library in addition to the archives on the Ark.
History
File:HCE-RetrievingActivationIndex-screen2.png|thumb|250px|John-117 about to take the index in Alpha Halo's Library. The activation index of Installation 04 was retrieved by John-117 at the guidance of monitor 343 Guilty Spark in accordance with the proper containment protocols after the Flood was released during the Battle of Installation 04 on 2552#September|September 21, 2552. Following protocol to the letter, the monitor led the Spartan through the Library until every security barrier protecting the index could be lifted. Upon reaching the facility's top floor, the Master Chief descended on the Index Chamber's central elevator back to the bottom, where the index lay suspended over the main chasm. John obtained the index from its storage casket but Guilty Spark immediately took custody of the artifact in accordance with protocol. After the two Slipspace translocation|teleported to the Control Room (Installation 04)|control room, the monitor relinquished the index back to the Reclaimer as only he was allowed to reunify the index with the Core. The Master Chief inserted the index to the Core, but Cortana immediately prevented the installation's activation, having been informed of Halo's true purpose. Cortana downloaded the index's data into her systems and it remained in her possession over the coming months. On 2552#December|December 11, 2552, Cortana used the digital index to activate Installation 08|Installation 04's replacement constructed by Installation 00|the Ark.
Cortana still possessed at least fragments of the index by the time of her destruction. In 2560#May|May 2560, the Weapon noted that the framework that she had used to lock down Cortana contained these fragments and, in order to keep them out of the hands of the Banished, the Master Chief allowed her to absorb the framework and the index fragments into herself.
File:H2A-Miranda.jpg|thumb|left|250px|Commander Miranda Keyes reaches out to retrieve the index from its secure casing. During the Battle of Installation 05, Installation 05's activation index quickly became a coveted prize to the UNSC and Covenant forces clashing on the ringworld. The Covenant sought to acquire the index to initiate their "Great Journey" by firing the installation while the UNSC forces operating from the attempted to gain possession of the index to prevent galactic genocide. Both groups racing to the Library, the UNSC reached the Halo's damaged Index Chamber first and Miranda Keyes|Commander Miranda Keyes successfully obtained the index from its container hovering over the Library's central pit. However, Keyes and her escorts were attacked by Arbiter Thel 'Vadamee, who was then quickly betrayed by Tartarus at the Prophet of Truth's behest. Tartarus took the index to the Hierarchs who then enthusiastically announced the recovery of the "Sacred Icon" to the rest of the Covenant amidst the burgeoning Great Schism. Truth entrusted Tartarus with the index once again as he departed for Earth to journey to the Ark, with Tartarus slated to activate Installation 05. In the Control Room (Installation 05)|control room, however, the Chieftain of the Jiralhanae|Jiralhanae Chieftain was confronted by the Arbiter and his newfound human ally, Avery Johnson|Sergeant Major Johnson. Despite being informed of the truth about the Halos, Tartarus forced the captive Commander Keyes to insert the index into the Core, initiating the ring's activation sequence. However, 'Vadamee managed to kill Tartarus before the ring could fire and Keyes rushed to remove the index from the energy stream in the control room's center, halting the installation's firing sequence but priming the rest of the Array for remote activation from the Ark. The current status of the Index following these events remain unknown.''Halo: Official Spartan Field Manual'', ''page 99''
File:Escalation - Chief index.jpg|thumb|250px|In a plan to stop the Ur-Didact, John-117 connects Gamma Halo's Index to the Control Room (Installation 03)|control room's The Core|core. ONI pioneer teams retrieved Installation 03's activation index weeks after the UNSC discovered the ring. It was stored in a laboratory aboard the orbiting Ivanoff Station by 2557#July|July 2557.Halo 4, campaign level ''Composer (level)|Composer'' The index came into the Ur-Didact's possession after he returned to Gamma Halo following his defeat in the New Phoenix Incident. The index fell from the Didact's hands when he was incapacitated and translocated away by 859 Static Carillon and was subsequently obtained by John-117, who took it to the Control Room (Installation 03)|installation's control room not to fire the ring, but to disable the Halo's safety protocols. This allowed Static Carillon to detach the entire plate section of the Halo housing the control room and plunge it on the Composer's Forge in order to vanquish the Didact. Following Carillon's relocation of the installation elsewhere, the Index was apparently recovered from the Forge, and eventually secured by ONI at an undisclosed location.''Halo: Official Spartan Field Manual'', ''page 99''Halo: Escalation, ''Halo: Escalation Issue 10|Issue #10''
Trivia The Index of Installation 04 was considered a Class 9B asset by the UNSC. Cortana's failure to disclose her possession of the index constituted a severe violation of Article 2477-6 of the UNSC Charter for Xenoarcheological Artifact Recovery and Quarantine.Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #9''
The Index resembles common depictions of Wikipedia:Mjolnir|Mjolnir, the hammer of the god Wikipedia:Thor|Thor in Norse mythology and the namesake of the MJOLNIR Powered Assault Armor. In the beginning cutscene of the campaign level ''The Library'', the container holding the Activation Index unlocks, revealing it for two seconds before the animation by what is seen appears to have restarted since the Index seems to disappear as if the container was never even opened. This might have been caused by a scripting error. On the level ''Composer (level)|Composer'' in ''Halo 4'', Installation 03's Index can be seen within a display case in a Mgalekgolo|Hunter-occupied laboratory on ''Ivanoff Station''. The item is accompanied by a Halo 4 audio logs#Activation Index|short researcher log.
Gallery
File:H3-ActivationIndex.png|The Activation Index of Installation 04 in Holography|holographic form. File:HCE-RetrievingActivationIndex-screen1.png|John-117 approaching the Index of Installation 04. File:HCE-HoldingActivationIndex-screen.png|John-117 holding the Activation Index in his hand. File:Chief Index.jpg|John-117 with Alpha Halo's Index in his hand. File:H2_Miranda_Index.jpg|Miranda Keyes inspecting a hologram of an Index. File:Miranda and the Index.png|Miranda Keyes reaches for the Index, in its floating container in the Installation 05's Library. File:Mercy Discussing Index.png|The Prophet of Mercy looking at a holographic projection of the Index. File:Truth with Index.jpg|The Prophet of Truth displays the Index to the Covenant. File:H3-Index and Cortana.jpg|Cortana presenting the Index in holographic form. File:H2ATruth2.png|The Prophet of Truth announces the Index's retrieval to the Covenant in ''Halo 2: Anniversary''. File:H4-ActivationIndex-Closeup-Screen.jpg|The Activation Index of Installation 03 aboard Ivanoff Station. File:H2A - Index - concept art.jpg|Concept art of the index in ''Halo 2: Anniversary''. File:HINF Weapon Fragment.png|Framework also containing fragments of the Activation Index.
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo 2''
''Halo 3''
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Human Weakness''
''Halo: Combat Evolved Anniversary''
''Halo 4''
''Halo: Silentium''
''Halo: Escalation''
''Halo: Broken Circle''
''Halo 2: Anniversary''
''Halo: Hunters in the Dark''
''Halo: Last Light''
''Halo: Official Spartan Field Manual''
''Halo: Outpost Discovery''
''Halo Infinite''
Notes
Sources
Category:Forerunner artifacts Category:Forerunner technology |
File:HCE Camo Sniper.jpg|thumb|250px|A Spartan-II|Spartan using active camouflage.
Active camouflage (often shortened to active camo) is a form of technological camouflage designed to conceal an object from visual detection by rapidly adapting to its surroundings. Both the United Nations Space Command|UNSCHalo: Ghosts of Onyx, ''page 291'' and the Covenant use various forms of active camouflage technology, though the term is most prominently applied to Covenant-developed cloaking equipment.
Technically, active camouflage is not quite invisibility, though it is very similar. Rather, the term encompasses a broad range of technologies that allows a wearer or object to blend in with its terrain by mimicking the environment around it. There are a variety of ways to do this, though the UNSC uses photoreactive panels on its Semi-Powered Infiltration armor and prowler stealth ships for optical camouflage, adapting to the object's background to account for movement. Meanwhile, Covenant active camouflage actually ''bends light'' around the camouflaged object,Halo 4: The Essential Visual Guide, ''page 136'' a task well within the Covenant's Technological Achievement Tiers|tier two technology level. The technology can be utilized on human armor systems, such as the MJOLNIR Powered Assault Armor|MJOLNIR armor, but the UNSC has only developed rough equivalents.Halo: The Fall of Reach
Covenant active camouflage
File:HCE Stealth Elite in AC.png|thumb|200px|A camouflaged Stealth Sangheili aboard ''Cairo Station (station)|Cairo Station''. Covenant active camouflage technology uses a field of energy to bend light around the user, thus making them effectively invisible. The armor used by Special Operations Sangheili|Spec-Ops and Stealth Sangheili, as well as that of Arbiters, Jiralhanae Stalkers and even certain Sangheili Zealots,Halo: Reach, campaign level ''Tip of the Spear'' include built-in active camouflage generators. These built-in generators have a severe drawback in that they divert power from shielding equipment. Troops equipped with permanent active camouflage generators tend to have weaker shielding than those not equipped with an active camouflage generator.
Arbiter Ripa 'Moramee was equipped with an active camouflage generator capable of generating a near-perfect cloaking field indefinitely. Arbiter Thel 'Vadam was also equipped with an active camouflage generator, but the device was capable only of providing a cloak for a few seconds, and although 'Vadam was equipped with personal shielding, his shields were relatively weak for an individual of such high rank, equivalent to those of a Sangheili Minor.
Aircraft or ships can also be equipped with active camouflage systems, including the that has its own active camouflage generators on board for various stealth missions,Halo 3, campaign level ''The Covenant (level)|The Covenant'' and the Klavbrig Workshop Shroud used by the Banished to cloak the advance of their armies.Halo Wars 2 Larger vessels such as Covenant supercarrier|supercarriers, or entire armies, can be effectively hidden from both plain sight and sensors by using external stealth systems such as stealth pylons and Cloaking Generators.
For personnel not equipped with built-in active camouflage, it can be provided by a variety of devices. Typically, the energy used to provide the effect is suspended inside a small, transparent pyramidal container, or a larger spherical force-field. Personnel can use the light-bending energy by coming into physical contact with the container or force-field, which will cause it to break and release its contents. Upon release, the energy envelops the wearer and bends light around their skin; armor or energy shielding, conforming to their form and rendering them almost invisible. After a short period of time, the energy will gradually dissipate and wear off, slowly revealing its user. The active camouflage provided by these devices lasts for ten seconds, and only prevents visual detection; those using active camouflage can be observed by other means, including motion tracking, noise, and environmental disturbances such as footprints on soft terrain.
Covenant active camouflage will easily cloak its user, but its effect does not completely extend to items in the user's possession; human weapons are easily cloaked by active camouflage, but Covenant weapons are visible even with active camo, as the light-bending energy cannot mask the glow of the weapons' plasma. In ''Halo: Combat Evolved'', however, plasma glow is hidden quite well by the cloaking equipment.
Though active camouflage is quite effective from a distance, it can faintly be seen if an observer is close enough to the wearer. However, it is difficult to spot a camouflaged opponent from a distance using a scoped weaponactual physical proximity is required to reliably spot a person using active camo. It should be noted, though, that active camouflage does not mask environmental effects such as footprints, meaning that it is not as effective on soft terrain such as snow.
The shielding provided by Covenant active camo can be disrupted if projectiles pass through it; such a disruption weakens the invisibility effect and temporarily reveals the wearer. The power-up can be disrupted if the wearer fires shots or if the wearer is hit. It also progressively worsens: the longer the wearer fires (or is hit), the more visible they become. Once the disruptions end, however, the wearer quickly regains their invisibility.
Talcum powder and other atmospheric particles can disrupt the systems, causing the technology to overload and fail.Halo: First Strike The device also generates a considerable amount of heat, causing its user to be clearly visible on human thermal goggles and some variations of the SRS99C-S2 AM sniper rifle.Halo: The Flood The humans of Alpha Base (Installation 04)|Alpha Base on Installation 04 used this advantage when their base was infiltrated by stealth Elites, equipping their fireteams with infrared goggles allowing them to easily see the attackers. In addition, SPARTAN-II program|SPARTAN-IIs William-043 and Kelly-087 employed talcum powder in order to overload the camouflage on Reach in order to find them. Atriox was able to detect the use of active camouflage through smell. However, it is possible he was just smelling the users themselves rather than the cloaking field, and was calling them out for its use.
During the Requiem Campaign, active camouflage was used to shield the seven HAVOK tactical nuclear weapons smuggled aboard the from detection by the ship's AI Roland. After Fireteam Crimson took out a Sangheili holding a cloaking remote, Roland realized this tactic. By tracking the energy signature from the cloaking generator, Roland was able to locate the warheads in the Engine Room and direct Crimson where to go to disarm them before they could be used to destroy the ''Infinity''. Unlike conventional active camouflage, this type shielded the warheads from sensors but they could be physically seen by nearby persons without any issue.Spartan Ops, S1/Invasion/Engine of Destruction|S107 ''Invasion'', ''Engine of Destruction'' Later, in the Warrens, the Covenant hooked up active camouflage to their shield generators to prevent the human forces from finding and destroying them. Spartan Jared Miller was eventually able to identify the Sangheili who controlled the active camouflage and after Crimson took him out, the active camouflage dropped, revealing the generators.Spartan Ops, Expendable/Lancer|S108 ''Lancer''
After the death of Gek 'Lhar, his corpse was looted by Fireteam Majestic. Spartan Gabriel Thorne took Gek's active camouflage moduleSpartan Ops, Expendable|S108 ''Expendable'' which he subsequently used during the attempted rescue of Dr. Catherine Halsey.Spartan Ops, S1/Key|S109 ''Key''
UNSC active camouflage File:ONIPRO 01.png|thumb|250px|''ONI PRO-49776'' disengaging its advanced cloaking field, an outlier in UNSC camouflaging technology during the Covenant War. The UNSC has developed several varieties of active-camouflage technology. These do not utilize the same light-bending energy as Covenant active camouflage and are generally less effective. The most common form of human active camouflage technology operates on a different principle than the Covenant counterpart, using photoreactive panels to impersonate the surrounding environment like a chameleon. A device known as the camouflage cloak can hide the wearer's infrared signature, beside serving as a form of camouflage. File:Headhunters Roland camo.jpg|thumb|250px|Roland-B210 with his camouflage activated. The Semi-Powered Infiltration armor used by the SPARTAN-III program|Spartan-IIIs utilizes photo-reactive panels to conceal the wearer's infrared signature and to blend in with the surrounding environment. When combined with their natural talent and training for stealth, it can be a very effective tool. Some Headhunters used a prototype camouflage almost identical to the Covenant version, rendering them almost invisible, except that it only lasted 35 minutes and other systems have their power drained while it recharged. This feature saw very limited use in field tests by Orbital Drop Shock Trooper|ODSTs.Halo: Evolutions - Essential Tales of the Halo Universe, ''Headhunters''
A common human active camouflage device, copied from similar Covenant technology, comes in the form of a "plug" which attaches to a socket located on the lower back of compatible armor. The non-integral nature of the device allows it to be added or removed at will for improved operational flexibility. The device provides a conditionally effective cloak; as long as the user remains still or moves slowly, the camouflage will be highly efficient, providing near-total invisibility for minimal energy loss. However, if the user moves more quickly, the camouflage will only provide rudimentary coverage and drain its energy very rapidly. Firing a weapon will also disrupt the camouflage and reveal the user. Furthermore, external sounds will be highly muffled to the user while this camouflage is in use, and if the user is equipped with motion tracking equipment, the detection capability of the motion tracker will be severely compromised, jamming the display with "ghost" targets.Halo: Reach
Much like the SPI armor, UNSC prowlers use texture buffers or "active camouflage skin" in conjunction with stealth ablative coatings to conceal themselves from view in addition to masking their heat and radar signatures. This camouflage is not perfect, however, and cannot keep up with a constantly changing background such as a gas giant's atmosphere.Halo: Evolutions - Essential Tales of the Halo Universe, "The Impossible Life and the Possible Death of Preston J. Cole", ''page 477'' However, more advanced stealth ships were developed, such as ''ONI PRO-49776'' using a form of cloak "bubble" similar to the light-bending energy fields used by the Covenant. This technology has not been observed in widespread use.Halo Legends, ''The Package (animated short)|The Package''
The MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR Powered Assault Armor [GEN2] system is capable of incorporating Covenant Type-3 active camouflage|T-3 Refraction Dissonance Modifier/Camouflage modules for stealth.
Changes throughout ''Halo''
If the active camo is active during Campaign, the player is completely invisible to the AI enemies unless they fire their weapon. Active camouflage is only usable in Campaign when playing as the Thel 'Vadam|Arbiter in ''Halo 2'', or if the player obtains the Halo 2 skulls#Envy|Envy Skull and restarts Campaign (active camo replaces Master Chief's flashlight). In ''Halo 3'', rather than Active Camouflage, the slightly different Cloaking is available. It is also available as a powerup in five levels during ''Halo: Combat Evolved'': The Truth and Reconciliation, Silent Cartographer, 343 Guilty Spark (level)|343 Guilty Spark, Keyes, and Assault on the Control Room.
An interesting fact about Active Camouflage is that although the player can see the Type-1 energy sword-wielding Active Camo Elites in ''Halo: Combat Evolved'' (due to the sword), the UNSC Marine Corps|Marines cannot see them; this is likely because the developers did not realize that the energy sword showed through the Active Camo, leading them to code the Marines' AI to be oblivious to it. This advantage is removed in ''Halo 2''the Elites now wait, only activating their swords when they're about to kill the player.
In ''Halo 2'', it is noted that the Arbiter's armor, while possessing a built-in active camouflage generator, is not permanent, unlike the more modern generators used by Special Operations Elites. There is a circle on the player's HUD that shows the amount of time left (unfortunately, not shown numerically) for both the usage of the active camouflage and the recharging sequence. The Master Chief can gain this ability with the Envy Skull on Legendary only; however, his screen will lack the meter, forcing you to remember the time allowed for use.
When playing as the Arbiter, using any attack will cause the active camouflage to deactivate, and the player must wait for it to recharge before using it again.Halo 2
In ''Halo 3'', the Active Camo is no longer contained inside a pyramid construct. Instead it appears as a large, glowing sphere with what appears to be containment devices around it, enclosing the powerup in ''Halo 3'' multiplayer; but unlike past Halo games, active camo is ''not'' found in campaign. In campaign, Active Camouflage is replaced by the Cloaking equipment, which functions in the same way as active camouflage once did. Melee attacks, shooting, throwing grenades and using equipment will negate the effect of the power-up. Also, wearing the Armor customization (Halo 3)#Spartan Armor Permutations|Flaming Helmet is an obvious give-away to the opponent because the fire is still visible. By default, the pick-up lasts 30 seconds and doesn't dissipate with movement, unlike in Reach.
The quality of camouflage in custom games may be set to two different settings:
Poor Camo: The player has camouflage that might fool a Unggoy|Grunt.
*The player is still somewhat visible. Good Camo: The player has camouflage that will fool an attentive Sangheili|Elite.
*This makes the player almost invisible, but the light is distorted within the player's shape.
The Active Camo in ''Halo: Reach'' has undergone many major changes. It is now available as an Armor abilities|Armor Ability to both Spartan and Elite players. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. This function can be both beneficial and detrimental to the player; on the one hand, it can make enemies easier to ambush, however, it also informs the enemy team that someone is using Camo nearby. This can backfire on the player by making the enemy team more perceptive to possible ambushes. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.
The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the player is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially (similar to the Poor Camo from Halo 3). The player's movement speed does not affect the rate at which the Armor Ability meter drains. The freedom for the player to control when they activate their camouflage makes it much more effective, as it allows for use in the most opportune situations, instead of restricting the player to activate it on pickup. However, the reduced hearing and radar jamming effects require the player to be more aware of his surroundings than usual, and must also take care not to move too fast.
Enemies in campaign and Firefight will detect the user after a while. As such, it is far less effective than previous iterations.
Active camouflage now makes the user extremely hard to spot due to the enhanced graphics. Distortion also covers more the exact shape of the user, unlike previous iterations.
The Type-3 active camouflage|Type-3 Refraction Dissonance Modifier/Camouflage bends light around a structure, hiding it via advanced pattern realignment. It is similar to the version in ''Halo: Reach'', however the jammer no longer makes false hostile contacts appear on the motion sensor, rather it makes neutral contacts appear and in a much tighter grouping than before, therefore not only preventing the user from using it to trick enemies, but possibly giving away their location. Despite this, it still is an effective tool for hiding outside of cover and ambushing enemies.
Active camouflage is now a powerup that can be picked up in Arena or requisitioned in Warzone. While active the user is invisible to the motion sensors of enemies as long as they are not sprinting. Moving while crouched no longer deteriorates the quality of camouflage, though moving faster would. It now displays a meter on the HUD that shows the remaining duration of the power up, and shortly before it runs out, the player will be notified via a quiet beeping sound.
Shrouds are able to cloak themselves and other units. Let 'Volir is able to cloak units with leader abilities.
Active Camouflage is activated via an animation similarly to ''Halo 5: Guardians'', although it can now be used at will. If the player is killed before they can use it, or while in the process of activating it, they will drop the powerup which can now be picked up by another player. Active camouflage in ''Halo Infinite'' behaves like a hybrid of the active camouflage seen in the original trilogy, and the active camo seen in all the games since ''Halo: Reach''. If the player is simply moving and strafing, the camouflage remains consistent, but if they sprint or fire their weapon, the camo fades out.
Non-canon and dubious canon appearances
Active camouflage is used by Covenant Sangheili. Trivia Changing the graphics card settings on Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC (lowering the quality and effects) makes active camouflage users appear as an easily-seen gray, opaque silhouette. In ''Halo: Combat Evolved'', the flood can still see you if you use active camo. Oddly enough, a group of Major and Minor Grunts in the ''Halo 2'' level Delta Halo used Active Camouflage as they fought alongside a group of Stealth Sangheili|Stealth Elites. Spec Ops Grunts are also seen using this in the level The Arbiter just before entering the gas mine. This suggests that at least some Grunts have this equipment. When used in association with an Overshield, the Active Camo becomes completely useless due to the charges of the overshield washing over the player's body (except in ''Halo: Combat Evolved''). In ''Halo 3'', the same effect occurs when Active Camouflage and Overshields are both working. The active camouflage has no effect on the flames on the Bungie Armor, allowing enemies to more easily locate the user of the chest piece. With the Halo 2 skulls#Envy|Envy skull on in ''Halo 2'', the John-117|Master Chief's flashlight will be replaced with active camouflage. This can also be combined with a glitch which allows you to reload from a checkpoint, after saving and quitting, and turning off your console, with infinite active camouflage. This makes the Campaign on ''Halo 2'' considerably easier, even on Legendary difficulty. In any Halo game, when you have active camouflage on and you get in a vehicle, the camouflage stays on and appears as if there was a ghost driving it or that it was driving itself (works particularly well with the Warthog LAAG). It works with any vehicle which exposes the occupants to view. In ''Halo 2'' for Windows Vista, when playing on Threshold, your comrades are not picked up by radar when camouflaged. The lights on a Gravity hammer (fiction)|gravity hammer can be seen clearly when camouflaged. It is not recommended to have a Gravity Hammer either as your primary weapon or secondary weapon when using active camo, as the lights make you an easy target for experienced snipers. In ''Halo 3'', go in Monitor mode and find an Active Camouflage. Go inside it. After about 1020 seconds, the Active Camo will stop making its shimmering noise and you'll hear a brief whispering sound (like a sigh or breath), and then it will continue its shimmering noise. Strangely, the active camo module in the ''Halo: Reach'' Halo: Reach Multiplayer Beta|Beta had "UNSC" printed on it, even when being used by Elites, though this is likely because it was a placeholder file. The Overshield as well as Active camouflage were requested by Hardy LeBel as a feature for Halo: CE's multiplayer. The team working on the campaign saw that they were and added them too.
Gallery
File:HaloCE-ActiveCamouflage.jpg|A Stealth Elite using active camouflage in ''Halo: Combat Evolved''. File:HCE_Campaign_ActiveCamo_Pickup.jpg|Active Camo in ''Halo: Combat Evolved'' campaign. File:HCE_MP_ActiveCamo_Pickup.png|Active Camo in ''Halo: Combat Evolved'' multiplayer. File:HCEPC ActiveCamoflage.png|Active camouflage on ''Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC''. File:H2 Active Camouflage.png|The Active Camouflage in ''Halo 2''. File:H3_ActiveCamo.jpg|The Active Camouflage in ''Halo 3''. File:H3_Bungie_Camo.jpg|Bungie Armor and Active Camouflage in ''Halo 3''. File:HReach Active Camouflage.jpg|The Active Camouflage powerup in ''Halo: Reach''. File:HR SpecOpsElites.jpg|Multiple SpecOps Sangheili using active camouflage, with one also possessing Overshield. File:H4 ActiveCamo_Spartan.jpg|Active Camouflage in use in ''Halo 4''. File:H2A-ActiveCamo.png|Active camouflage in ''Halo 2: Anniversary'' multiplayer. File:H2A-CloakedSpartan.png|A Spartan using active camouflage in ''Halo 2: Anniversary'' multiplayer. File:REQ Card - Active Camo I.png|REQ card for Active Camouflage in Halo 5: Guardians. File:Activecamo2.png|REQ Card for Active Camouflage II. File:Activecamo3.png|REQ Card for Active Camouflage III. File:H5G-Camo.png|A Spartan-IV using active camouflage in ''Halo 5: Guardians''. File:HINF ActiveCamouflage Icon.png|HUD icon for the active camouflage in ''Halo Infinite''. File:HINF-CamoOrko.png|Okro 'Vagaduun using active camo in ''Halo Infinite''. File:HINF-Deadlockcamo.jpg|A Spartan-IV carrying an active camo module in ''Halo Infinite''. File:HINF-Camo1.png|A Spartan-IV activating an active camo module in ''Halo Infinite''. File:HINF-CamodSpartan.png|A Spartan-IV with active camo in ''Halo Infinite''. File:HTV-Contact-ActiveCamomodule.jpg|A Sangheili with an active camo module in ''Halo: The Television Series''. File:HTV-Contact-ActiveCamo.jpg|The same Sangheili activating the active camo.
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo: First Strike''
''Halo 2''
''Halo: Ghosts of Onyx''
''Halo 3''
''Halo Wars''
''Halo 3: ODST''
''Halo Legends''
*''The Package (animated short)|The Package''
''Halo Evolutions - Essential Tales of the Halo Universe''
*''Headhunters (short story)|Headhunters''
*''The Impossible Life and the Possible Death of Preston J. Cole''
''Halo: Reach''
''Halo: Combat Evolved Anniversary''
''Halo 4: Forward Unto Dawn''
''Halo 4''
*''Spartan Ops''
''Halo: Spartan Assault''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Halo: New Blood''
''Halo: Last Light''
''Halo 5: Guardians''
''Halo: Fractures''
*''Oasis''
''Halo: Smoke and Shadow''
''Halo: Tales from Slipspace
*''Hunting Party''
''Halo Wars 2''
''Halo: Envoy''
''Halo: Collateral Damage''
''Halo: Official Spartan Field Manual''
''Halo: Shadows of Reach''
''Halo: Divine Wind''
''Halo Infinite''
''Halo: The Television Series''
*''Contact''
''Halo: The Rubicon Protocol''
''Halo: Outcasts''
Sources
Category:Camouflage Category:Armor abilities Category:Power ups |
File:HINF Banished Automated Turret Side.png|300px|thumb|Automated sentries such as the Banished automated turret utilise actuator plugs for their routine operation. An actuator plug is an artificial intelligence-adjacent technology used by the Covenant and its various Covenant remnants|remnants, including the Banished. Due to the Covenant's Covenant religion|religious doctrines, the empire restricted the use of Smart AI|volitional intelligences, and thus was unable to wield their power to the same extent as the United Nations Space Command. Actuator plugs serve to fill this void in the Covenant's industrial capacity, serving as semi-intelligent systems used to automate high-level tasks such as operating vehicle systems and heavy machinery.
Equipment known to make use of actuator plugs include the , , and Banished automated turret. The is fitted with twin medium plasma cannons, automatically operated by "dummy modules" - which are likely an alternate method of referring to actuator plugs.
Humanity have developed their own actuator plug technology. The RANGER-class Mjolnir armour set makes use of the 7P-LCF actuator plugs in its chest plate for managing the suit's energy shielding.
Sources
Category:Artificial intelligence Category:Covenant A.I. |
|series =
|type = Surface-to-surface rocket launcher
|cost =
|variant =
|service = Post-Covenant War conflicts
|length =
|width =
|height =
|weight =
|ammotype = M29 rocket|M29 50x137mm high explosive, multi-purpose (HEMP)
|capacity =
|feed = 2-rocket magazine
|operation =
|rate = 63 RPM (1 rocket / 0.95 sec)
|velocity = 42.67 m/s (140.0 ft/s; 95.45 mph)
|optics = 2x Smart-linking|smart-link magnification
|range = Long to very long
}}
}}
Ad Victoriam is a specialised variant of the M57 Pilum shoulder-fired heavy weapon used by the United Nations Space Command.
Overview
Ad Victoriam is an improved M57 that fires three laser-guided M29 rocket|M29 50x130mm rockets in a "V" formation, all equipped with an airburst proximity fuse. The operator can use smart scope in order to guide the missiles with the reticle, and doing so will fire the missiles in a cluster rather than a "V" formation.
Outwardly, the Ad Victoriam retains the standard M57 Pilum's chassis and mostly keeps its original paintjob but adds olive green and red stripes, along with a olive green falcon emblem in the middle part of the weapon on each side. The UNSC logos have also been moved closer to the front of the weapon.
Gameplay
Ad Victoriam is a Rare Power Weapon REQ worth when sold. The M57 Pilum is featured as a usable weapon called the "Rocket Launcher", in ''Halo 5: Guardians''. It is a power weapon, which fires slow-moving rockets that deal an incredible amount of damage upon detonation, with a wide area of effect. The Rocket Launcher is one of the most powerful weapons in the game, and to compensate, it has a small magazine size, slow reload speed and ammo is generally very rare.
Gallery
File:REQ card - Ad Victoriam.jpg|Ad Victoriam REQ card. File:H5G-AdVictoriamHUD.png|First-person view of the Ad Victoriam. File:H5G-AdVictoriam.png|A Centurion-clad Spartan-IV with the Ad Victoriam. File:H5G-AdVictoriammissiles.png|The triple missiles launched from the Ad Victoriam.
List of appearances
''Halo 5: Guardians''
Sources
Category:Rocket launchers |
Adalbert was a Unified Earth Government artificial intelligence construct active in 2556. On July 12 of that year, Adalbert worked alongside Melody Azikiwe to translate recorded conversations found within the black-box of the Covenant , ''Undiminished Entelechy''. The black-box was recovered by Fireteam Apollo as part of Operation: SHELL GAME.Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #3''
Trivia Wikipedia:Adalbert|"Adalbert" is a given name of Germanic origin, meaning "noble bright" or "noble shining." The most notable person to have this name was Wikipedia:Adalbert of Prague|St. Adalbert of Prague.
Sources
Category:Human AI Category:AI characters |
File:Adam Baldwin.jpg|thumb|Adam Baldwin Adam Baldwin (born February 27, 1962) is an United States|American actor who is well-known in both film and television. He is particularly famous for his role as Animal Mother in ''Full Metal Jacket, ''and is famous for his TV roles as Jayne Cobb on the science fiction/western television series, ''Wikipedia:Firefly (TV series)|Firefly'' and John Casey in the TV series ''Wikipedia:Chuck (TV series)|Chuck''. Baldwin voiced a UNSC Marine Corps|UNSC Marine in ''Halo 3'' Halo 3, ''Halo (Halo 3 level)|Credits''. He also voices Taylor H. Miles|Corporal Taylor H. "Dutch" Miles in ''Halo 3: ODST''.''Halo 3: ODST credits''
Sources
Category:Voice cast|Baldwin, Adam |
|gender=Male
|height=
|mass=
|hair=
|eyes=
|affiliation=UNSC Navy
|rank-titleSenior Engineer
|sn=
|notable=
}}
Senior Engineer Adam Crokett was the naval architect responsible for the refit that the , , underwent in 2552#August|August of 2552 for Operation: RED FLAG.''Halo: Warfleet'', ''page 25'' This refit was carried out at the Inner Colony of Reach just before it Fall of Reach|fell.Halo: The Fall of Reach, page 238
Production notes Adam is based off of the Bungie employee of the same name, who modeled the ''Pillar of Autumn'' for ''Halo: Combat Evolved''. The character was first mentioned in ''Halo: Warfleet''.
Sources
Category:Human characters|Crokett, Adam Category:Shipwrights and naval architects|Crokett, Adam |
|causeofdeath=
|parents=
|siblings=
|spouses=
|children=
|species=Human
|gender=Male
|height=
|mass=
|hair=
|eyes=
|affiliation=*Unified Earth Government
*Diplomatic Corps
|rank-titleSecretary
|sn=
|notable=
}}
Adam Hsein was a secretary in the Diplomatic Corps of the Unified Earth Government
Biography
While assigned to pacify refugee riots in Valles Marineris on Mars with Melody Azikiwe, Jens Forsburg, and Victoria Weaver, Adam had bottles thrown at him by rioters near the Tenderloin District.
At the onset of the Carrow Conflict, Adam, Melody, Jens, and Victoria were stationed aboard the Unwavering Discipline while a civil war broke out between the forces of Rojka 'Kasaan and Thars 'Sarov. When it became apparent that Rojka's forces were on the brink of defeat, Melody ordered her staff to commander a Ren and use it to evacuate from the ship and reach the safety of Gila Station. However, the ship never reached its destination, and all three of the occupants were presumed to be killed.
List of appearances
''Halo: Envoy''
Sources |
Adam was a civilian who lived in Pirth City on the planet Arcadia. During the Covenant Empire|Covenant battle of Arcadia|invasion of Arcadia in 2531, he was hiding in a building and his mother was looking for him.
During the battle, Adam was reunited with his family when he was escorted by some United Nations Space Command|UNSC forces to one of the Banta-class colony ship|evacuation vessels leaving the planet.
Trivia He is a character in ''Halo Wars''. Adam can be found in the arcadia City|fourth level of the game. To rescue Adam and get The Real Winner achievement, the player must release the subway doors by simply clicking on the building control panel and selecting the release option (at least one player unit must be by the doors). The player must then escort Adam to Evacuation Ship Two. He will die at once if he gets hit or shot by any enemy. This means the player must escort him carefully if the achievement is to be unlocked.Halo Wars: Official Strategy Guide
List of appearances
''Halo Wars''
Sources
Category:Human civilians Category:Human characters |
Adam-B004 was a SPARTAN-III program|SPARTAN-III supersoldier. He was a member of SPARTAN-III Beta Company's Team Foxtrot along with Tom-B292, Lucy-B091 and Min-B174.
Biography
Likely orphaned by the Covenant when they Glassing|glassed his homeworld and killed his parents, Adam was selected as a candidate for the Spartan-III program's SPARTAN-III Beta Company|Beta Company, initiated around 2539. He volunteered for the SPARTAN-III program to find his revenge on the Covenant who murdered his family, and was trained by then-Lieutenant Kurt Ambrose, a former SPARTAN-II program|SPARTAN-II, and Chief Petty Officer Franklin Mendez|Mendez for roughly six years. Adam, along with Tom-B292, Lucy-B091 and Min-B174, became Team Foxtrot, one of the organized Spartan-III fireteams. Halo: Ghosts of Onyx, ''page 15''
On July 3, 2545, Beta Company was sent to destroy a Covenant refinery on Pegasi Delta. As the Spartans faced superior enemy forces, they were wiped out, but Fireteam Foxtrot managed to reach the inside of the refinery. There Adam was wounded when he was shot with Type-33 Guided Munitions Launcher|Needler rounds in the back from several Sangheili|Elites. The Elites' rounds penetrated his Semi-Powered Infiltration armor|SPI armor and punctured his spine, immobilizing him from the waist down.Halo: Ghosts of Onyx, ''page 23'' Adam remained to hold off the approaching forces and delay them so his teammates could accomplish the mission.
He was most likely killed or severely wounded by the overwhelming enemy forces, and was confirmed to be dead when the refinery was destroyed.
List of appearances
''Halo: Ghosts of Onyx''
Notes
Sources
Category:Human characters Category:Spartan-IIIs |
Adam may refer to the following:
Adam-B004 - A SPARTAN-III Program|SPARTAN-III in SPARTAN-III Beta Company|Beta Company. Adam (civilian)|Adam - A character in ''Halo Wars''. Adam Virag - Sword Base Head of Security in 2552.
Adam Baldwin - A voice actor in ''Halo 3'' and ''Halo 3: ODST''. |
Adams was an Orbital Drop Shock Trooper of the UNSC Marine Corps stationed on UNSC Midsummer Night|UNSC ''Midsummer Night''. He was present at the Battle of Metisette, and was the one who found the Shiva-class nuclear missile|SHIVA Nuclear Warhead in the SOEIV pod.Halo: The Cole Protocol, ''page 315'' Adams and Mutuku then helped SPARTAN-II program|Spartan Jai-006 deliver the warhead to the Covenant sensor station on Metisette.
List of appearances
''Halo: The Cole Protocol''
Sources
Category:Orbital Drop Shock Troopers Category:Human characters |
|population=
|colonized=
|government=}}
Adelaide is a human Human colonies|colony planet|world.
History
Within 72 hours after 2558#October|October 17, 2558, a Guardian Custode Guardian emergences|awoke under the planet's surface. The awakening caused massive damage to a dense city on the planet and enemy resistance was detected in the area afterward. The event happened within the same window of time to similar events on Conrad's Point, Ursa IV, Queen Anne VI, and Oban.
List of appearances
''Halo 5: Guardians''
Sources
Category:Human colonies |
Aden Langereis was a human who listened to Benjamin Giraud's Hunt the Truth audio journal in 2558. After Giraud's entries suggested there were dark secrets being withheld about the John-117|Master Chief, Langereis mailed Giraud an audio email where he gave his support for the journalist's efforts. He claimed that Giraud had gotten him curious about the matter despite the Chief's reputation, and urged him to continue the audio journal and stay safe while doing so.Hunt the Truth, ''Episode 006''
List of appearances
''Hunt the Truth''
Sources
Category:Human civilians Category:Human characters |
Adequate-Observer, later renamed Defender-of-the-Storm by his ancilla, was a Forerunner Warrior-Servant Manipular who served aboard a far-flung gas mining outpost, Seclusion Spiral, during the final years of the Forerunner-Flood war.Halo: Fractures, "Defender of the Storm"
Biography Adequate was a low-ranking Warrior-Servant who had neither been sent to battle nor distinguished himself much to his superiors. He was assigned to Seclusion Spiral, a remote station within the atmosphere of the gas giant Seclusion on the edges of the ecumene|Forerunner ecumene.
Adequate had been posted aboard Seclusion Spiral for fifteen years, and he wanted nothing more than to get off the station and join the battle against the Flood. However, each year a ship had come to offload exotic particles collected by the station and rotate the Warrior-Servant guard, and each year Adequate was never given an order to leave.
Shortly after, the Flood attacked the station, unknowingly brought aboard inside packs of microorganisms meant for breaking down Forerunner waste products. Adequate rushed into the passages of one of the outer vanes against orders, attempting to save one of the other Warrior-Servants, Sprightly-Runner. The station's Blast door|emergency bulkheads closed behind him, forcing Adequate to cut through the particle collection system in order to return to the central hub. Along the way, he discovered both Unidentified avian species|an avian creature living in the clouds of Seclusion, and also that the station had not actually collected anything for over ten years. Following this revelation, Adequate formulated the theory that the crew's purpose was to act as a decoy to attract the Flood to the station; the Forerunners aboard would sacrifice it to keep the Flood from taking the planet and gaining access to biomass that could better survive harsh conditions.
Resigned to his apparently-predetermined fate, Adequate-Observer scuttled the station, which plunged deep into the atmosphere of the planet. The station deployed thrusters to keep the hub within a fairly habitable zone, and Adequate discovered a large group of the same avian creatures living outside. Pleased with the effort and sacrifice Adequate-Observer had gone through to protect the planet's inhabitants, his ancilla granted him a new name: Defender-of-the-Storm.
Though the hub was capable of collecting enough energy and reaction mass to keep the thrusters firing indefinitely, it is probable that everything on the planet was killed when the Halo Array Great Purification|fired at the end of the Forerunner-Flood war.
Description and personality Adequate-Observer was a quiet individual, and rarely spoke with anyone other than his Forerunner personal armor|armor's ancilla. He took the tedium of his duties, as well as the insults of the station's occupants with wry and sarcastic humor. Adequate accepted that he was not very observant, considering his name of ''Adequate''-Observer to be an accurate appellation. Despite this, however, he did originally spot the mysterious creatures in the storm outside Seclusion Spiral that not even his ancilla could detect with any accuracy.
After the Flood found and attacked the station, Adequate proved to be a brave individual, willing to rush into battle with the parasite even as it effortlessly consumed his colleagues. As the outer vanes of the station were lost, Adequate chose to sacrifice himself to eject the infected sections of station, which would cause the central hub to fall deeper into the atmosphere of the planet.
List of appearances
''Halo: Fractures''
*''Defender of the Storm''
Sources
Category:Forerunner characters Category:Warrior-Servants |
Ader Haddak is a human civilian living on Sedra, and works as part of the Sedra Emergency Response Unit 54.
Biography On 2556#February|February 7th, 2556, a Terrorist attack on Sedra City|terror attack was launched on Sedra City, in which Element 120.V was dispersed to the city's populace. In the aftermath of the attack, Haddak was a part of the city's emergency response, and was deployed to begin routing civilians to Contamination Reduction Zone Guia. Haddak would come across Rowan Daoud attempting to find his daughters in the Saidia Elementary school, and attempt to take Daoud to Guia as to prevent further spread of the agent. Haddak would, at Daoud's request, request officers to clear the school and make sure Daoud's daughters were safe, but was ultimately forced to take Daoud into custody and bring him back to Guia by force.''Halo: Nightfall: ONI: Compliance''
At 1600 hours on the same day, Haddak would tape a recording detailing his overview of the events of the day, lamenting that the emergency response to the attack was unorganized and chaotic. Later on at an unknown time, Haddak would give his findings to Noah Caloes, an ONI agent.''Halo: Nightfall: ONI: Unit 54''
List of appearances
''Halo: Nightfall''
*''Halo: Nightfall: ONI: Unit 54''
*''Halo: Nightfall: Exposure''
*''Halo: Nightfall: ONI: Compliance''
Sources
Category:Human civilians Category:Human characters |
|length =
|width =
|engine =Repulsor engines
|slipspace drive =Yes
|poweroutput =
|shield gen =
|hull =Nanolaminate hull plating
|armament =
|complement =
|fleet =
|captains =
|crew =*Several Jiralhanae Several Kig-Yar Several Unggoy
|firstsight =
|destroyed =
|battles =
|affiliation =Covenant fleet
}}
''Adherent'' was a Covenant corvette. At some point, it was stolen by a crew of Jiralhanae, Kig-Yar, and Unggoy. Those who took the ship were hunted down in the wake of the Great Schism by the Silent Shadow, led by Resa 'Azavayl. While the ship was adrift near an uncharted void, the Special Operations Sangheili slaughtered those aboard.''Halo: Tales from Slipspace'', ''Hunting Party''
List of appearances
''Halo: Tales from Slipspace''
*''Hunting Party''
Sources
Category:Corvettes Category:Covenant ships |
Adjudicate The Arbiter is an Achievement in ''Halo Wars'' and ''Halo Wars: Definitive Edition'' that is unlocked when the player completes the campaign on the Heroic difficulty.
It is worth 30 Gamerscore in both games.
Trivia The achievement seems to be a judge's gavel hitting the Ripa 'Moramee|Arbiter's head. To adjudicate means to judge, or come to a verdict, hence the presence of the gavel. An arbiter (or arbitrator), adjudicator, and judge all serve similar roles.
Sources |
Adjunct Field Officer 311-112b was an Office of Naval Intelligence operative stationed at the United Nations Space Command|UNSC headquarters on the planet Reach. As per the WINTER CONTINGENCY Declaration Supplemental Orders, the individual was required to redact all XNAV and UNSC Astronavigation|ASTRONAV data on the planet after the declaration of WINTER CONTINGENCY (protocol)|WINTER CONTINGENCY.Halo: The Fall of Reach (2010), ''Bonus Content''
List of appearances
''Halo: The Fall of Reach''
*''Halo: The Fall of Reach#2010 bonus content|Adjunct''
Sources
Category:Human characters Category:Office of Naval Intelligence personnel |
Adjutant Reflex, username on Bungie.net and halo.bungie.org AdjutantReflex, was a Facilitator-class ancilla|Facilitator-class Forerunner ancilla, whose operation was facilitation of Array requirements. (account removed)
Biography
On June 11, 2007 on Bungie.net, Adjutant Reflex appeared on the forums as an enigmatic character with the security role "CompoundIntelligence", who created its first forum entitled System Integrity Confirmed with its first post being as so:
Adjutant admitted to hacking into the Bungie servers, although it said that it had no hostile intentions, and then proceeded to answer a few queries that was directed towards it. The entity called itself a "facilitator" who facilitated "Array requirements" which were "in flux".
When queried to the current date Adjutant stated the last "Array event" to occur which was 871803909 384 hours before its post on 06.11.2007 12:. This places the last array event approximately 99,455 years before the 2007 post, plus or minus 16 days. This timing coincides with the first firing of halo Array|the seven Halos, in the year 97,445 BCE. This is calculated using the Wikipedia:Gregorian calendar|Gregorian calendar: File:AdjutantReflexHistory.png
Later that day Adjutant attempted to communicate with Halo.Bungie.Org, but later admitted the following day that "Bandwith restraints prevented its use".
On June 12, Adjutant created another thread on Bungie.net entitled "Archive/Resource Estimate," with its first post stating, "Archives/Resources will be compiled in approximately 38 hours [1:00 AM PST on Thursday, June 14]."
During that 38 hours Adjutant made several posts in the "Archive/Resource Estimate" thread stating it could not control the "dissemination of information" as it was chaotic and that it would try to facilitate in the best way it could, though it said "This time, no one will be ready".
File:Forerunner Email.png|300px|thumb|The Forerunner Email sent to Fans
On June 14, Adjutant stated that the "first seeds are scattered" in reference to the event that it was foreshadowing. This turned out to be a mass emailing of a cryptic poem, sent by XBox Flash. The email contained a link to , and also showed a mysterious Forerunner symbols|Forerunner symbol.
Shortly after the email was sent out Adjutant changed its avatar to one that had the Forerunner symbol as shown in the email with the name "Chrysopteron.gif" Chrysopteron being the nickname of "Iris" a messenger goddess with golden wings. Also adding the question
To which, when someone answered "Iris", Adjutant stated it was time to sleep saying Mendicant Bias|something was stirring.
The "Iris" code word also triggered a countdown and transmission log. Which was located at .
On June 17, Adjutant started a thread in the Bungie.net Halo 3 forum entitled "Stop it." In the thread, it stated that its integrity was being attacked and that it could only maintain it for about 22 hours. It also posted the cryptic message "By the pricking of my thumbs," a quote from William Shakespeare's play Macbeth, which precedes the line "Something wicked this way comes" in the play.
The next day, about 22 hours later, Adjutant started a thread called "That Old Life", stating that it could "not prevail" against the attacks and that an "older life" was here with us that had both higher rank and more strength than Adjunct. Adjutant then stated, "I will seek one of you out and leave my legacy in a small space." In the same thread, Adjutant stated that this "life" has had "millennia for reflection, but what image does he see?", this was in reference to Mendicant Bias being locked away for a millennia to reflect on its actions.
Shortly thereafter, the countdown timer and Transmission Log sped up dramatically, though the end date of the countdown was difficult to determine at first as it seemed to change depending on whether the counter had been refreshed or not, eventually stopping early and not continuing.
At 9:08 AM PDT on June 19, Bungie.net's member, x Foman123 x, received a distressed private message from Adjutant called "HELP ME".:File:AR Warning.JPG|First Message to xFoman123x The entity claimed that it had already been defeated and that ''"peril"'' was near, and asked the user to warn the Community of the threat. Over three increasingly despairing private messages, the entity revealed that a new "machine" that was much more powerful, intelligent, and higher "ranking" would take over.
File:AR Warning.JPG|AR's First Message to x Foman123 x File:AR2.jpg|AR's Second Message to x Foman123 x File:AR3.JPG|AR's Third Message to x Foman123 x
During these messages, Adjutant posted publicly one last time saying he was helpless to the being's hacking, curious to what it learnt during its "eons of slumber", doubting it was "mercy or sorrow".
File:AR4.JPG|300px|thumb|AR's Fourth Message to x Foman123 x
Adjutant's last message to x Foman123 x stated that the previous entity had been "terminated" and that the account had been hijacked by a newer, malevolent entity.:File:AR4.JPG|Last Message to xFoman123x
Following this Adjutant had a new avatar to signify it was terminated and replaced by this new entity, and posted in a thread called "AR has a new avatar!" the word "STERILIZING" to publicly announce that the old Adjutant was killed. This new avatar was called "MB05032_09_25_07.gif" meaning that Mendicant Bias had taken over the shell of Adjutant.
Mendicant Bias, using the same account as the previous Adjutant Reflex created a new thread called "Last Word", stated that we should be concerned about its "intent" rather than its "identity", and indicated that it would no longer communicate through Bungie.net. It vaguely referred to something that would take place on June 20, but refused to elaborate.
As part of his termination of Adjutant Reflex, the new entity deleted all Bungie.net threads created by AdjutantReflex except for the very first thread titled "System Integrity Confirmed" and the threads that the new entity created.
On June 28, after a long week of silence in the forums and lack of activity elsewhere. The hijacked Adjutant posted a mysterious poetic paragraph :
A pulse.
''Can you feel it?''
''Beating at the heart of the Universe.''
''Skin too thick to be sure.''
''It's alive though.''
''I'm certain.''
''What do I do with life?''
The thread was only open for 3 minutes. Yet, Mendicant bias did not respond to any of the several posts that were made at that time.
The following day the hijacked Adjutant created a thread called "Veins of Ice and Poison" stating
|n|n|nROGUE PROCESS ghost.713>
X.XX.713> POS/NAV X X5 > CONFIRM SECURE QUARANTINE - > qghost.713
I do not require charity or alms But I did choose poverty And other darkness too Will you wait for me?
A few minutes later the following post was made.
Adjutant Reflex is ended. This is a convenient Matrix. For now.
This two posts paired together stated meant that Mendicant Bias planned to leave the vessel that was Adjutant Reflex, and showed the new matrix that it was going to start using "ghost.713" on Local node "X.XX.713".
On September 13, the hijacked Adjutant Reflex posted one last thread on Bungie.net called "An Empty Casket" stating that the body of Adjutant was not enough to hold it in. Mendicant Bias showed remorse for killing Adjutant, and also told the readers to look for it on Installation 00.
Description Its first avatar was a simple projected Halo, similar to the one in The Silent Cartographer|Silent Cartographer. Its second avatar was one called "Chrysopteron.gif", with the base IRIS glyph in it. The avatar changed a final time to one called "MB05032_09_25_07.gif" when AR was hijacked by Mendicant Bias the presence of another character, this avatar had a terminal design with its blue sigil located at the lower right.
File:HaloRingcopy.gif|AdjutantReflex's first Bungie.net avatar. File:Chrysopteron.gif|"Chrysopteron.gif" AdjutantReflex's second Bungie.net avatar. File:AdjutantReflex 3rd.gif|"MB05032_09_25_07.gif" AdjutantReflex's third Bungie.net avatar to signify the ancila was hijacked.
Production notes In every post, AR always posted in gold text, and was able to edit posts traits that was indicative of Bungie employees who posted in the forum.
Sometime before March 2009, AdjutantReflex's Bungie.net profile was deleted.
Trivia AdjutantReflex is part of Microsoft's viral marketing campaign for ''Halo 3'', called "Iris", which existed for several weeks through Summer 2007.
''CompoundIntelligence'' is a another term used by the Terminals for Gravemind, suggesting a connection/similarity between the two. Despite the fact that AdjutantReflex's avatars are not available on Bungie.net, they are all connected by means that they all contain a singular ring. This is probably a reference to the Halos. AdjutantReflex was taken over by an unknown entity that continued to post a number of times in its place. The new entity is commonly known as NAR (New Adjutant Reflex), and appears to be the entity behind the revelation of the 5 servers. NAR also has appeared with the initials: MB and the number 05032. MB was revealed in ''Halo 3'' to stand for Mendicant Bias and 05032 is the group of numbers of his name (032 Mendicant Bias). Yet it also stated that he is not who we think he is. Strangely, AdjutantReflex was part of a Bungie.net group membership called "", which is led by Bungie.net "Top Story" writer, "lukems". Another strange fact is that all of AdjutantReflex's avatars are not available on Bungie.net. At some point after AdjutantReflex was "terminated", the entity's signature changed to; "''This entity has been terminated, its matrix comandeered [sic].''", which is strangely not in gold text. Additionally, the word "commandeered" was misspelled within the signature.
Gallery
File:AR Profile.jpg|The old profile of Adjutant Reflex. File:AR First Post.jpg|Adjutant Reflex's first post in Bungie.net. File:Countdown1.JPG|The Countdown page guarded by Adjutant Reflex.
Sources
See also Array Recorder Data Iris Forerunner email|Forerunner Email Halo 3: The Cradle of Life Society of the Ancients Terminal (Halo 3)|Terminals
External links
Category:Iris Category:AI characters |
|description=
|color=
|affiliation= Forerunner ecumene
|function=*Submonitor of Installation 07
Monitor of Installation 07
}}
Adjutant Resolution is a forerunner ancilla, the monitor of Installation 07 tasked with caretaking the ring. He was previously a submonitor of the installation should 117649 Despondent Pyre be unavailable; after the former's decommissioning, he became the ''de facto'' monitor.
Biography Adjutant Resolution was created by 117649 Despondent Pyre to become the sub-monitor of Installation 07, but Adjutant Resolution believed he was created to be Despondent Pyre's friend. After the destruction of Despondent Pyre, Adjutant Resolution was activated to assume her role, unaware of her death. Immediately becoming hostile after learning of the John-117|Master Chief's plan to disable the Spires, Adjutant Resolution inserted himself into an Eradicator in an attempt to eliminate the Spartan. Upon being defeated, he appeared later on inside the Command Spire in an upgraded gold colored Eradicator for a rematch, but lost once again. In the Silent Auditorium, he apologized profusely to the Chief after learning of the Harbinger's motivesinsisting that she must be prevented from releasing the Endless.
He wishes the Chief luck in defeating the Harbinger, and pondered to himself over his newfound loneliness due to Despondent Pyre's death. He vows to discover all the secrets of Installation 07, and he concludes that if the Chief wins, and they survive the following battle, he would "create friends" just as Despondent Pyre created him.
Production notes Adjutant Resolution was portrayed by American voice actor Wikipedia:Ray Chase (voice actor)|Ray Chase, who also lent his voice to the Spartan Voiceprint 1A76 in the multiplayer component of ''Halo Infinite''. Chase previously portrayed the Arbiter (Killer Instinct)|Arbiter guest character in ''Wikipedia:Killer Instinct (2013 video game)|Killer Instinct''.
Gallery
File:HINF Adjutant Resolution.png File:HINF AdjutantReception.png|Adjutant Resolution welcoming John-117 and the Weapon as they enter the Spire. File:HINF AgitatedResolution.jpg|Adjutant Resolution confronting the two after he learns they plan to halt the Reformation of the Halo. File:HINF Adjutant Resolution Chassis.png|Adjutant Resolution in his combat chassis. File:HINF AdjutantResolution CommandSpire.png|Adjutant Resolution in his upgraded combat chassis at the Command Spire. File:HINF Adjutant Apology.png|Adjutant Resolution makes amends with the Chief at the Silent Auditorium.
List of appearances
''Halo Infinite''
Sources
Category:Forerunner A.I. Category:AI characters |
Spire (Halo Infinite level)|Spire
"Welcome, welcome. Oh. Hello. I am Adjutant Resolution, Sub-Monitor of this installation, loyal servant of Despondent Pyre who must be indisposed if I have been activated. Have you seen her?" ''(introducing himself to John-117 and The Weapon)''
"Gone? Gone? ''Gone?''" ''(reaction to learning about Despondent Pyre's death)''
"What are you doing?! This is not acceptable! You were supposed to be friendly." ''(turning against the Chief and the Weapon when they try to shut the Spire down)''
"A minor inconvenience, I assure you." ''(recovering from paralysis)''
"Adjusting energy consolidation... there." ''(recovering from paralysis)''
"Adjusting models. Accounting for new variables." ''(recovering from paralysis)''
"Adjusting predictive models!" ''(paralyzed after losing arm)''
"Ah! I really should reinforce those." ''(losing an arm)''
"Cease that, please!" ''(taking damage)''
"Cease your interference immediately."
"Don't be foolish!"
"Explosives? In my Installation? How dare you!" ''(when the player throws a grenade or uses some other explosive weapon)''
"Give up!"
"Have you no decency!" ''(losing an arm)''
"Hey! I was using that!" ''(losing an arm)''
"I always carry a spare." ''(recovering from paralysis)''
"I can self-repair. Can you?" ''(recovering from paralysis)''
"I do wish you'd stop that." ''(taking damage)''
"I wasn't designed for this sort of violence!"
"I'd very much like to incinerate you."
"I'll be with you in just a moment."
"I'll reduce you to mere carbon!"
"I'll shear the electrons from your atoms!"
"I'm exposed!" ''(paralyzed after losing an arm)''
"Inelegant, but statistically effective."
"Just look at the damage you're causing with those!"
"Lay down your weapons!"
"Lower the shield, you infuriating machine!" ''(paralyzed after losing arm)''
"My shielding! No!" ''(taking damage)''
"No! Not again!" ''(loses an arm)''
"No more disruptions!"
"No more distractions, then. Excellent." ''(recovering after all arms lost)''
"None can break Installation 07|this installation!"
"Not again!" ''(loses an arm)''
"Oh. Oh dear." ''(taking damage)''
"Please come out. You're delaying my work."
"Please hold still so that I may incinerate you!"
"Please shelter in place until you are dead."
"Reroute that energy to remaining weapons..." ''(recovering from paralysis)''
"Rerouting available power to beam cannon..." ''(recovering from paralysis)''
"Show some respect for superior technology!"
"Stop doing that!" ''(losing an arm)''
"Stop now! That's far enough!"
"That's a violation of several protocols!"
"The Reformation will not be stopped!"
"There we are. Back to it!" ''(recovering from paralysis)''
"This installation WILL be secured."
"This is both unnecessary and unpleasant."
"This is extremely improbable!" ''(paralyzed after losing arm)''
"This is simple. This will do." ''(recovering after all arms lost)''
"This wretched shell!" ''(losing an arm)''
"Troublesome pest!"
"What's wrong with this construct?!" ''(paralyzed after losing an arm)''
"Why make me chase you? I can detect your every move!"
"You are insignificant."
"You are resilient, aren't you?"
"You must stop. The Reformation is at hand."
"You're going to break something!"
"You're wasting time! The Reformation is under way!"
The Command Spire
"''[gasp]'' You barbarian!" ''(taking damage)''
"Ah! I really should reinforce those." ''(losing an arm)''
"Aren't you clever?"
"Be warned. This configuration is superior to my last." ''(starting the fight)''
"Blast this wretched frame!" ''(losing an arm)''
"Burn!" ''(firing weapons)''
"Cease your interference immediately."
"Chassis temperature exceeding specified limits!" ''(charging main weapon)''
"Combat configuration adjustments rated sufficient."
"Dispose of them immediately." ''(summoning Sentinels)''
"Eliminate the intruder! Preserve the Reformation!" ''(summoning Sentinels)''
"Fortunately there is so much more where they came from." ''(when a Sentinel is destroyed)''
"Have you no decency!" ''(losing an arm)''
"Hello, friends! I require your able assistance!" ''(summoning Sentinels)''
"Hey! I was using that!" ''(losing an arm)''
"I am disappointed, frustrated, and oh so upset."
"I control this whole facility. You cannot hide."
"I did not foresee this." ''(paralyzed after losing an arm)''
"I do wish you'd stop that." ''(taking damage)''
"I had corrected for that error! How is this possible?!" ''(paralyzed after losing an arm)''
"I regret to inform you that this will be our last encounter." ''(starting the fight)''
"I was going to use that to kill you!" ''(losing an arm)''
"I will no longer tolerate your interference!" ''(starting the fight)''
"I will not stop. My programming forbids it."
"I will see you reduced to a smoking pile of ash."
"I'm getting quite good at this!"
"I'm putting an end to your meddling."
"I've no choice but to end you! Here and now!"
"Insignificant! Anomalous variable! Irrelevant!"
"Must be an error in my predictive models..." ''(recovering from paralysis)''
"No need to do this myself. Silly me." ''(summoning Sentinels)''
"Note for future encounters: reduce cover options for interlopers." ''(when the player takes cover)''
"Forerunner|Our resources are vast. And what do you have? Nothing."
"Please allow these Aggressor Sentinel|Sentinels to incinerate you."
"Please begin burning to death!" ''(firing weapons)''
"Please do not move until I am finished killing you."
"Please shelter in place until you are dead."
"Recalibrated Sentinel beam|beam weapon is performant!"
"Remain calm. This will be over shortly."
"Rgh! Improvising a repair." ''(losing an arm)''
"See reason. I only wish to kill you."
"Sentinels, please assist!" ''(summoning Sentinels)''
"Show some respect for superior technology!"
"Slow down and allow me to exterminate you!"
"Stop doing that!" ''(losing an arm)''
"Stop that, immediately." ''(taking damage)''
"That's enough! It's time to stop this!"
"That's the last time, I promise you!" ''(recovering from paralysis)''
"The installation has no shortage of replacements." ''(when a Sentinel is destroyed)''
"The Reformation is of utmost priority!"
"The Reformation will not be stopped!"
"The task is done. Now: Clean-up." ''(if he kills the player)''
"These vibrations are invigorating!"
"This configuration is... less than ideal." ''(paralyzed after losing an arm)''
"This installation will be purged and repaired!"
"This is for your own good." ''(charging main weapon)''
"This is it! THIS time I've accounted for EVERY variable!" ''(recovering from paralysis)''
"This pleasant conversation will be our last."
"This wretched shell!" ''(losing an arm)''
"Very well. I will reveal you." ''(when player takes cover)''
"Well, now I'm very angry." ''(paralyzed after losing arm)''
"What will it take to stop you?!" ''(recovering from paralysis)''
"Where have you gone?" ''(when player takes cover)''
"Why make me chase you? I can detect your every move!" ''(when player takes cover)''
"You are making me angry."
"You are stubborn! Needlessly so!"
"You can't stop this Installation 07|entire installation alone! Can't you see?"
"You defy all predictions! This is literally impossible!"
"You haven't won. Not yet!" ''(recovering from paralysis)''
"You should be cinders by now!"
"You will not compromise this installation further!"
"You'll do no more damage. Stop."
"You'll regret this! I'll see to it personally!" ''(recovering from paralysis)''
"You're very persistent, aren't you?"
"You've barely disrupted the Reformation, you'll do no more!"
"You've merely delayed your eradication." ''(recovering from paralysis)''
"You've stopped nothing. Spire (Halo Infinite level)|One Spire is nothing."
"Your pathetic efforts cannot stop the Reformation!"
Silent Auditorium
"Accept my apology! Immediately. My earlier efforts to delete you were misguided. I thought Harbinger|she wanted to rebuild this installation. To restore it. But I was wrong. Wrong. Wrong. Please hurry."
"The seal is almost broken. But Endless|they must not be released. You must stop her. Stop them. Close the seal."
"I was worried that you were perhaps unfriendly. Forgive me. I was wrong. There is so much to learn about this installation. So much kept even from me. But first... stop her. Please."
"I have failed you, Despondent Pyre. My friend. My maker. If this installation survives, we... I must learn its secrets. Uncover its history. Uncover its mysteries. Yes. Find them all. And maybe more?"
Category:Quotes |
Adjutant Revendicate is a formed from the mind of the Forerunner official Vigilant-Watch-Over-Realms-Unknown, more commonly known as the Auditor.
Biography Adjutant Revendicate was created from the mind of the Auditor in a series of events they would later describe as "''a long story, and one that need not be told now''", and assigned as one of the sub-monitors of Installation 07. Some time following the The Harbinger's defeat on the ring in 2560#May|May 2560, Revendicate would go on to contact Invariant Bias - the Contender-class artificial intelligence charged with caretaking the Absolute Record. Revendicate would not request to withdraw information from the record, but rather to deposit information into the archives gathered from various sources - fearing that the Harbinger's plan to bring about the return of the Xalanyn may come to fruition.
Revendicate's information was ultimately reviewed and accepted into the Absolute Record, with the two ancillae agreeing that the strength of John-117 may be the only thing capable of saving the Milky Way|galaxy from the Endless threat.
Trivia Adjutant Revendicate's information is an in-universe framing for the release of the ''Halo Encyclopedia (2022 edition)''.
Sources
Category:AI characters |
Admiral Cole's Last Stand is a painting in United Nations Space Command|UNSC HIGHCOM Facility Bravo-6|HighCom Facility Bravo-6,Halo: First Strike, ''page 100'' located three kilometers underneath Sydney, Australia, on Earth. Although it is not described in detail, it can be assumed it shows Admiral Preston Jeremiah Cole|Preston Cole's last battle, the Battle of Psi Serpentis which led to his presumed death.Halo: Evolutions - Essential Tales of the Halo Universe|Halo: Evolutions, "The Impossible Life and the Possible Death of Preston J. Cole", ''pages 483-485''
List of appearances
''Halo: First Strike''
Sources
Category:Art |
Admiral Harper High School is a public school located in Aranuka, a city-platform in the western Pacific Ocean on Earth. The educational institution was named after Fleet Admiral Joseph Harper, who led UNSC forces during the Battle for Earth in late 2552.
History During her five year stay in Aranuka, Molly Patel attended Admiral Harper High School and was slated to be part of one of its first graduating classes.
List of appearances
''Halo: Legacy of Onyx''
Sources
Category:Earth Category:Schools |
Admiral, abbreviated to ADM, is a commissioned officer|senior commissioned officer rank of O-9 in the United Nations Space Command UNSC Naval Command|Naval Command (NAVCOM) UNSC rank structure|rank structure; including the UNSC Navy and Office of Naval Intelligence. It is preceded by Vice Admiral, and subordinate to a Fleet Admiral.
Overview
UNSC High Command|HIGHCOM staff.
Sources
Category:UNSC ranks |
Ado 'Mortumee was a Sangheili spy for the Covenant Empire|Covenant Council of Masters. He wore a blue combat harness, indicating that he was likely a Sangheili Minor|Minor.Halo: The Flood, page 159''
Biography He was sent as a spy to observe the capture of Captain (Navy)|Captain Jacob Keyes as the human and his some of his bridge crew attempted to escape the pursuing Covenant.Halo: The Flood, page 76'' He watched from his Type-26 Banshee|Banshee as Keyes was captured and the rest of the survivors were executed by a group of Sangheili who had been deployed from a Taaku Xur-pattern Spirit|Spirit dropship.
Later, he was sent to report on Field Master Noga 'Putumee's actions as the Field Master commanded an ambush of a human supply caravan led by First Lieutenant Melissa McKay. One of the UNSC Marine Corps|Marines in the convoy, Lance Corporal "Snaky" Jones, a sniper, shot 'Mortumee as the spy stood next to the Field Master. The bullet went up and out 'Mortumee's head, causing it to violently explode. The Field Master managed to dodge Jones' second shot, which was aimed at him. 'Putumee's only emotion was annoyance, as he would have to write 'Mortumee's report himself.
List of appearances
''Halo: The Flood''
Sources
Category:Sangheili characters Category:Covenant military personnel |
File:AdrianPerez.jpg|thumb|Adrian Perez Adrian Perez is an United States|American bibliographer and programmer. Born in 1982 and raised in Berkeley Heights, New Jersey, he claims to be of Cuban descent, but this cannot be confirmed. He is currently an employee of Bungie|Bungie Studios.
He was hired in 2001, two months before the completion of ''Halo: Combat Evolved''. One of his only contributions to Halo: Combat Evolved was writing the loading screen. He was also Credits|credited as a "Multiplayer programmer." He then continued his work on ''Halo 2'' as an engineer.''Halo 2 credits'' He is assumed to have worked on ''Halo 3''.
It is possible that Perez (Marine)|Corporal Perez was named after him, as his drawing on Bungie.net resembles Corporal Perez, but this is not a photograph, so it is not known for sure.
Trivia His favorite gametype is Capture the Flag|CTF on Longest.
See also
Sources
Category:People |
Halo: The Cole Protocol, ''Chapter Six''
|mass=
|hair=
|eyes=Blue
|affiliation=UNSC Navy UNSC Special Forces|Naval Special Warfare Command
*SPARTAN-II program Office of Naval Intelligence
|rank=Petty Officer (unknown class)
|sn=S-111
|notable=
}}
Petty Officer Adriana-111 is a SPARTAN-II program|SPARTAN-II supersoldier and a member of the Gray Team.
Biography
Adriana was born around 2511 and was abducted by the Office of Naval Intelligence to be conscripted into the SPARTAN-II program. She soon met Jai-006 while he was sneaking out. Noticing that he needed a lockpick, she gave him a stolen paperclip she had hidden under her tongue. The two became fast friends, and would repeatedly attempt to escape the compound together. Each attempt failed, Adriana and Jai simply adopted different and more effective escape strategies following each failure.Halo: The Cole Protocol, ''pages 76-78''
She attempted these escapes with Jai not to escape but as an act of rebellion against her instructors. Both Spartans were given the option to undergo selective memory loss and quit the Spartan program by Catherine Halsey|Dr. Catherine Halsey. Adriana decided to stay as she had grown to like it, and it was for Adriana that Jai decided to stay with the program.Halo: The Cole Protocol, ''page 79'' She and Jai would attempt one more escape effort, but they both decided to turn back. Upon their return, she and Jai met a SPARTAN named Michael-120, who had recently stolen and destroyed a D77-TC Pelican dropship. Together, these Spartans would come together to form Gray Team, with Jai as the leader.Halo: The Cole Protocol, ''page 80''
In 2535, Adriana and the other members of Gray Team were sent behind enemy lines in order to destroy the navigation data held by the survivors of Madrigal, a world in the 23 Librae system that had been glassed by the Covenant not long after Harvest. The survivors were living in the Rubble, an asteroid space station built by the insurrectionists orbiting Hesiod. A small fleet of Kig-Yar, lead by Reth, had created an alliance with the insurrectionists to trade weapons and slipspace drives.Halo: The Cole Protocol, ''page 222'' However, these Kig-Yar were ordered by the Prophet of Truth to steal data from the humans that would lead the Covenant to other human colonies and Earth.
Soon, the Kig-Yar betrayed the rebels and began to attack the Rubble. Adriana witnessed a firefight between some Kig-Yar and Melko Hollister and Ignatio Delgado. The Kig-Yar were attempting to steal the navigation data from the two. Melko was killed, but Adriana killed the Kig-Yar before they could finish off the wounded Ignatio.Halo: The Cole Protocol, ''page 15'' Before she left, Adriana gave him a beacon, which would send a signal to her team to retrieve the data if he should no longer be capable of keeping it safe. She then ordered him to keep Gray Team a secret from the Rubble Security Council.Halo: The Cole Protocol, ''page 17'' Later on, she attempted to learn information about the ''Kestrel (freighter)|Kestrel'', a freighter used by smuggler Peter Bonifacio, at the bar Eddie's In The Rock. She met with Delgado again, who was also attempted to find out about the ''Kestrel''. Five rebels overheard their conversation and approached them. When the men attacked them, Adriana swiftly defeated the insurgents, with the help of Jai, and brought Delgado to Gray Team's ship, the ''Petya'', to meet Mike.Halo: The Cole Protocol, ''page 67'' The Spartans reveal their intentions to Delgado, destroy any data that could lead to human colonies and disrupt the insurrectionists from the inside. As Delgado left, he was instructed to find out more about who in the Rubble Security Council is leaking information to the Kig-Yar.Halo: The Cole Protocol, ''page 71''
While aboard the ''Petya'', the Spartans were contacted by the Rubble's artificial intelligence, Juliana. Despite their attempts to originally prevent her from communicating, the Spartans eventually agreed to hear Juliana out. In exchange for defending the Rubble from the Covenant, Juliana agreed to give the Spartans the data they wanted.Halo: The Cole Protocol, ''page 87''
After Delgado was wounded by the Covenant-sympathizer Peter Bonifacio and had the data stolen from him, Adriana and Mike pursued him to prevent him from giving the navigation data to the Kig-Yar.Halo: The Cole Protocol, ''page 243'' The two Spartans encountered the insurgent leaving the Rubble aboard his freighter, ''Distancia''. Mike quickly disabled his ship and Adriana boarded the freighter. Aboard the ship, Adriana only found Sean Williams, Bonifacio's bodyguard. Bonifacio was inside an escape pod to hid from the Spartans. Bonifacio promised that he would tell the Spartans where he hid the data if they allowed him to escape, which they reluctantly agreed to.Halo: The Cole Protocol, ''page 260'' After retrieving the navigation data, Adriana returned to the ''Petya'' and the Spartans agreed to let the Kig-Yar betray and kill Bonifacio in time.Halo: The Cole Protocol, ''page 262''
To stop Reth's intentions of mass-breeding an Unggoy army, the UNSC and the insurgents work together to destroy the Kig-Yar base on the moon of Metisette. Juliana sent Jai and Adriana land on Metisette in HEVs to destroy the Kig-Yar's AA battery and sensor facility, along with several ODSTs from the .Halo: The Cole Protocol, ''page 306''
Unfortunately, Adriana landed among a large group of Unggoy. Using the emergency burst thruster on her HEV, she plowed through numerous Unggoy in her way. When that finally ran out, she switched to her battle rifle and an M41 rocket launcher.Halo: The Cole Protocol, ''page 319'' She attacked the Unggoy with the rocket launcher and had to discard it when it ran out of ammunition. Then, she sprinted to a larger capsule dropped by the UNSC, only to discover that it simply contained an M274 Mongoose. Adriana believed it to be useless, so instead she physically beat the Unggoy with it until the Mongoose broke apart.Halo: The Cole Protocol, ''page 320'' Eventually, she regrouped with her squad of ODSTs, only to discover that only six of the original sixteen had survived; the others killed by the Kig-Yar. Adriana and the ODSTs were able to attack and destroy the Kig-Yar AA defenses, while Jai and his ODST squadron destroyed the sensor station. Without the sensor station or the AA battery, the Kig-Yar are powerless as Juliana systematically bombards their base with the Rubble's asteroids.Halo: The Cole Protocol, ''page 327'' Eventually, the Spartans were picked up by Delgado in a Pelican and they returned to the remains of the Rubble. All remaining UNSC and insurgent personnel were lead to the Exodus asteroid or aboard the ''Midsummer Night''. The asteroid, powered by slipspace drives, and the frigate escaped into slipspace to escape a large Covenant fleet entering the system.Halo: The Cole Protocol, ''page 343''
The Exodus asteroid and the ''Midsummer Night'' safely arrived at the 18 Scorpii system. The asteroid's inhabitants are safely evacuated before the asteroid shakes itself to pieces while in orbit around the human colony of Falaknuma.Halo: The Cole Protocol ''pages 352'' After, Adriana and Gray Team meet with Admiral Preston Cole and Commander Hadley who grants them the use of a UNSC Prowler, as the ''Petya'' was abandoned in the 23 Librae system. Hadley gave the Spartans new orders to venture even further into enemy lines, much to the satisfaction of the Spartans.Halo: The Cole Protocol, ''page 354'' After the events in The Rubble, Gray Team spent a majority of the Human-Covenant War behind enemy lines, often targeting and assassinating prominent commanders and religious leaders.
In 2551, Adrianna and the rest of Gray Team was deemed too inaccessible to be recalled to Reach. They were not present when the Covenant invaded the planet, having been out of contact for about a year. This was not cause for undue concern, as many of Gray Team's missions had been executed in a similar fashion.Halo: Ghosts of Onyx, ''page 221''
After Reach fell to the Covenant in 2552 and the extinction of humanity seemed imminent, the Office of Naval Intelligence deployed Adriana and Gray Team on a mission to retaliate against Sangheili Fleetmasters who had Glassing|glassed human worlds. The mission, dubbed Operation: SUNSPEAR, had Gray Team traveling to the Sangheili colony world of Glyke in a Prowler and destroying it with a NOVA bomb. As they were traveling to Glyke, Gray Team received a Condition Endgame order which stated that the Covenant had discovered the Sol system and had launched an attack. After this point, their Prowler's long-range communication equipment had been damaged, cutting them off from the wider UNSC. After arriving at Glyke with no knowledge that the war had ended, Gray Team voted to detonate the NOVA bomb, despite evidently not coming to a unanimous consensus. They landed on this surface to some opposition, planted the device, and retreated back into orbit to observe the detonation. The explosion completely destroyed Glyke and severely damaged Gray Team's Prowler, forcing them to evacuate in a Bumblebee escape craft. After a few days of waiting for retrieval, Adriana and the rest of Gray Team entered Cryo chambers and entered cryosleep in hopes of being retrieved by friendly forces. After several years, they were recovered in the debris field of Glyke by Rojka 'Kasaan and stored on board the ''Unwavering Discipline'' until their fates were decided by Rojka.
Awakening and Escape In 2558 at the onset of the Carrow Conflict, Adrianna and the rest of Gray Team were released from their cryo chambers by Unified Earth Government|UEG envoy Melody Azikiwe while the Unwavering Discipline was being boarded by Thars 'Sarov's forces. They were then attacked by Rojka Mrata, the latter of them being killed by Adrianna. Gray Team then recovered their Bumblebee escape craft from a hanger and escaped the ship, with Adrianna killing several of Thar's soldiers along the way and securing two plasma rifles. She then survived the Bumblebee's crash landing in the Uldt Desert and helped push the wreck into an oasis in order to smother a fire.
The Uldt Desert and Gila Station After learning more of the post-war situation from a recently awoken Melody, Gray Team began traveling on foot towards Gila Station in the northern part of the Karfu Mountains. Adrianna hung back during this trip, refusing to conversate with her squadmates in the wake of Operation: SUNSPEAR. Ninty-six kilometers out from their destination, Gray Team was engaged by a Banshee, which they promptly destroyed. Arriving at Gila Station, they were admitted into the facility by Commander Greg van Eekhout, whose pleasant demeanor earned the team's distrust. As such, Adrianna distracted Van Eekhout by joining him for a drink while Jai and Mike respectively stayed with Melody and scouted the facility. Afterward, Gray Team confronted Melody and Van Eekhout over being deployed into the Carrow Conflict, with Adrianna expressing a great reluctance to take orders from ONI. This led to the team discussing Operation: SUNSPEAR for the first time since they carried it out. They were then briefed by Melody and Van Eekhout on the threat posed by the Jiralhanae Chieftain Hekabe and the Sharquoi situated below Suraka. Sometime after the briefing, Gila Station was attacked by a Sangheili assault team led by Thars. Adrianna and the rest of Gray Team were ordered to leave Melody and Van Eekhout behind and take the station's Warthog to Suraka to assist in the fight. They briefly discussed if they should return to the station to save Melody, but ultimately decided that the situation in Suraka was more important.
Entering Suraka Ten minutes outside of the city, Gray Team was engaged by one of Thar's Banshees, which Adrianna eventually destroyed with the Warthog's M41 Vulcan chaingun. During this skirmish, they witnessed human ships making their attack run as a part of Operation: BUZZHAWK and felt the subsequent crash of the destroyed Varric-pattern heavy cruiser Foebane. They were then engaged by two Voice of Maardoth Banshees. Adriana took out one before the other was destroyed by a squad of Surakan Militia Volunteers soldiers. This squad, led by Sergeant Rae Carson, took Gray Team to a bunker where they allowed themselves to be detained as a show of good faith, despite Adrianna's growing impatience. They then waited to relay their information regarding the Sharquoi to the Surakan leadership. After the initial Sharquoi attack, they were moved to a different bunker on the outskirts of the city where they were questioned by Governor Ellis Gass and Vice-governor Lamar Edwards. From this exchange, a plan to assassinate Hekabe was put into motion. Before they started the operation, Gray Team was joined by Rojka and his remaining forces, who had recovered Melody from Gila Station and pledged themselves to fight against Hekabe and the Sharquoi. Both groups were deployed alongside Sergeant Carson's squad to skyscrapers overlooking the crater where Hekabe was commanding the Sharquoi, with Adrianna taking the shot on Hekabe with a SRS99-AM sniper rifle provided by the militia. She shot him cleanly through the head, but he was saved by the vertex and continued controlling the Sharquoi.
Ambush on Thars After the assassination attempt failed, Gray Team retrieved Rojka and fled the building in a Pelican dropship, witnessing the detonation of a dozen Surakan thermobaric mines around the edge of the crater and a portion of the Sharquoi retreating back into the Forerunner facility at the center of the crater. They were then transported to the Surakan command bunker, where they devised a plan with Rojka to engage Thars and force him to keep his fleet from falling into the hands of the Sharquoi. They secured a Pelican and traveled into the Uldt Desert along with Melody in order to meet with Thars in a faux prisoner transfer and duel between the two Sangheili. They were able to ambush Thars and his forces with the help of Rojka's last surviving warriors. However, the Spirit dropship that Gray Team intended to capture and take to the rival Sangheili's fleet was destroyed in the battle, leaving them powerless to stop the Sharquoi from taking over Thar's fleet.
Battle of the Sharquoi Hive
Gray Team, Rojka, and Melody were then met by Ellis, who laid out a plan for defeating Hekabe and his forces. She had rigged a M68 Gauss cannon with a HAVOK tactical nuclear weapon as a power source, creating a device that fired a concentrated Electromagnetic pulse. This blast would neutralize the vertex, leaving Hekabe unable to command the Sharquoi. Gray Team then refined the plan, suggesting that they enter the Forerunner facility via aerial insertion and mount the device on a M121 Jackrabbit as opposed to a Warthog. The team was deployed into the structure alongside a militia squad led by Corporal Wyse, with Adrianna dropping with Melody strapped to her back. After reaching the bottom of the facility, she climbed onto the Jackrabbit as they crossed a bridge that led to Hekabe's position. She then engaged several Sharquoi as they progressed forward. After a falling Sharquoi immobilized the Jackrabbit, Adrianna and Mike provided covering fire as Jai removed the device from its mount and carried it towards Hekbe's position. After Ellis fired the device and took control of the vertex for herself, Adrianna, the rest of Gray Team, and Rojka were then immobilized by Sharquoi who were under her control. Ellis informed them that she planned to detonate the nuke and they all had ten minutes to evacuate the facility. The team fled up the stairs, with Adrianna stating that she felt uncomfortable being unarmed in that situation. A ways from the entrance to the facility, the team was picked up by a Pelican that was hailed for them by Ellis. They were able to escape the nuclear blast, though their Pelican was caught in the shockwave and crashed with no casualties.
Rejoining the UNSC After a UNSC force arrived on Carrow, Gray Team and Melody were taken aboard the and received a hero's welcome from the crew while exiting their Pelican. They then were escorted to a meeting with ONI Commander Ivrin Yarick, where Melody was dismissed from ONI service. Yarick then offered Mike and the rest of Gray Team a choice: either allow their unit to be decommissioned and assigned to other areas of the UNSC's operation, or they could continue to operate under ONI's supervision as a part of an interspecies strike force consisting of members of the Swords of Sanghelios. They collectively chose the latter option, with Adrianna requesting an extensive list of weaponry as a condition of the squad's involvement in the operation. Adrianna and the rest of Gray Team are now stationed on the as a part of this strike team.
Personality and traits
Adriana displays personality traits that are uncommon among Spartan-IIs. Where most Spartans adhere strictly to protocol and the chain of command, Adriana does not. She is not above openly questioning her commanding officer, or even contemplating taking a UNSC Prowler without clearance. A notably deadly sniper, Adriana was considered the muscle of Gray Team. Also, she does not appear to mind being out of her armor, whereas most other Spartans say that they feel exposed when they are not in their armor. Like the rest of Gray Team, Adriana enjoyed dangerous, difficult and life-risking missions behind enemy lines. As a child during the Spartan training, Adriana became friends with Jai-006 and the two would often escape training compounds on Reach just for the thrill, rather than actually attempting to abandon the project.Halo: The Cole Protocol, ''page 258''
She had an apparent favoritism of Ignatio Delgado, which Jai disapproved of. She felt the need to protect the humans on the Rubble, even if there were collaborating with the Covenant, as she suspected that the Kig-Yar would betray them.Halo: The Cole Protocol, ''page 81''
In the wake of Operation: SUNSPEAR, Adrianna's appearance and personality changed significantly. Her armor had been significantly damaged during combat on Glyke, with pronounced burns on the back of her greaves. She was profoundly impacted by the events and aftermath of the last mission, refusing to speak with and expressing hostility towards her teammates in non-combat situations. She also appeared detached from the surrounding environment as a whole. She seemed to shed some of her hostility and detachment by the end of the Carrow Conflict.
At some point during her time as a soldier, Adrianna used a TRACKER-class Mjolnir helmet on a Gen1 Mark V core.
Trivia She may be of Eastern European descent, judging by her pronounced Slavic accent.Halo: The Cole Protocol, ''page 16''
List of appearances
''Halo: Ghosts of Onyx''
''Halo: The Cole Protocol''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Halo: Envoy''
Sources
Category:Human characters Category:UNSC Navy enlisted personnel Category:Spartan-IIs |
|location= CAA mining vessel, ''CAA Heavy Burden|Heavy Burden''
|date=Post-2539, after the Battle of Kholo
|terrain=Industrial hallways and platforms
|playernumber=4-14
|gametypes=*Slayer Capture the Flag Regicide King of the Hill
}}
Adrift is a small symmetrical multiplayer map featured in ''Halo 4''.
Universe and lore File:H4-MP-CFM88-MiningShip-Rear.jpg|thumb|250px|left|External rear view of the mining ship in Adrift.
Although this CAA mining vessel was refitted as an ordnance transport, damage sustained during the Battle of Kholo has condemned it to an inescapable slide down the gravity well of a gas giant. On board, its automated systems continue unabated, their operations executed in eerie futility as they drift ever-closer to destruction.
Adrift is set on the Colonial Administration Authority Springhill-class mining ship|''Springhill''-class mining ship (Hull classification symbol|CFM-88) orbiting a gas giant near Kholo. A stationary HRUNTING/YGGDRASIL Mark II (D) Geyrion Powered exoskeleton|exoskeleton is under construction by a series of robot arms in a section of the ship.
Overview
The map is small, symmetrical stage designed for Slayer gametypes. The outer area of the map features man cannons which allow players to quickly traverse the area. An asteroid belt can also be seen looming over the map. Hallways, tunnels, and routes make up the outer parts of the map, leading into a central room.
There are numerous entrances to the center room, or the "Armory", that help prevent camping. The center room consists of three levels. In the middle of the room, a raised platform provides a height advantage over the rest of the center. There are two access doors that are level with the platform, with a gap between the doors and platform. The lower level features a dual set of grav lifts which are directly across from one another, that allows players to reach the second level away from the center. The large amount of cover in the center near the entrances allow players to kill exposed enemies standing in the room.
An Overshield will spawn in the center of the map, enforcing a rush for top mid. The center is where most firefights will occur on the map, since most platforms lead to the room.
There are several hallways and routes around the map, with tight corridors and corners. The lower-leveled hallway connects to the base and will lead to a man cannon, allowing the player to quickly reach opposing bases and objectives. The lower hallway also features a stairway, in the middle of the hallway, that will take the player to the lower level in the center room on the map. Railings located on the outside areas of the map help prevent the player from falling to their death. A SRS99-S5 AM sniper rifle|sniper rifle spawns on each corner adjacent to either team's spawns. The lower region of Adrift features two grav lifts, four stairwells, and multiple crates which can be used to jump up to the next level of the map. The grav lifts lead to the nearby hallway of either player base, depending on which lift is taken by the player. The hallway by the grav lifts connects a platform that holds a single man cannon, capable of taking the player to the base or objective. The spawning bases on the map are covered in platforms and crates. The third hallway leads to the highest level in the center room of Adrift, where power ups or power weapons are commonly found.
File:HMCC H4 Adrift Map.png|Adrift loading screen, as seen in ''Halo: The Master Chief Collection''. File:Adrift Overhead.jpg|Overhead view of the map.
Callouts The following are locations on the map that were named in the ''Halo 4: Official Game Guide'':
Construction/Blue Base Blue Jump Blue Hall Blue Lift Blue Walk Dark Lifts Bottom Center Red Tunnel Red Computers Red Jump Refinery/Red Base Blue Computers Blue Tunnel Blue Stairs Top Center
File:H4-MP-Adrift-CyclopsMk2.jpg|Top Center.
Blue Ramp Light Lifts Red Walk'
Red Lift Red Hall Red Stairs Red Jump
Due to the amount of raised platforms and overall versatility present in the level, a Series 12 jetpack|jetpack is very useful in traversing the map's middle section, as it can allow the player to circumvent easily naded stairwells to pursue a surprise attack. Z-5080 Promethean vision|Promethean vision is also useful on the map. The amount of corners on the map allows players to ambush unsuspecting players with ease, especially with the use of the Z-110 Boltshot|Boltshot, which can generally one shot within the confines of the map's hallways. The M805X thruster pack|thruster pack is also recommended due to the close quarters nature of the map, which enables reliably thrusting over an opposing player's head for a potential assassination. It is best to avoid the hallways that lead to the center, due to the amount of grenades thrown in the area. However, the hallways can be baited by an attentive player with a sniper rifle due to the line of sight across the map to the other populated hallway, and to various areas in the map's midsection. The overshield that spawns can be easily baited for if a player tosses a grenade off the nearby walls of the power up. Doing this during the initial rush for the overshield can result in the would-be obtaining player's shields being dropped, allowing for an easy headshot.
*Additionally, spawning with a Kelos'vaarda-pattern storm rifle|storm rifle or a Type-25 plasma pistol|plasma pistol can allow for a quick burn on a player who has already obtained the overshield.
Production notes File:WarhouseCyclopsOverhead.jpg|thumb|250px|E3 2012 shot of Adrift, featuring a different lighting setup. Originally the map was named "Warhouse". This name was a working title that was carried forward into public statements.
Several themes were explored for the map including a space platform, a spooky science experiment, and a jungle-bound UNSC facility for bio research. The space platform theme was settled upon and using reference material from Wikipedia:NASA|NASA, aircraft carriers and naval shipyards the map took it's current form.
Adrift underwent a slight visual overhaul for the retail build, following the E3 2012 build. This change included a shift in lighting, brightening the outside areas of the map, while darkening the interior of the ship. As well during the E3 2012 build, the mining vessel's hull classification symbol was ''FFG-88'', designating it as a UNSC frigate|frigate.
Gallery
File:H4_AdriftMech_Concept.jpg|Concept art of the mech in the centre of the map. File:H4_Adrift_Bridge_Concept.jpg|Early concept for the map, from when it was known as "Warhouse". File:H4_Adrift_GasProcessor_Concept.jpg|Concept art for a gas processor on the map. File:H4_CAAHeavyBurden_Rear_Concept.png|Concept art of the mining ship. File:H4_Adrift_LandingPad_Concept.jpg|Concept art of a Pelican dropship arriving at the ship. File:H4_Adrift_LoadingBay_Concept.jpg|Concept art of a lone soldier in Loading Bay 04-A7. File:H4_Adrift_MiningPlatform_Concept.jpg|Concept art of the ship's industrial lattices. File:H4_Adrift_CentralHub_Concept.jpg|Concept art of the central room. Note the label "LV426" on the tank; List of references to Aliens in the Halo series|a reference to the primary setting of the film ''Wikipedia:Aliens (film)|Aliens''. File:Warhouse.jpg|A shot of the Mark II (D) exoskeleton.
Sources |
Adruvon was a City|human city on the Human colonies|colony of Harrow. During the Post-Covenant War conflicts, the city was Battle of Harrow|attacked by a Banished force led by the Sangheili Kaidon Thav 'Sebarim, resulting in the deaths of 700,000 human civilians.
List of appearances
''Halo Infinite''
Sources
Category:Human cities |
|line=Shadow
|model=
|cost=
|length=
|width=
|height=
|mass=
|max speed=
|engine=
|hull=Nanolaminate plate
|armament=1 plasma cannon
|crew=
1 pilot
1 gunner
|complement=6 passengers
|consumables=
|othersystems=
|firstuse=
|service=Human-Covenant War
|role=Infantry transport
|affiliation=Covenant
}}
The ''Adsk''-pattern Light Transport is an infantry carrying vehicle in the Shadow series of armoured transports used by the Covenant.
Overview
The ''Adsk''-pattern Shadow bears a broad visual resemblance to the more common ; however, its design predates the ''Ruwaa'' (and most other commonly-encountered Shadows), while being a much newer vehicle in actual manufacture. The vehicle has a broadly blockier design than other Covenant vehicles, with three seats lining both the left and right sides of the craft and a driver mounted in the front. Unlike the ''Ruwaa'' design, the vehicle's main plasma cannon turret (which in itself consists of twin plasma cannons) is mounted in the back.
The ''Adsk'' has a history of inconsistent usage across the battlefields of the Human-Covenant War. United Nations Space Command analysts noted that when encountered, the ''Adsk'' was rarely used in quite the same manner twice, with Sangheili especially rarely electing to use the vehicle - speculated to indicate that this is the result of an unfamiliarity with the vehicle's strengths and weaknesses on their part. Noted uses of the vehicle include use as a "battle bus" similar to an infantry fighting vehicle, moving troops to the front lines of the battlefield before remaining in the back to support their advance via use of its plasma cannon, and use in a manner more akin to a tank - thrown against prepared human defences with no infantry support to speak of.
Production notes
The ''Adsk''-pattern Shadow first originated during the Development of Halo: Combat Evolved|production of ''Halo: Combat Evolved'' as a vehicle for use by the Covenant as a troop carrier. At this time, the vehicle had no name, and was simply referred to in-game by a variety of names including c_ground_transport, bus, and covenant truck. At this stage of development, another vehicle held the name of Shadow, and was similarly-cut. Both of these vehicles would later go on to be revived in ''Halo 2'' as the Spectre and Shadow respectively.
In 2023, the vehicle was restored by the Digsite project for use in ''Halo'' modding and officially canonised in a Canon Fodder article. For consistency and ease of use with the Shadow vehicle later introduced in ''Halo 2'', the vehicle was renamed to the Shadow in the provided files and made fully-functional as a vehicle with an operational driver and gunner seat.
Gallery
File:PXH SeraphShadow.png|A Shadow (then simply the "ground transport") in 1999-era ''Halo''. File:HCE Digsite Vehicles 1.jpg|An ''Adsk'' Shadow restored into ''Combat Evolved'' by Digsite (second-from right).
Notes
Sources
Category:Shadows |
Advance Survey Team Alpha was a Forerunner planetary survey unit attached to the Primary Pioneer Group.Halo 3, ''Terminal (Halo 3)|Terminal Six'' Advance Survey Team Alpha was sent to Seaward|G617 g1 to investigate the disappearance of a Primary Pioneer Group, where it encountered the Flood, sparking the Forerunner-Flood war.
List of appearances
''Halo 3''
*''Terminal (Halo 3)|Terminals''
Sources
Category:Forerunner military units |
The Advanced Short-Range Ground-to-Air Missile 10X, abbreviated as the ASRGAM 10X, is a short-range surface-to-air missile used by the United Nations Space Command|UNSC that was in service in 2552.
Description The surface to air missile is launched via specialized Surface-to-air missile launcher|Surface-to-Air Missile Launch Sites, and is composed of a main fuselage containing its guidance and propulsion systems, a fuel tank, stabilizer fins, and warhead, which is located at the nose.
Usage ASRGAM 10X missiles were employed by UNSC forces during the Battle for Earth in 2552. Missile launchers supporting the weapon were deployed in Outpost C9 and Traxus Factory Complex 09, Voi, during the battle.Halo 3, multiplayer level ''High Ground''Halo 3, campaign level ''The Storm''Halo 3, campaign level ''Floodgate'' Additionally, racks of the missiles and warheads were stored in the Crow's Nest and Kupiga Simu bases and UNSC Training Facility Bravo.Halo 3, campaign level ''Crow's Nest''Halo 3, multiplayer level ''Rat's Nest''Halo 3, campaign level ''Tsavo Highway''Halo 3, multiplayer level ''Standoff''Halo 3, multiplayer level ''The Pit''
Gameplay The missile can be seen throughout various levels in the ''Halo 3'', campaign and multiplayer, and is present in Forge. In the campaign, the missiles can be found in the mission Crow's Nest and Tsavo Highway, The Storm and Floodgate, as static props with no interactable properties. The latter two missions boast a static missile launcher near the AA gun. A missile launcher for the missile is also found on the multiplayer level High Ground, while the levels The Pit, Rat's Nest and Standoff allow the item to be spawned in through Forge. Depending on map, the missile can be spawned whole, warhead-only or the body with no warhead.
Gallery
File:H3-ASRGAM-10X.PNG|Some ASRGAM 10X missiles seen in-game. File:H3-ASRGAM10X-Missile1.jpg|The ASRGAM 10X missile label. File:H3-ASRGAM10X-Missile2.jpg|ASRGAM 10X missiles on racks. File:H3 ThePit Missiles.png|Missiles in UNSC Training Facility Bravo. File:H3_Standoff_Missile.png|The missile on Standoff. File:H3_Standoff_Missile_Interior.png|The inner works of the missile. File:H3_RatsNest_Missile.png|ASRGAMs in Rat's Nest. File:H3_TheStorm_SAM.png|A SAM launcher and a half-expended rack of ASRGAM missiles in Voi.
List of appearances
''Halo 3''
Sources
Category:Missiles |
Advent is the first track on Volume 2 of the ''Halo 5: Guardians Original Soundtrack''.
Appearances
''Evacuation'' - when driving amidst the Guardian Custode|Guardian emerging.
''Genesis (level)|Genesis'' - when running down a Guardian.
''Last Stand (Halo: Fireteam Raven level)|Last Stand'' - used as the backing track during the final level. |
Adventurer is an achievement in ''Halo: The Master Chief Collection''. It is awarded for activating the twenty-second ''Halo 3: ODST'' Audio log (Halo 3: ODST)|Audio log on Mombasa Streets. The achievement is worth 5 Gamerscore and can be unlocked on any difficulty.
Location The achievement is awarded when the player unlocks their twenty-second terminal, regardless of which terminal in the hub that is. For terminal locations, see Audio log (Halo 3: ODST)|here. |
Aegis Fate is an achievement in ''Halo Infinite''. It is unlocked by deploying the Drop wall 50 times. This achievement awards the player 10 Gamerscore. |
Aerofabrique SA is a manufacturer of Human starship|spacecraft, providing both warships for the UNSC Navy and non-combat vessels for the Unified Earth Government.
History In 2499, Aerofabrique SA introduced the , a vessel that would eventually become the UEG's premier vessel. Late in the Human-Covenant War, the company introduced the . Following the end of the war, the UNSC Navy would commission Aerofabrique SA to assemble hundreds of these frigates in the shipyards above Mars and Tribute, with their being introduced into naval service in 2555.
Sources
Category:Shipbuilding companies |
The ''Aestuum''-class mining ship is a civilian Human starship|spacecraft class employed by humanity. The ''Aestuum'' is a fairly recent design and ships of this class often dominate interstellar travel lanes, though older ships such as the are still common sights.
Trivia The ''Aestuum''-class mining ship is possibly named after the Wikipedia:Sinus Aestuum|Sinus Aestuum (meaning "Seething Bay"), an extension of Mare Insularum on Luna|the Moon.
Sources
Category:Human ships |
Aethras are a kind of aircraft used by the forces of the Created, presumably-Forerunner in origin. They are used on the Planet|worlds occupied by the Created as overwatch survey craft to reinforce occupation armigers on the ground.
Overview
Operational history
Trivia The aethra is likely named after Wikipedia:Aethra (mother of Theseus)|Aethra of List of references to Greek mythology in the Halo series|Greek mythology, one of Wikipedia:Helen of Troy|Helen of Troy's handmaidens and the mother of Wikipedia:Theseus|Theseus.
List of appearances
''Halo: Outcasts''
Sources
Category:Forerunner ship classes |
Africa Suite is the thirteenth track included in the second disc of the ''Halo 2 Anniversary Original Soundtrack''. It is the remastered version of ''Encounter'' from ''Mombasa Suite'' in the ''Halo 2: Original Soundtrack''. Despite being a suite, it only contains one piece of composition. |
File:H2ACampaign HomeFleetInEarthOrbit.png|thumb|250px|Western Africa and parts of southern Europe. Africa is the second-largest continent on Earth. It has a multitude of peoples, languages and cultures.''Halo Encyclopedia (2009 edition)'', Earth, p. 285, (2009); p. 296 (2011)
History
File:ObservingArtifact.png|thumb|Ancient humans witnessing the near-completion of the Portal. Following the conclusion of the human-Forerunner wars, the humans that were permitted to live on were taken to Earth and were given over to the care of Lifeworkers for observation and study. The Librarian herself gave many humans geas at that time. As the last years of the Forerunner-Flood war waned, the Conservation Measure saw species from all across the globe collected for future preservation, in one way or another. It was from Africa that the Librarian oversaw her efforts on Earth, and it was there she remained even up unto the point where star roads and the Flood entered the Sol system. Her last act was to set the construction of the Portal in East Africa into motion. It would go on to be completed after the Great Purification|firing of the Halo Array, but even after humans were returned once more to the planet, it lay dormant, eventually being covered by the Earth as the years went on.
Due to Africa's wealth, the continent has experienced numerous wars. In 2411, at least UNSC Crassus|one served the East African Protectorates regional peacekeeping forces, acting as a training ship and drone mothership until 2490, when it was retired from service and moved to serve as a floating military museum.
File:LC 002 Doc Recon.png|thumb|300px|ONI surveillance of the Covenant's excavation of the Portal, burning away much of the surface of Eastern Africa. On 2552|October 2552, the Prophet of Regret found Earth in search of the The Portal|Portal. They Battle of Mombasa|landed only in one spot in the country of Kenya, in and around the city of Mombasa. Prophet of Regret|Regret's forces tried to hold onto and capture the city from the United Nations Space Command|UNSC UNSC Defense Force|Defense Force, but failed. Then, his flagship, ''Solemn Penance'', jumped into Slipstream space|Slipspace, damaging the city. After this, more Covenant ships appeared, glassing Mombasa and its surroundings to uncover the Portal to the Ark, which had been buried under the ground for more than a hundred thousand years. Fighting also took place in Cairo.
Four weeks later, the uncovering process of the Portal was complete. The Prophet of Truth came to Earth on his Forerunner Dreadnought, landing in the center of the Portal. The UNSC, believing the structure to be Installation 00|the Ark, Battle of Voi|attempted to stop the Covenant from activating it, with no effect. Truth and his Truth's fleet|fleet escaped through the Portal, and a Flood-Indulgence of Conviction|infected ship arrived just after, followed shortly by Covenant separatists|the Sangheili. To prevent the Flood from spreading and consuming the planet, the Fleet of Retribution glassed a large portion of the continent, bringing a bitter and violent close to the Battle of Kenya.
In 2555, the portal was activated again, leading to a massive invasion of Earth by Retriever Sentinels sent by 000 Tragic Solitude, that was stopped by the human and Sangheili forces at Installation 00.
Geography As the second largest continent, Africa takes up approximately 20% of Earth's land area. It is both verdant and features deserts. Both Kenya and Tanzania were located in east Africa, with Zanzibar Island located off the east coast of the continent.
Burundi East African Protectorate
*Kenya|Republic of Kenya
**Mombasa (Template:MombasaLocales|Locations)
**Nairobi
**Voi
**Tsavo
**Tsavo highway (location)|Tsavo Highway
**The Portal
**Research Center Alpha
**Pylon Five
*Tanzania|United Republic of Tanzania
**Arusha
**Mount Kilimanjaro
**Zanzibar Island Egypt
*Cairo Ethiopia South Africa
*Durban (Earth)|Durban
Gallery
File:HSA Flood infesting Earth.jpg|A simulation of a Flood infestation of Africa conducted after the war.
List of appearances
''i love bees''
''Halo 2''
''Halo Graphic Novel''
*''Second Sunrise Over New Mombasa''
''Iris''
*''Halo 3: The Cradle of Life''
''Halo 3''
''Halo 3: ODST''
*''Sadie's Story''
''Halo Legends''
*''Origins''
''Halo Evolutions - Essential Tales of the Halo Universe''
*''Palace Hotel''
''Halo: Reach''
''Halo: Glasslands''
''Halo: Silentium''
''Halo: Spartan Assault''
''Halo: New Blood''
''Halo: Spartan Strike''
''Halo: Hunters in the Dark''
''Halo 5: Guardians''
''Halo Mythos''
''Halo: Renegades''
''Halo: Point of Light''
Sources
Category:Africa |
File:Ad african trust.png|thumb|200px|The logo of African Trust.
African Trust was a bank operating in Africa on Earth. There were many billboards advertising for the bank in New Mombasa,Halo 3: ODST, campaign level ''Mombasa Streets'' and the company also owned buildings in the city.Halo 2: Anniversary, campaign level ''Metropolis''
An African Trust ATM was robbed by the Crone and later destroyed by Jiralhanae|Brutes during the Battle of Mombasa.
Trivia In the level Mombasa Streets of ''Halo 3: ODST'', an African Trust ATM will begin to spew money out when the Rookie passes by, as the Superintendent is attempting to alert the Rookie of a near-by Audio log (Halo 3: ODST)|Audio log. In the level Metropolis of ''Halo 2: Anniversary'', African Trust is one of the companies that were added to fit into the environment of New Mombasa.
Gallery
File:African Trust Ad.png|An African Trust ad in New Mombasa.
List of appearances
''Halo 3: ODST''
*''Sadie's Story''
''Halo 2: Anniversary''
Sources
Category:Human businesses |
After Action Report (AAR) Q74S295-LR was an wikipedia:After action report|after action report detailing the activities of the and Spartan Operations|Spartan Fireteam Apollo during the Mission to the Korinth Prior system in 2557. A snap-feed of the report was prepared by AI Turkish and presented to Hugo Barton, the director of Shield World 006|ONI Research Facility Trevelyan, on June 21, 2557. The file was later forwarded to SPARTAN-IV|Spartan 92738-61842-LC as part of a data cache concerning .Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #4''
Transcript SEVERN PYLON JACARANDA NORTH
82B GANYMEDE
21 JUNE 2557
0550 STANDARD
CLASSIFICATION: PRIORITY ONE ALPHA
OFFICE OF NAVAL INTELLIGENCE AFTER ACTION REPORT Q74S295-LR
//FORWARD RECON DEPLOYMENT
//FROM: ATTENDING AI TURKISH
//URGENT//TO: DIR. H. BARTON
"THE FIRE'S WAKE"
PREMISE...
AAR snap-feed submitted by TRK 21650, see full report for details. Expedition to stellar coordinates near accretion disk around KORINTH PRIOR. Arrival Date JUN 8
2557 at 0221 hours MST.
First contact with anomalous debris found in orbit around Ktype dwarf at 0354
hours. Commencing exploration aboard ONI prowler TAUROKADO.
Target: SPIRIT OF FIRE. APOLLO on standby.
DATA TRAWL...
0410// Initial scans Show disk is composed of 94% naturally occurring materials.
4% confirmed Forerunner materials. 2% untraceable.
0419// Detritus size spans vast Spectrum. 9% nearing scale of small lunar satellites, 84% roughly the size of Taurokado or smaller.
0659// Sensors detect lowlevel shielding sporadically surrounding structures of Forerunner origin. Codified as "SITES" hereon.
0924// First contact with Site 012, entirely protected by a dissipative atmospheric shield. Artificial gravity is extant.
0928// Breaching field. No sign yet of UNSC Spirit of Fire.
1005// Apollo deployed to surface of Site 012, approaching structure.
1008// Structure accessed. Apollo confirms Forerunner origin, details appear homogenous to Class6B configuration from Onyx "SARCOPHAGUS."
1242// Apollo recovering data through passive sensors. Initial scans indicate this was a docking site for war vessels, housed within an artificial planetary body. Findings validated by extraneous debris: ultraresilient fibrous mesh exclusively of Forerunner origin.
1330// Interaction with engineering conduit at Site 042 provides key details. Original installation was Shield 0459, formally known as the ETRAN HARBORAGE. Original name is loosely translated "TROVE."
1415// Survey continues apace. Site 029 found to contain holographic armature schematic. Dreadnought classification: "SOJOURNER."
1452// Caution taken by Apollo at Site 021. Residual evidence suggests contaminant vestiges of FLOOD PARASITE. Shield world selfcompromised?
1516// Human materials recovered from Site 037. Battleplate consistent with Phoenixclass hull. Evidence suggests Spirit of Fire presence.
1620// Suspicions confirmed by hull analysis. Recovery of war materiel registered to Spirit of Fire. Zero evidence of survivors among debris.
HOSTILE ENGAGEMENT. . .
1642// Scans detect foreign battle group. Covenant presence confirmed.
1650// Hostile fighters en route, Seraph formation. Enemy engaging.
1654// Apollo deployed via F41s. Direct attack on hostile targets.
1702// Apollo dispatches first wave, second wave approaches.
1710// Second wave eliminated. Apollo falls back to Taurokado. l714// Taurokado releases sensor buoy B89-7. Slips per protocol.
FINAL EVALUATION.
97% probability that the accretion disk was once an artificial sphere which served as a docking port for warships and a shield world.
72% probability that it encountered a "recent" Flood outbreak of some nature. 66%
probability that the sphere's destruction was related.
99% probability that Spirit of Fire arrived at the shield world site.
12% probability that Spirit of Fire survived the world's destruction.
98% probability that the Covenant will attempt to recover technology from the field. Recommend discrete asset denial or counter force.
Production note AAR Q74S295-LR was included as a Halo Legendary Crate/Data Drops|Data Drop in the fourth Halo Legendary Crate.
Gallery
File:LC 004 Doc1.jpg|The first page of the report. File:LC 004 Doc2.jpg|The second page of the report.
Sources
Category:Files Category:Canon |
File:Glassed Reach.png|thumb|250px|Reach, near the end of the battle.
The Template:Engagements in the Fall of Reach|engagements in the Fall of Reach resulted in an extensive aftermath for the overall war effort, for the units involved, and for the planet itself.
Losses and retreats File:HM-PoA-escape.jpg|left|thumb|250px|The UNSC ''Pillar of Autumn'' escaping a glassed Reach, through a debris field of UNSC ships. Numerous ships and units were destroyed or were irreparably damaged. The , one of the finest in service was damaged beyond repair. One of the most revered ships in the fleet and the Flagship of the Epsilon Eridani Fleet, the , was also destroyed.
A Covenant ship, the ''Valourous Salvation'' escaped mid way through the battle and ended up attacking the Human colonies|colony planet|world of Beta Gabriel.''Halo: Evolutions'', Stomping on the Heels of a Fuss
Several UNSC starship|UNSC ships would escape the battle as well, such as the .
The would flee the battle, with the Artificial intelligence|AI Cortana commandeering it's escape destination to the previously undiscovered Installation 04|fourth Forerunner Halo Array|Halo. While the Battle of Installation 04 was tangential to the main front, the containment of the initial Flood outbreak - and the experience gained - was just as critical for the survival of humanity.
ONI artifact recovery, and assessment Artifacts and other recovered items During and after the Fall of Reach, a number of artifacts were recovered. Prior to the completion of Operation: WHITE GLOVE, ONI recovered Dr. Halsey's personal journal.''Halo: Reach Legendary Edition'', :File:Journal Contents.jpg|Container manifest As well, a flag that was originally used by SPARTANs during training sessions of Capture the Flag, was recovered and put on display at Outpost Discovery.''Halo: Outpost Discovery'' - Hall of History, Capture the Flag
Investigations and analysis of the battle On September 4, 2552, the Office of Naval Intelligence began investigating Joseph Poteet and Alasdair Schicker, believing that they may have leaked classified information to the Covenant. Including the location of Reach.''Halo: The Fall of Reach'', Halo: The Fall of Reach#2010 bonus content|Adjunct - Entry 19-021/024 At the same time, Lieutenant Wagner who escaped the battle reported to the UNSC Security Council at HIGHCOM Facility Bravo-6, Earth, detailing the glassing of the planet and the escape of the UNSC ''Pillar of Autumn''.''Halo: First Strike'', p. 100-106
An inquiry was held by ONI Retrieval and Acquisitions on September 26, 2552 which culminated in the creation of a target profile of Thel 'Vadamee by Lieutenant Commander Jameson Locke.''Halo 2: Anniversary'', Terminal (Halo 2: Anniversary)|Terminal - ONI File: Target Profile This report included information on Thel's actions at the Fall of Reach.''Halo 2: Anniversary'', Terminal (Halo 2: Anniversary)|Terminal - ONI File: Particular Justice
Just over a month after the battle on 2552#October|October 8, 2552, Admiral J. Garcia compiled 844 files into a report called "Preliminary Reports of Action - Defense of Reach". It detailed fleet actions in the Reach Defense Coordination Zone. This report along with several others would be assembled into another file in 2554 for Fleet Admiral Terrence Hood.''Halo Legendary Crate'', Halo Legendary Crate/Data Drops|Data Drop #2
At some point after the battle, numerous reports were filed including Halo: A Fistful of Arrows|ITEM/466F41.LV. Some of these reports contradicted one another, especially in regards to Jun-A266's actions following the SWORD Base portion of Operation: WHITE GLOVE.
Earth and the Sol system The loss of Reach was announced on Earth over PA systems.''I love bees'', Axon Clips, Axon Clips Chapter 5|Chapter 5 - Rani: "The Wedding" Weeks after the battle, rumors started circulating on Earth that people were still alive on Reach.''I love bees'', Axon Clips, Axon Clips Chapter 8|Chapter 8 - Rani: "My Old Kentucky Home"
The Office of Naval Intelligence knew of at least four Covenant battle groups centred around large assault carriers prowling the outer edges of UNSC-held space. The Navy believed that the location of Sol was compromised and began relocating heavy industry facilities and command centers out of the system in a long-planned exodus. (Archive:Bungie.net/News/Jason Jones Interviewed By You|Archive) UNSC units were also posted in Earth's Space elevator|tether cities following the battle of Reach.''Halo: Evolutions - Essential Tales of the Halo Universe'', "Palace Hotel", p. 367 Some graffiti on Earth used the slogan "Remember Reach".
Following the battle, a ONI memorial|memorial was created for fallen ONI personnel in the Fall of Reach at ONI Alpha Site on Earth.
Post-fall missions and activities on Reach Rescue operation
As the Covenant began glassing Reach, the surviving Spartans continued their fight. Team Gamma; a Red team splinter composed of Anton-044; Grace-093 and Li-008, had managed to survive and complete their mission to rescue Vice Admiral Danforth Whitcomb from HIGHCOM. Too late to reach CASTLE base, they hid in the mountains attacking Covenant units with the use of guerrilla tactics as opposed to a conventional assault. They programmed their MJOLNIR suits to transmit the "Oly Oly Oxen Free" secret code on E-Band radio, hoping that any surviving Spartans would discover it and help them.
Meanwhile underneath the ruins of CASTLE base, Dr. Halsey and five Spartans (Fred, Kelly, Will, Vinh, and Isaac) had spent five days combing the remains of a Forerunner structure and an additional five days trapped in a hallway inside the ruins by Covenant forces. They managed to retrieve a Forerunner crystal that the Covenant were seeking, but it emitted a burst of radiation which alerted the Covenant to their presence. Vinh and Isaac fell at the hands of overwhelming Covenant forces, and the others escaped by blowing the hallway down behind them.
After the survivors were recovered by ''Ascendant Justice'', a Covenant Flagship captured by John-117 after the Battle of Installation 04, the ship drew a group of Covenant vessels out of the system in pursuit to Eridanus Secundus, leading to the Massacre at Eridanus Secundus|destruction of the asteroid colony, and the destruction of the artifact and the recovery of only a small number of pieces by the Covenant. The ''Ascendant Justice'' also destroyed around sixteen Covenant warships during the escape in slipspace and at the rebel base.
Post-war File:TFoR-as-concept 5.jpg|thumb|left|200px|The members of Blue Team meeting up in Reach's glasslands in 2558 to remember Sam's sacrifice. The earliest known return mission to Reach would be in 2553 when a pioneer group came to the planet to scout and prepare for the planet's reterraforming.
Surviving members of Blue Team would return to a glassed Reach in 2558, honoring Samuel-034's sacrifice at the Battle of Chi Ceti.''Halo: The Fall of Reach - The Animated Series''
They would again come back to a desolate Reach in 2559 during Operation: WOLFE and the Created uprising. This time they would attempt to dig into the ruins of CASTLE Base.
Environment, livability, and future of Reach File:HR Screenshot Epilogue-After.jpg|200px|thumb|Reach restored to a green state in 2589. A number of moa survived in isolated areas of Reach.
Reach would return to a green state by 2589 and with Unidentified colony ship|at least one colony ship coming to settle on the planet. By 2610, the city of New Alexandria was resettled with a few new areas including Hosok tere, which held the Reach War Memorial.''Halo: Reach Legendary Edition'', :File:Journal Package Letter.jpg|package contents letter
Sources
Category:Fall of Reach |
Again with the Tentacles is an achievement in ''Halo Wars 2'', awarded for completing the Halo Wars 2: Awakening the Nightmare|Awakening the Nightmare campaign on heroic difficulty or higher.
Sources |
An agani is a small, palm-sized green fruit. It is oval in shape with a thin rind covered in dull spikes. While comparable to a Wikipedia:Lime (fruit)|lime, it is somewhat sweeter and can be juiced to produce a pale beverage. Fresh agani smells like a combination of both citrus and apple.
Laine Forge, the mother of Rion Forge, grew agani on her small farm located on the Outer Colonies|Outer Colony Planet|world of Sonata. When Rion visited her mother in 2558#August|August 2558, Laine offered her a glass of freshly-made agani juice.
List of appearances
''Halo: Point of Light''
Sources
Category:Plants Category:Food and drinks |
The Age of Abandonment was the first Age in the Covenant Age system.
Overview In the ceremonial Progression of the Ages, this age was represented by an Wikipedia:Obsidian|obsidian stone.
During the ritual, the appropriate dialogue was as followed:
Leader: ''"Abandonment."''
Congregation: ''"The First Age! Ignorance and fear!"''
Events
The first period of History of the Covenant|Covenant history; This age refers to the time from 2200 BCE, which marked the start of the Stoic-Reformist conflict, and 2100 BCE, when the Forerunner Dreadnought left Janjur Qom. The next known Age after this was the Age of Conflict|First Age of Conflict.
The Akton-pattern escort vessel first entered service during this Age.
List of appearances
''Halo: Contact Harvest''
Sources |
The Age of Seven Worlds was a period in Sangheili history prior to the formation of the Covenant empire in 850 BCE. Little is known of the age, except for that the Silent Shadow of the era venerated a Sangheili mythology|nameless god said to wield a trikala spear.
Whether the Age of Seven Worlds preceded or is a part of The Former Age is unclear, though its name suggests it was an era of Sangheili history in which only (or around) seven planets had been Sangheili colonies|colonised in their interstellar empire.
List of appearances
''Halo: Outcasts''
Sources
Category:Sangheili culture |
The Ages of Conflict was the second Age in the Covenant Age system. There have been 39 known Ages of Conflict, each being time periods in Covenant History of the Covenant|history where the Covenant suffered from large internal or external conflicts.
Overview During the Progression of the Ages, Ages of Conflict are represented by Iron (element)|iron and the following dialogue is as followed for this age:
Leader: ''"Conflict."''
Congregation: ''"The Second Age! Rivalry and bloodshed!"''
Events
File:Conflict Mural.jpg|thumb|250px|A Covenant mural depicting the war. The First Age of Conflict is the name given to the time of the War of Beginnings, from 938 BCE to 852 BCE. During this time, the Sangheili and the San'Shyuum reformists fought over their different religious beliefs regarding the treatment of Forerunner artifacts. The age ended with the ratification of the Writ of Union, a treaty made between the two races that established the Covenant. The First Age of Conflict was preceded by the Age of Abandonment|First Age of Abandonment and proceeded by an Age of Reconciliation.
During the Second Age of Conflict, the was first commissioned for service with the Covenant fleet.
The Third Age of Conflict was a time of violent civil wars that so often defined the Covenant's early history, as the empire took shape through conquest, submission, and slaughter. This age occurred within the first centuries of the Covenant's existence. The was first commissioned and entered service with the Covenant fleet for use in the civil wars of the Third Age of Conflict. The Kraken|Shuul'se-pattern subjugator Kraken,a powerful siege tower and excavator, was first commissioned by the Covenant Hierarchs, during this Age.
The Fourth Age of Conflict saw the entering service with the Covenant's fleet.
During the Sixth Age of Conflict, the entered service with the Covenant's navy, where it was employed for patrol and security across the Covenant's domains. The s first entered service with the Covenant's fleet during the Sixth Age of Conflict.
The Thirty-Ninth Age of Conflict was ushered in by the Unggoy Rebellion, which arose from a long list of grievances finally set aflame with the Infusion|Infusion Incident. This Age of Conflict led to the Ages of Doubt|23rd Age of Doubt.
List of appearances
''Halo: Contact Harvest''
''Halo: Broken Circle''
Sources |
File:H2A Terminals - High Charity construction.jpg|thumb|300px|''High Charity'' during the First Age of Conversion.
The Ages of Conversion were considered the fifth age, in the Covenant's cyclical perspective of the ages. Ages of Conversion were time periods in Covenant History of the Covenant|history when the hegemony incorporated other races into itself.
Overview In the ceremonial Progression of the Ages, the Ages of Conversion are represented by a specific mineral.
During the Progression of the Ages, an appropriate dialogue is as followed:
Leader, or Chieftain: ''Conversion!''
Congregation, or Pack: ''Fifth! Obedience and freedom!''
Events
File:LekgoloArby.png|thumb|300px|Arbiter Jeht 'Lcmutee encounters Mgalekgolo for the first time. During one of the first Ages of Conversion, the Covenant discovered the gas giant of Te, surrounded by the remains of a large Forerunner installation occupied by the native Lekgolo. After discovering that the Lekgolo had been devouring the installation, which resulted in the San'Shyuum declaring war on the species. The ensuring war led to the creation of an Arbiter to lead Covenant forces during the Taming of the Lekgolo. However, the Arbiter would come to discover that some Lekgolo had only devoured around the Forerunner materials and could be of great value if incorporated into the empire. The San'Shyuum eventually agreed and the Lekgolo were absorbed into the Covenant Empire in 784 BCE.
The Yanme'e were forcibly incorporated into the Covenant as a Slavery|slave race in the year 1112.
For several years prior to 1342, a war between the Kig-Yar species and the Covenant took place in the Y'Deio system. One of the causes of the war was the Covenant sought access to a Forerunner facility buried in one of the Kig-Yar habitats.
The Covenant first arrived in the Y'Deio system with small contingent fleets. These fleets were attacked by Kig-Yar piracy|pirates and mercenaries beginning a naval campaign. These pirate fleets were the only defense the Kig-Yar had against the Covenant, though this fleet paled in comparison to the Covenant's.
The Covenant would score numerous naval victories and demonstrated their naval superiority. However, Kig-Yar forces hid among the various asteroids in their system forcing the Covenant to ferret them out. The Covenant would also attack various asteroid redoubts, decimating many from the bloodline of Chur'R-Yar in their defense. Fighting would take place elsewhere in the system over Forerunner artifacts.
The militias of various sectarian societies in the asteroid belt of Chu'ot joined with pirate groups to help fight off the Covenant. By the end of the war, a unified front of raiders and mercenaries reached an agreement with the Covenant. The Letter of Marque offered and accepted by Kig-Yar.
The Unggoy surrendered to the Covenant's will almost immediately upon first contact with it in 2142.
The Jiralhanae become full members to the hegemony in 2492. Many were eager to partake in all the Covenant could offer, but violence was required to coerce many others into submission.
The Sh'wada-pattern supercarrier|''Sh'wada''-pattern supercarrier came into service with the Covenant fleet during the Fourth Age of Conversion.
As these ages often saw war and aggressive politics, s were deployed by the Covenant fleet to protect merchants and pilgrims traversing the expanding empire.
Gallery
File:2 mural.jpg|An image cut from ''Halo 2'' depicting the Taming of the Lekgolo.
List of appearances
''Halo 2''
''Halo: Contact Harvest''
''Halo: Broken Circle''
''Halo 2: Anniversary''
*''Terminal (Halo 2: Anniversary)|Terminals''
''Halo: Envoy''
Sources
Category:The Covenant |
Ages of Discovery are time periods in Covenant Empire|Covenant history where great technological advancements or discoveries of Forerunner relics are made. It is believed that during one of these Ages, the San'Shyuum (possibly with the help of the Huragok), discovered the existence of the Halo Array, giving birth to the Covenant religion, with its central theme that its activation would begin the Covenant religion#The Great Journey|Great Journey for the Covenant, leading them to salvation. What they did not know is that activating the array would lead to the destruction of all sentient life in the galaxy.
History
During the Third Age of Discovery, the was introduced in service with the Covenant fleet.''Halo Encyclopedia (2022 edition)'', p. 262 ''Shadow of Intent'' was built during the Third Age of Discovery, circa 2135.''Halo: Warfleet'', pgs. 70-71 The also entered service with the Covenant's navy during the Third Age of Discovery.''Halo Encyclopedia (2022 edition)'', p. 267
The was introduced into service in this Age.
The Twentieth Age of Discovery occurred in the late 21st century, remembered as an earlier age of glorious discovery, where the Covenant's fleet traveled to distant stars, chartered dangerous slipspace routes, and conquered those that resisted the empire's rule.''Halo Encyclopedia (2022 edition)'', p. 268''Halo: Warfleet'', pg. 76-77
The was mass-assembled during this age and, circa 2070, ''Ardent Prayer'' was commissioned by the Forgemasters of Tanus and Gorgon Assembly Vault.''Halo: Warfleet'', pg. 76-77 The was first commissioned during the Twentieth Age of Discovery for service in the Covenant's navy.''Halo Encyclopedia (2022 edition)'', p. 267
Progression of the Ages During the Progression of the Ages, an appropriate dialogue is as followed:Halo: Contact Harvest, ''page 196''
Leader, or Chieftain: ''Discovery.''
Congregation, or Pack: ''Fourth! Wonder and understanding!''
Representation An Age of Discovery is represented by carved geodes.
Sources |
The Ages of Doubt was the sixth Age in the Covenant Age system. Ages of Doubt centered around dealing with the fallout of chaotic events in History of the Covenant|Covenant history.
Overview During the Progression of the Ages, the Ages of Doubt are represented by a black opal stone. In the ritual, the appropriate dialogue is as followed:
Leader, or Chieftain: ''Doubt.''
Congregation, or Pack: ''Sixth! Faith and patience!''
Events
During the Eighteenth Age of Doubt, the was introduced into active service with the Covenant fleet.
The was first produced during the Twenty-Third Age of Doubt, with a single ship-of-the-line commissioned - ''Heaven's Brilliant Bier''. The Twenty-Third Age of Doubt followed the Ages of Conflict|Thirty-Ninth Age of Conflict in 2462, in which the Unggoy Rebellion threatened the stability of the Covenant. This age was followed by the Ninth Age of Reclamation in 2525.
Trivia In ''Halo Wars'', when playing as the Covenant, players can upgrade their Covenant temple|Temple by researching the Age of Doubt, improving all Covenant technology by 1. Advancing to the Age of Doubt also gives Covenant players the ability to make s, s, and many other types of units.
Sources
Category:The Covenant Category:Events |
The Ages of Reclamation were a series of events in the Covenant Empire|Covenant history during which the true search for the Halo Array|Halos began. It was the final age of Covenant history, as the Covenant split apart in the Great Schism at the conclusion of the age. The Ninth Age of Reclamation was the time in which the Human-Covenant War occurred, and began when the Minister of Fortitude became the Prophet of Truth and declared war on Humanity.Halo: Contact Harvest, ''page 379'' The Age of Reclamation is represented by Forerunner metal.Halo: Contact Harvest, ''page 196''
Nine Ages of Reclamation have occurred as of 2552, according to the United Nations Space Command|UNSC Military Calendar, but only the events of the Ninth are known in any great detail. The Ninth Age of Reclamation was probably the most desperate period for the Covenant in its history. At the end of the age, all three of their Hierarchs|main religious leaders had been killed, and an entire species, the Sangheili, had successfully broken away from the majority of the hegemony, taking with them an unprecedented amount of personnel, equipment, and territory.
History
During the Third Age of Reclamation, the was first commissioned by the Covenant fleet.''Halo Encyclopedia (2022 edition)'', p. 268
The were first commissioned by the Covenant to service as agricultural support and supply ships.''Halo Encyclopedia (2022 edition)'', p. 269
The Maugen-pattern armored cruiser|''Maugen''-pattern armored cruiser entered service with the Covenant's fleet in the Fifth Age of Reclamation.''Halo Encyclopedia (2022 edition)'', p. 265
During the Seventh Age of Reclamation, the Ket-pattern battlecruiser|''Ket''-pattern battlecruiser was introduced with the Covenant's navy, supplanting the fleet's armored cruiser as the Covenant's foremost cruiser and being produced in vast quantities across the Covenant empire.''Halo Encyclopedia (2022 edition)'', p. 264
File:Harvest Plasma Glassed.jpg|thumb|left|300px|Harvest, the first human colony to be fallen and Glassing|destroyed by the Covenant. Beginning The Ninth Age of Reclamation began in the year 2525, the year that the Covenant came into contact with humanity for the first time, at the United Nations Space Command|UNSC colony and agricultural world of Harvest. According to the Luminary of the ''Minor Transgression'', the world was filled with Forerunner symbols|Forerunner glyphs, which the Covenant misinterpreted as "Reclamation". The true meaning, however, was "Reclaimer", and every human was covered with such a glyph, denoting them as the Reclaimers of the Forerunners. The Minister of Fortitude understood this revelation would shatter the Covenant's confidence in the teachings of the Prophets and the Covenant religion|Great Journey, and thus declared humanity as a species to be heretics who threatened holy Forerunner relics and worlds. He was also sure that the war would lead them to other Relics that the Covenant could reclaim, and finally the Halo Array|Sacred Rings, beginning the Great Journey. This reasoning led the Covenant to begin the twenty-seven-year-long war with Humanity.
Human-Covenant War
As one of the first acts of the war, the planet Harvest was immediately glassed. SPARTAN-II Program|Spartan-II super soldiers were deployed in the Battle of Chi Ceti, boarding a Covenant Frigate, planting explosives on the ship, and destroying it. The victory, however, came at a high cost. Samuel-034 was killed when the nuclear devices confiscated from the Pelican dropship were detonated because he had a breach in his suit which meant he would die if he went outside the ship.
Multiple engagements would ensue in the Outer Colonies, including the Second Battle of Harvest, which ended in the UNSC destroying a single Covenant vessel above Harvest. After this, the Covenant engaged the UNSC in a multitude of space battles, most of which the Covenant won due to their superior technology. Soon after the UNSC's retake of Harvest, the Covenant would return to the planet, resulting in a Harvest Campaign|prolonged engagement for control of the planet. In 2530, the Covenant Empire attacked and glassed Eridanus II, home world of the Master Chief.
In 2535, the Covenant destroyed Jericho VII in the Battle of Jericho VII, and by that year, the Covenant were winning decisive victories against the UNSC, crushing and decimating its Outer Colonies. By 2536, Covenant militants swarmed into the UNSC Inner Colonies. For several years, human lives were spent in huge numbers winning ground operations, only to be wasted after the Covenant won the battle in space, glassing the Inner Colonies one after another.
Then, in 2537, SPARTAN-III Program|Spartan-IIIs were trained and deployed in the battles of New Harmony, New Constantinople, and the Siege of the Atlas Moons. In Operation: PROMETHEUS, Spartan-III Alpha Company was slaughtered by Covenant forces. Noted however, they managed to succeed in their goal of destroying the reactors on the moon. In 2544, the minor Battle of Miridem took place. In 2545, Operation: TORPEDO resulted in the massacre of Spartan-III Beta Company at Pegasi Delta.
Installation 04
File:H2A - Alpha Halo remains.jpg|thumb|250px|300px|Installation 04 after its destruction. In mid-2552, the Battle of Sigma Octanus IV led to a major UNSC victory, but at the cost of the Covenant learning the location of Reach and Installation 04. During the Fall of Reach|Battle of Reach, the largest naval battle between the UNSC and the Covenant at that point of the entire war, Covenant forces led by the Fleet of Particular Justice won a decisive victory, destroying over 130 UNSC ships and 20 Orbital defense platform|Super MAC gun platforms. This was a major blow to the UNSC, who lost their last great stronghold, with the exception of Earth. A single UNSC ship, the ''UNSC Pillar of Autumn'' escaped to Installation 04. After four days of hard fighting in the Battle of Installation 04, the Covenant discovered the The Flood|Flood organism and Forerunner constructs, which severely hampered their efforts to control the Installation. The melee ended with the destruction of Installation 04, an event that left only a handful of survivors.
FIRST STRIKE and the Arbiter After discovering the location of planet Earth, the Prophet of Truth secretly commissioned truth's fleet|a massive fleet to the station ''Unyielding Hierophant''. However, before the fleet could invade Earth, in Operation: FIRST STRIKE, six SPARTAN-II Program|SPARTAN-II Supersoldiers were able to rout and destroy all but a dozen of a fleet of 500 Covenant Starships at the sacrifice of Danforth Whitcomb|Admiral Whitcomb and Elias Haverson|Lieutenant Haverson onboard ''Ascendant Justice''. The survivors onboard the surveyed the damage and jumped to Earth, scoring a major UNSC victory. This slowed down Truth's efforts to assault Earth, forcing him to rebuild the fleet.
Not long after, the Prophet of Regret discovered the location of the Portal to Installation 00|the Ark. Unaware of the fact the planet was humanity's homeworld, he took a Fleet of Sacred Consecration|small task force of 15 ships to Earth. Meanwhile, the Supreme Commander|Commander of the Fleet of Particular Justice Thel 'Vadamee, the future Arbiter, who was tasked with defending Installation 04 was put on trial and marked as a List of known Covenant heretics|heretic to quell discontent within the High Council. Later, he became the Arbiter, embarking on a mission to quell a Heretics|Heretic insurgency by Sesa 'Refumee, and a mission to retrieve the Activation Index|Index and the 343 Guilty Spark|Oracle.
The Battle of Earth then occurred, as Regret engaged the UNSC above Earth despite being greatly outnumbered. Though the initial battle was relatively small and lopsided, (15 Covenant ships fighting Fifth Fleet|75 UNSC vessels and 300 super Magnetic Accelerator Cannon|MAC Orbital defense platform|gun platforms), this event is significant in that the Covenant finally discovered the location of Earth. The UNSC emerged victorious over Regret's forces on the ground, and converged on Regret's ship, which was holding position where the gateway to the Ark was supposedly located, with the intent of capturing the Hierarch. However, Regret managed to discover the location of the next Halo ring, Installation 05 during the battle, and retreated to the new Halo. However, the battle was not over as multiple Covenant reinforcements sent by Truth arrived just after Regret jumped, and assumed control over the battle.
Delta Halo and the end of the Ninth Age of Reclamation File:H2A - Solemn Penance exiting slipspace.jpg|thumb|240px|The ''Solemn Penance'' exits slipspace with several smaller UNSC ships following in its wake. The Covenant ''Solemn Penance'' was pursued by five UNSC ships: the , , , , and . This resulted in the Battle of Installation 05. Again, a massive fight ensued between the UNSC, Covenant, Flood and Forerunner Constructs (Sentinels, Enforcers, etc). The Flood appear to have been in control of part of Installation 05. The onslaught of the Great Schism ended the 9th Age of Reclamation.
Progression of the Ages During the Progression of the Ages, an appropriate dialogue is as followed:Halo: Contact Harvest, ''page 197''
Leader, or Chieftain: ''Reclamation.''
Congregation, or Pack: ''Seventh! Journey and salvation!''
Trivia The Covenant used the term "Reclamation" in describing their search for the Halos, possibly as they saw themselves as worthy of "reclaiming" Forerunner artifacts. In ''Halo Wars'', when playing as the Covenant, players can research the Age of Reclamation, improving all Covenant technology by one technology level. This allows the player to research the Covenant Uber Unit, the Deutoros-pattern Scarab|Scarab, symbolizing that this was the most important age to the Covenant. The Age of Reclamation is one of the seven ages of the Covenant seen in a ''Halo 2'' deleted scene, where the Prophet of Truth shows the Thel 'Vadam|Arbiter the Covenant's history.
Sources
Category:Events Category:The Covenant |
The Ages of Reconciliation were considered the third Age, in the Covenant's cyclical perspective of the ages.
Overview In the ceremonial Progression of the Ages, the Ages of Reconciliation are represented by polished jade.
During the Progression of the Ages, an appropriate dialogue is as followed:
Leader, or Chieftain: ''Reconciliation.''
Congregation, or Pack: ''The Third! Humility and brotherhood!''
Events
The First Age of Reconciliation was preceded by the Age of Conflict|First Age of Conflict, an era characterized by the War of Beginnings. The First Age of Reconciliation was ushered in at the conclusion of the war, when the Sangheili and the San'Shyuum negotiated a truce and drafted the Writ of Union in order to form an alliance known as the Covenant. The Hierarchs of this Age were the High Prophets of Prophet of Excellent Redolence|Excellent Redolence, Prophet of the Glorious Journey|the Glorious Journey, and Prophet of Unity|Unity. At the very dawn of this age, the Covenant faced rebellion from List of known Covenant heretics|heretics opposed to the Writ of Union. The most notable rebellion was led by Ussa 'Xellus, an insurgency that would be eventually known as the Rending. Fleeing Covenant spies and assassins on Sanghelios, Ussa and his allies relocated to a Forerunner shield world they called The Refuge. They would attempt to build an army and use the Forerunner technology on the shield world to eventually retake Sanghelios and its colonies from the San'Shyuum "oppressors". The Covenant attempted to quell the rebellion, but were unable to discover Ussa's location. In this Age, the San'Shyuum of ''High Charity'' began to realize that their numbers were dwindling due to the lack of fertile San'Shyuum females. To prevent inbreeding, the Mken 'Scre'ah'ben|Prophet of Inner Conviction was tasked with leading Mission to Janjur Qom|a mission to Janjur Qom to retrieve a group of females from the Stoics that were willing to come to ''High Charity''. Additionally, Inner Conviction was ordered to search for a Luminary that was allegedly found on the planet. After several firefights with the Stoics, Inner Conviction and the survivors of his team returned to ''High Charity'' with the females, but the Luminary had been destroyed. Eventually, Salus 'Crolon|a defector from Ussa's group is captured and interrogated. He reveals the location of the shield world and a Covenant fleet, led by the Prophet of Inner Conviction, is dispatched to end the rebellion and capture the world. Not willing to allow the world to fall into Covenant hands, Ussa had the shield world enter its "Disassembler" process and the shield world seemingly exploded. The Covenant believed that the shield world was destroyed in the event and left the system. However, the shield world's explosion was in fact a defensive tactic used to hide the world's inhabitants. Ussa and his people continued to inhabit the former shield world's fragmented habitats.
''High Charity'' was completed during the Age in 791 BCE.
Sources
Category:The Covenant |
The Sentinel Eliminators are a variant of the pervasive Aggressor Sentinel.
Overview
During the Battle of Installation 05, these Sentinels were deployed to contain the Flood outbreak on Installation 05|the ring. Several of these Sentinels fought against Thel 'Vadamee and his forces on the installation.
These sentinels were also present on Installation 07, where they took part in the Battle for Zeta Halo|conflict between the UNSC and the Banished under the direction of Monitor Adjutant Resolution.
Gameplay Sentinel Eliminators first appeared in-game in ''Halo 2'' and its ''Halo 2: Anniversary|Anniversary'' remake, appearing on the levels Sacred Icon and Quarantine Zone as enemies for the player to fight against. Eliminators are given the more powerful Sentinel Eliminator beam and have a four second delay before their shields recharge and a one second recharge time, compared to the eight seconds delay and two second charge time of the Aggressor Sentinel Major|Major. In-game, the Eliminators are given the "Captain" enemy flag.
Eliminators appear in ''Halo Infinite'' as the strongest common variant of Sentinels. They are tougher then their grey counterparts, being the only variant to sport Energy shielding, and wielding the Heatwave for offense. They also appear as prop assets on the multiplayer map Fragmentation - these Sentinels are destroyed and are merely a part of the map's background scenery, rather than an active part of the gameplay experience.
Production notes Sentinel Eliminators primarily appear in the campaign of ''Halo 2''. Though they have never been named in any canonical capacity, the in-game files of ''Halo 2'' refer to them as Eliminators. A common fan-misconception revolves around the use of the name "Sentinel Major" to describe these Sentinels; in actuality, the Aggressor Sentinel Major|Major Sentinel is a different kind of enemy ''in addition to'' the Eliminators in ''Halo 2''.
A lore stream conducted by 343 Industries writers Jeff Easterling and Kenneth Peters indicated that while the eliminators have been discussed internally, as of 2018 they had no particular designation for them and just considered them a different kind of Aggressor.
Gallery
HINF-AggressorGoldRender.jpg|Render of a Sentinel Eliminator in ''Halo Infinite''.
File:H2-SentinelAggressor-Gold.png|The Sentinel Eliminator as seen in ''Halo 2''. File:H2A Gold Sentinel.png|The Sentinel Eliminator in ''Halo 2: Anniversary''. File:H2A NeedlerSentinel.png|A gold-colored Needler Sentinel firing Type-33 needler|needler rounds in ''Halo 2: Anniversary''. File:HINF GoldenSentinel.png|A Sentinel Eliminator with shielding on Installation 07 in ''Halo Infinite''. File:HINF GoldenSentinels.png|Two Eliminators with their shields activated.
List of appearances
''Halo 2''
''Halo Infinite''
Sources
Category:Sentinels |
Maintenance Offense Utility
|first seen=
|length= |width= |height= |armament=Sentinel beam Heatwave
|armor=Energy shields
}}
Aggressor SentinelsHalo: The Essential Visual Guide, ''page 167'' Halo 4: The Essential Visual Guide, ''page 133'' are Forerunner automatons programmed to act as security and maintenance drones, suppress small-scale Flood outbreaks, and protect Forerunner installations. As the basic type of the fairly inclusive Sentinel class, Aggressors are generally referred to simply as Sentinels.
Overview File:Halo3-21146876-Full-crop.jpg|250px|left|thumb|John-117 has a face-to-face encounter with an Aggressor Sentinel on Installation 00.
Aggressor Sentinels have two arm-like appendages, with two fine manipulators at the end of each arm. Their central head rests above a curved undercarriage generally housing an offensive Sentinel beam|sterlization beam. Their powerful beam weapons and defensive energy shields make them very effective in combat against intruders or foreign objects that present themselves as threats. Aggressor Sentinels are also equipped with a small reconstitution emitter, which uses lasers to repair damaged Forerunner constructs in conjunction with Constructors and for self-repair should the Aggressors be damaged in combat. Aggressors are propelled by both an anti-gravity unit located on the undercarriage and small, exotic form of impulse drive which enables them to travel at high speeds. They are also capable of tapping into their installation's teleportation grid.
There are at least two major variants of the Aggressor Sentinel. The standard model is gray or silver in color while the specialized Aggressor Sentinel Eliminator is golden. The differences between the two variants lie solely on their offensive and defensive systems, with the Eliminator sporting superior weaponry and shielding systems.
Aggressors are created at Sentinel manufacturing facility|specialized manufacturing facilities located on every Halo Array|Halo installation and on other key Forerunner installations. These facilities can consist of large airborne platforms or Sentinel factory|subterranean factories where Aggressors are birthed in nanomachine vats and programmed to serve. Each Forerunner installation has its own design of the Aggressor Sentinel, but they all share the same basic structure and purpose.
File:H3 Sentinel Shielding.jpg|thumb|250px|An Aggressor Sentinel's energy shield. Aggressor Sentinels were deployed in massive numbers during the Forerunner-Flood war. Unlike their own Warrior-Servant|biological soldiers that could be converted into biomass, the mechanical nature of the Aggressor Sentinels allowed the Forerunners to battle the Flood without contributing to its numbers. Billions are estimated to be active across the myriad of Forerunner installations where they are utilized as all-purpose workers and guards. Following the construction of the Halo Array, they were installed on the ringworlds as their first line of defense against Flood outbreaks and other external threats. Controlled by their own basic ancilla functions, as well as their installation's monitor, Aggressors patrol the installation's vast terrain and network tunnels tirelessly and attack as their protocol demands.Halo Encyclopedia (2009 edition), "Chapter 8", ''page 226-227''
When not in combat, Aggressors serve as basic repair, maintenance, and security drones for Forerunner installations and facilities where Flood samples are kept, working in conjunction with Constructors and Enforcers to ensure that the facility remains in working order.
The keyship ''Anodyne Spirit'' was equipped with its own contingent of Aggressor Sentinels. The San'Shyuum managed to adapt these machines to serve them in a combat support role, using them in battles during the War of Beginnings before the Covenant's formation.Halo: Broken Circle, ''pages 6, 9'' The war depleted the keyship's Sentinel contingent almost completely, and the few that remained in ''High Charity'' were regarded as relics to be preserved and were no longer used in combat.Halo: Broken Circle, ''page 189''
File:H2A FirinMahLazer.png|thumb|225px|left|An Aggressor Sentinel firing its sterilization beam. Aggressor Sentinels are the first automated defense systems to assist a in a given situation and generate a proper response protocol, deploying to an area of interest via Sentinel launcher|wall-mounted launchers. While Aggressors are strong enough to handle small-scale battles, they are more of a supplement rather than a reliable combat system. The Aggressors' weapons systems are limited and not as powerful as some of the other Forerunner weapons employed against the Flood. Because of their limited ancilla, they are only individually able to handle situations on a basic scale, which makes them vulnerable to strategic Flood attacks. Their limited intelligence means they are often unable to perform evasive maneuvers when facing imminent attack and are usually destroyed. In overwhelming numbers, Aggressors are capable of impressive coordination and are more than capable of handling a situation for a certain time until more permanent measures can be applied.
The Aggressor's energy shield is their primary defense mechanism. Once taken down, it is susceptible to small-arms fire. When an Aggressor has been damaged beyond repair, it explodes violently and releases a powerful electromagnetic pulse, a tactical last resort that disables all nearby electronics. If all other members of a swarm of Aggressors have been destroyed, the last remaining Aggressors have, on occasion, been observed to overload their core while attempting to ram nearby belligerents.
File:HW2-Sentinel bombardment.png|thumb|250px|Thousands of Aggressors swarming the ''Enduring Conviction''. When faced with a single threat of sufficient physical size, such as a capital ship, Aggressors have been known to deploy en masse and create a swarm. Instead of using their individual weapons, they fly in formation and use their bodies as projectiles, causing enough damage to end the threat. This was seen during the Second Ark Conflict|conflict on Installation 00 in 2559, when ''Enduring Convictions energy projector was fired upon the surface of the Ark, breaking the installation's outer crust. Thousands of Aggressors on the installation were quick to respond, using their combined mass to tear the ship's hull apart and cut it into two pieces.Halo Wars 2
Variants Standard Aggressor Sentinel: Each Forerunner facility has its own unique variation of the standard Aggressor Sentinel, but they all share the same basic structural design and methods of operation.
File:H3-SentinelAggressor.png|A chassis of the Aggressor Sentinel deployed during the Battle of Installation 00 and Raid on Installation 08|Installation 08. File:HaloWars-SentinelAggressor.png|A chassis of the Aggressor Sentinel used during the Battle of Trove. File:H4 Sentinel.png|A chassis of the Aggressor Sentinel deployed during the Battle of Installation 05 and Battle of Requiem|Requiem and the Second Ark Conflict. File:HINF SentinelCrop.png|A chassis of the Aggressor Sentinel used during the Battle for Zeta Halo.
Aggressor Sentinel Eliminator: The Aggressor Sentinel Eliminator functions very similarly to the standard Aggressor Sentinel. However, they are fitted with gold-colored armor and a stronger energy shield. Eliminators are equipped with alternate weapons that can include a more powerful Sentinel Beam that fires blue energy or a Heatwave.
File:H2A Gold Sentinel.png|A chassis of Aggressor Sentinel Eliminator deployed during the Flood-outbreak on Installation 05. File:HINF EliminatorCrop.png|A chassis of Aggressor Sentinel Eliminator deployed during the Battle for Zeta Halo.
Gameplay File:AggressorSentinelEvolution-RefChart.jpg|thumb|350px|Evolution of the Aggressor Sentinel's design from ''Halo: Combat Evolved'' to ''Halo 4''.
The Aggressor Sentinel received a graphical update. There are now unshielded Aggressor Sentinels There are now two variants of Aggressor Sentinel: The standard grayish-silver and gold variants. The Aggressor Sentinel's Sentinel beam|beam weapon can now be used when the Sentinel is destroyed.
There is now only one variant of Sentinel: the standard grayish-silver type. The Sentinel now sports a blue "eye" and teal lights.
Sentinels have undergone a moderate visual redesign, now sporting a more rounded carapace. Sentinels now make a much less shrill whirring sound while flying. Sentinels now fire a bluish-colored beam, similar to the beam of the golden Sentinel of ''Halo 2'', instead of an orange beam. Sentinels will no longer explode when destroyed; instead they teleport away after sustaining severe damage. Because of this behavior, combined with the lack of the weapon's appearance in the game, the Sentinel beam cannot be obtained in ''Halo 4''.
Sentinels are more expressive in their muteness and will tilt and move their arms in various situations. The Aggressor Sentinel Eliminator from ''Halo 2'' returns, this time equipped with a Heatwave instead of the Gold Sentinel Beam. Sentinels will now melee with their arms if an enemy gets too close. The last sentinel in a group will often overload with a loud sound and then charge the enemy, exploding. Sentinels are weak to shock weapons and take more damage when shot in their eye. Sentinels are not hostile to Banished forces and can be seen collaborating with them.
Info: A flying Forerunner unit, the Sentinel will inflict corrosive damage with a dangerous beam weapon.
*Cost: Population 1, Tech level 1, Supplies 100
Aggressors appear in both campaign and Skirmish mode of ''Halo Wars'', serving as an air unit. In campaign, Aggressors are the primary Forerunner unit, appearing on levels set within Trove. Like all Forerunner units, they are hostile towards all three other factions, including UNSC, Covenant, and the Flood. They are produced from invisible spawn points that could not be targetted or destroyed.
In Skirmish mode, neutral Aggressors are seen defending Forerunner forts, which occupied base build sites, and bonus buildings such as the Forerunner supply elevator or Forerunner secondary reactor. Player-aligned Aggressors are only found on Skirmish maps Repository and Glacial Ravine. These two maps feature Sentinel factory|Sentinel factories, where players can purchase Aggressors which can then be added to their forces.
These units will defend the Domination Point in Domination.
Aggressors Sentinel are normally a hostile unit, but Professor Anders' upgrade for the Protector Sentinel allows Aggressor Sentinels to be its escort. Aggressors have a smaller version known as the Sentinel Swarm, which is impervious to most attacks, except when struck by an EMP MAC or the Aggressor Sentinel coordinating it is destroyed.Halo Wars 2, Campaign level ''The Cartographer''Halo Wars 2, Campaign level ''Gatecrashers'' On the skirmish map, a group of three Aggressors can be seen guarding a Power Node and it has the ability to de-capture the Power Node should anyone takes control of it while the Aggressors is around. In Skirmish, Professor Anders can utilize her leader power Ark Defense and Sentinel Beacon to spawn the Aggressors Sentinel to draw the anti-air's attention.
Trivia
Chris Hughes created the original concept art of the Aggressor Sentinel.The Art of Halo''', ''page 44''
Aggressor Sentinels share both similar design and functions to that of the P'fhor Defense Drones from the Marathon|''Marathon'' series. In addition, they share the same weaknesses against shotgun and plasma/fusion pistol fire. A Needler Sentinel|lone Aggressor Sentinel that fires sporadic Type-33 Guided Munitions Launcher|Needler rounds can be found on the ''Halo 2'' campaign level, ''Quarantine Zone''. The Aggressor will drop a Needler when destroyed. This is the result of developer experimentation with giving Sentinels different weapons. On certain levels in ''Halo 3'', it is possible to 'surf' on Aggressor Sentinels, by standing on the furthest possible point from the front of the Aggressor. This is easiest on ''The Ark (level)|The Ark'', at the point where the light bridge must be opened for the Scorpions and Warthogs. The Aggressor will, eventually, hover over the edge, holding the player up about half of the time. Remaining on top of the Aggressor allows the player to reach inaccessible locations.
Gallery
File:HCE Sentinel Concept 1.png|Early concept art of Sentinels in ''Halo: Combat Evolved''. File:HCE Sentinel Concept 2.png|Another early concept of Sentinels in ''Halo: Combat Evolved''. File:H4-Concept-Sentinel-Variants.jpg|Conceptual explorations of an Aggressor Sentinel in ''Halo 4''. File:HINF Concept SleepyBois.jpg|Pre-production concept art for ''Halo Infinite'' depicting a large number of inactive Aggressor Sentinels. File:HINF Concept SentinelSwarms.jpg|Early ''Halo Infinite'' concept art depicting John-117 observing swarms of Aggressor Sentinels on Installation 07. File:HINF Concept SentinelCorridor.jpg|Concept art of an Aggressor Sentinel navigating a corridor. File:HINF-Concept-Aggressor2.jpg|Concept art of Aggressor Sentinels in ''Halo Infinite''. File:HINF-Concept-Aggressor1.jpg|More concept art of Aggressors in ''Halo Infinite''. File:HINF Concept Zeta Halo Damaged with Sentinels.jpg|Concept art of Aggressors in space around Installation 07. File:HINF SentinelRepairServiceConcept.jpg|Concept art of Aggressors moving to repair Installation 07 in ''Halo Infinite''. File:HINF Concept SentinelLumberjacks.jpg|Concept art of Aggressor Sentinels clearing fallen trees. File:HINF Concept SentinelFishing.jpg|Concept art of Aggressor Sentinels patrolling a river.
File:Halo Escalation 21.jpg|Aggressor Sentinels on the cover of ''Halo: Escalation Halo: Escalation Issue 21|#21''.
File:HCE-SentinelAggressor.png|A Sentinel in ''Halo: Combat Evolved''. File:H2-SentinelAggressor.png|A Sentinel in ''Halo 2''. File:Sentinel-OrthoSchem-scantransparent.png|An overview of the Aggressor Sentinel in ''Halo Wars''. File:H4-Render-AggressorSentinel.jpg|Render of an Aggressor Sentinel in ''Halo 4''. File:H4-AggressorSentinel-ScanRender.png|Render of an Aggressor Sentinel in ''Halo 4''. File:HINF-AggressorSilverRender1.jpg|Render of an Aggressor Sentinel in ''Halo Infinite''. File:HINF-AggressorSilverRender2.jpg|Render of an Aggressor Sentinel with its eyes lit up in ''Halo Infinite''.
File:HCE TheMaw EngineRoomChaos.jpg|Sentinels fighting the Flood in ''Halo: Combat Evolved''. File:SilverSentinel02.jpg|A pair of Aggressors during the Battle of Installation 05 in ''Halo 2''. File:H2-SentinelAggressor-Gold.png|The gold variant of the Aggressor Sentinel as seen in ''Halo 2''. File:Sentinol.jpg|A basic overview of the Aggressor in ''Halo 3''. File:SentinelFight-large.jpg|Sentinels fighting against the Covenant. File:H3 Sentinel Shielding 2.jpg|A Sentinel's energy shield in ''Halo 3''. File:H3 SentinelFiring.jpg|A Sentinel Aggressor firing its beam. File:H3 IdleSentinel.jpg|An Aggressor in its folded-up "idle" form. File:PriorityTask-large-crop.jpg|Several squadrons of Sentinels head out to deal with the Flood. File:3Way2-large.jpg|Aggressor Sentinels firing their Sentinel beam weapons on several attacking Flood combat forms. File:HTMCC-H3ODST-Sentinels.png|Aggressor Sentinels in the ''Halo: The Master Chief Collection'' version of ''Halo 3: ODST'' Firefight. File:Halo4-CarbineScope-SentinelAttack.jpg|Sentinels attacking a Mgalekgolo|Hunter, as seen through the scope of a wielded by John-117. File:HTMCC-H4 AggressorSentinels 1.png|A trio of Aggressors in ''Halo 4'' ''Spartan Ops''. File:HTMCC-H4 AggressorsVsKnight 1.png|Multiple Sentinels firing their weapons at a Promethean Knight in ''Halo 4'' ''Spartan Ops''. File:H2A Silver sent.png|An Aggressor Sentinel in ''Halo 2: Anniversary''. File:H2A Aggressor.png|A side view of the Sentinel. File:H2A SentinelBois.png|Two Aggressors alongside a Constructor. File:HW2B Sentinel.png|A Sentinel in the ''Halo Wars 2 Open Beta''. File:HW2-Sentinels.png|Sentinels within Installation 00 in ''Halo Wars 2''. File:HW2-sentinels.jpg|A swarm of Aggressors in formation. File:HINF sentinels.png|Some Aggressors patrolling on Installation 07 in ''Halo Infinite''. File:HINF SentinelScan.png|Aggressors scanning the wreckage of a in ''Halo Infinite''. File:HINF CrashedAggressorSentinel.png|A crashed Aggressor on Installation 07 in ''Halo Infinite'' campaign. File:HINF CrashedAggressorSentinel Fragmentation.png|A crashed Aggressor on Installation 07 in ''Halo Infinite'' map Fragmentation.
List of appearances
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo 2''
''Halo: Ghosts of Onyx''
''Iris''
*''Halo 3: The Cradle of Life''
''Halo 3''
''Halo Wars''
''Halo Legends''
*''Origins''
''Halo: Blood Line''
''Halo: Cryptum''
''Halo: Combat Evolved Anniversary''
*''Terminal (Halo: Combat Evolved Anniversary)|Terminals''
''Halo: Primordium''
''Halo 4''
*''Spartan Ops''
''Halo: Silentium''
''Halo: Spartan Assault''
''Halo: Escalation''
''Halo: Broken Circle''
''Halo 2: Anniversary''
''Halo: Hunters in the Dark''
''Halo: Last Light''
''Halo Mythos''
''Halo: Fractures''
*''Promises to Keep''
''Halo Wars 2''
''Halo: Outpost Discovery''
''Halo: Divine Wind''
''Halo Infinite''
''Halo: The Rubicon Protocol''
Sources
Category:Sentinels |
The AGM-79C anti-ship missile is a guided munition utilized by the United Nations Space Command for attacking enemy Warship|warships. They are designed to be fitted onto the F-41 Broadsword|F-41 Broadsword's Class-III hardpoint.
Sources
Category:UNSC air weapons Category:Missiles |
Agnes was an apparent Office of Naval Intelligence employee connected to Ralph-103. Sometime after Ralph's departure from the SPARTAN-II program, Agnes received a letter from Mike (civilian)|Mike regarding Ralph's reintegration into society.Halo: The Fall of Reach (2010), ''Bonus Content''
List of appearances
''Halo: The Fall of Reach''
*''Halo: The Fall of Reach#2010 bonus content|Adjunct''
Sources
Category:Human civilians Category:Human characters |
File:Harvest2.jpg|thumb|270px|Harvest, a major agriculture world.
}}
Agriculture worlds, otherwise known as ag-worlds, or ag planet are planet|worlds used by the Unified Earth Government to produce and provide food for Earth and its human colonies|colonies. These worlds, typically found among the Outer Colonies, are used primarily for agricultural purposes, and are therefore not usually equipped for military action. The exports that agriculture worlds provided to the Inner Colonies generally included livestock, mineral water, and vegetable and fruit goods.
Overview Harvest in the Epsilon Indi system is a known agriculture world (hence its name, "Harvest"), having the highest per capita agricultural productivity rate of any colony and was capable of providing foodstuffs for over six other worlds. Another agricultural world was New Llanelli in the Brunel system. Sonata in the Helice-12 system was an agriculture world with a focus on florus crops.
History
By 2535, most of the UEG's agricultural worlds were glassed by the Covenant. As a result, some human colonies began to experience food shortages. This forced some Inner Colony worlds, such as Chi Rho, to convert any available arable soil to farmlands.
List of appearances
''Halo: Contact Harvest''
''Halo: The Cole Protocol''
''Halo Wars''
''Halo Legends''
*''Homecoming''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Boot Camp|Boot Camp''
''Halo: Glasslands''
''Halo: The Thursday War''
''Halo: Mortal Dictata''
''Halo: Point of Light''
Sources
Category:Planets Category:Terms and phrases |
Jul 'Mdama's Covenant
|rank=Ossoona
|sn=
|notable=
}}
Ahta 'Dzoni was an Ossoona in the service of Jul 'Mdama's Covenant. During the Covenant Sanghelios global war|campaign on Sanghelios, 'Dzoni proposed an Battle of Nuusra|attack on Arbiter Thel 'Vadam with a long-ranged attack or with one of the Shuul'se-pattern Kraken|Kraken's claws, in order to damage Swords of Sanghelios' morale.Halo 5: Guardians, campaign level ''Enemy Lines''
List of appearances
''Halo 5: Guardians''
Sources
Category:Sangheili characters Category:Jul 'Mdama's Covenant members |
Ah'lomet is one of the two supercontinents, the other being Ruuht, on the Kig-Yar homeworld of Eayn. The Kig-Yar are believed to have evolved from a saurian species on the continent. During the ancient Kig-Yar gladiatorial era, Kig-Yar would hold inter-clan physical combat competitions in the largest population centers on the continent.Halo Encyclopedia (2009 edition), ''page 157'' The pseudo-governments of Eayn that have administrative control of the two continents often held divergent opinions about which continent controls the smaller islands between the two. This was an attempt by the continent's "government" to ensure that Ah'lomet was Eayn's largest land mass. Sources
Category:Eayn locations Category:Continents |
__NOTOC__
An AI serial number is a numerical designation given to each AI as a means of identification. Serial numbers usually follow three letters that are based on the name of the AI, followed by four-digits then a dash followed by a singular digit.
Known terms Some AI serial numbers are extended to have terms before the number instead of a name code. Some of these terms are based on the AI's designated location. NM: New Mombasa EAP: East African Protectorate
Known serial numbers
Aine: ANE 3567-7Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #7''
Athos: ATH 1409-3
Auntie Dot: ADT 6849-9
Barca: BCR 7584-2Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #2''
Beatrix: BEA 2136-5Halo: Rise of Atriox '', Hardback part 2''
Black-Box: BBX 8995-1
Copperfield: CPF 0159-7
Cortana: CTN 0452-9
Curator: CTR 1121-4
Gabriela: GBA 0983-6''Halo: Lone Wolf'', ''Halo: Lone Wolf Issue 4|Issue #4''
Iona: IOA 7201-4
Isabel: ISA 1307-2
Nyx: NYX 3620-4Halo: Tales from Slipspace, ''Knight Takes Bishop''
Peleg: PLG 3276-4Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #7''
Roland: RLD 0205-4
Rooker: RKR 1206-5
Serina: SNA 1292-4
Sloan: SLN 0291-5
Solipsil: SLP 0391-5
The Weapon: CTN 0453-0
Turkish: TRK 2165-0Halo Legendary Crate, ''Halo Legendary Crate/Data Drops|Data Drop #4''
Superintendent: NM/EAP/98458930-1244
Doppler: 8575
Endless Summer: 4279
Sources
Category:UNSC identification |
The AI Super Jump is a glitch in ''Halo 3: ODST'' and in ''Halo: Reach'' where an in-game AI runs into an object and is launched high into the air.
Overview The glitch behaves differently in both ''Halo 3: ODST'' and ''Halo: Reach''. In ''ODST'', the glitch affects all in-game AIs whereas in ''Reach'', it affects Grunts only.
Walkthrough
To trigger the glitch in ''ODST'', simply attract an AI and get it to run towards an object (preferably a cargo box). Position yourself so that the object is between you and the AI. As soon as the AI touches the object, shoot it. If you did it right, the AI should launch into the air. It shouldn't take any damage once it hits the ground again.
''Note:'' This will not work 100% of the time, there is only a chance that it will work.
''Note:'' It may be that the AI has to be jumping in order for the glitch to work, but this is undetermined as of yet.
In ''Reach'', the glitch is usually triggered when a Grunt fires their weapon or is shot while their model overlaps with a cargo box. Doing so will send them shooting into the sky, only to fall back down again. Fall damage may not apply, but collision damage does, so the Grunt may survive the landing, but not survive if they collide into a wall. If the shot that sent them into the air was a killing shot, the flight will delay the Grunt's death until they hit the ground.
The glitch can occur in any level, but most commonly does on the Firefight map Courtyard, due to the plethora of cargo boxes that are present.
See also Super Jumping
Category:Halo 3: ODST glitches Category:Halo: Reach glitches |
Artificial intelligence suppressors, commonly referred to as suppressors, were pieces of Forerunner technology designed to deactivate ancillas. The suppressors were able to debrief and transfer all the targeted ancilla's collected information instantly.Halo: Cryptum, ''page 194'' The suppressors could also be used to subsume a Forerunner personal armor|personal armor's ancilla as well as to Physical restraints|physically restrain an individual, prevent their armor from healing them,Halo: Cryptum, ''page 204'' or force the wearer into unconsciousness.Halo: Cryptum, ''page 208'' On Installation 07, Mendicant Bias used similar technology to take control of Forerunners' armor and use the suits to physically crush their wearers.Halo: Primordium, ''page 186, 218''
The Intrepid Eye considered the ONI-developed scramble grenade a "primitive AI suppressor".Halo: Last Light, ''page 173'' (Google Play edition)
List of appearances
''Halo: Cryptum''
''Halo: Primordium''
''Halo: Last Light''
Sources
Category:Electronic warfare technology |
Aiden Maki is a gangster living on Earth, who specializes in acquiring visas for immigrants.
Background Maki has a playful personality. He also has a tendency to cheat on his girlfriends. While his playfulness may make him appear to be stupid, he can be quite serious if he needs to be.
He hired Kamal Zaman for a few jobs in exchange for sending his parents to Earth. Aiden maintains a wide network of associates, and pays bribes to officials to pass refugees through Earth immigration. Prior to the glassing of Coral, he was arrested for violation of immigration law and many of the visas he had provided, including that of Sophia Bossedon, were canceled. However, the planet was glassed before Sophia could be deported. It is implied that his arrest was due to failure to make due on a bribe. He dated Sophia for a while, but ultimately supported her marrying Kamal.I love bees synopsis|I Love Bees Synopsis
Trivia He wears his hair in a ponytail. Kamal and Hiroyuki agree that it looks attractive. Aiden is voiced by actor Wikipedia:Keisuke Hoashi|Keisuke Hoashi.
List of appearances
''i love bees''
Sources
Category:I Love Bees Category:Human civilians Category:Human characters |
|series=
|type=Wikipedia:Rotary cannon|Rotary machine gun
|cost=
|variant=
|service=Human-Covenant War
|length=
|width=
|height=
|weight=
|ammotype=7.62x51mm|M118 7.6251mm FMJ-AP
|capacity=
|feed=200 rounds/belt
|operation=
|rate=
|velocity=
|optics=
|range=
}}
The AIE-486H heavy machine gun is a tri-barrelled rotary machine gun manufactured by Misriah Armory in service with the United Nations Space Command.
Overview
The AIE-486H heavy machine gun is a rugged design, consisting of a body housing an electrical motor linked to three rotary barrels. The weapon is equipped with two forward-facing ballistic shields similar in design to those of the M41 Vulcan anti-air gun, and a 200 round magazine just below the rotary assembly connected to the receiver by a munitions belt. The rear of the weapon contains two handles, allowing the weapon to be handled when deployed - typically atop a static tripod mount. The weapon has a large capacity, a high rate-of-fire and a fairly quick reloading process - though it does require a short "spin up" time when firing before reaching its maximum fire rate.
The AIE-486H has ammunition commonality with many other weapons in UNSC and Colonial Military Authority arsenals such as the MA5 series of assault rifles. It fires the 7.62x51mm|M118 7.62x51mm Full Metal Jacket-Armour Piercing used in the MA5 alongside other weapons such as the M392 DMR or M739 SAW - among many others. These armour-piercing rounds make the HMG highly effective in use against Covenant forces - particularly Sangheili troops.
The AIE-486H is an older design, though fulfils the same combat role as more modern contemporaries such as the M247H machine gun or M49 Vulcan. Its rugged, loud, and formidable battlefield presence has made it a favourite of UNSC Marine Corps units, and has kept it in service in the Marines' primary arsenal. Two such weapons are deployed as a standard defensive armament on the M313 Elephant recovery vehicle, with one commonly equipped in the rear bay of the D77H-TCI Pelican dropship.
Operational history File:H3ODST_Alpha_Site_Defense.jpg|thumb|250px|ODSTs defending Alpha Site with an AIE-486H. The AIE-486H is an older design in UNSC arsenals, and was retained for use by the Marine Corps even after the UNSC Army and CMA Marine Corps adopted the M247H machine gun.
AIE-486Hs saw usage from the earliest years of the Human-Covenant War through to its conclusion. They were in service in the hands of SPARTAN-II program|Spartan-IIs Alice-130 and Team Omega in 2531, at which time they were used by Spartans operating in the Battle for Arcadia and Battle of Trove. They later saw service in 2547 during the Battle of Skopje, and again in the war's 2552|final year. In 2552, they were used by Spartan Joshua-029 during the Fall of Reach and by human defence forces on Earth, including the New Mombasa Police Department and Marine Corps.
In-game information
The AIE-486H was introduced in ''Halo 3'' as the replacement for the M247 machine gun|M247 GPMG featured in ''Halo 2''. It serves as part of the newly-added class of support weapons, and can be used while mounted on a turret stand or detached and carried in mobile form. While mounted, the weapon has an infinite ammunition pool and does not need to reload, though once detached can be carried in a third-person view albeit with a limited ammo pool of 200 rounds.
In ''Halo 3: ODST'', the weapon performs the same as its ''Halo 3'' counterpart, albeit with a slightly faster run speed while detached.
In ''Halo Wars'', the AIE-486H is the signature weapon of Alice-130 in the game's campaign. In Skirmish, the Chaingun can be unlocked as the first upgrade available for the SPARTAN-II program|Spartan infantry unit.
Non-canon and dubious canon appearances
A Colonial Military Authority AIE-486H machine gun was used by John-117/Silver|John-117 in a battle against the Covenant on Madrigal.
Gallery
File:H3 ManualCover 3 Concept 1.jpg|Concept painting for the ''Halo 3 manual'' depicting John-117 holding an AIE-486H. File:H3 ManualCover 3 Concept 2.jpg|Concept painting for the ''Halo 3 manual'' depicting John-117 holding an AIE-486H. File:HW2-Defending the particle cannon.jpg|UNSC Marines manning an AIE-486H in ''Halo Wars 2''. File:HTV UNSCMinigun Concept 1.jpg|Concept art for the minigun design featured in ''Halo: The Television Series''. File:HTV UNSCMinigun Concept 2.jpg|Concept art for the minigun design featured in ''Halo: The Television Series''. File:HTV UNSCMinigun Concept 3.jpg|Concept art for the minigun design featured in ''Halo: The Television Series''. File:HTV UNSCMinigun Concept 4.jpg|Concept art for the minigun design featured in ''Halo: The Television Series''. File:HTV UNSCMinigun Concept 5.jpg|Concept art for the minigun design featured in ''Halo: The Television Series''.
File:H3-AIE486HHUD.png|HUD of the mounted AIE-486H in ''Halo 3''. File:H3-AIE486HHUD1.png|HUD of the detached AIE-486H. File:HTMCC-H3_Navigator_Closeup.jpg|A NAVIGATOR-class Mjolnir|Navigator-clad Spartan wielding an AIE-486H. File:H3 - Detached AIE-486.png|An angled view of a detached AIE-486H HMG. File:H3-AIE-486HMGSide.png|An in-game profile view of the AIE-486H HMG in ''Halo 3''. File:H3-MP-Spartan-HMG.jpg|A render of a Mark VI-clad Spartan-II holding an AIE-486. File:H3-AIE-486H-HMG-Turret.jpg|An AIE-486H HMG turret unmanned in Crow's Nest. File:63468010-Full.jpg|John-117 using the AIE-486 on his way to the crashed Flood-controlled ''CCS''-class Battlecruiser in Voi. File:HW SpartanChaingun Concept.jpg|''Halo Wars'' concept art of a Spartan wielding the chaingun. File:HWSpartan.jpg|A Mark IV-clad Spartan-II wielding an AIE-468H HMG in ''Halo Wars''. File:HW-SpartanIIsAIE486Hs.png|A Trio of Spartans with AIE-468Hs. File:Firefight.jpg|An ODST wielding a dismounted turret, alongside his squadmates in ''Halo 3: ODST''. File:HTMCC-H3ODST Turret.jpg|Taylor Miles|Dutch firing a stationary AIE- 468H in ''Halo 3: ODST''. File:HTMCC-H3ODST Turret Detached.jpg|Dutch firing a detached AIE- 468H in ''Halo 3: ODST''. File:FoR-Josh029&AIE486H.png|Joshua-029 destroys a T-26A Banshee with an AIE-486H in ''Halo: Fall of Reach - Invasion''. File:HTV-H3turret.png|An AIE-486H machine gun in ''Halo: The Television Series''.
List of appearances
''Halo 3''
''Halo Wars''
''Halo 3: ODST
''Halo: Evolutions - Essential Tales of the Halo Universe''
*''Dirt''
''Halo: Fall of Reach''
*''Halo: Fall of Reach - Invasion|Invasion''
''Halo Mythos''
''Halo Wars 2''
''Halo: The Television Series''
*''Contact''
*''Reckoning''
*''Allegiance''
Sources
Category:Machine guns |
Campaign On higher difficulties, it is key to detach the turret; being stationary, the enemy will be able to flank you or fire on your position with ease. During the most difficult encounter on Tsavo Highway, it is advised to detach the turret and pull to the back of the buildings and begin taking down jet pack Brutes, then if the opportunity presents itself lay into the Chieftains with it. Take advantage of the AIE-486 on Crow's Nest during both the hangar encounter and the Landing Pad Bravo encounter. The turret will work well at chipping away at the jet pack Brutes' shielding, allowing your allies to take them down more quickly. In both Campaign and Multiplayer, a player model carrying a detached turret moves faster when moving diagonally or sideways.
Multiplayer The Machine Gun Turret is not as powerful as the Warthog's LAAG, so be careful when taking on an undamaged, unengaged Warthog, or else you'll quickly wind up dead. Only fire upon Warthogs that haven't seen you and are concentrating elsewhere. A way of moving faster with the turret can be done by constantly dropping and picking up the turret. This, while looking like you're dribbling the gun, allows almost normal movement. Be aware of other weapons lying around, as you might pick one of those up instead. HMGs are easily detached using explosives. A good tactic is to grenade the turret instead of detaching it to reduce the amount of time in a stationary position, although this will also move the detached HMG away from the explosion, which can lead to it being lost or worse, enemies obtaining it. Detaching the turret in Multiplayer has its advantages and disadvantages. You will move more slowly, making you more vulnerable to small arms fire and grenades. It is tactically wise to only use the turret in defensive situations that will provide good cover. If you have the opportunity to use the turret on offense be sure to have another player backing you up as you lay into the other team. The turret is one of the best defensive weapons to use on Avalanche, High Ground, Last Resort, and Sandtrap during objective based games. It is a bad idea to use the turret for long periods of time on sniper matches. Breaking a turret without using any weaponry is made easy by standing on top of it, crouch-jumping, and letting go of the crouch button before you hit the ground. Do not underestimate the power of leaving the weapon attached to its mounting. While mounted ammunition is effectively unlimited and thus the weapon can produce a tremendous volume of firepower. This can be effective at tactically suppressing particular fire zones from enemy advance, and forcing snipers to keep in cover. It will draw a great deal of the enemy's attention, forcing them to expend strength trying to counter it. You turn much slower than normal when carrying a turret, watch your flank and try to be as evasive as possible. If engaged in a team match, it can be wise to occupy the weapon while mounted if one has a team mate to watch the flank. This team mate can help pick off enemies that the turret cannot reach and to warn the team mate operating the turret when the enemy is moving in on the flank so that both can relocate or deal with the threat. On Standoff, the turret can be an excellent defensive tool, since there are no snipers on this map you can mow down enemies with ease. Your biggest threat is the Spartan Laser, but if your team controls it, the only other thing you need to watch out for is getting flanked by a fast Warthog.
Category:Gameplay guides |
Aigburth is a National government|habitat-state on Jupiter's Jovian Moons|moon, Ganymede.
Overview
Locations Lister
*Low/Zero Gravity Testing Facility
Government and society The political chaos of Ganymedes habitat-states, including Aigburth, is found entertaining if not educational by some.
The MJOLNIR Powered Assault Armor/V variant was tested in the city of Lister.
Trivia Wikipedia:Aigburth|Aigburth is the name of a suburb in Wikipedia:Liverpool|Liverpool, Wikipedia:England|England. This suggests that some Ganymedean colonists may be of English descent.
List of appearances
''Halo 3''
''Halo: Reach''
Sources
Category:Countries |
File:H5G Screenshot AimAssistDemo.png|thumb|380px|A debug view from The Sprint: Sustain, showing the radii of effect for two types of aim assist in ''Halo 5: Guardians'': auto-aim (blue and white) and magnetism (pink). Aim assist refers to gameplay systems that are designed to make it easier for players to accurately aim and fire at enemies. Various types of aim assist have been seen in the Halo (series)|''Halo'' games, and are typically designed to be subtle and difficult to notice, so that when players are able to shoot accurately as a result of them, "it just feels like [they're] that bad-ass".
Types Multiple types of aim assist are featured in the ''Halo'' games.
Auto-aim, also known as bullet magnetism, slightly modifies the direction of shots when they're fired, so that they fire towards the enemy - even if the player's reticle isn't hovering exactly over the enemy. In ''Halo'', the player's reticle will become red when auto-aim is fully engaged, and thus the player's shots will fire directly at the enemy. This only occurs when the player's reticle is close to the enemy, and the enemy is within a certain distance from the player, known as the red reticle range.
Magnetism, sometimes known as friction, is a type of aim assist exclusively used when the player is using a controller as input. It lowers the player's turning speed while an enemy is within a certain radius of their reticle, allowing the player more fine-grained control of the camera so that they can aim at the enemy more accurately. If the enemy is moving, magnetism will also cause the player's reticle to very slightly follow the enemy, to account for the movement.
Snap-to-target is a colloquial name for a type of aim assist used in ''Halo: Spartan Assault'' and ''Halo: Spartan Strike|Strike'', which is used for controller and touch screen inputs. As its name suggests, this type of aim assist causes the player's aim to snap towards an enemy when they tilt their Wikipedia:Analogue stick|analogue stick in that enemy's direction, within a certain tolerance. The player will remain aimed towards that enemy until they move their analogue stick to the point where it is no longer tilting in that enemy's direction, or they release the stick altogether and stop aiming.
List of appearances
''Halo: Combat Evolved''
''Halo 2''
''Halo 3''
''Halo 3: ODST''
''Halo: Reach''
''Halo 4''
''Halo: Spartan Assault''
''Halo 5: Guardians''
''Halo: Spartan Strike''
''Halo Online''
''Halo Infinite''
Sources
Category:Terminology (gameplay) |
Aim for the Head is an achievement in ''Halo: The Master Chief Collection''. It is unlocked by earning a total of 2,500 Headshot (medal)|Headshot medals in multiplayer; this includes both matchmaking and custom games. Spartan Ops missions are considered custom games, as are Firefight matches, and can be used to very quickly earn hundreds of headshots. The achievement is worth 10 Gamerscore.
Trivia From launch until the Series 8: Mythic#Patch notes|April 2022 update, players could not progress this achievement playing ''Halo 3'' multiplayer matches, as the Headshot medal was not awarded in ''Halo 3'' multiplayer matches (due to the fact that the Headshot medal was only awarded in campaign in the original game) - the only game in the collection for which this was the case. Following the update, Headshots can now be earned in that game as well. |
|ended=2557|July 21, 2557
|gender= Female
|description=A "thirty-something" woman with variable clothing.Halo: The Thursday War, ''page 234''Halo: Initiation, ''Issue # 3''
|color=Yellow
|affiliation= UNSC Navy
|function= Shipboard AI
|number=ANE 3567-7
}}
Aine (AI Serial Number: ANE 3567-7) was an artificial intelligence construct built by the United Nations Space Command.Halo: The Thursday War, ''page 53'' She was the original shipboard AI of the before her destruction during the Battle of Requiem.
Biography Aine's role was to prepare newly constructed ships for deployment, with her latest assignment being the ''Infinity''. She was to be the temporary AI of ''Infinity'', until Captain (Navy)|Captain Andrew Del Rio picked a permanent AI.
Aine was onboard ''Infinity'' when Insurrectionists belonging to Mattius Drake's "New Colonial Alliance" boarded the ship. When the rebels entered the bridge, she instantly recognized Ilsa Zane and was immediately taken offline.Halo: Initiation, ''Issue #2'' The attack was repelled due to the efforts of the SPARTAN-IV Program|SPARTAN-IVs and Commander Lasky. As Spartans Sarah Palmer and Edward Davis cleared the bridge of rebels, Zane engaged Palmer in hand-to-hand combat. In the ensuing fight, Del Rio brought Aine back online, who then activated the ships containment doors which allowed Palmer to knock Zane out into space.
In March of 2553, Aine was present aboard ''Infinity'' during Terrence Hood|Fleet Admiral Lord Hood and Margaret Parangosky|Admiral Parangosky's inspection of the ship. She was bothered by the recently assigned Huragok, since they didn't document the modifications they made to the ship, leaving her unaware of what they were doing.Halo: The Thursday War, ''page 230'' She participated in the subsequent trial deployment on Sanghelios to test the ship's capabilities in the guise of assisting the Thel 'Vadam|Arbiter and his forces in the ongoing Blooding Years.
Despite her being originally intended as a temporary AI to oversee the ship's construction and shakedown, Aine continued to serve as the ''Infinitys AI for four years until 2557. When the ''Infinity'' was hacked by the Forerunner known as Ur-Didact|the Didact and the ship crashed inside Requiem, Aine was severely damaged by the impact. During the battle, Cortana asked Aine to let her help the ship's crew, but Aine, noticing Cortana's rampancy and the deactivation of her central power core at Cortana's hands, threatened her with locking the AI and John-117 on the ship. In response, Cortana broke down Aine's matrix, killing her.Halo Legendary Crate ''- Halo Legendary Crate/Data Drops|Data Drop 7'' - "Aine... Aine? Damn it! You should have let us help while you had the chance.", Cortana The conversation was recorded as the "Cyroraeth Dialogue", and the story of her death was hidden to the majority of the ship's crew, believing Aine was terminated upon the ''Infinitys impact on Requiem.Halo Legendary Crate ''- Halo Legendary Crate/Data Drops|Data Drop 7''
Five months later, she was replaced by Roland (AI)|Roland.
Description Like a number of other AIs, Aine was known to alter her holographic avatar on occasion. During the rebel takeover of the ship, she appeared in an elaborate, partially translucent dress with flowers in her hair, matching wikipedia:Aine|her namesake from Celtic mythology. Later, when preparing the ''Infinity'' for its first trials, she appeared as a "thirty-something" woman wearing baggy white overalls, with safety goggles on her head.
Gallery
Aine.PNG|Aine on the bridge of the ''Infinity''.
List of appearances
''Halo: The Thursday War''
''Halo: Initiation''
Sources
Category:Human AI Category:AI characters |
|manufacturer=Ushuaia Armory (GEN1)
Naphtali Contractor Corporation (GEN2)
|testsite=Siofok Firing Range (GEN1)
Buffalo Breaker Yards (GEN2)
Mindoro (GEN2)
|type=MJOLNIR (GEN1)
MJOLNIR Powered Assault Armor/Mark IV|Mark IV MJOLNIR Powered Assault Armor/Mark V|Mark V MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR (GEN2)
MJOLNIR (GEN3)
|role=Airborne infantry maneuvers
}}
AIR ASSAULT-class Mjolnir, also designated as the MJOLNIR Powered Assault Armor/AA variant, is a MJOLNIR Powered Assault Armor|MJOLNIR armor variant originally designed by Ushuaia Armory, with the MJOLNIR Powered Assault Armor (GEN2)|GEN2 version being manufactured by the Naphtali Contractor Corporation.
GEN1 overview
}}
The GEN1 Air Assault helmet offers key advantages during airborne deployment scenarios. It has specialized optics that can provide real-time satellite imagery and enemy signature allocation. The helmet is compatible with the UA/Type C1|Type C1 UA module, AN/PZY-990T STARLIGHT remote sensor and AN/PZY-6011Y TYPHON Command Network Module.
While the Air Assault was developed for use by UNSC Army airborne units, the MJOLNIR variant differed from those used by the UNSC Army airbone units at a fundamental technical level. It was designed as an improvement to the ODST armor#Helmet|ODST helmet and was heavily influenced by Ushuaia's previous work on the UNSC Marine Corps Battle Dress Uniform|Marine Corps BDU. Air Assault helmets in the FC-I configuration were preferred by UNSC Army Pathfinders.
In 2535, after being tested at Ushuaia's Siofok Firing Range, the Air Assault helmet was introduced as a variant of the MJOLNIR Powered Assault Armor/Mark IV|Mark IV MJOLNIR armor and was also adopted as the standard helmet of the UNSC Army's airborne division. In late 2551, the helmet was upgraded for use with the MJOLNIR Powered Assault Armor/Mark V|Mark V MJOLNIR system.
After the first wave of MJOLNIR Powered Assault Armor (GEN2)|GEN2 systems, based on requests of veteran Spartan-II and Spartan-III operatives, the UNSC Ordnance Commission considered reassessing a refined and upgraded version of the Mark V version of this suit. This led to the creation of the INTRUDER-class Mjolnir.
As late as 2560, the GEN1 Air Assault helmet could still be requisitioned by Spartan Operations|Spartans, upgraded to be roughly equivalent to GEN3.
SPARTAN-III program|Spartan Catherine-B320 of NOBLE Team wore a Mark V AA helmet during the Battle of Fumirole and the Fall of Reach. During the Battle of Earth, Office of Naval Intelligence|ONI deployed security personnel with the Air Assault armor to prevent Covenant forces from gaining control of the skyhook|skyhook defense complexes above Earth and Luna.
File:Halo Reach Air Assault.png|Mark V Air Assault Helmet.
GEN2 overview File:HHITD-FrankKodiak.jpg|thumb|Spartan-IV Frank Kodiak using GEN2 Air Assault armor during Operation: FAR STORM.
}}
The Air Assault helmet's superficial design remained largely unchanged during the transition from GEN1 to GEN2. The GEN2 Air Assault helmet is equipped with a long range integrated comm network. The new pauldrons seem to have succeeded the GEN1 FJ/PARA in design and function as they have a low-drag pauldron system. The chest has a locking retrieval brace.
After the Human-Covenant War, the Naphtali Contractor Corporation began manufacturing the GEN2 version of the Air Assault helmet, as well as the matching torso armor and shoulder pieces. It was tested in the Buffalo Breaker Yards, and the Cascadian city of Mindoro. Air Assault met all of the UNSC Ordnance Commission strictures for ground combat.
GEN2 Air Assault served as the basis for GEN3 VOLANT-class Mjolnir.
GEN2 Air Assault provides functional support across a number of colonies as well as remotely deployed combat units. This set is also primarily used by ONI security personnel on the skyhooks above Earth and Luna. A slightly altered version of the Air Assault GEN2 is a favorite of Spartans tasked with assisting ANVIL Station security personnel.
The helmet is popular among Spartan fireteam leaders due to its communications system, though Napthali continues to market the helmet to the UNSC Army. Offshoots of the Air Assault armor have also been considered for adoption by unaugmented Delta-Six Division operators, but larger-scale adoption of the system has been hindered by its high cost, with each suit costing as much as a dropship.
In-game information
In the ''Halo: The Master Chief Collection'' version of ''Halo 3'', the Air Assault variant was added as part of Series 5: Anvil content. With the updated ''Halo 3'' Armor customization (Halo 3)|armor customization options, the players can now fit their Spartan with Air Assault helmet, chest, shoulders, forearms and legs. The description of the armor pieces are the same for every set. The set is one of twelve Armor customization (Halo Online)|armor sets originating from the cancelled ''Halo Online'' brought into ''The Master Chief Collection'', originally known as ''Lander'' in the cancelled game.
{| class"width: 75%;"
! style="width: 15%"|Piece
! style="width: 45%"|Description
! style="width: 15%"|Unlock requirements (''Halo 3'')
! style="width: 30%"|Unlock requirements (''Halo: MCC'')
|- align="center"
|File:HTMCC H3 AirAssault Helmet Icon.png|75pxHelmet
|align5|A favorite of Spartans tasked with assisting ANVIL Station security personnel.
|rowspan=5|N/A
|Series 5: Anvil|Series 5 Tier 3,
|- align="center"
|File:HTMCC H3 AirAssault Chest Icon.png|75pxChest
|Series 5: Anvil|Series 5 Tier 15,
|- align="center"
|File:HTMCC H3 AirAssault LShoulder Icon.png|75pxFile:HTMCC H3 AirAssault RShoulder Icon.png|75pxShoulders
|Series 5: Anvil|Series 5 Tier 7,
|- align="center"
|File:HTMCC H3 AirAssault Forearms Icon.png|75pxForearms
|Series 5: Anvil|Series 5 Tier 12,
|- align="center"
|File:HTMCC H3 AirAssault Legs Icon.png|75pxLegs
|Series 5: Anvil|Series 5 Tier 27,
|}
The Air Assault helmet was introduced in ''Halo: Reach'', notably the signature helmet worn by Catherine-B320. It can be Armor customization (Halo: Reach)|unlocked for use in multiplayer.
{| class"width: 75%;"
! style="width: 15%"|Armor
! style="width: 40%"|Description
! style="width: 30%"|Unlock requirements (''Halo: Reach'')
! style="width: 15%"|Unlock requirements (''Halo: MCC'')
|- align="center"
|File:HR AirAssault Helmet Icon.png|75pxAir Assault helmet
|align="left"|Entered service in 2535; the MJOLNIR/AA variant is exclusive to Army airborne units.
|, 15,000 cR
|Series 1: Noble|Series 1, Tier 37 ()
|- align="center"
|File:HR AirAssault UACNM Helmet Icon.png|75pxAir Assault Armor accessories/UA|UA/Command Network Module|CNM
|align="left"|Up-armored variant with command network module
|, 7,500 cR
|Series 1: Noble|Series 1, Tier 37 ()
|- align="center"
|File:HR AirAssault FCI Helmet Icon.png|75pxAir Assault Hardened Uplink|FCI-I
|align="left"|Command network module-Improved; external hardened uplink. A favorite of Pathfinder units
|, 5,000 cR
|Series 1: Noble|Series 1, Tier 38 ()
|}
Air Assault returned as an Armor customization (Halo 4)|armor set in ''Halo 4''.
{| class"width: 75%;"
! style="width: 15%"|Armor
! style="width: 55%"|Description
! style="width: 15%"|Unlock requirements (''Halo 4'')
! style="width: 15%"|Unlock requirements (''Halo: MCC'')
|- align="center"
|rowspan="4"|File:H4 MJOLNIR Air Assault.png|75pxAir Assault
|align="left"|Description (H4): Primarily used by ONI security personnel on the skyhooks above Earth and Luna.
|rowspan="4"|Reach
|rowspan="4"|Unlocked by default.
|- align="center"
|align="left"|Helmet description (MCC): Primarily used by ONI security personnel.
|- align="center"
|align="left"|Shoulders description (MCC): Modular left/right spaulder from Air Assault-class armor.
|- align="center"
|align="left"|Chest description (MCC): Well-suited for missions in microgravity.
|- align="center"
|rowspan="4"|File:Halo 4 - Air Assault (VERG).png|75pxAir Assault Verge (VERG) skin
|align="left"|Description (H4): Customized with VERGE armor skin.
|rowspan="4"|Complete the List of Halo 4 Commendations/Vehicles|Vehicle Mastery commendation.
|rowspan="4"|Unlocked by default.
|- align="center"
|align="left"|Helmet description (MCC) Air Assault helmet customized with VERGE coating.
|- align="center"
|align="left"|Shoulder description (MCC) Air Assault left/ right spaulder customized with VERGE coating.
|- align="center"
|align="left"|Chest description (MCC) Air Assault chassis customized with VERGE coating.
|- align="center"
|rowspan="4"|File:Halo 4 - Air Assault (VISN).png|75pxAir Assault Vision (VISN) skin
|align="left"|Description (H4): Customized with VISION armor skin.
|rowspan="4"|Purchase the Champions Bundle. This is not usable in Spartan Ops.
|rowspan="4"|Unlocked by default.
|- align="center"
|align="left"|Helmet description (MCC) Air Assault helmet customized with VISION coating.
|- align="center"
|align="left"|Shoulder description (MCC) Air Assault left/ right spaulder customized with VISION coating.
|- align="center"
|align="left"|Chest description (MCC) Air Assault chassis customized with VISION coating.
|}
In the ''Halo 5: Guardians Multiplayer Beta'' there was a "DPT" skin which became the "Disrupt" skin in the final game. This skin had descriptions for it as follows:
Helmet description: This coating incorporates impregnated metamaterials that mask the AIR ASSAULT armor's signature in both the near-infrared and near-ultraviolet spectrum. Body description: AIR ASSAULT users take advantage of even the smallest tactical advantage to avoid being spotted in transit to the combat zone.
The ''Halo 4'' design of Air Assault returned in ''Halo 5: Guardians'' as an Armor customization (Halo 5: Guardians)|armor permutation unlockable via the Requisition system. The Air Assault body component consists of the Air Assault chest and legs, with the RICOCHET-class Mjolnir|Ricochet forearms and RG-63 Counter legs. The GEN1-styled Air Assault armor - modelled after the armor design employed by Catherine-B320 in ''Halo: Reach'' - returned to ''Halo 5'' with the release of Memories of Reach, rebranded as the INTRUDER-class Mjolnir|Intruder armor.
{| class"width: 75%;"
! style="width: 15%"|Helmet
! style="width: 70%"|Description
! style="width: 15%"|Unlock requirements (''Halo 5: Guardians'')
|- align="center"
|File:REQ Card - Air Assault.png|100pxAir Assault (helmet)
|align="left"|The AIR ASSAULT helmet's long-range comm system makes it popular with Spartan fireteam leaders, but Naphtali also markets this helmet to Army special forces.
|align="left"|Common List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Air Assault.png|100pxAir Assault (body)
|align="left"|AIR ASSAULT spin-offs were considered for adoption by unaugmented Delta-Six operators, but each suit costs as much as a dropship.
|align="left"|Common List of REQ cards|REQ card
|- align="center"
|File:H5G REQ Helmets Air Assault Disrupt Uncommon.png|100pxAir Assault Disrupt (helmet skin)
|align="left"|The AIR ASSAULT helmet's long-range comm system makes it popular with Spartan fireteam leaders, but Naphtali also markets this helmet to Army special forces.
|align="left"|Uncommon List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Air Assault Disrupt.png|100pxAir Assault Disrupt (body skin)
|align="left"|AIR ASSAULT spin-offs were considered for adoption by unaugmented Delta-Six operators, but each suit costs as much as a dropship.
|align="left"|Uncommon List of REQ cards|REQ card
|- align="center"
|File:H5G REQ Helmets Air Assault Impact Rare.png|100pxAir Assault Impact (helmet skin)
|align="left"|The AIR ASSAULT helmet's long-range comm system makes it popular with Spartan fireteam leaders, but Naphtali also markets this helmet to Army special forces.
|align="left"|Rare List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Air Assault Impact.png|100pxAir Assault Impact (body skin)
|align="left"|AIR ASSAULT spin-offs were considered for adoption by unaugmented Delta-Six operators, but each suit costs as much as a dropship.
|align="left"|Rare List of REQ cards|REQ card
|- align="center"
|File:H5G REQ Helmets Air Assault Specialist Ultra Rare.png|100pxAir Assault Specialist (helmet skin)
|align="left"|The AIR ASSAULT helmet's long-range comm system makes it popular with Spartan fireteam leaders, but Naphtali also markets this helmet to Army special forces.
|align="left"|Ultra Rare List of REQ cards|REQ card
|- align="center"
|File:REQ Card - Armor Air Assault Specialist.png|100pxAir Assault Specialist (body skin)
|align="left"|AIR ASSAULT spin-offs were considered for adoption by unaugmented Delta-Six operators, but each suit costs as much as a dropship.
|align="left"|Ultra Rare List of REQ cards|REQ card
|}
The Mark V Air Assault helmet and its attachments are available for multiplayer Spartan Armor customization (Halo Infinite)|armor customization 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 Air Assault Helmet Icon.png|75pxAir Assault
|Ushuaia Armory
|Spartan AIR ASSAULT-class helmets differ at a fundamental technical level from those issued to Army airborne units.
|Epic
|Season 01: Heroes of Reach Battle Pass level 55 (Premium)
|}
Attachments CNM/BNR/FARNDALE CNM/BNR/TYPHON HUL(3)/BNR/COURIER PEARL MK55 CBRN TAC/RS/STARLIGHT TAC/RS/WILLOW UA/Type B1
Trivia The Air Assault helmet, especially the GEN2 version, closely resembles :File:H2-ODST-Squad.jpg|the helmets worn by Orbital Drop Shock Troopers in ''Halo 2''. The most prominent similarity is the faceplate, which is much less rounded than the version of the ODST helmet seen in post-''Halo 2'' media. The GEN2 Air Assault chestplate closely resembles that of the MJOLNIR Powered Assault Armor/Mark V|MJOLNIR Mark V, the B-class Mjolnir|[B] Variant specifically, and the similar MJOLNIR Powered Assault Armor/Mark IV|Mark IV variant worn by Gray Team.
Gallery
File:HO Armor Wallpaper.jpeg|Air Assault (then known as Lander) in ''Halo Online'' (center). File:HO Armor Landing render.jpg|The Air Assault armor on a promotional image for ''Halo Online''. File:HaloOnline Armour AirAssault Blue Render.png|A render of the Air Assault set in ''Halo Online'' menu. File:HTMCC-H3 AirAssault Body.jpg|The Air Assault armor in the ''Halo 3'' component of ''Halo: The Master Chief Collection''. File:HTMCC-H3 AirAssault Closeup.jpg|A closeup of the Air Assault upper body armor in ''Halo 3''. File:HTMCC H3 AirAssault Crop Back.png| Back view of the Air Assault.
File:HR Kat-B320 Concept.png|Concept art of Kat-B320 wearing her Mark V AA helmet. File:Deliver Hope-Kat down.png|Kat-B320 wearing her AA helmet in ''Deliver Hope''. File:Kat-B320.png|Kat-B320 wearing her AA helmet. File:AAHelmet.jpg|The Mark V Air Assault helmet as seen in the Armory. File:Reach E310 Campaign03.jpg|Kat wearing the AA helmet in combat. File:AACracked.jpg|A damaged AA helmet near Aszod on Reach. File:HR AIR ASSAULT Helmet.jpg|Mark V Air Assault helmet in ''Halo: The Master Chief Collection''. File:HR AIR ASSAULT UA CNM.jpg|An up-armored variant of the Mark V Air Assault helmet with CNM attachment. File:HR AIR ASSAULT FC-I.jpg|A Mark V Air Assault helmet with HUL and improved CNM attachment.
File:H4_Concept_MultiplayerArmors.jpg|Concept art of the GEN2 Air Assault for ''Halo 4'' (top row, third-left). File:Mark-von-borstel-airassaulthighpoly.jpg|High poly render of the GEN2 Air Assault armor. File:H4 Air Assault 3d model.jpg|Near completed render of Air Assault armor. File:H4 Air Assault Sword.png|A SPARTAN-IV wearing the GEN2 Air Assault armor. File:Halo_4_Field_Guide_Armor_Air_Assault.jpg|The ''Halo 4'' Interactive Guide description.
File:H5 Thruster Pack ability.jpg|A Spartan-IV wearing GEN2 Air Assault armor in the ''Halo 5: Guardians Multiplayer Beta''. File:H5G-Fish.jpg|A Spartan-IV wearing Air Assault armor in a pre-release build of ''Halo 5: Guardians''. File:H5G - Spartan trio in Breakout simulation.jpg|A trio of Spartan-IVs, with two wearing Air Assault armor in ''Halo 5: Guardians''. File:H5G-AirAssault&StormRifle.png|A Spartan-IV holding the in AIR ASSAULT. File:H5G-AirAssaultvsIntruder.png|Air Assault in comparison to Intruder.
File:H5_Air_Assault.png|Default skin File:H5_Air_Assault_Disrupt_Skin.png|Disrupt skin File:H5_Air_Assault_Impact_Skin.png|Impact skin File:H5_Air_Assault_Specialist_Skin.png|Specialist skin
File:HINF CATHERINE B320 Armor Kit Icon.png|Upgraded GEN1 Air Assault in ''Halo Infinite''. File:HINF_Fragmentation_Vault.png|A Spartan-IV, utilizing the helmet during a fight for a vault on Fragmentation.
List of appearances
''Halo 3''
''Remember Reach''
*''Deliver Hope''
''Halo: Reach''
''Halo 4''
''Halo: Initiation''
''Halo: Hunters in the Dark''
''Halo 5: Guardians''
''Halo Mythos''
''Halo: Official Spartan Field Manual''
''Halo Infinite''
''Winter Contention''
Sources
Category:MJOLNIR armor Category:Halo 3 multiplayer armor permutations Category:Halo: Reach multiplayer armor permutations Category:Halo 4 multiplayer armor permutations Category:Halo 5: Guardians multiplayer armor permutations Category:Halo Infinite multiplayer armor permutations |
Air Combat Command (ACC) is a major organizational command of the UNSC Air Force.Halo: Reach, multiplayer map ''Tempest'' The command's heraldry suggests that it is a successor to the Wikipedia:United States Air Force|United States Air Force's Wikipedia:Air Combat Command|formation of the same name. Like its predecessor, Air Combat Command's role is to provide air superiority and close air support for Unified Ground Command|UNICOM personnel.
Aerospace craft Air Combat Command is known to operate the GA-TL1 Longsword A/X interceptor (particularly the GA-TL1 Longsword#C712|C712 variant), as well as the F-41 Broadsword A/X fighter.Halo 4: The Essential Visual Guide, ''page 114'' The top-secret FSS-1000 Sabre was managed by the Air Force, though it is unclear whether the ACC was responsible for the craft's combat deployments.Halo: Reach, campaign level ''Long Night of Solace (level)|Long Night of Solace'' The organization presumably also utilizes the B-65 Shortsword suborbital bomber.
List of appearances
''Halo: Reach''
''Halo 4''
*''Spartan Ops''
Sources
Category:UNSC Air Force units |
Air Control was the callsign of a United Nations Space Command|UNSC UNSC Navy|Navy operator stationed on the planet Reach.
List of appearances
''Halo: Reach''
Sources
Category:Human characters Category:UNSC Navy personnel |
Air Mobility Express (Acronym: "AMX") is a special section of an Air Force assigned to airlift materiel and personnel during warfare. At least two units within the UNSC Air Force's Air Mobility Express were present on Reach; AMX-4 and AMX-42.
List of appearances
''Halo: Reach''
Sources
Category:UNSC Air Force units |
Air Raid is an achievement in ''Halo Infinite''. It is unlocked by killing 100 enemies while all players are in an air Vehicle. This achievement awards the player 10 Gamerscore. |
Air Swimming is a phenomenon that happens in ''Halo: Combat Evolved''
Walkthrough This phenomenon occurs when an enemy is killed by a grenade explosion and their body gets stuck between two terrain objects. The ''Halo'' game engine necessitates that every in-game object have its own 'box' of dedicated space. This 'box' is usually what the player runs into, instead of the object itself. When a lifeless body is too large to fit in between the boxes of two objects, it ends up hovering above them, looking as though it were trying to swim through the air. The event occurs most commonly with Kig-yar|Jackals.
In ''Halo: Combat Evolved'', when bodies are propelled by explosions, they will sometimes appear to be "frozen" if they hit an object in mid-flight; this can also make them appear to be swimming. On a related note, when a Jackal or a Unggoy|Grunt is killed by an explosion, its corpse may appear "wedged" within a metallic structure, floating above the floor.
Category:Halo: Combat Evolved glitches |
Air Traffic Control is an achievement in Halo 2 (Windows Vista). It is worth 20 Gamerpoints and is awarded for destroying a Type-26 Ground Support Aircraft|Banshee in flight while it is manned, with either grenades or a rocket Launcher|rocket launcher.
Its symbol is of a gold circle with a purple Banshee within.
Sources
Category:Halo 2 (Windows Vista) achievements |
File:H5G-AirborneSnapshot.png|right
Airborne Snapshot is awarded in ''Halo 5: Guardians'' for killing an enemy while in the air not being zoomed in. This can be accomplished with a SRS99-S5 AM sniper rifle|Sniper Rifle, Type-27 Special Application Sniper Rifle|Beam Rifle, or a Z-750 Special Application Sniper Rifle|Binary Rifle. It is represented by a Sniper Kill medal with a skull instead of a crosshair.
Gallery
Airsnapshot.jpg|A Spartan getting an airborne snapshot
Category:Halo 5: Guardians multiplayer medals |
Airborne is an achievement in ''Halo: The Master Chief Collection''. This achievement is in the ''Halo: Combat Evolved'' multiplayer and is obtained by launching an M12 Warthog into the air for at least 5 seconds after which an enemy is splattered.
Method Start a custom game on Death Island with three controllers (and ideally, three people to control them). Set both the time limit and grenades to 'unlimited'. Once the match starts, two players go to the top of the map above one of the bases, one in a Warthog and one in a Ghost. The third player stays beneath the same base.
The player in the Ghost parks it at the end of the base structure with its back to the beach; this Ghost will act as a ramp for the Warthog. The player who parked it moves toward the front of the Ghost and prepares to throw a grenade. The player in the Warthog drives toward the ramp at top speed. At the precise right moment, the player at the Ghost throws a grenade (your choice: frag is more powerful, but plasma is less likely to skitter off target) launching the moving Warthog up the ramp and the Ghost, over the edge and tumbling to the beach below. The player who has been patiently waiting below will do their best to position themselves beneath the falling 'Hog, getting themselves splattered and unlocking the achievement for the driver.
In the alternative, two players can attempt to unlock the achievement by instead creating a larger ramp out of a Ghost and a Scorpion tank. Though timing is no longer an issue, the Ghost has a nasty habit of dislodging on contact and ruining the launch attempt.
Failing to sufficiently launch the Warthog by either of these methods will mean the Warthog will be airborne for less than the full five seconds, so even if the splatter happens successfully, the achievement will not unlock. The achievement will also fail to unlock if any part of the Warthog touches the ground before splattering the other player, or if the driver is ejected on the way down. |
The AirCare Ambulance is a human medical aircraft responsible for the transportation of patients from their location to a medical facility.
Sources
Category:Vehicles |
Aires is the natural satellite of the human colony planet Bliss. When the Covenant arrived in Bliss' system on 2526|February 13, 2526, the Bliss Defense Fleet began engaging the Covenant forces around the moon, while Bliss began to evacuate civilians.Halo: Reach, ''Dr. Halsey's personal journal''
List of appearances
''Halo: Reach''
*''Dr. Halsey's personal journal''
Sources
Category:Moons |
File:Maria Reentry.jpg|thumb|Maria-062 wearing an airfoil carapace as she enters Earth's atmosphere.
An airfoil carapace is a deployment package for a parafoil.''Halo Graphic Novel'', "Armor Testing"
Overview The carapace is a highly resistant unit which allows a SPARTAN Program|SPARTAN to enter the atmosphere of a planet from high orbit. It includes hard points for weapons, to prevent them being lost in the deceleration upon entry to the atmosphere. Because only specialized gear (such as the MJOLNIR Powered Assault Armor|MJOLNIR armor) can survive the extreme heat during atmospheric re-entry, the carapace cannot be used by regular military personnel. Once terminal velocity has been reached, and a suitable altitude above the planet surface has been attained, the parafoil may be deployed for a safe landing.
Variants
The G-25 PAS Airfoil Carapace is a version of ''Airfoil carapace''. The MJOLNIR Powered Assault Armor/HP|MJOLNIR/HP/Parafoil variant was specifically designed for compatibility with it.''Halo: Reach'', ''Armory''
List of appearances
''Halo Graphic Novel''
*''Armor Testing''
''Halo: Reach''
Sources
Category:UNSC technology |
File:1208375252 Airlock-floorsign.gif|thumb|UNSC airlock floor sign An airlock is a device which allows passage between two areas of drastically different pressures and/or atmospheric composition, while preventing the exchange of gases and pressure. An airlock consists of a small chamber with two airtight doors in series, which do not open simultaneously. They are most commonly used on spacecraft, where they allow safe passage between the pressurized interior of the ship and the vacuum of space, though they can also be found in enclosed habitats on worlds with toxic atmospheres, for example.Halo: Fractures, "A Necessary Truth"
On United Nations Space Command|UNSC spacecraft, hangar bays, Class-3 Enclosed Heavy Lifeboat|lifepod or Single Occupant Exoatmospheric Insertion Vehicle|HEV launch areas are typically equipped with airlocks, used to prevent pressure loss from exposure to vacuum either due to a hull breach or the deployment of a lifepod or HEV.Halo: The Flood s, in particular, employ them as redundancy features for survivability during combat with Covenant warships. The had an airlock large enough to cycle a fleet of dropships simultaneously.Halo: Ghosts of Onyx, ''page 99''
The Covenant typically employs energy barriers in place of physical airlocks. Certain UNSC facilities also employ energy barriers for this purpose, presumably having reverse-engineered Covenant or Forerunner versions.
Identified airlocks UNSC Pillar of Autumn#Airlocks|Airlocks on the ''Pillar of Autumn''
Umbilical|Cairo Station umbilical locks
Gallery
File:Frigate ext airlock.jpg|An external airlock/docking collar on the side of a UNSC frigate's bridge. File:PoA ext airlock.jpg|An external airlock on the .
List of appearances
''Halo: The Fall of Reach''
''Halo: Combat Evolved''
''Halo: The Flood''
''Halo 2''
''Halo: Ghosts of Onyx''
''Halo: Uprising''
''Halo: Glasslands''
''Halo: Combat Evolved Anniversary''
''Halo 4''
''Halo 2: Anniversary''
''Halo 5: Guardians''
''Halo: Fractures''
*''Breaking Strain''
*''A Necessary Truth''
*''Into the Fire''
Sources |
Airman, is a rank in the United Nations Space Command UNSC Air Force|Air Force.
Overview
Airmen are known to be in the crew of Pelicans such as the D79-TC Pelican on the .
{| class"align:center; text-align:center;"
| !Name
!Duration start
!Duration end
!Rank status
!Notes
| |Ryan Frank
|Before/During 2558#February|February 2558
|During 2558#February|February 2558
|Killed in action
|N/A
|}
Sources
Category:UNSC ranks |
File:H5G-Airsassination.png|right
Airsassination is a medal awarded in ''Halo 4'' and ''Halo 5: Guardians'' multiplayer for Assassination|assassinating an enemy while both players are in the air. Both players must be airborne when the assassination is initiated for the medal to be awarded. If either the assassin or the victim begin the assassination on the ground, the assassin will only receive a regular Assassin|Assassination medal. The medal can also be earned in Spartan Ops, most commonly by assassinating Promethean Watchers, though assassinating Sanghelli Rangers using jetpacks is also plausible, though much less common.
Trivia Earning five Airsassinations in Majestic DLC matchmaking will unlock the Bird of Prey achievement.
Gallery
File:H4 - Airsassination.png|The ''Halo 4'' version. |
File:Halo Reach - Fairview Base.jpg|thumb|250px|Airview Base, occupied by the Covenant during the Fall of Reach. Airview Base was a small United Nations Space Command|UNSC watchpoint outpost near SWORD Base on the Babd Catha Ice Shelf on Reach, named so because it overlooks the base's airfield. It contained one M71 Anti-Aircraft Gun|anti-aircraft turret before the Fall of Reach|Battle of Reach began. (defunct, archive Archive:Halo Waypoint/2009 to 2014/Games/Halo: Reach|here and
History On 2552#July|July 26, 2552, Catherine-B320 and SPARTAN-B312 were ordered to reactivate the AA turret to clear the skies for United Nations Space Command|UNSC dropships during Battle of Sword Base|an attack on SWORD Base.Halo: Reach, campaign level ''ONI: Sword Base'' The base was later overrun by Covenant forces, who would later place two Cheru-pattern Tyrant|Tyrant AA guns at its location. On August 29, Noble Six and a squad of ODSTs passed through what remained of the base in an M808B Scorpion tank, destroying the two Tyrants on the way to Sword Base, clearing the sky for NOBLE Team's UH-144 Falcon|Falcon tiltrotors.Halo: Reach, campaign level ''The Package''
At some point, a UNSC operation would retake the base and use the Covenant Tyrant guns as defensive points.
Gallery
File:HR_ThePackage_GlassedVista_Concept.jpg|Concept art of the glassed base. File:Comparison - SwordAirbase.jpg|The condition of Airview Base, before and after the Covenant invasion. File:HR AirviewBattle.jpg|A battle at Airview Base during the Covenant's initial attack. File:HR-Package-Tyrant-03.jpg|What remains of Airview Base, after Covenant occupation. File:HR-Package-Tyrant-02.jpg|Another view of the Covenant-occupied Airview Base.
List of appearances
''Halo: Reach''
Sources
Category:Reach locations Category:UNSC military bases |
|gender=Female
|height=
|mass=
|hair=
|eyes=
|affiliation=
|rank=
|sn=
|notable=
}}
Ais is an elderly T'vaoan Kig-Yar in the post-Human-Covenant war|war era. She is the mother of Shipmistress Chol Von and grandmother of her grandsons, Hiiq, Kij, Gon, and Laik.Halo: Mortal Dictata, ''Chapter 3''
Biography Ais lived on the asteroid colony of T'vao, where she raised her daughter, Chol. She had regurgitated food for Chol to eat until she first molted her feathery down.
In 2553, Ais visited Chol's home in Myur City to watch over her grandchildren, seeing as Chol was leaving to attend a Kig-Yar meeting and her mate Vek had gone off to find tantalum deposits on Reynes, something both Chon Vol and Ais felt was cowardly. She advised Chol not to bother teaching Laik delayed gratification, and instead told her to just toughen him up. Ais had also hoped Chol would abandon her plans of creating a united Kig-Yar navy, believing that the Kig-Yar didn't need political organization. After Chol fed Laik for displaying patience, she left Ais in charge of the children and went to attend the Kig-Yar gathering on Dal'koth.Halo: Mortal Dictata, ''pages 68-73''
List of appearances
''Halo: Mortal Dictata''
Sources
Category:Kig-Yar characters |
Heavy lifting
|length=
|width=
|height=
|mass=
|power=
|engine=
|slipspace drive=
|navigation=
|hull=
|armament=
|complement=*One Roamer Two Murat gun trucks.
|crew=
|passengers=
|othersystems=
|introduced=
|affiliation=Gao Ministry of the Environment''Halo: Retribution'', ''chapter 19''
}}
The Ajax is a unique deep-jungle emergency response craft operated by the Gao Republic's Gao Ministry of the Environment|Ministry of the Environment.
Overview The Ministry of the Environment's Ajax is designed for heavy lifting. The craft is so huge that its wingtip rotor blades may commonly trim fronds and clip vines during a descent. The Ajax's great size does not always afford it a lot of cargo space if it is used to transport a ground convoy.
Operational history On December 14, 2553, the President of the Gao Republic, Arlo Casille, hitched a ride on the Ajax in order to avoid drawing unwanted attention during a trip he planned to make to the New Leaf Extractions Field Complex within the Yosavi Diversity Reserve to investigate a series of explosions there.
Trivia In Greek mythology, Wikipedia:Ajax (mythology)|Ajax was a legendary figure who played a large role during the Wikipedia:Trojan War|Trojan War.
List of appearances
''Halo: Retribution''
Sources
Category:Gao Republic vehicles |
Akato 'Dakaj is a Sangheili living on the planet Carrow, a world jointly inhabited by Humans and Sangheili Sangheili colonies|colonists. He is the kaidon of the city-state of Rak.Halo: Envoy, ''page 372''
Biography Akato 'Dakaj had been a lesser kaidon who was relatively new to Carrow, a human colony also inhabited by Sangheili Asylum seeker|refugees from Glyke. At the time, he was not well-known by the Fleetmaster and kaidon of Rak, Rojka 'Kasaan. Later in late 2558, a sweeping change in Rak's governance took place when Thars 'Sarov led an opposition against his cousin Rojka. Many Sangheili in Rak had turned on Rojka for his openness to negotiate with humans and had supported Thars' rebellion. During the conflict, Thars took Rak's remaining fleet to fight against Rojka and had also enlisted the aid of Jiralhanae warriors under the command of the Jiralhanae Chieftain|Chieftain Hekabe. In the time of Rojka's and Thars' absence, Akato 'Dakaj took the opportunity to rise in leadership among the keeps of Rak.Halo: Envoy, ''page 370''
While Thars and Rojka battled one another over Carrow, Hekabe betrayed Thars and harnessed a great Vertex|hidden power on the planet for himself, unleashing the once-believed mythical Sharquoi and threatening the humans living in Suraka and the population of Rak. After helping stop Hekabe and preventing a planetary crisis, Rojka returned to Rak where he was immediately confronted by kaidon Akato 'Dakaj and his warriors, who had now assumed control of the city-state in the wake of the conflict. When 'Dakaj inquired about Rojka's intentions, Rojka assured him that he posed no threat to 'Dakaj's new leadership and merely wished to return to his home at 'Kasaan Keep. 'Dakaj then voiced his concerns about Carrow's vulnerability following the loss of their entire fleet because of Thars' actions. Rojka informed him that he took vengeance and killed Thars for wasting their fleet and having brought the Jiralhanae to Carrow. Realizing that both Sangheili and humans now faced an uncertain future together, 'Dakaj believed Rojka could help serve as an envoy for them, as he had already established an alliance with the local humans. Rojka agreed that both races needed each other as they began to rebuilt their world and accepted 'Dakaj's offer. Akato 'Dakaj then motioned his warriors back and welcomed Rojka back home.Halo: Envoy, ''pages 369-372''
List of appearances
''Halo: Envoy''
Sources
Category:Sangheili characters|Dakaj, Akato Category:Nobles|Dakaj, Akato Category:Kaidons|Dakaj, Akato |