Halo 4: FAQ/Walkthrough

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_____________________________________HALO 4____________________________________
________________________________FAQ/WALKTHROUGH________________________________
_____________________________________________________________________By Sokkus_
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Note that the most recent version of the guide will always be found at
www.gamefaqs.com.
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Guide stats:    
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Time taken to write : 90+ hours to date.
Word Count to date  : 50,000+
Donations recieved  : 0
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Note: At present the game features a completed campaign walkthrough, terminal
      locations guide, multiplayer unlocks and level specific tactics guide,
      Forge mode overview, Easter Egg locations guide and list of achievements
      and avatar awards available in the game and how to unlock them all.

      In future I plan to include additional Spartan Ops mission walkthroughs
      as new episodes become available.

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Introduction
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Welcome to my guide for Halo 4! I hope this guide will be able to
assist all of you gamers out there! If you see any errors, have a tip or an
alternate strategy for a section of the guide please head to the contact
section and flick me an email to let me know!

If you like what you see here, be sure to check out more of my guides, reviews
and podcasts at www.consoledomination.com and consider donating to my Paypal if
you are feeling a little generous!

If you enjoyed using this guide, or it has helped you along and you are on
GameFAQs, Please hit the recommend button at the top of the page.

Finally, I have also started a facebook group for readers to keep track of the
latest updates to my guides, you can find it here:
  
https://www.facebook.com/pages/Sokkus/356910437737253


Thanks for reading!
Enjoy!



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Donations
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After a few generous emails and suggestions from readers and because donations
seems to be a growing trend among other contemporary guide writers, I have
decided to put in the option to allow you to donate some money to me for 
helping you out if you wish to do so.

Although I make these guides for free in my spare time, I probably don’t 
need to point out to gamers that purchasing games is an extremely expensive
hobby (games in Australia cost on average $90 - $120) and writing guides for
them can be a very long, incredibly difficult and thankless task at the best
of times, but one that is very challenging and occasionally rewarding.
 
Considering you could be paying upwards of $20+ for guides in a game shop,these
free and easily available guides make a cost-effective substitute. Whilst most
are happy to use and move on without a word I would move that a simple donation
is a great, easy way to say thanks if you feel that my guide has saved you some
time, money and frustration in some small way.

By no means feel obligated to donate just for viewing my guide, but if you are
feeling a little generous I certainly won’t object! Any amount is appreciated
whether it be 10 cents or $10.

Thankyou far all that read this far, if you are interested in donating, my
Paypal address is listed below, if not, skip down to the table of contents
below and get stuck into the masterpiece that is Halo 4!


Paypal ID;

sokkus[at]hotmail[dot]com



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*** TABLE OF CONTENTS ***
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>> Note: To fast travel to a section of the guide, copy the text code next to
         the section of interest. Press CTRL +F and paste the code in there to
         jump down to where you want to go in a flash!
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   ___________________________
  / Halo 4 Campaign Guide     \_________________
  \___________________________/                 ]
    |                                           |
    | 1. Weapons                          [W3PNS]
    |                                           |
    | 2. Armor Abilities                  [ARMRB]
    |                                           |
    | 3. Enemies                          [EN3MS]
    |                                           |
    | 4. General Hints & Tips             [HNTTP]
    |                                           |
    | 5. Campaign Walkthrough             [WLKTH]
    |                                           |  
    |      5.1  Dawn                      [ACT01] 
    |      5.2  Requiem                   [ACT02] 
    |      5.3  Forerunner                [ACT03] 
    |      5.4  Infinity                  [ACT04] 
    |      5.5  Reclaimer                 [ACT05] 
    |      5.6  Shutdown                  [ACT06] 
    |      5.7  Composer                  [ACT07] 
    |      5.8  Midnight                  [ACT08]
    |                                           |
    | 6. Terminal Locations Guide         [TMNLC]
    | 7. Skulls                           [CPSKL]
    [___________________________________________]
   ___________________________
  / Halo 4 Spartan OPs Guide  \_________________
  \___________________________/                 ]
    |                                           |
    | 8. Spartan Ops Walkthroughs         [SPRTN]
    |                                           |
    |      8.1 Episode 1: Departure       [SPT01]
    |                                           |
    |          A. Land Grab               [SPT1A]
    |          B. Sniper Alley            [SPT1B]
    |          C. The Challenge           [SPT1C]
    |          D. Sacred                  [SPT1D]
    |          E. Core                    [SPT1E]
    |                                           |
    |      8.2 Episode 2: Artifact        [SPT02]
    |                                           |
    |          A. Clean Up                [SPT2A]
    |          B. For Science             [SPT2B]
    |          C. Hacksaw                 [SPT2C]
    |          D. Pelican Down            [SPT2D]
    |          E. Gagarin                 [SPT2E]
    |                                           |
    |      8.3 Episode 3: Catherine       [SPT03]
    |                                           |
    |          A. The VIP                 [SPT3A]
    |          B. Galileo                 [SPT3B]
    |          C. Spartan Mountain        [SPT3C]
    |          D. Shootout in Valhalla    [SPT3D]
    |          E. Hunting Trip            [SPT3E]
    |                                           |
    |      8.3 Episode 4: Didact's Hand   [SPT04]
    |                                           |
    |          A. Hairy Call              [SPT4A]
    |          B. Rally Point             [SPT4B]
    |          C. Random Transport        [SPT4C]
    |          D. The Chase               [SPT4D]
    |          E. The Didact's Gift       [SPT4E]
    |                                           |
    |      8.3 Episode 5: Memento Mori    [SPT05]
    |                                           |
    |          A. Spartan Miller          [SPT5A]
    |          B. Nothing can go Wrong    [SPT5B]
    |          C. Everything has gone     [SPT5C]
    |             Wrong                         |
    |          D. The Cauldron Base       [SPT5D]
    |          E. Spartan Thorne          [SPT5E]
    [___________________________________________]
   ___________________________
  / Halo 4 Forge Mode Guide   \_________________
  \___________________________/                 ]
    |                                           |
    | 9. Forge Mode Guide                 [F0RG3]
    |                                           |
    |      9.1 Basic Editing              [F0RED]
    |      9.2 Genral Editing Tips        [F0RTP]
    |      9.3 Forge Maps                 [F0RMP]
    |                                           |
    |          A. Erosion                 [F0RGA]
    |          B. Impact                  [F0RGB]
    |          C. Ravine                  [F0RGC]
    |                                           |
    |      9.4 Downloading Custom Maps    [F0RDC]
    [___________________________________________]
   ___________________________
  / Halo 4 Multiplayer Guide  \_________________
  \___________________________/                 ]
    |                                           ]
    |10. Multiplayer Guide                [MLTIP]
    |                                           |
    |    10.01 Game Types                 [MPGTY]
    |    10.02 Ranks and Unlocks          [MPGRK]
    |    10.03 Specialisations and Unlocks[MPGSP]
    |    10.04 Armor Mods                 [MPGAM]
    |    10.05 Multiplayer Weapons        [MPGWP]
    |    10.06 Power Weapons              [PWRWP]
    |    10.07 Armor Abilities            [MPGAA]
    |    10.08 Tactical/Support Upgrades  [MPSUG]
    |    10.09 Recommended Loadouts       [MPSLO]
    |                                           |
    |    10.10 MP Maps & Specific Tactics [MPTAC]
    |                                           |
    |          A. Abandon                 [MPTCA]
    |          B. Adrift                  [MPTCB]
    |          C. Complex                 [MPTCC]
    |          D. Exile                   [MPTCD]
    |          E. Haven                   [MPTCE]
    |          F. Longbow                 [MPTCF]
    |          G. Meltdown                [MPTCG]
    |          H. Ragnarok                [MPTCH]
    |          I. Solace                  [MPTCI]
    |          J. Vortex                  [MPTCJ]
    [___________________________________________]
   ___________________________________
  / Halo 4 Achievements & Easter Eggs \_________
  \___________________________________/         ]
    |                                           ]
    | 11. Achievement Guide               [ACHMT]
    |                                           |
    | 12. Avatar Awards                   [AVAWR]  
    |                                           |
    | 13. Easter Eggs                     [ESEGG]
    |                                           |
    |      13.1 Campaign Eggs             [CMEGG]
    |      13.2 Spartan Ops Eggs          [SOEGG]
    |      13.3 Multiplayer Eggs          [MPEGG]
    [___________________________________________]
   ___________________________
  / Miscellaneous             \_________________
  \___________________________/                 ]
    |                                           |
    | 14. Contact                         [CNTCT]
    |                                           |
    | 15. Special Thanks                  [THNKS]
    |                                           |
    | 16. About Me                        [INTRD]
    |      16.1 Donations                       |
    |      16.2 Console Domination              |
    |                                           |
    | 17. Version History                 [VERHI]
    [___________________________________________]

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***    WEAPONS    *** [W3PNS]
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Thanks to the inclusion of the new race - the Prometheans, there are a fair few
new weapons to experiment with in Halo 4. Of course, the game also features a
hefty number of the classic returning Halo weapons that we all know and love,
albeit with a couple of exclusions from previous titles.

Lets check out the hardware on offer in Halo 4 by faction:


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UNSC (Human)
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Frag Grenade -------> The standard grenade that has been in existance since the
                      beginning of Halo. 3 second fuse that activates after
                      contact with the ground. These will be one of Master
                      Chief's closest firends in Halo 4.
 
Magnum -------------> The magnum is back and a spowerful as ever. Featuring a
                      scope, the ability to get headshot kills and fairly
                      decent rate of fire, this bad boy has some serious
                      stopping power for a sidearm. Best at close-medium range.

SAW ----------------> The SAW is a new addition to the series and it replaces
                      the SMG from the previous titles. As such, it trades off
                      an extremely fast rate of fire for a large amount of
                      recoil which affects accuracy. Best to use at close range
                      and in short bursts for maximum efficiency. It has a very
                      large clip which makes it great for clearing out a 
                      tunnel or two, defending positions or escorting team 
                      mates in multiplayer.

Shotgun ------------> The classic Halo shotgun remains as it always has, fairly
                      useless at mid-long range but absolutely devastating up
                      close. Two shots at point blank will take out even the
                      toughest enemies.

Assasult Rifle -----> The assault rifle is the stock standard weapon in Halo 4
                      as it has been for most of the series. It features a 
                      impressive rate of fire (not as impressive as the SAW
                      mind you) and is fairly accurate. The downside is it does
                      take quite a bit of ammo to kill someone with it! It is
                      best at short-medium range encounters and followed up
                      with a melee slap.

Battle Rifle -------> The battle rifle makes a return after a short hiatus
                      from the series during the events of Halo: Reach and it
                      is just as good as we remember! it features a scope and
                      fires a highly accurate three round burst, brilliant for
                      popping the heads of unshielded covenant forces! For the
                      most efficiency, use it at mid-long range.

DMR ----------------> The DMR replaced the Battle Rifle in Halo: Reach, but
                      returns alongside its predecessor in Halo 4. Both weapons
                      are extremely effective at mid range, but the DMR edges
                      the battle rifle at long range. The DMR fires a single 
                      shell each time and has a slower rate of fire than the
                      battle rifle. It is a head shot machine best used at
                      mid-long range.

Sniper Rifle -------> The sniper rifle has remained unchanged throughout the
                      entire series and Halo 4 wasn't ready to change it up. It
                      features a scope with two levels of zoom and can fire up
                      to four shots in quick succession before reloading. The
                      only downside? The shots will fire will leave a tracer
                      so anybody who sees it will know where you are. It will
                      be a one-shot kill if you can cap somebody in the head,
                      or two in the body.

Spartan Laser ------> The spartan laser is one of the more powerful weapons in
                      the game. It needs to be charged for a couple of seconds
                      before unleashing a large beam of red laser death that
                      will instantly kill anthing that touches it and that 
                      includes vehicles - and yes, if you are good enough you
                      can and kill hit more than one player at once! Although
                      it has a scope, it is best used at medium range, unless
                      targeting a slow moving vehicle in the distance.

Rail Gun -----------> The rail gun is a brand spanking new weapon. Similar to
                      the spartan laser, it must be charged by holding down the
                      trigger for a couple of seconds. Instead of a laser
                      though the rail gun releases an explosive shell that is
                      similar to what you can find on a guass warthog. Due to
                      the projectile as opposed to the laser, the rail gun is
                      at its most effective at short-medium range.

Sticky Detonator ---> This nifty weapon is another welcome new addition to Halo
                      4's burgeoning arsenal. it fires projectiles on the first
                      shot and then detonate when you pull the trigger again.
                      The most awesome thing? The projectiles stick to stuff!
                      Stick them to enemies or inside a doorway and watch the
                      carnage ensue when you detonate.

Rocket Launcher ----> The rocket launcher returns essentially unchanged from
                      Halo: Reach. It holds two rockets in its double barrel. 
                      They are fairly slow moving by projectile standards but
                      cuase a great deal of damage at the impact as well as 
                      additional splash damage to surrounding areas. Highly
                      effective against vehicles and infantry (Much more
                      accurate when aimed for the feet of the latter).


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Covenant
===============================================================================

Plasma Grenade -----> The plasma grenades have been a series stable since
                      the original game and they are a great addition. These
                      covenant grenades will stick to organic matter when
                      thrown, allowing players to stick it to opponents or
                      enemies for a bit of fun! funnily enough, they don't
                      stick to walls. 

Plasma Pistol ------> The primary fire of the plasma pistol is next to useless,
                      but holding the fire button down will charge up a plasma
                      ball that is extremely useful. Hitting an enemy with the
                      secondary overcharge function is a sure fire way to take
                      down a brutes armor or destroy a jackals shield, leaving
                      them open for a nice, clean headshot. Additionally, if
                      you can hit a manned vehicle with the overcharge, it will
                      become temporarily disabled, giving players a window of
                      opportunity to kill the driver or hijack the vehicle. It
                      is only really useful at short-mid range.

Needler ------------> The needler in Halo 4 is has had a little bit tweaking.
                      As per usual it fires off little pink, homing needles
                      that will attach themselves to enemies. If you can stick
                      them with enough of these needles, they will explode and
                      kill the unlucky target. It now has a smaller clip size,
                      but increased damage. The needler is absolutely deadly
                      in the right hands. Most useful at short-mid range.
                      

Storm Rifle --------> The storm rifle is the covenant equivalent of the assault
                      rifle, dishing out a similar amount of damage, but its
                      rate of fire will increase the longer you hold the fire
                      button down. On the negative side, you will be unable to
                      pick up ammo for the storm rifle and will have to find
                      another weapon to replace it. Additionally, if you hold
                      the fire button down for too long, it will overheat and
                      remain unusable for a few seconds. Most useful at short 
                      to medium range.

Covenant Carbine ---> Similar to both the battle rifle and the DMR. The 
                      covenant carbine has a scope and therefore the accuracy
                      of the aforementioned weapons. The big difference is that
                      it does less damage per shot, but has a larger ammo
                      reserve and faster rate of fire than either of them. Best
                      used at medium to long range.

Beam Rifle ---------> Essentially the same as the sniper rifle, but without the
                      ammo clip. Instead it uses plasma energy, meaning you'll
                      never have to reload. The negatives though, similar to 
                      the other covenant weapons is that there is no way to
                      pick up ammo for them and firing too much, too soon will
                      result in the weapon overheating and being unusable for
                      a short period of time.

Concussion Rifle ---> The concussion rifle is a fairly powerful weapon that
                      shoots explosive mini-plasma rounds with a high rate of
                      fire that generate a decent amount of splash damage on
                      impact. it is pretty effective at countering vehicles
                      and killing infantry as well. Most effective at short
                      range.

Fuel Rod Cannon ----> The covenant version of the UNSC's rocket launcher. It 
                      fires glowing green projectiles that will ricochet off
                      the ground if fired at an angle. Although they are
                      explosive, they do not do as much damage as the rocket
                      launcher, however they can fire up to five times before
                      reloading to the rocket launcher's two. Best used at
                      short-medium range.

Energy Sword -------> The elite's favorite weapon, the energy sword is an
                      instant kill if you can hit an enemy with a lunge. To do
                      this, wait for the reticule to turn red and hit the fire
                      button! As it is a melee weapon, it is only really
                      effective at close range.

Gravity Hammer -----> The gravity hammer is like a giant whack-a-mole mallet 
                      and similar to the energy sword in being a melee based
                      weapon. using it will have the chief smash it into the
                      ground in front decimating anything it hits and
                      delivering a healthy dose of area of effect damage around
                      the point of impact. Only effective at close range.


===============================================================================
Promethean
===============================================================================

Pulse Grenade ------> Pulse grenades is the latest unique grenade typ to be
                      implemented into the Halo universe and have an
                      interesting effect. Once they land, they generate a red
                      sphere that will slow down and damage any enemy (health
                      and shields) or vehicles in the immediate area before
                      exploding after a few moments.

Boltshot -----------> This is the promethean equivalent of the magnum and the
                      plasma rifle. Similar to the plasma pistol it has a 
                      charge up shot that can remove shields and has the rapid
                      fire capability of the magnum although it does less
                      damage.

Scattershot --------> The scattershot is similar to the shotgun with one small
                      difference, it holds one less shell than its UNSC counter
                      part and additionally its pellets will ricochet off walls
                      and the floor. As with the shotgun, its only effective at
                      close range.

Suppressor ---------> The suppressor is an almost copy and paste replica of the
                      assault rifle although it has slightly more ammo capacity
                      and does a little less damage. Again it is at its most
                      effective at close-medium range.

Light Rifle --------> The light rifle is like a combination of the DMR and the
                      battle rifle. It can fire a three round burst that mimics
                      the battle rifle, but with the scope enabled it will fire
                      off single shells like the DMR. Like the weapons it seems
                      to be made up from, it is very accurate and is most
                      effective at medium range, and to an extend long range
                      when zoomed.

Binary Rifle -------> Another blend of covenant and UNSC weaponry. This time
                      the sniper rifle and the beam rifle are smashed together.
                      It has the firing rate of the sniper rifle without the 
                      risk of overheating like the beam rifle. It trades off 
                      more power for fewer shots between reloads. It will only
                      be ablee to fire twice before reloading. As with the
                      other sniper rifles, only use it at long range.

Incineration Cannon-> The incineration gun shoots a projectile that separates
                      and hits in a cluster, creating larger area of effect 
                      damage. As with the rocket launcher, the initial impact
                      site will cop a fair bit of damage and additional splash
                      damage will hurt anything in the immediate area. It can
                      be used with its best efficiency at mid-range.




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 *********************
*** ARMOR ABILITIES *** [ARMRB]
 *********************
   ******************

The armor abilities that first made an appearance in Halo: Reach make a return
in Halo 4. Except for the armor lock ability which has gone the way of the dodo
and the sprint ability which has now been included as a standard addition to
gameplay, the rest have made a comeback. In addition there are several new
variants on offer to add a little Promethean flavor to Halo 4's gameplay.

Here's a list of the eight abilities on offer, a little on their effects and
where abouts in the campaign you can expect to find them:


Promethean Vision --> This handy ability allows players to activate a kind of
                      'Predator' vision mode in which they can see the outlines
                      of enemies through walls and other obstacles.

Thruster Pack ------> This move replaces the covenant roll ability from Halo:
                      Reach and allows players to quickly move in a certain
                      direction. great for avoiding enemy projectiles and
                      grenades or for quickly getting up close and personal
                      with a short range weapon.

Hologram -----------> using the hologram will cause a life-sized copy of your
                      character to continue runniong off in a straight line. 
                      Distracting enemies, allowing you to flank them or move
                      into cover to recover your shields whilst their attention
                      elsewhere.

Jetpack ------------> The jetpack makes a return from Halo: Reach allowing you
                      to boost up to out of reach areas and survive large drops
                      that would otherwise damage you.

Hardlight Shield ---> The hardlight shield appears to be Halo 4's evolution of
                      the 'armor lock' ability from Reach. This time, the
                      shield acts more like a jackal's shield (without the
                      ability to weild a firearm simultaneously unfortunately).
                      It protects from damage you might receive straight in
                      front. Good for blocking projectiles or for waiting on
                      someone to run out of ammo before racing in to engage
                      them. 

Active Camouflage --> Halo 4's cloaking ability. Activate it to become
                      temporarily invisible. Use it to sneak past enemies or
                      perform a stealthy assassination from behind. Shooting 
                      whilst cloaked will cause you to become slightly visible.
                      As such, if you want to shoot, weapons with a single shot
                      would be more complimentary to the ability than a rapid
                      or burst fire weapon.

Autosentry ---------> Using this ability will spawn a small floating sentry 
                      turret that will attack hostile forces. best used whilst
                      required to defend an objective.

Regeneration Field -> This will fix up the shields and health of all nearby 
                      friendlies.




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 *******************
***    ENEMIES    *** [EN3MS]
 *******************
   ****************
Due to the brand new race that has been incorporated into Halo 4, there is a
brand new set of enemies to encounter in the prometheans. Additionally many of
the covenant forces we have grown used to over the years have returned for
another shot at the Master Chief albeit with some notable absences such as:
Brutes, Buggers, Engineers and of course the Flood.

Here's a list of the forces you can expect to see and what you can expect from
them:

===============================================================================
Covenant
===============================================================================
---------------
Grunt:
---------------
Grunts are the cannon fodder of the covenant forces. Small, weak and without
any kind of protection, you can head shot them right away for an instant kill.
As they are weak, their strength comes with their numbers and you'll rarely 
encuounter one in a group of less than four. They often will run away if you 
kill an elite in the same general area or you thin their numbers out enough. 
They normally are armed with plasma pistols and freely throw plasma grenades
however on the odd occassion they can also be in possession of needlers or the
covenant Fuel Rod Cannon. 


---------------
Suicide Grunt:
---------------
Like the above grunts, the suicide grunts can be easliy put down with a single
head shot. They will however charge at you with a pair of activated plasma
grenades in their hands and explode when they near you. Simply shoot them
before they arrive to nullify the threat. They don;t make a lot of noise and
can sneak up on you at times, so remain vigilant and use that radar to avoid
any unwelcome surprises.


---------------
Shield Jackal:
---------------
The Jackals, similar to grunts are fairly weak and can be killed instantly with
a headshot. The problem with the shield jackals is that they have that big
blue shield for protection. These guys often will advance towards you whilst
providing enemies behind them such as grunts and elites with moving cover from
which they can shoot you. To kill them we need to take the shield down, to do
this quickly and effectively, shoot their gun hand on the left hand side of
the shield. This will stun them tenmporarily and they will drop their shield
for a moment. Alternatively, hitting them with a plasma overcharge from the
plasma pistol will destroy the shield. Grenandes will also have them diving out
of the way, dropping the shield for a few moments as well. Whilst they are
distracted, use that opportunity to give their noggin a floggin'! They are
usually equipped with plasma pistols and unlike the grunts, they will use the
overcharge feature which will instantly strip your shield if it hits you.


---------------
Sniper Jackal:
---------------
As mentioned previously Jackals, similar to grunts are fairly weak and can be
killed instantly with a headshot. The sniper variety do not have shields at all
but will sit on ledges and target you with beam rifles and covenant carbines
with a great deal of accuracy and will subsequently cause a great deal of
damage. A single shot to the head will kill these guys, but the real challenge
is to spot and kill them before they are able do too much damage to you.


---------------
Elite:
---------------
The elites are the Covenant equivalent of Spartans. They have an energy shields
that protect their bodies which will recharge after a few moments. To kill them
you will need to strip their energy shields before shooting their exposed body
to kill them. As the top tier of the covenant forces that you will come across
they have access to all kinds of weapons. Their most common weapon is the Storm
Rifle, however they can also wield the Concussion Rifle, Needlers, Fuel Rod
Cannons and do enjoy a bit of plasma grenade tossing.


----------------
Elite Commander:
----------------
As with the standard elites, the commanders have a bigger, more bad-ass looking
set of armor and a much more resilient energy shield that will absorb more hits
before being removed. Additionally, when angry, or just because they feel the
need, they will pull out an energy sword and charge at you. if they hit you, it
will kill you instantly, so either take them down in a hurry or sprint in the
other direction until you can get enough distance betewwen them to be able to
take them out. 


---------------
Hunter:
---------------
Hunters are the largest of the enemies that you will come across in the game 
and you will always encounter them in pairs. They are heavily armored and are 
equipped with a giant shield in one hand and a Fuel Rod Cannon in the other. If
you get too close, they will attempt to lunge and shield bash you. Additionally
if you stay too far from them, they will fire off their explosive and deadly
Fuel Rod Cannon. To kill them, you will need to shoot their weak spots which
happen to be located in the centre of their backs. To reach it, either uses
something like a sticky detonator or grenades to cause an exposion behind them,
or alternatively (and much easier) lure them into lunging at you, dodge their
attack and unload on their weak spot with any weapon you have (shotgus would
be the weapon of choice though!).


===============================================================================
Prometheans
===============================================================================
---------------
Crawler:
---------------
crawlers are probably the most common enemy you will encounter in the entire
game and are small, dog-like creatures that hunt in packs. Crawlers can climb
walls, hang from ceilings and are very fast moving. They can attack you from a
distance with its equipped boltshot or will come in close to lay down a melee
attack or two. Crawlers can be killed by a single shot to the head and can
also be summoned into the battlefield by Watchers. 


---------------
Crawler Snipe:
---------------
The Crawler snipers are essentially the same as the regular crawlers. How they
differ is that they are equipped with the Binary Rifle, the Promethean sniper
rifle so instead of moving up to attack you, they will remain at a distance.
They can be distingushed from the regular crawlers by the color of their heads.
Whereas the regular crawler has an orange glow, the snipes have a red glow. if
you notice the red glow increaing in sieze, that means it is charging a shot,
so try to quickly get into cover before it can let it loose on you. like the
regular flavor, the snipes can be dispatched with a single head shot.


---------------
Crawler Prime:
---------------
This variation of the crawler is slightly more armored and can be identified by
the presence of spikes on its back. It is also equipped with a Promothean 
suppressor.


---------------
Knight:
---------------
Knights are the elites of the promethean forces and can be very intimidating
at first. During battle, they can open their armor and release watchers which 
are subsequently able to summon crawlers. The knights can use a short range
teleport to escape from immediate danger or to move to a more advantageous
position. They are usually equipped with the Suppressor or the Light Rifle.


-----------------
Knight Commander:
-----------------
Knight Commanders are essentially the same as the regular knights although they
don more durable armor and equip more powerful weapons such as the promethean
incineration cannon. This variety of knight is also able to summon auto-turrets
which will keep you on the ropes and running for cover.
 

-------------------
Knight Battlewagon:
-------------------
Perhaps the silliest named of any of the enemies in the game, the battlewagons
are recognisable from other knights by the set of glowing orange crystals
emanating out from above their heads. They act in an almost identical fashion
to normal knights in that they can telport and summon Watchers. They however
have slightly more armor than their standard counterparts and are almost always
in possession of the promethean shotgun - the scatter shot. 


---------------
Watcher:
---------------
watchers are flying prometheans that act primarily as support units. In
addition to being able to shoot at you with their bolt shots, Watchers can
summon crawlers, revive fallen knights and create blue hardlight shields on
enemies to prevent you from damaging them. If you are fighting prometheans and
you see watchers flying around, it is a good idea to try and take them out
before focusing on the other enemies in the area.



===============================================================================
-------------------------------------------------------------------------------
   ********************************
 ***********************************
*** GENERAL CAMPAIGN HINTS & TIPS *** [HNTTP]
 ***********************************
   ********************************

Before beginning the campaign, here are a few tips and tricks that may help
first-time Halo fans adjust to the game and get through a few sticky situations
with ease.

- In close quarters combat, you should always attempt to melee, it is instant 
  and usually fatal. Trying to shoot up close is usually inaccurate and much
  less effective

- Always take cover when the screen begins to turn red and let your stamina 
  and shields regenerate. This is especially important on Heroic and Legendary
  difficulties

- Subtlety is sometimes the key to getting through certian areas, if you can 
  sneak past a fight you should do so, as it will greatly reduce the amount of 
  frustration you will encounter on the higher difficulty settings.

- Performing a melee attack from behind will kill the vast majority of enemies
  in a single attack. Excellent when combined with the effects of active
  camouflage.

- Practice with different combinations of weapons, each has its own strengths 
  and weaknesses for you to experiment with.

- Explore each area to the fullest, you never know when you will stumble upon 
  some of those power weapons (spartan lasers, railguns etc...) hidden in the
  most unlikely places.

- Use the plasma pistol! The primary fire is next to useless, but hitting an 
  enemy with the secondary overcharge function is a sure fire way to take down 
  a elite's armor or destroy a jackals shield, leaving them open for a nice.
  clean headshot.

- Use the plasma pistol overcharge feature on an occupied vehicle and watch it 
  short circuit for a few seconds. Whilst the vehicle is unable to move, take 
  out an alternate weapon and pop the driver before functionality is restored.

- Hijack vehicles when you can, sometimes keeping a little bit of technology 
  between your enemies and the seat of your pants can make all the difference 
  on the difficulty of a particular fight.


-------------------------------------------------------------------------------
Got a hint or tip? Send me an email and let me know, if I like it I will 
include it in the guide and credit you for your contribution.
-------------------------------------------------------------------------------



===============================================================================
-------------------------------------------------------------------------------
   *******************
 ***********************
***     WALKTHROUGH   *** [WLKTH]
 ***********************
   *******************

This walkthrough will provide players with the fastest route for each level 
of the Halo 4 campaign from beginning to the end unlocking the game's hidden
terminals and level-specific achievements as you go!

Enjoy!

===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 1: Dawn  [ACT01]
===============================================================================

------------
Part 1: Dawn
------------
As we begin the game, look up when prompted and hit the action button to exit
the stasis chamber. After a short scene, we’ll have full control of the chief.

Move forward and instead of following the hallway towards the yellow hologram
at the end, climb down the stairs and find the computer terminal down here.
Interact with it for an achievement.

-------------------------------------------------------------------------------
>> Note: For interacting with the terminal will earn you the mission specific
         achievement ‘Digging up the Past’.
-------------------------------------------------------------------------------


Continue to the room with the yellow hologram and continue through the various
rooms until you reach a map room. A red wave of light will wash over the area
and the door at the far end from where we entered will open. Continue through
the hallways until you get an objective marker on an elevator.  Hit the action
button and mash the button to open it.

After a short scene, you will be inside hanging off the wall. Push forward to
climb up the elevator shaft. When you can climb no further, hit left to jump
over. Continue climbing upwards and again jump to the right when you can climb
no further.  Jump to the right again, climb and then jump back to the left,
climb up once more to climb out of the elevator.  At the top, press the melee
button during the scene.

Following on from this, continue through the open doorway and sneak up on the
elite at the top of the stairs and assassinate him (melee in the back for an
instant kill). Drop down to the ground floor of the room and kill all of the
grunts running around in here. Once the room is clear of hostiles, return to
where we killed the elite and hit the switch on the terminal to open the
shutters.

After a few moments a pair of covenant drop ships (phantoms) will appear and
attach tubes to either side of the room.  Each of these phantoms will send in
a small group of grunts and elite. Clear the room and return back to the
previous room and enter the now open door to the left.

Exit the lift and enter the door on the left at the end of the hall. Kill the
pair of grunts and elite in here.  Turn right and wait for the door to open,
in this room are four grunts and an elite, eliminate them and continue along
the hall. Drop down the stairs and enter the hallway, again you’ll find an
elite accompanied by a group of grunts…you know what to do.

Continue out the back of this room and into the next. Turn a corner to the
left to find yet another group of grunts with an elite. Once all of them are
dead, the two doors at the back of the room will open, revealing a pair of
shield toting jackals. Kill them and continue through the now open door.

Turn left and exit into a large room with a smaller, glass walled room in the
centre. There are around 10 grunts a handful of jackals and a pair of elites
in here to deal with. Once the room is devoid of hostiles, exit through the
open door on the opposite side of the room from the entrance. Turn left and in
the hallway here wait for the door to open.

You will exit to an outdoor area. Drop down to the area below and turn left. A
phantom will be dropping off covenant troops in front.  Keep an eye out for
the jackal sniper on the ledge at the back of the room – take him down first
and then fight your way through the jackals, elites and grunts until you reach
the wall. Climb the stairs to the right and climb to a control centre. Clear
it of the elite and jackals and hit the switch in here.

This will activate a piece of machinery in front and on the opposite side of
the area. Quickly run over to this, after a moment, Cortana will let you know
that it needs manual intervention. So interact with the objective marker for a
short story scene.

Once the scene has played out, look back towards where we first entered the
area and to the right you will the new objective marker continue over here to
see a ramp leading up. Climb this and enter the door at the top to find
yourself in a semi-circular room.  Wait for the door at the far end to open.

Continue through the hall here and run across the next room to the stairs
slightly to the left. At the end of this area, turn to the right and enter the
door. Wait a moment and the roof will cave in. use the broken catwalk to the
left to walk over to the far side of the room and hop through the door.
Continue along the hallway until you reach a larger room. Again the roof will
cave in. When it does fall down, drop down to the ground floor and enter the
door on the far side of the room.

Sprint and jump across the gap and upon reaching the hallway turn right.
Follow it all the way to the end to find a door we can approach to complete
the mission.


-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement 
         ‘Dawn’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 2: Requiem   [ACT02]
===============================================================================


---------------
Part 1: Requiem
---------------
From the start, continue forward to the far end of the crash site and locate a
passage nearby and continue down the dirt slope slightly to the right. Follow
the tunnel here all the way around until you reach the next outdoor area
overlooking a cliff. Continue along to the left until you reach the next piece
of wreckage. Here you can find a warthog.  Drive it along the set path for a
couple of minutes until you reach the covenant defences in an open area.


-------------------------------------------------------------------------------
>> Note: There is a time-specific achievement on this level that requires you
         to do a large jump in the warthog at exactly 12:00 AM. To do this, hit
         your Xbox guide button to check your consoles time and when you are
         close, load up the level, get to the warthog and do the biggest jump
         you can! If you are impatient, you can go offline and change the time
         manually in the systems area of the Xbox dashboard to get it done!
-------------------------------------------------------------------------------

There are a couple of covenant sniper towers in the area, as well as several
small groups of grunts and jackals with the occasional elite scattered about.
You can completely ignore them if you like and motor over to the back of the
area. At the far end of the area, you’ll see a sniper tower with a few
barricades below it preventing further progress with the warthog.  Hop out
and continue between the barricades, kill the elite and jump up to the higher
platform. Follow the passage here until you reach the open area to the end,
killing any grunts along the way.

You should be able to see a structure in the distance. Continue towards it.As
you move forward an elite will charge out to attack. Kill him and note that
there is a sniper jackal on a raised platform at the back of the area which
you should take out as soon as possible. After killing him, focus on killing
the extra grunts and jackals and an elite or two to kill in the immediate
area.

Work your way up the ramp to the right to reach the structure. Kill the
enemies on the platform here and then climb the next ramp to find your way
into the structure. Kill the covenant forces in here – there are 3-4 jackals a
group of grunts and an elite with an energy sword. Don’t let him get too close
or he’ll one shot you.  Once the room is clear, loot the cloaking device from
the elite’s body and then head for the back of the room.  Enter the doors into
the main structure.

Work your way to the back of the room and activate the switch on the pedestal
here.

After the scene, go down the ramp in front and you will see two objective
markers appear. Let’s work our way over to the right side of the area and use
the ramps here. Enter the door and hit the button here to activate a light
bridge. Cross this and press the button here to lower the platform. Once you
are down, return to the main room through the door here.

You will find that in our absence, the room has been filled with covenant
forces. Eliminate the grunts and jackals here and the elite if he gets in your
way.  Work your way over to the objective marker up the ramp on the opposite
side of the room and repeat the process of activating the light bridge,
crossing it and riding the lift down.

Exit back into the main room again. Work your way back to the pedestal we
activated earlier, killing the entirety of the enemy forces remaining in the
room.  Once the room is clear, interact with the pedestal again for a scene.


--------------------------
Part 2: A Star to Steer By
--------------------------
Exit through the door in front and ride the lift down to the bridge below.

Work your way across the bridge to the other side, fighting your way through
the various grunts jackals and elites as you go. Phantoms will fly in at a
couple of locations along the bridge to drop off some additional baddies for
you to kill. As you move across, try to stay in cover to avoid banshee fire,
and when you reach the broken section of bridge, kill the jackal sniper
opposite and pick off the elite as well as any grunts and jackals on the
platform below before hopping down to mop up any more hostiles there.

Climb the ramps here to get back on top of the bridge on the opposite side of
the gap. Continue towards the end of the bridge and as you go, kill the elite
and the groups of grunts and jackals the phantom drops off and any other
covenant forces that get in your way as you make your way to the door at the
end of the area.  In front of this, kill the elite before you enter.  Follow
the passage to the end and exit into the courtyard beyond.


-------------------
Part 3: The Gateway
-------------------
As you enter, a phantom will have just dropped off some jackals in front of
you.  Kill them and fight off the ghosts and other infantry units in the area
and continue towards the structure in the distance.  Enter the building here
and climb the ramps inside. At the top, kill the grunts straight ahead and
proceed into the room, as you do an elite with a sword will charge at you, so
take him down when you can.

Exit into the balcony overlooking the courtyard we just climbed up from.  Head
to the right and kill the grunts and jackals over here.  As you follow the
platform around the corner, kill the elite and the next group of jackals
before climbing the ramp. Kill the sniper up the top and then continue out the
door to the right.

You will exit back out onto the higher balcony and kill the pair of elites
here. Continue up the ramps to the left and defeat the two hunters at the top
of the structure. If you’ve played a Halo game before, you’ll know to shoot
them in the back until they die whilst avoiding their fuel rod gun fire and
melee attacks. Once they are dead, the door will open so head on inside.

Enter the long hallway. Here, you will see a ramp at the far end.  Before
climbing this we can get a terminal.


-------------------------------------------------------------------------------
>> Note – Terminal Location: See the ramp at the back of the area? Head around
          behind this and look below it to find the terminal.
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
>> Note: For finding the first terminal you will earn the achievement ‘Contact
         the Domain’.
-------------------------------------------------------------------------------

Climb the ramp and step on the elevator here to end the mission.


-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement ‘Requiem’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 3: Forerunner   [ACT03]
===============================================================================

-------------------------------------------------------------------------------
>>Note: There is an achievement 'This is my Rifle, This is my Gun' for carrying
        a UNSC weapon all the way through this level on Heroic difficulty or
        higher. If you want this, you are going to have to hold it the entire
        way and only swap weapons in and out in the other slot. 
-------------------------------------------------------------------------------

----------------------------
Part 1: Buried and Forgotten
----------------------------
As you begin the level, you should have the hardlight shield, if you wish to
swap this out for an auto turret, you can find several of these sitting on
pedestals lining the walls of the room. When you are ready, go through the
door.

Make your way along the bridge here until you reach the circular platform
ahead. As you approach a terminal will rise up. Stick Cortana into this for a
short scene.  Afterwards, hop off the platform and enter the portal that has
appeared.

Follow the tunnel until you find yourself in an outside area. Ignore the
retreating critters and continue around the path to the right.  As you enter
the next larger area you will be attacked. There are 6-7 crawlers here to
kill. Simply pop them each once in their glowy spots to take them down! Proceed
to the terminal opposite the entrance and activate the button here. A light
bridge will appear behind it.

Cross the bridge and continue along the path. A short scene will play, hit the
melee button when prompted to do so.  Continue through the tunnel and follow
the path outside until you see a rocky structure in front. Two pillars will
raise either side of it and a knight will be standing on top of it waiting for
you.  Eliminate the crawlers that enter the area from the left hand side of
the area before focusing your efforts on the knight, you will also find a
watcher in the area too (flying enemies with the circular thrusters) – take
the watcher down first as they can shield other units. Kill any remaining
crawlers that may have joined the fray and then look behind the rocky
structure to find a door we can enter.

Once inside, follow the tunnel to the end and exit into another large area. 
Kill the knight outside the door and then follow the passage between the rocks
to the right to find another, murder his face off too.  Follow the path back
to the left and deal with the crawlers in the area, continue towards the
glowing circular platform on the ground in front. As you approach, more
crawlers will attack from the cliff to the right so deal with them before
continuing.

Drop down to the platform below and you’ll find a watcher a knight and a few
more crawlers here. Again deal with the crawlers and the watcher first before
taking out the knight.

-------------------------------------------------------------------------------
>> Note – Terminal Location: After the previous fight, instead of heading up
          the ramp to the left/right, look below the structure opposite where
          we dropped down to find this level’s terminal. Interact with it to
          watch a short cut-scene.
-------------------------------------------------------------------------------


Climb the ramp to the left or right and enter the door at the top. Follow the
hallway all the way to the end, note that there is a small side passage to the
left containing some ammo if you are interested. When ready enter the door to
the next area.

This room is quite large. From the elevated platform we are on, take note of
the large structure in the centre of the room. On the far side of this is a
ramp leading up. Before we do that though, we will need to destroy three
shield generators at ground level.  The problem with this is there is an
abundance of crawlers and knights (not to mention a watcher or two) occupying
the area!

Each of the generators is located in a small, square structure with a ramp on
one side and two open doorways allowing you to see all the way through the
room. There are two of these located on the right side of the central structure
and one on the left side.  Take your time and try to eliminate the hostiles
around each of the generators before approaching so they don’t distract you
whilst you destroy them.

After the three generators are down, head to the ramp at the back of the
central structure. A pair of watchers and a pair of knights will be waiting
for you. Eliminate them and then climb the ramp. On this level, kill one more
knight and then work your way around the platform, cruise up the next ramp and
find the bridge leading to the next area. Continue across this and activate
the button at the end of the hall. Ride the elevator to the top and enter the
next room.

Run up to the spinning core and activate the panel to stop it. Proceed into
the portal on the far side of the room.


-------------------------
Part 2: Enemy of my Enemy
-------------------------
You will find yourself back in the first room that we warped from earlier. This
time, the portal on the right will be activated so head over here and enter
it. Follow the tunnel all the way to the end and drop down the hole and push
forward until you reach another outside area.

As you enter, you will see covenant drop pods landing in the area in front –
the best thing about this? The covenant and promethean forces will attack each
other.  There is an assortment of jackals, grunts and elites on the covenant
side and the usual crawlers, knights and watchers on the promethean side. If
you wish you can blast through the lot, but on the higher difficulty levels 
i'd recommend letting the two factions weaken each other a little before
intervening to polish off any survivors.

Either way, once you leave the starting cave, you’ll need to make your way
across the room to the right and when the coast is all clear, climb the ramp
against the wall leading up to the left.  Kill the knight around the corner,
the promethean laser emplacement on the wall in the distance and the group of
watchers before continuing to the end and entering the passage to the right.

Here you will see two elites on ghosts get taken out by a knight. Kill him and
then proceed down the path. Grab one of the ghosts to make the next section a
little easier!  Our goal is to reach a tunnel in the far left hand corner of
the area, so either let the enemies thin themselves out, or take them out
yourself as you make your way to the aforementioned tunnel. Inside, climb the
ramp and follow the set passage until you exit out into another small area in
front of a large structure.

Kill the enemies and then enter the doorway. Follow the tunnel all the way to
the end and exit into a familiar looking room.  This room is almost identical
to the earlier room where we had to destroy the three shield generators. We’ll
need to do the same thing here, but this time its a little harder as there 
will be covenant forces with banshees and ghosts in addition to the standard
infantry units. Note that in this room, there are two power core rooms on the
left of the central structure and one on the right hand side.

Once you have destroyed all three power cores, continue up the ramp at the
back of the central structure and across the bridge as we did previously,
killing the 2-3 elites on the platforms here as you go.  Once inside the main
building, hit the switch to activate the lift.

At the top, run over and activate the panel in front of the spinning core to
stop it. Continue through the portal at the back of the room. We’ll be back in
the first portal room for the third time! Enter the next portal here.


-------------------
Part 3: Almost Home
-------------------
As you proceed down the ramp towards the circular structure a covenant ship
will arrive in front and drop off a group of grunts and a sniper jackal.  When
they are dead, hit the button on the wall to the left and enter the door that
opens.

At the top of the passage you’ll enter into a room with a fight going on
between the covenant and the Prometheans. There are 2-3 elites, a few grunts
and jackals, three knights and a watcher or two to watch out for. There is
also a promethean laser emplacement, so try and focus on that whilst the two
other forces whittle themselves down.  Once the fighting dies down, mop up any
survivors and continue through the next door.

Step on the light covered floor at the back of the room to rise up to the next
level exit the door into the next room. The first part of the room has a
similar layout and enemy make up to the previous one, so either take down both
sides or wait until the numbers are thinned out a little to press through.
Continue to the far side of the room and climb the ramp on the left all the
way to the top.

Kill the elites and knights here (I counted three of each) and the laser
emplacement too before proceeding up the ramp and running over to activate the
terminal here.


--------------------------------
Part 4: Next Stop, Certain Death
--------------------------------
When you regain control of the chief, run forward and hop onto one of the
ghosts. Remember the end of Halo: Combat Evolved and Halo 3? We’ll this is
similar, we are going to have to pilot the ghost through a disintegrating
environment. There’s no real challenge here, just avoid the obstacles that
appear and make your way to the end of the linear area and jump into the
portal at the end to complete the mission.


-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement 
         ‘Forerunner’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 4: Infinity  [ACT04]
===============================================================================

-------------------------------------------------------------------------------
>> Note: There is an achievement 'Bros to the Close' for completing the mission
         without allowing any of the marines you meet along the way to die on
         Heroic difficulty or higher.
-------------------------------------------------------------------------------

----------------
Part 1: Infinity
----------------
From the start, turn around and proceed down the slope to the right.  Continue
to follow the set pathway through the jungle until you reach the room with the
objective marker in it. Along with the dead marine, you will also find a pair
of knights. They will teleport away when you drop down into the area. Interact
with the objective marker on the ground and then loot the bodies nearby for
some UNSC weaponry if you are interested in such things.  There is also a box
of grenades behind a tree at the far side of the area from where we entered.

Climb down the slope when you are ready to go. As you get around halfway down
a good size group of crawlers (5-6) will appear in the clearing below on the
ground and on the various trees, walls and stumps around the area. Once they
are gone, work your way into the clearing and when you reach the other side
another 8-10 crawlers will emerge from the trees in front along with a knight
who will remain in the distance.  Kill the lot and then, continue with the path
around to the left.

Clear any remaining crawlers out of the area as you proceed. As the path
becomes narrower, you’ll see into the next open area. Kill the watcher and any
crawlers you can see before entering to finish off the rest. Continue around
the large tree in the centre of the zone and down the path opposite the entry.
Check out the objective marker on the ground to pick up the promethean vision
ability. When we activate this, we’ll now be able to see enemies highlighted
in red and be able to see through the fog that lies just ahead.

Move forward to the edge of the cliff and use promethean vision to identify
the knight and 7-8 crawlers below. Kill them all before dropping down to their
level and heading to the right. Once you can go no further, look for a slope
leading upwards to your right and kill the knight and the small group of
crawlers that come down it. Climb the ramp and then ascend the tree roots to
the left. Enter the clearing nearby and examine the objective marker.

Proceed a little further, and as you reach the top of the slope leading down
to the next area, 6-7 crawlers will run by. Kill them all as you enter the
area. Once they are dead, continue around the corner to the right and kill the
knight, watcher and another group of crawlers here. Remember to use the
promethean vision to tack down all of those pesky crawlers who might be hiding.
 
Proceed into the area with the objective marker, kill any crawlers lurking
about and then jump up to the structure approach the door for a short story
scene.


----------------
Part 2: Reunited
----------------
We’ll now have a posse of marines to follow us around and provide a little
support (actually they are fairly useless). However you should note that the
mission-specific achievement for this level is to not allow any of these
marines to die. So be sure to keep an eye on them if you want to earn that
one! To do this, try to stand between them and the enemies if they get in a
fire fight and if you see one of them go down, reload the previous checkpoint
and try again.

-------------------------------------------------------------------------------
>> Note – Terminal Location: As soon as you regain control of master chief
          following the story scene, do a 180- degree turn to find the terminal
          at the end of the short hallway behind you.
-------------------------------------------------------------------------------


Exit the building and turn to the right, kill the watcher, the pair of knights
and large group of crawlers in the immediate area. Proceed further into the
jungle when it is clear and follow the path to the left and up the ramp. 
Continue along the winding path here until you encounter a group of three
crawlers and a knight. Deal with them before continuing.

When you reach the group of marines under fire (these guys, like the previously
mentioned marines need to be protected for the mission specific achievement),
continue down the slope and help them repel the crawlers, knights and watchers
in the open area beyond their cover position.  When it gets quite, hop the
marine’s defences and clear out any remaining enemies before proceeding to the
structure at the afar end of the area. As you approach a knight, a pair of
watchers and another small group of crawlers will ambush you. During this
encounter, a pair of promethean laser emplacements may also be activated, so
if they do, destroy them as well. Once everything is dead, head for the
structure.

Place Cortana into the socket on the pillar to the right of the door and then
defend the area for a few moments whilst she does her thing. You will have to
fight off a healthy number of crawlers and a few knights, any remaining marines
will help you out and there is also a gun turret here to make things easier if
you wish to use it.  Once time is up, Cortana will let you know she is finished
and the door will open, giving you access to the next area.

We’ll be in a large open cave.  We need to clear it of all enemies to create a
landing zone.  As you exit the tunnel, note that covenant and promethean forces
are now working together! Kill the knight and 5-6 grunts in front. Move into
the main part of the cave and you will see a watcher, a couple of knights and
a good number of jackals and grunts.  Once you have killed a few of the
baddies here, a couple of phantoms will show up and drop off some additional
covenant grunts and jackals, additionally a couple of extra knights seem to
appear at this point too.

Now all we need to do is simply clear the area until a friendly ship shoes up.
Run over to it and wait until a scene plays.


--------------------
Part 3: The Gun Show
--------------------
From the start, run down the hill to the right and jump into the scorpion tank.
After entering the tank, continue forward in the direction the tank is facing
and use the tank shells to deal with any bad guys that get in your way.  We’re
essentially going to follow the linear path through covenant lines until we
reach an open area.  Make sure to destroy any ghosts that approach and destroy
the wraiths (I counted three in this first part) in your path as well, you can
also blow up all the the sniper hover towers along the way if you are into
that kind of thing.

Once you reach the tunnel leading down, cruise to the bottom and park the tank
on the circular platform. Ride it up to the inside of the Infinity.

We are in a cargo bay of sorts and there are a large number of covenant forces
here. There are hunters, grunts and elites. They should not bother you at all
with the tank though, so take them all down. Once everything is dead, you’ll
receive a transmission from the captain. Hop out of the tank and continue
through the open door. Hit the switch at the top of the ramp inside.


---------------------
Part 4: Shining Armor
---------------------
Climb into the mantis. This is a suit of armor equipped with missiles (Left
trigger) and a mini-gun (right trigger).  Use the weapons to destroy the door
at the bottom of the ramp and enter the hole you create.  As with the previous
tank section, the mantis is borderline indestructible on normal difficulty and
still pretty sturdy on higher difficulties as well so it goes without saying
that you’ll need to kill an abundance of enemies, kill anything that gets in
the way. Continue along the long hallway here and turn to the right. At the
end of the hallway, turn left and continue up the ramp. At the top turn left
and continue along the pathway and enter the door at the end.

Kill the enemies inside and ride the lift up. 


----------------------------
Part 5: Eviction Proceedings
----------------------------
Exit the lift and continue through the door at the end of the short hallway.
We are now in an outdoor area. In the centre is a giant gun turret that we
need to activate. To do this we need to destroy three covenant signal jammers.
These are located against the far wall of the room as we enter, unfortunately
there are a lot of enemies hanging out in this room. The lot of them can
easily be taken down with rockets and a few rounds of the minigun. When you
are ready, destroy the three marked jammers.

As you destroy them, a number of phantoms (I counted four) will swoop in to
drop off additional covenant forces for you to blow up.  Note that you can
destroy the turrets on the bottoms of the phantoms so that they cannot shoot
at you.  Eliminate the enemies that they drop off.  This will cause a number
of banshees to come in and attack the area. Whilst this is going down another
pair of phantoms will come in to drop off troops. Kill them all and continue
to shoot down banshees until the objective is complete.

When prompted to do so, hop out of the mantis and activate the marked switch.
After a few moments, a story scene will play to complete the mission.


-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement ‘Infinity’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 5: Reclaimer  [ACT05]
===============================================================================

-------------------------------------------------------------------------------
>> Note: There are eight covenant wraiths present in this mission and there is
         a mission specific achievement 'Mortardom' for hijacking one and then
         using it to eliminate four additional wraiths. This must be done on 
         heroic difficulty or higher. 
-------------------------------------------------------------------------------

--------------------
Part 1: size Matters
--------------------
From the start of the level, go through the tunnel in front of you. Upon
exiting from the other side, you’ll see a giant armored vehicle to the right.
We’re going to be escorting this bad boy. Enter the vehicle and climb to the
top to talk to the guy who’s highlighted with an objective marker, there is a
sniper rifle on the wall close to this guy if you are interested. After the
conversation, walk to the next objective marker and pick up a jetpack.

The mammoth will start moving. Wait for it to go around the corner and once
the particle cannon has fired, keep an eye on the left hand side of the road,
there will be some covenant forces dug in here.  You will have to neutralise
all of the enemies in this vicinity to continue.

Once the vehicle stops, you will have to run over to the pelican crash site
(to the right of the mammoth). Pick off the sniper in the tower and any
visible enemies on the ground below before returning to ground level and
leaving the mammoth. Head past the now vacant sniper tower towards the
objective marker, you will see the enemies the phantom just dropped off
attacking the downed pelican.  There are a few elites and a pair of ghosts. 
Once you have dealt with them pick up the target designator.

Use it to shoot down any phantoms in the immediate area and then head back to
the mammoth killing the wraith that is now here and any additional enemies that
get in your way (there may be a couple of extra ghosts if you were slow to
shoot the phantoms). Once at the mammoth, use the target designator on the
particle cannon to take it out. 

Grab a ghost or a warthog and follow the mammoth. When it stops at the stream,
drive through it to the other side.  As you round the corner, you’ll encounter
a pair of phantoms, feel free to use the target designator on them.  When they
bail, continue up the path and follow it around to the left. Kill the pair of
ghosts here and any other enemies in the covenant fortification on the either
side of the road.

Continue until you reach the next open area.  Ahead you will see a giant blue
wall in the distance, in the foreground you will be able to spot a pair of
blue force field domes (there is actually three of these, but one is out of
sight to the far left), a sniper tower behind them and a turret to the right
of them.  I would suggest attempting to take out the turret first, before
focusing on any enemies in the immediate area, watch out for the wraith on the
same raised area as the sniper tower and a couple of ghosts. Once the area
around each dome is relatively clear, you will need to run inside and destroy
the power source.

After destroying all three power sources, the large blue shield will drop,
allowing the mammoth to continue.  In the next area, follow the cliff to the
left and when you reach the end, you should be able to make out the next
particle cannon floating off to the left in the distance. Hit it with your
target designator to take it down. The mammoth will now sit stationary just
behind you.

This will cause a few phantoms to spawn around the corner to the right which
will come and drop off a wraith and four ghosts. Destroy these enemy vehicles
and then proceed up the slope just to the right of the mammoth (you will see a
covenant ship with a green beam at the top of the hill). On the way up you
will have to take down a couple of elites and a small group of grunts and
jackals.

 When you reach the top, enter the green beam to fly up to the ship above. Kill
the elite,  his posse of grunts and a couple of jackals before  destroying the
power node at the back of the ship. Cortana will let you know when you’ve done
enough damage and at that point you are going to want to jump off of the ship
and use your jetpack to drop to the ground safely. Return to the mammoth and
eliminate any remaining enemies in the area.

Return to the mammoth and climb inside and it will start rolling again. Wait
until the vehicle reaches a dead end before hopping out and making your way
between the rocks to its left.

As you work your way up the path, you will have to deal with a number of grunts
and jackals at ground level and a knight up on a higher ledge to the right.
Additionally, there are quite a few jackal snipers scattered around the area
which we will need to address first as they can kill us very quickly. The first
sniper is up on some rocks to the left. The next is on top of the rocks to the
right above the knight’s position.  The third sniper is on a rocky ledge at
the far end of the area on the same level we are.

This path switches back twice on its way up the hill here. After the first
switchback follow the path up the ramp, killing any additional jackals or
grunts here. Note the presence of a pair of snipers on the rocks at the top of
the first ramp. When we reach the top switch back again.

From here we can see a three tiered structure in the distance. In front there
is a knight, a jackal sniper and a few grunts. Behind them, on the various
tiers of the structure in the distance are four jackal snipers.  Take them out
before focusing on the nearby enemies and proceeding towards the structure.

Climb the ramp to the right and turn left, take out the jackals hanging out at
the end of the bridge. As you start to make your way across 4-6 suicide grunts
will run down the stairs on either side of the area in front and run at you.
Kill them all before continuing across to the other side. Climb up either set
of stairs here and at the top kill the knight, 4-5 crawlers and any remaining
grunts in the area.

Continue up the various ramps to the very top tier of the structure.  Kill the
three knights here and a jackal sniper on a rocky ledge to the right before
mopping up any remaining grunts and crawlers. Head over to the objective
marker and enter the door.

When you reach the bottom, follow the sentinel through the door to the left. 
It’s a lift! Ride it down.  Follow the path around the corner and enter the
next room, continue through the door straight ahead and in the next room take
a right. Exit into a large indoor area. Follow the passage all the way to the
end to activate the console.

Afterwards, do a 180 degree turn and take the first right across the now
activated light bridge here. Enter the door and follow the hallways until you
drop down into a large open area. Climb down the ramp in the centre of the
room and through the door at the bottom. Approach the blue light source for a
story scene.

After the cut-scene, grab Cortana from the pedestal up the ramp to the left
and then cruise down the ramp. Kill the pair of knights and the crawlers here.
Enter the door at the far end of the room opposite the ramp we descended.

-------------------------------------------------------------------------------
>> Note – Terminal Location: As soon as you enter the door opposite the ramp,
          immediately look to your right to see the terminal at the end of a
          short hallway.
-------------------------------------------------------------------------------


Continue through the open door to the next room into an elevator. Ride it down.
At the bottom, turn right and enter the portal at the end of the path.


------------------------------------
Part 2: The Gravity of the Situation
------------------------------------
As soon as you regain control of the chief, hop on the nearby scorpion tank
and commandeer it. Destroy the four ghosts in the immediate area and continue
onwards. Take out the covenant forces at the defence on the left and the group
of four nearby wraiths. Continue under the stone arch at the back right of the
area and you will find another giant blue wall.

From here, continue via the path over to the left and you’ll find a pair of
those small blue domes containing the shield generators. Kill any enemies in
the immediate area and when it is clear, enter each of these domes and destroy
the generators before returning to where we saw the blue wall before. It will
be gone now so let’s go on through.

Run to the end of the path here and pick up the target designator, use it to
target the glowing orange structure ahead to complete the mission.


-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement
         ‘Reclaimer’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 6: shutdown  [ACT06]
===============================================================================

---------------------------------
Part 1: Once More Unto the Breach
---------------------------------
As we start the mission, continue straight ahead and down the ramp at the end
of the corridor. Head over to the marked pelican and hop on board.

The lift will lower. When we regain control we’ll be in control of the pelican.
Hit the boost button to fly out of launch bay and out of the ship. Fly towards
the glowing sphere in the distance.  As you approach, a pair of objective
markers will appear.  Let’s fly over to the right hand marker first.  Destroy
the phantoms lurking around outside the objective before bringing the pelican
into land. Hop out and enter the door.

Once inside the building, follow the long hallway to the end and through the
door into the next room.  Kill the pair of watchers immediately inside the
door. Look over the edge to the right to see another pair of watchers. Kill
them too. Look over to the left for yet another two watchers. From the
platform here, try to eliminate as many enemies as you can. Head over to the
objective marker and hit the button here.

Hop down, and face the door we entered. Turn to the right and go down the ramp
here. Continue to the left and kill any remaining enemies on the platform
ahead.  As you approach the platform a knight will teleport in, so kill him as
well. Look to the right to see an exposed power core. Destroy that. Turn around
and kill the knight that has appeared behind you.

Turn left and return back the way we came. Kill the watcher, knight and group
of crawlers that have now appeared.  Return back to the platform in the middle
and continue across to the opposing side of the room.  When you reach the far
platform, turn to the right and follow the bridge here. As with the previous
section, clear the platform at the end of enemies, a knight will spawn as you
approach. Kill him and then turn left and destroy the exposed power node.  A
knight will appear behind you again so kill him and return up the ramp we just
came down immediately before reaching this platform.

Kill the watcher, knight and group of crawlers that have now appeared. Instead
of returning to the centre, continue straight along the walkway and turn left.
Defeat the watchers, knights and crawlers on the platform here. Once it is
clear, cruise to the very back of the room and destroy the power core here. 
Return back to the door we entered from. In the long hallway, as you approach
the exit a knight and a few crawlers will spawn. Kill them and return outside.

Jump back into the pelican and fly over to the other objective marker. Kill
the phantoms outside again before landing and continuing inside.

Inside, head down the ramp to the left and continue into the gondola ahead
(Halo 2 anyone?). We are going to ride the gondola to the objective on the
very far side of the room. However, if you look ahead you will see two
structures en route. Unfortunately the gondola is going to be stopped at both
of these.

When we stop at the first structure, you’ll need to head across the
Lightbridge to the structure, work your way through the various groups of
grunts and jackals until you reach the top platform with the button to
re-activate the gondola. Kill the elites and any other enemies here and then
work your way back down the opposite side of the structure, killing the knights
as you go and return across a new Lightbridge to the gondola.  Kill the knight
and crawlers that have boarded it in your absence and hit the switch up top to
start it moving again. As it does start up, a pair of knights will spawn on
board, so kill them.

At the second stop, as with the first you’ll need to head across the
Lightbridge to the structure, work your way through the various groups of
crawlers, watchers and knights until you reach the top platform with the
button to re-activate the gondola. Kill the enemies up here and hit the button
to re-activate the gondola.  Cruise over to the new Lightbridge killing any
crawlers along the way and then take down the two knights who have snuck onto
the gondola whilst you were out and you will notice that the gondola is now
giving you access to the power source.

Continue over to this, killing the knights as you go. And go and stand in the
yellow beam for a few seconds. Kill the large group of watchers that appear to
attack you, return to the gondola and hit the switch up on the top deck to
have it return to the far side of the room. When it reaches the end, return
back to the door we entered from. In the long hallway, as you approach the
exit a knight and a few crawlers will spawn. Kill them and return outside. 

Hop back in the pelican and after a few moments, Cortana will give you a new
waypoint to head for.  Land on the platform that appears, land and head inside.


-----------------------
Part 2: Change of Plans
-----------------------
Continue through the hallway and into the blue beam at the end to fly up to the
next area.

As you enter, platforms around you will disappear, so head to the right where
we can and sprint and jump across the gap here.  Continue up to the first
platform.  Kill the grunts here and then head over to the Lightbridge to the
left.  Kill all the jackals here and then cruise over the next Lightbridge
towards the objective marker. On the next platform kill the combination of
jackals, elites and grunts here.

-------------------------------------------------------------------------------
>> Note – Terminal Location: At this point, instead of heading straight across
          to the exit, take the left hand bridge instead. Look at the far side
          of the structure here for the terminal.
-------------------------------------------------------------------------------


Continue onwards to the next platform and kill the elite and group of grunts
inhabiting it. Finally make your way over to the platform with the blue gravity
lift on it. As you approach, a pair of hunters will drop down to attack you
and the blue beam will disappear leaving you with the necessity to kill them.

-------------------------------------------------------------------------------
>> Note:  At this point, you can try for this mission’s specific achievement
          ‘Explore the Floor’.  If you can lure one of the hunters to fall to
          its death, you will earn the achievement.  This is easy if you have
          a jetpack!
-------------------------------------------------------------------------------


Once the hunters are dead, enter the lift and fly up to the next area.

Head across the first light bridge and kill the elite here.  Now you can
either grab a banshee from here and use it to boost all the way across the
room, dropping down to the door when you are close, or you can slowly fight
your way through the room, killing enemies whilst dealing with banshees as
well.  I tried both and the banshee boost is so much more efficient!

When you reach the door at the far end, climb the ramp behind and use the
terminal in the next room.  Grab Cortana back out of the terminal when
necessary and when the platform lowers, run and jump off of the cliff in front
to complete the mission.

-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement ‘Shutdown’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 7: Composer  [ACT07]
===============================================================================

------------------------------------------
Part 1: Any Landing You Can Walk Away From
------------------------------------------
After chief stands up, continue through the opening in front and through the
door on the left of the room. Help the marines here by taking out the jackals
at the end of the hallway before proceeding to the end of the passage and exit
through a door to a hangar bay.

As you enter, a phantom will be dropping off a group of enemy combatants. We
need to clear the immediate area. Kill the jackal sniper up on the raised
platform to the right and then proceed to defeat the other grunts and jackals
in the room.  Enter the structure to the right. Kill the elite inside and pop
out the other side to an open area.

Below you’ll see another elite with a few grunts. Instead of hitting these
guys right away, try to take out the jackal snipers on the scaffolding across
the way before eliminating the other forces on the ground. Continue across
the area and into the door to beneath the next structure. Follow the passage
here and enter the door.

Inside the building here you will see a few guards and you’ll get a new
objective to raise the emergency barricade.  Unfortunately, this is outside
at the end of the right hand landing platform. Climb the stairs in the
building here, and exit onto the balcony. Use the vantage point here to clear
out the enemies below that have just been dropped off by the phantom.  As you
fight them off a second phantom will show up. Eliminate these guys and when 
it is relatively clear, run out to the end of the docking platform and hit
the switch to close the doors.

As you do, it’s fairly likely that another phantom has entered the area, so
deal with its re-enforcements and head for the door to the left at the end of
the docking bay once all of the baddies are dead. Kill the jackals inside the
open door and then take out the group of enemies consisting of grunts, jackals
and an elite or two at the far end of the room.  Try to take the guy on the
turret and the snipers out first! When it’s clear, head over to the now
cleared part of the room and descend the ramp to the right. Kill any remaining
enemies in the area before climbing up the next ramp and entering the door.

You’ll be in a bright room with a set of stairs to the left. Kill the enemies
here and climb the stairs to the very top. Clear the elite and the other
enemies here and enter the door to the left.  Inside you will find a pair of
hunters we need to take down to access the next area.

-------------------------------------------------------------------------------
>> Note: There is a specific achievement ‘Give Him the Stick’ tied into killing
         both hunters using only the sticky detonator.  In the back right of
         the room is a small office area. Head in here and pick up the sticky
         detonator.
-------------------------------------------------------------------------------


Once the hunters are dead, activate the switch at the back of the room for a
story scene.


--------------------
Part 2: The Composer
--------------------
When you are back in control, head through the door to the right and exit into
the large outdoor area.

-------------------------------------------------------------------------------
>> Note – Terminal Location: At this point, instead of heading straight across
          the area, head over to the far right of the rocky area. You’ll find
          a tunnel here with the terminal inside.
------------------------------------------------------------------------------- 


Head across the rocky ground and enter the objective marker indicated structure
 Wait for the guard here to open the door for you and continue up the ramp
behind it. Kill the jackal and grunt here and make your way towards the far
door. As you approach it will lock, so backtrack to the door we entered from
and look just to the left of it for a service tunnel. Enter this and follow
it.

In the room at the end, kill any enemies in close proximity. You will also see
a grunt on a turret down the passage to the left.  Do not go down the tunnel
or you will get slaughtered. Instead, look to the right for a room, follow the
passage to the end and you will exit to the right of the turret allowing you
to flank the turret and kill the rest of the grunts and the elite here.

You can enter the door at the end of the hallway to enter the next room at
ground level or through the door to the left to enter the next room on a
balcony. Clear out the room of hostiles.  Note that along the right hand wall
of the room are three emergency exits and each of these is going to open and
release covenant forces into the room.  These will release elites, grunts and
jackals in various formations.

Once the enemies are dead, go through the next open door opposite the exit. Go
down the ramp to the left. At the bottom turn right and assassinate the elite
here. Kill the grunts and the jackals in the room ahead. Move down to the far
end and climb the ramp to the left. Kill any enemies around here.

At the top of the ramp, turn right and enter the room. This one is almost
identical to the previous room, with three doors on the right which will open.
Eliminate the elites, grunts and jackals in the main room, and take out the
jackal sniper on the platform at the top of the room. Once these enemies start
dying the three emergency exits is going to open and release covenant forces
into the room.  As with the previous room, these will release elites, grunts
and jackals in various formations. Once they are all dead, go through the door
that opens on the second floor.

Follow the tunnel to the end.  Enter the door here.  You’ll be on a circular
balcony area. Just to the left, you will see a console. Look closely and you’ll
see a cloaked elite. Kill him and his other elite buddy hanging out in the
left of the room. Activate the console.   After a few moments, remove Cortana
from the socket and head through the door on the opposite side of the platform
from the entry.

Follow the hallway all the way to the end, killing the grunts and jackals as
you go.  Enter the door to the left at the end and climb the stairs. At the
top of the stairs, clear all the enemies out of the hallway opposite the entry
door - be careful though as one of the elites is packing an energy sword. Once
everything is dead, continue through the door at the end of the hallway.


---------------------------------
Part 3: All Things Lost and Found
---------------------------------
You are in another semi-circular room. Look to the left for a Spartan laser if
you feel like it and then continue over to the right side of the room to enter
the door. Once you are outside, hop into the mantis. Now all we need to do is
defend the area. A steady stream of phantoms (backed up with banshees) are
going to pour in to the area to drop off enemies. We need to kill everything
and whilst doing this you are going to have to deal with wraiths, ghosts,
banshees and tonnes of infantry units. Luckily we have a mantis!

Once the enemies stop coming, return back across the rocky area to where we
met the doctor previously. Enter the door.  Go into the first door to the left
and activate the control panel here.

When you are able, hit the switch to the right of the door to end the mission.


-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement ‘Composer’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Chapter 8: Midnight  [ACT08]
===============================================================================

---------------------
Part 1: One Last Shot
---------------------
During the first 4-5 minutes of this mission, you will be flying a fighter ship
through the area. I'm not going to give you a blow by blow, but the essentials
are to avoid the various moving walls and turret fire as you go. Note that you
can destroy the turrets along the way. You are also able to lower the red
shields - when you see one, shoot the circular red power core in the centre to
disable the shield.

After around 5 minutes of manuevering through the various obstacles, you will 
fly out into an open area.


------------------------
Part 2: From the Cradle…
------------------------
You will exit into a large outdoor area. In the centre is a circular structure.
Around the edges of the area are four structures, you’ll see an orange laser
shooting out from the top of them. Each of these structures has an entrance to
either side of it with an orange power generator inside. We need to fly around
the outside of the area, avoiding or destroying the turrets and each of the
generators as you go. Once all four have been destroyed a scene will play.


---------------------
Part 3: …To the Grave
---------------------
When we are back on our feet, continue through the door in front and enter the
main room. Destroy all of the watchers and any laser emplacements they put
down in the area.  Continue through the door to the left.  There are two
knights in here.

-------------------------------------------------------------------------------
>> Note – Terminal Location: At this point, enter the door to the right and
   look behind the structure in front of the door for the final terminal.
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
>> Note: For finding all seven terminals, you will unlock the achievement
         ‘Terminus’.
-------------------------------------------------------------------------------


Kill any watchers in the terminal room. And follow the room to the far end. 
After entering the door, kill the pair of knights in this room. Go through the
open door and jump down the hole. Follow the passage down here until you reach
an outdoor area. Stick Cortana into the pedestal on the right of the platform.
Enter the portal that appears nearby.

Head up the ramp and across the platform, killing crawlers as you go. When
they are dead another portal will appear so head on through.  We’ll be on a
larger platform.  Kill the four knights and the watchers here.  Once it’s
clear to do so, make your way over to the portal marked with the objective
marker.

In the next room, you will find four glowing pits on the ground with weapons
hovering above them.  Note the gravity hammer here.

-------------------------------------------------------------------------------
>> Note: if you grab the gravity hammer, you can earn an achievement ‘Chief,
         Smash!’ for killing three crawlers with a single hammer swing.
-------------------------------------------------------------------------------


Continue into the portal on the other side of the room.

Walk down the ramp and you’ll see a knight in front who will warp away. 
Explore the platform and make your way across to the right. Eliminate the four
knights and the crawlers wandering around as you proceed and then enter the
portal at the end.

Continue along the bridge until you reach the main platform. Eliminate the
knight, watchers and the crawlers around the area. Once it is all clear, stick
Cortana into the pedestal in front.  You will notice that there are two
bridges leading to this platform. We will have to defend the area against a
large number of crawlers.

Defend the platform for a couple of minutes and when everything is good to go
grab Cortana out of the socket and continue across the opposite bridge from
where we entered and into the portal on the far side of the platform killing
any crawlers that get in your way.

Go through the door and step into the gravity lift to ascend to the next area.


-------------------
Part 4: Old Friends
-------------------
Run up the ramp and step on the Launchpad on the floor. When you reach the
platform on the far side of the jump, climb the ramp and enter the door.  Loot
the weapon racks here if you wish and then go out the next door. Drop down to
the platform below. Insert Cortana into the pedestal.

Afterwards, you will see two objective markers that appear on either side of
the area. Let’s go down the ramp to the left first and hit the launch pad to
hop across to the next platform.

Kill the knight in front, and then head down the ramp to the right. Kill the
knight and any crawlers that attack here and climb the ramp to your left. Kill
any crawlers at the top. Turn left and kill the knights here before proceeding
up the ramp to the objective marker and activate the light bridge. Continue
across the bridge and eliminate the pair of knights on the other side. Proceed
to the right and kill the crawlers here and the pair of knights at the end of
the path. When clear, insert Cortana into the pedestal.  Drop down off the
platform to the left and run onto the jump pad here.

Once on the next platform, deal with the knight on the platform in front and
to the left and any crawlers in the immediate area before heading up the ramp
at the back of the room.  On the next platform, kill the crawlers and watchers
here.  Drop down to the platform below on the left, kill the two knights here
and then make your way over to the jump pad to reach the next platform.

This platform will play out identically to the first room in the area, head
down the ramp to the right. Kill the watchers and any crawlers that attack
here and climb the ramp to your left.  Kill any crawlers at the top. Turn left
and kill the crawlers and watchers here before proceeding up the ramp to the
objective marker.  Activate the light bridge. Continue across the bridge and
eliminate the watcher and the crawlers here. Proceed to the right and kill the
crawlers here and the knight at the end of the path. When clear, insert
Cortana into the pedestal. 

After the scene, drop down off the platform to the left and run onto the jump
pad here.

As you land on the next platform, four knights will teleport in to attack you.
Defeat them all, stand on the glowing blue circle on the ground on the central
platform. It’s a gravity lift! Ride it to the top and proceed along the light
bridge.

During the scene, follow the in-screen button prompts to complete the mission
and the game.

Congratulations, you have finished Halo 4!


-------------------------------------------------------------------------------
>> Note: For completing this mission, you will earn the achievement ‘Composer’.
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
>> Note: If you have completed all missions on Normal or harder, you will earn
         the achievement ‘Wake Up, John’.
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
>> Note: If you have completed all missions on Heroic or harder, you will earn
         the achievement ‘I Need a Hero’.
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
>> Note: If you have completed all missions on Legendary difficulty, you will
         earn the achievement ‘The Legend of 117’. If you did it all by
         yourself, you’ll also snag the achievement ‘Lone Wolf Legend’.
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
   **********************
 **************************
***  TERMINAL LOCATIONS  *** [TMNLC]
 **************************
   **********************

There are 7 terminals hidden throughout Halo 4 that will give players a little
extra insight into Master Chief's latest foray into the Halo galaxy via Halo
Waypoint. The terminals are also tied into two achievements, 'Contact the
Domain'for finding your first terminal and 'Terminus' for finding all seven
terminals throughout the campaign.

Here are the locations of all 7 terminals:


1. Level: Requiem ---> Before exiting the level, look below the elevator to
                       find the terminal hidden away behind it.
 
2. Level: Forerunner-> Whilst heading towards the second pylon, before entering
                       the structure via the ramps on the left/right of the
                       area you can find this at gorund level sitting below the
                       doorway.

3. Level: Infinity --> After the first cut-scene with the marines. as soon as
                       you regain control of master chieft, do a 180 degree
                       turn to find it sitting right behind you.

4. Level: Reclaimer--> Following the cut-scene with the librarian, grab Cortana
                       off the pedestal and make your way to the open door on
                       the opposite side of the room. As soon as you enter the
                       door, look immediately to the right to see it at the nd
                       of a short hallway.

5. Level: Shutdown --> After completing the first two objectives, Cortana will
                       point us to a third objective marker on another tower.
                       Land here and go up the gravity lift inside. At the
                       top, work your way around to the leftmost platform in
                       the room to find this terminal against the central
                       structure.

6. Level: Composer --> After the fight with the two hunters and meeting the
                       doctor for the first time, you will make your way to a
                       large open area. Look on the right side of the area for
                       a tunnel containing the terminal.

7. Level: Midnight --> Once you are back on foot following the flight sequence,
                       look behind the central structure in the fourth room.




===============================================================================
-------------------------------------------------------------------------------
   **********************
 **************************
***   SKULLs & EFFECTS   *** [CPSKL]
 **************************
   **********************

Skulls are a fan favorite addtion to the Halo franchise and they have been in 
every game in one shape or another since Halo 2. The skulls activate specific
adjustments to gameplay and each skull alters the game experience in its own
unique way. Some will make it more challenging, others will cause enemies to
behave differently and some alter game play physics. Its up to you to try each
one out and decide which ones you like to play with! Unfortunately, unlike some 
previous games, these are not hidden throughout the campaign in halo 4 but are
instead unlocked from the start.

They can be activated from the campign menu.

-------------------------------------------------------------------------------
>> Note: Irrelevant side note - The lack of hidden skulls was my biggest gripe
         with Halo 4 - No hidden skulls = less fun!. 
-------------------------------------------------------------------------------

Anywho, here is a list of all the skull modifiers included in the game and
their effects on gameplay:


Black Eye ------------> Your shields do not recharge unless you melee enemies.

Blind ----------------> Your entire HUD, weapon and arms completely removed.

catch ----------------> Enemies will throw and carry more grenades than usual.

Cloud ----------------> Your motion sensor is disabled.

Cowbell --------------> Acceleration of objects from explosions is increased.

Famine ---------------> Weapons picked up from the ground have less ammo.

Grunt Birthday Party -> Headhotting a grunt will cause it to explode.

Iron -----------------> In co-op mode a death of one player has both return to
                        the previous checkpoint. When playing solo a death will
                        mean restarting the level.

IWHBYD ---------------> Enemies and allies get additional humorous dialogue.

Mythic ---------------> Enemies have increased health.

Thunderstorm ---------> All enemies will be the next rank up from usual.

Tilt -----------------> Enemy resistances and weaknesses are increased.

Tough Luck -----------> Enemies always go berserk, dive out of the way and
                        never flee combat.

     

                    
===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
   *******************
 ***********************
***    SPARTAN OPS    *** [SPRTN]
 ***********************
   *******************

Spartan Ops is the newest mode to be added into the Halo universe, making its
debut in Halo 4. It consists of a series of episodes, with each featuring five
miniature co-operative missions. These episodes are going to be rolled out
gradually with one episode being released weekly for at least the next 10 
weeks.

As it is a long way to scoll all the way back up to the table of contents and
there is a fair bit of text to scroll through below, here are those shortcuts
again to help you get to the location you want to get to as quick as possible:


>>> Episode 1: Departure        [SPT01]

    Chapters:
    1. Land Grab                [SPT1A]
    2. Sniper Alley             [SPT1B]
    3. The Challenge            [SPT1C]
    4. Sacred                   [SPT1D]
    5. Core                     [SPT1E]

>>> Episode 2: Artifact         [SPT02]

    Chapters: 
    1. Clean Up                 [SPT2A]
    2. For Science              [SPT2B]
    3. Hacksaw                  [SPT2C]
    4. Pelican Down             [SPT2D]
    5. Gagarin                  [SPT2E]

>>> Episode 3: Catherine        [SPT03]
   
    Chapters:
    1. The VIP                  [SPT3A]
    2. Galileo                  [SPT3B]
    3. Spartan Mountain         [SPT3C]
    4. Shootout in Valhalla     [SPT3D]
    5. Hunting Trip             [SPT3E]

>>> Episode 4: Didact's Hand    [SPT04]

    Chapters:
    1. Hairy Call               [SPT4A]
    2. Rally Point              [SPT4B]
    3. Random Transport         [SPT4C]
    4. The Chase                [SPT4D]
    5. The Didact's Gift        [SPT4E]

>>> Episode 5: Memento Mori     [SPT05]
    
    Chapters:
    1. Spartan Miller           [SPT5A]
    2. Nothing can go Wrong     [SPT5B]
    3. Everything has gone Wrong[SPT5C]
    4. The Cauldron Base        [SPT5D]
    5. Spartan Thorne           [SPT5E]


without further ado, lets get stuck into the walkthroughs!


===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Episode 1: Departure  [SPT01]
===============================================================================
===============================================================================
Chapter 1: Land Grab  [SPT1A]
===============================================================================

This mission is a fairly straightforward one as all we really need to do is
clear the covenant forces out of the quarry ahead. As you begin, hop in the
gauss warthog nearby and have one of the marines hop onto the turret at the
back. This thing can do a lot of damage and the marines are ridiculously
accurate. As this is the case, drive around to the right towards the closest
objective, allowing the gauss cannon to take care of ghosts, turrets and
baddies in the way. Destroy the objective and continue to the next one.

As you approach a wraith will appear. Again, thanks to our super gauss marine,
keep moving in the warthog so the wraith cannot hit you and allow the marine
to continue to fire on the wraith until it is destroyed, approach the 
roadblock, destroying the turrets here. A phantom will drop off 3-4 ghosts
beyond the roadblock and a wraith. So either continue with your gauss hog or
trade it in for one of the nearby wraiths. Destroy all the enemy vehicles to
proceed.

Continue down the circular ramp and destroy the two remaining objectives. This
is much easier with the wraith due to its range. Once they have been destroyed,
mop up any remaining enemies in the area (they will all be marked with red
arrows)… Of course, they aren’t going to make it easy for us as a pair of
phantoms will come and drop off a bunch of grunts and elites.

Kill them and continue back towards the start to see some drop pods depositing
some ghosts, a wraith a swarm of grunts and a healthy number of elites around
the roadblock. Kill these and you will see a phantom dropping off troops on
top of the hill to the left. Make your way over here and to the top of the hill
destroying the wraith at its base and all of the other enemies that appear. 
 
Once everything is dead, head over to the pelican to finish the mission.



===============================================================================
Chapter 2: Sniper Alley [SPT1B]
===============================================================================

From the beginning of this mission, we need to descend the ramps of the current
structure until we reach the ground level. Eliminate the two elites and the
groups of jackals and grunts that have taken residence here. Once they are all
dead, check out the panel marked with the objective indicator and interact
with it to lower the shield in front.

As the shield goes down, attack the jackals and grunts you can see immediately
in front of you. After a few moments a drop pod will arrive and give you a
couple of additional groups of grunts and jackals to fight off along with an
elite or two to shoot. Be warned that amongst them are 4-5 jackal snipers. They
will usually stay put on the upper platform so try and pick them off as soon
as possible or they will start to cause trouble in terms of health! After
everything is dead, hit the two consoles to deactivate the next shield.

As the next shield drops a phantom and a drop pod will appear behind where the
shield was and drop off more groups of grunts and jackals and a small number
of elites. Pick off as many enemies as you can below, preferably trying to take
out those pesky jackal snipers before heading down to kill the rest of the
enemies, noting that the elites will usually come to you.

When it’s safe to do so, climb down the ramp and go through the now unshielded
passage. As you arrive on the next platform another drop pod will drop off
re-enforcements around the next corner. These include jackals and 4-5 elites
who will be in a hurry to come and meet you.  Once they have been dispatched,
follow the dirt path down the hill. Another phantom will appear below and to
the left and drop off another large group of jackals and one of grunts as well
along with an elite commander complete with sword.

After you have killed those, another drop pod will appear in front and drop
off a bit more of the same – grunts and jackals. This time, instead of an elite
 a few jackal snipers will make an appearance instead. Once all of these guys
are dead, you should be at the bottom of the hill and be able to continue
through the small rock passage and continue towards the objective.

Hang out at the top of the hill here and try to pick off the jackal snipers in
the sniper tower to the right. You should get an ordnance drop of a railgun if
you are interested. Kill the jackals as they come and after a short while a
pair of phantoms will appear along with a drop pod or two. Each of these is
going to drop off group of grunts and jackals and a couple of elites to boot
(some of these will have swords in hand).  I’d suggest using your primary to
take out the grunts and jackals and using the railgun to eliminate the elites
before they get too close.

Once the elite threat is gone, work your way to the right through any remaining
grunts and jackals until they have all been eliminated. Head over and interact
with the glowing green object when prompted to do so. Head to a safe distance
and then watch the fireworks. After that, its just a matter of heading over to
the pelican to finish the mission.



===============================================================================
Chapter 3: The Challenge [SPT1C]
===============================================================================

At the start, move up to the ledge in front and kill the crawlers below before
climbing down and move to the objective marker. This is going to cause a group
of crawlers to spawn as well as unleashing a few Watchers who will summon
additional crawlers to annoy you.  Clear the enemies that have spawned and
then interact with the objective marker.

Do a 180 degree turn and proceed towards the next objective marker in front.
As you approach, another large group of crawlers will appear and attack. Kill
them as you go and continue until you reach the next structure with the panel
we need to activate on top. When you reach this area, a portal will open and
three watchers will emerge. Quickly kill all three of them before activating
the panel.

Doing this will cause another three watchers to spawn from a warp portal in the
sky above. Deal with them and the laser emplacement that appears on the
structure to the right. 

Drop down to ground level, turn right and head for the final objective marker.
Again as you approach a bunch of enemies of the crawler and watcher variety
will phase in. You will really need to take those watchers out ASAP or they are
going to spawn additional crawlers, extending the encounter. Once it is all
clear, climb up onto the structure and hit the switch.

We are now tasked with climbing the central structure. Climb up the first ramp
and clear the wave of watchers and crawlers that spawn and then continue up
the next ramp. Interact with the indicated control panel here and kill the
watchers that show up as a result.

We’ll now get a new objective marker, and in front of this a good number of
crawlers will appear on the ground below.  Drop down and deal with them before
proceeding to the evacuation zone indicated by the objective marker. Eliminate
the next small group of crawlers that come to attack you here. We will now have
to defend this point against several waves of crawlers and watchers, a pair of
rocket launcher drops will land nearby to help you out.

Once the area has been cleared, a pelican will show up. Head over to this to
complete the mission.



===============================================================================
Chapter 4: Sacred [SPT1D]
===============================================================================

Follow the hallway to the end until you exit into a large room. Continue across
the large room and into the left hand hallway at the far side of the area.

As you work your way through this hallway towards the next room, some crawlers
will phase in and attack you. Kill them and continue up the ramp to the left.
Check out the objective marker here and interact with it.

Afterwards a group of crawlers will spawn in front of you. We now need to
return to that previous large room. Return back down the ramp and through the
hallway we came in from earlier killing the crawlers now occupying it as you
go.

As you reach the end of the hallway, kill the Knight that appears and his two
mates further in to the large room at the end of the corridor. In addition,
you will want to kill the crawlers in the area.  Slowly work your way back to
the door to the mission start point when it is safe to do so.  As you approach
it, the door will close, trapping you in the large room.

As soon as this happens, a group of knights and crawlers will appear behind
you. If the knights summon Watchers, take them down as quickly as possible to
prevent them from spawning additional crawlers. Climb the slope to the right
and enter the door at the top. Kill the crawlers and the knight Battlewagon
within. Follow the ramp to the upper level and interact with the panel here.

Return to the main room and eliminate all of the enemies in here now. They are
all marked with red objective markers and will come in a number of waves.
Firstly you’ll have to eliminate a number of crawlers, next a group of 4-5
knights (and any watchers they spawn). Finally one last group will enter from
where we started the level and consist of a pair of knight battlewagons and
some crawlers.

Once everything is dead, return to the start of the level to complete it.



===============================================================================
Chapter 5: Core [SPT1E]
===============================================================================

From the start, we want to work our way down the ramp to the right and
continue along the path until we reach a fork. Both of these entrances lead to
the same room, but the one on the right will have you on a raised platform,
which may make things a little easier if you have a medium-long range load-out.

We need to clear this area of hostiles. There is a grunt on a turret on the
building at the far end of the area and a number of grunts and an elite
wandering around in the area in front of it. As you start clearing the
courtyard, as you start to clear the area, a covenant drop pod will drop off
a few more grunts for you to dispatch. As per usual, pick off the grunts first
before focusing on the heavy hitter.

Climb up the ramp at the back of the area and deal with the grunts and jackals
in the immediate area. As you make your presence known, an elite will join the
party too. Kill him and continue to the top area. Mop up any remaining enemies.

-------------------------------------------------------------------------------
>> NOte: We can find the first Red vs. Blue themed Easter Egg in the game at
         this point. Instead of going to the waypoint that appears, head over
         to the low wall opposite the top of the ramp and hop up on the
         railing. Look down and to the right to find a small yellow box below
         on the ledge just above the lava – it can be hard to spot, but it is
         definitely there. Shoot this for an achievement and an Easter egg
         featuring the cast of Red vs Blue on your comms during the mission.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
>> Note: For Shooting the box, you will earn the achievement 'Roses vs Violets'
-------------------------------------------------------------------------------

Make your way over to the objective marker and activate the switch. As you do,
the bridge will undergo a little bit of a change and a phantom will appear and
drop off a pair of elites. One of these guys is armed with a fuel rod gun, so
be sure to take cover as necessary! After the fight, hit the two buttons on
either side of the downwards ramp to open the gate below.

As you approach the gate, a swarm of grunts (around 15-20) will gradually come
through it along with a pair of elites. Grenades work a treat here as they all
have to pass through a narrow passage where there is nowhere to dodge. Once it
is clear to do so, proceed through the gate and mop up any remaining baddies.
Climb the ramp on the far side.

Below you will see a few jackals and elites, there is also a grunt on a turret
on the raised structure to the left at the bottom of the ramp. Before doing
anything, quickly duck behind the left hand wall next to the weapons racks as
a pair of phantoms below will shoot you otherwise and kill you in less than a
few seconds. Once they have departed, clear the area below.

Afterwards, climb the left hand structure and activate the panel here. This
will cause a group of 5-6 crawlers to appear in the courtyard below. Eliminate
them as they come to get you before heading over towards the objective marker
noting that you’re probably going to have to kill another couple of groups of
5-6 crawlers before you leave the built up area.

As you approach the stone arches, kill the three watchers here and any
crawlers they summon before killing the nearby knight. We need to head over to
that tall structure nearby. Kill the two knights and the group of crawlers
guarding this and activate the control panel at the top.

-------------------------------------------------------------------------------
>> NOte: There is a specific achievement tied into this next sequence. If you
         can survive all of the waves of enemies whilst defending the artifact,
         you will earn the achievement 'No Easy Way Out'.
-------------------------------------------------------------------------------

This will cause a large number of crawlers to spawn below and they will come
up to investigate. Guard the area against these and once the crawlers have been
dealt with return to the courtyard. Kill the watcher and the Knight
Battlewagon that are occupying the area.  Afterwards, wait for the pelican to
arrive and then interact with the artefact to complete the mission.




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Episode 2: Artifact  [SPT02]
===============================================================================
===============================================================================
Chapter 1: Clean Up  [SPT2A]
===============================================================================

From the start, we need to work our way towards the structure with the
anti-airguns firing away in front.  As we reach the top of the hill, you’ll see
a pair of rocky structures in the open area in front with a path between them.
Hang out here for a moment as the covenant will come to attack you from either
side of the rocky structures and the path down the middle. There is a good
number of jackals and grunts backed up by an elite with a fuel rod gun.

Move up towards the rocky structures slightly to draw more enemies out. You’ll
also want to note that there are two covenant turrets guarding the structure
in front that will not hesitate to shoot you if you get in their sights.
Continue to kill off any jackals, grunts and elites (2-3 more) in the lower
area until no more come to get you.

Once you are able, continue up the path to the right of the structure, shooting
any grunts on the top deck who mount the turret and any watchers you see flying
around above them. Kill the elite and any other jackals or grunts before
killing the guy on the turret at the top of the ramp at the far end of the
area. Continue up the ramp when it’s clear.

At the top you will be greeted by more grunts (with a couple of them toting
fuel rod guns) some shield jackals and a jackal sniper or two. There will also
be a number of watchers floating about so get rid of those as well.

Climb the ramp to the next level up, nothing that there is an elite sword
carrier just at the top with a couple of grunts. You’ll want to maintain a
position on the ramp here and use it as cover to move up and down as you deal
with the threat at the far end of the platform – there is a promethean laser
turret and a couple of additional elites to take out. Once the elites are dead
a group of 5-6 watchers will show up as well eliminate them and any other
remaining bad guys.

Once the area is clear, a pair of objective markers will appear. We need to
drop down and activate these but note that as you approach more watchers will
show up and this time they will summon crawlers too. Deal with the Prometheans
and once the second panel has been activated, you will need to fight your way
back up to the top of the structure…Of course there are a bunch of new watchers
and crawlers along the way.

Once you reach the top, approach the portal and it will vanish. A new objective
marker will appear in the courtyard in front of the base. Return here and
collect one or two of the power weapons on offer here and defend yourself.There
will be around 4-5 knights, a bunch of crawlers and 3-4 watchers to deal with.

You will get a new objective to eliminate remaining Prometheans, and wouldn’t
you know it that bloody structure is filled with knights, watchers and crawlers
again. Simply mop them all up to have a pelican show up. Approach it to
complete the mission.



===============================================================================
Chapter 2: For Science  [SPT2B]
===============================================================================

As you begin, you will see a group of grunts and jackals on a platform ahead.
Kill them and continue down the ramp and eliminate any remaining hostiles in
the immediate area. As we approach the rocky arch leading to the next area,
we’ll see four red objective markers pop up on the screen. These are covenant
communication hubs and we need to take them all offline.

Once you are through the arch, continue up the structure to the right and when
you reach the first open courtyard, head right again. There is a turret, two
elites and a small group of jackals to eliminate here. After they are dead
focus on destroying the four glowing green pillars.

Once you start wailing on these, additional covenant forces are going to rock
up to try and stop you from getting at the rest of them. These include a jackal
sniper or two and a large group of grunts. Once you have killed them, destroy
the remaining pillars. Head back down the ramp to the courtyard. A covenant
drop pod will appear and drop off several more grunts and an elite for you to
deal with.

Afterwards continue towards the objective marker to the right. At the top of
the slope kill the elite and the jackals before investigating the objective
marker on the ground nearby.

This will trigger a group of 6-8 elites to spawn in the cave below and to the
left of the platform we are on. 5-6 of these guys will come to hunt you down,
whilst two of them remain below and pilot turrets in the cave. There are a
couple of rocket launchers at the back of this area if you want to use them!
Once the guys who came to you have been dealt with grab one of the sniper
rifles nearby and snipe the remaining elites off the turrets below.

Once it is clear, head on down and through the cave and kill any remaining
enemies. Activate the panel at the end to disable the blue shield.  Continue
through the now open archway. You will see a covenant drop pod deploy some
more enemies in the area here (1 elite, a group of grunts and a few jackals).
Kill them all and a second drop pod will spawn, dropping off 4-5 elites. Note
that one of these is armed with a sword and another with a fuel rod gun. Make
these two your priority!

Once the bad guys have been cleared out, continue around the right hand corner
towards the objective marker and kill the group of grunts that approaches. As
you round the first bend to the left, four elites will appear and attack. Wipe
them out before proceeding around the next bend to the right.

As you do another drop pod will arrive and deposit another 5-6 elites on the
pathway in front of us. Finally a phantom will appear to drop off one final
wave of grunts, jackals and a lone, solitary elite for us to finish off. Once
they are all dead or dying approach the shield to the left to complete the
mission.



===============================================================================
Chapter 3: Hacksaw  [SPT2C]
===============================================================================
-------------------------------------------------------------------------------
>> Note: There is a specific achievement 'Rescue Ranger' associated with this
         mission. To do this you must have at least one marine survive until
         the end of the mission whilst playing on Heroic difficulty or harder.
-------------------------------------------------------------------------------

The goal of this mission is to assist marines in the nearby structures to repel
a covenant assault. As you begin a couple of markers will appear on the screen.
These indicate marines in trouble and you need to go and help each of them out.
As you arrive at the first set of marines, kill the jackals and grunts
attacking them and make sure to take out the sniper jackals on the main
structure up to the right. An elite will show up too and before long a drop pod
will show up and drop off more grunts, elites and jackals for you to take down.
Once you clear this bunch, the marines will join up with you to provide
support.

Continue forwards to the next objective marker. These marines are under attack
by a bunch of grunts (including one in a ghost), some jackals and a pair of
hunters. Hijack the ghost if you can to make things a LOT easier. Once the
area is clear, continue to the next objective and kill the grunts and jackals
here.  A couple of drop pods will deposit some elites in the area for you to
clear out and some of the other covenant types as well.

After clearing all three marine squads, a phantom will show up on the opposite
side of the central structure and it will drop off a wraith and several groups
of jackals and grunts. Once this crowd has been eliminated radio chatter
indicates another phantom.

Several more phantoms will come in to drop off a large number of elites (4-5
of these have energy swords), grunts and jackals, so to keep up with things,
keep cutting laps around the central structure, killing enemies that you come
across before continuing. Once the area is clear, you will be told to go to
the extraction point which is at the top of the central structure.

As you arrive, a pair of phantoms will show up to attack you. Jump on the
turret or grab a Spartan laser or rocket launcher from the ammo crates nearby
and use them to destroy the phantoms. Fortunately they will not shoot at you
which makes things a little easier, unfortunately though they will drop off
around 4-5 elites on the ground below who will work their way to the top of
the structure in a bid to kill you.

Focus on killing the elites and once they are all dead, finish off the phantoms
and a pelican will rock up. Head over to it to complete the mission.



===============================================================================
Chapter 4: Pelican Down  [SPT2D]
===============================================================================

As the mission begins, drop down the hill and continue up to the waypoint
across the far side of the valley. As you approach a stream of grunts will also
be approaching through the narrow dirt path from the other side. Kill them and
proceed through, take out the jackal snipers up on the ledge in front and then
any additional forces on the ground with you.

At the next objective marker, a drop pod will appear further up the hill in
front and to the left and drop off some jackals in front. Continue along the
path killing them and the 4-5 elites that also appear. At the top level
continue over to the objective marker. As you approach a cloaked sword elite
will appear from a crashed drop pod and attack.

Killing him will cause more enemies to enter your proximity from the nearby
bridge so fight off the grunts and jackals here and when you reach the
roadblock obstacles, take cover behind the rock to the left. Around the corner
are 8-9 jackal snipers and a grunt on a turret overlooking the bridge, so to
keep things safe we need to pop out and kill them individually and re-enter
cover. You will get a sniper rifle drop nearby which will make things a lot
easier.

Once it is clear, proceed across the bridge and up one of the side ramps. Kill
the grunts, elite and jackal snipers here.  Climb the next ramp and repeat the
process. You will now be on the top tier of the area. Approach the AA gun, hit
the console nearby to shut it down.

Look further into the structural area. Once the gun has shut down, another
pair of drop pods will land in this area. These house a cloaked sword elite
and several standard elites and jackals. Kill them and work your way towards
the next AA gun on the platform nearby. As you approach a phantom will fly in
and drop off more covenant forces.

This group include more jackal snipers, some additional elites and a few 
grunts. Additional drop shops will continue to deposit elites and grunts on the
higher levels, and they will come down to engage you as well.  Deactivate the
second AA turret when you can.

Proceed to the top of the structure and you will be greeted by a large group of
grunts supplemented by a few elites and a pair of hunters. Once you have
cleared most of these enemies, one final drop pod will appear and drop off a
large group of elites. Simply wipe out the remaining enemy forces (marked with
the red indicators) and head over to the objective marker to complete the
mission.



===============================================================================
Chapter 5: Gagarin  [SPT2E]
===============================================================================

Remember this level from the previous chapter? We’re entering from exactly the
same hallway as before, enter the big, empty room again.

-------------------------------------------------------------------------------
>> Note: we can find another of those Red vs Blue Easter Eggs in this area! To
         find it, hug the left hand wall and enter the first overgrown tunnel
         you come across.  When you reach the first fork in the road, stop and
         look up and to the left and you should be able to see a yellow box 
         cheekily tucked away behind a fern. Shoot it to activate the egg.
-------------------------------------------------------------------------------

Return to the main room and continue as before over to the far side of the
area, through the tunnels at the back and up the ramp in the room.  Interact
with the indicated computer. Afterwards drop down to the floor below and
activate the two switches on the pillars. Note that after activating the first
switch, you will need to kill a knight and a few crawlers. Once both switches
have been activated, a whole mess of crawlers and knights will spawn in the
large room we walked through previously.

Head down the right hand hallway and kill all the crawlers in it and from the
corridor eliminate any additional crawlers you can see in the room ahead. This
will lure additional enemies to the end of the corridor including a number of
watchers and knights. When it’s clear, continue out into the main room and
climb the ramp to the right. Ignore the upper ramp from the moment and continue
along the middle level until you reach the next objective marker. Interact with
the computer here.

This will of course bring every damned promethean in the building down on your
head. There are 3-4 large groups of crawlers, 8-10 knights and a Knight
Commander who will spawn at the top of the room and rain down incineration
cannon fire – fun! Continue to fight off waves of knights and crawlers until
you receive an update objective.

When it’s safe to do so, return to the back room we were in just before and
interact with the new objective marker. Afterwards, kill the newly spawned
crawlers nearby and return to the main room. Kill all the remaining enemy
forces in here. There is a tonne of crawlers and a knight battlewagon or two
scattered about the area.

Once the room is relatively clear, you’ll be given a new objective marker
indicating the location of a computer on the opposite side of the room from
the previous one. Activate this.

After the audio has played, we’ll need to work our way back up to the very
centre of the upper tier of the room and disable four power sources. There’s
only one problem, more Prometheans have shown up. Fight your way through the
knights and crawlers to the top platform. Eliminate any enemies hanging out up
here and then press each of the four switches to deactivate them.

Afterwards you will need to destroy all of the enemies, after several waves
follow the objective marker through the overgrown cave until you reach the
clearing to complete the mission.


         
===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Episode 3: Catherine  [SPT03]
===============================================================================
===============================================================================
Chapter 1: The VIP  [SPT3A]
===============================================================================

Exit from the ravine here and look down into the valley below.  Stay near the
top of the hill and pick off the enemies in the valley. Your immediate concern
should be the elite directly at the bottom of the path who is equipped with a
beam rifle. After that, you should be able to pick off the rest of the enemies
without them shooting back. At the top of the mesa in the centre of the valley
below is a Covenant turret that may occasionally pop a few shots off at you
once you have killed a few of the baddies.

When you reach the point when you cannot see any more enemies in the valley
below, clearing any additional enemies you find. As you arrive, you should get
a radio transmission warning you about snipers. 6-7 Jackal snipers will appear
on the rocky outcrop at the top of the mesa to the left of the covenant turret.
An ordnance drop will also occur around this time, giving you some ranged
weaponry. Take cover and pick them off one at a time.

When it’s clear, work your way over to the left ramp leading up to the mesa.
Eliminate the elite on the turret about half way up and continue to the top.
As you do you’ll see a phantom flying away and a drop pod will arrive and
deposit a whole bunch of grunts and sniper jackals and around 6-7 Elites. Clear
out the lot of them.

Afterwards a new waypoint will appear.  Make your way over to the next area of
the valley indicated and you’ll find a roadblock with a pair of sniper
platforms behind it. Kill the pair of elites and the group of grunts here and
then climb up into the right hand sniper tower. From here you should be able
to see the lower area down and to the right – there are 5-6 elites and more of
the grunts and jackals here. Pick off as many as you can before heading down
to the area here and clearing up any remaining bad guys.

Now you are going to be slammed with enemies. Hop in one of the scorpions
nearby and defend the location against waves of enemies.

     1. Phantoms will attack you and drop off a couple of groups of grunts, a
        pair of wraiths and some elites. 
     2. Once they have all been killed, a drop pod will deposit a huge number
        of grunts. 
     3. Another two drop pods will drop a large group of jackal snipers and
        elites.
     4. Another pair of phantom will drop off a wraith each and a drop pod will
        give you some more elites and a group or two of grunts to deal with.

Once all of those baddies are done with, head over to the pelican that rocks up
to complete the mission.


===============================================================================
Chapter 2: Galileo  [SPT3B]
===============================================================================

-------------------------------------------------------------------------------
>> Note: This mission  takes place entirely on the multiplayer map 'Complex'.
-------------------------------------------------------------------------------

From the start, climb down the dirt slope to the left and enter the first
building here. At this point you will get an updated objective and three
objective markers will appear on the map. Clear out this ground floor room of
grunts, then return outside to mop up the elite and any other enemies nearby
outside. Return to the cleared building and interact with the first objective
marker.

Exit through the door to the right of the entry and quickly run over to the
next doorway leading into the building to the left. Clear the elites and
jackals running about in here and then knock out the second power core to the
left. This will cause a drop pod to appear outside and additional elites,
grunts and jackals to appear. Kill anything that comes near you and when it is
safe, climb the indoor ramp to the higher level. At the top, turn right and
follow the hallway to the end.

Cross the catwalk here to the small adjacent building. Continue through this
and out the opposite door. Drop down outside the wall to the left and leg it
over to the raised building with the next power core on top.  Clear the elites
and jackals up here. Again as you approach the power core a drop pod will drop
off a huge number of grunts and a few elites to deal with. When it is safe to
do so, disable the third power core.

Once this is down, yet another drop pod will deposit additional bad guys in
the courtyard to the right. You’ll also now be given another objective. We
need to activate a pair of defence turrets. Drop down from the building and
head back to the right. Along the wall you will find an entrance with a gravity
lift inside. Ride this up to the room above.

Exit the left hand door and climb the ramp around the outside of the building
to reach the top. Activate the turret here.  This will cause a phantom to
spawn and drop off more baddies. Drop down to the catwalk below and continue
along it to the next building along which has the next objective marker on top
of it.  Before entering, hop up on the platform to the right and use this to
jump up to the roof. Clear the immediate area and activate the second turret.

A final drop pod will come down and release a couple of hunters into the area
below along with a couple of groups of grunts. As you fight your way through
these guys, another phantom will show up and drop off some elites and grunts.
After you have completely cleared the map of enemies, the mission will be
completed.


===============================================================================
Chapter 3: Spartan Mountain  [SPT3C]
===============================================================================

-------------------------------------------------------------------------------
>> Note: This mission takes place entirely on the multiplayer map 'Ragnarok'.
-------------------------------------------------------------------------------

From the start, head over to the left hand wall of the area and follow it
forward and through the short passage between the rocks until you reach the
objective marker. Here you will find a crashed pelican under attack by covenant
forces. There are a large number of elites and jackals here and you should be
able to take most of them out from the cover of the rocks.

Once the immediate area is clear, any remaining baddies will be lit up with
red objective markers. There is a group over on the far side of the map, so
take them all out.  Once they are clear, use the control panel marked with the
objective marker nearby. This will deactivate the energy shield at the base of
the wall and allow us to go in and destroy the object of interest.

Of course, once the shield goes down a couple of drop pods shows up to drop
off groups of grunts and jackals along with a couple of elites and a pair of
hunters to guard the now exposed base. Clear this area and then go over and
destroy the target.

Following the demise of the signal jammer, you will now be back in radio
contact and be given a new objective. We need to work our way over to the
tower in the distance. Unfortunately, destroying that Covenant property means
that they are no longer happy campers and a couple of new drop pods will appear
to populate the area between our current location and the objective with a
swathe of bad guy action. Fortunately a ghost or two will be among those forces
and if you can hijack one of them, the next section becomes a lot easier!

Work your way through the large number of grunts, jackals and elites until you
reach the base. Here you will find a wraith and a few more jackals. Once the
area is safe (watch out for the jackal sniper up in the rocks above the base)
a pair of objective markers will appear. Head to each of these and interact
with them to disable the shield on the building.

From the building, a group of jackals and a sword toting elite will emerge
from within and a phantom will arrive at the front of the base and drop off a
large group of elites and jackals. Eliminate the lot before proceeding into
the base.

After a brief conversation or two, approach the object in the centre of the
base and activate it when prompted. Exit the tower.

We now have to defend the tower against incoming covenant forces. Fortunately
it’s only a single drop pod. Unfortunately it contains a pair of hunters and a
bunch of jackals. Kill them all and then return to the pelican crash site to
complete the mission.


===============================================================================
Chapter 4: Shootout in Valhalla  [SPT3D]
===============================================================================

-------------------------------------------------------------------------------
>> Note: This mission takes place entirely on the multiplayer map 'Ragnarok'.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
>> Note: As you begin the mission, immediately look up and to the right, on top
         of the tree here you will find another one of those yellow boxes that
         signal one of the Red vs Blue Easter Eggs. Shoot it if you please.
-------------------------------------------------------------------------------

Soon after you load in, a Covenant drop pod will appear ahead of you. At this
point you will also be given the objective to activate three defence turrets.
You can quickly run up to the first one which is nestled in the rocks directly
in front of the tower here.  Clear any other baddies about.

On the right side of the area, you’ll find a pair of ghosts. Grab one of these
and head for the next turret located on the raised rocky structure in the
direct centre of the map. As you approach this one, a phantom will appear a
little further ahead and deposit a large group of grunts and a couple of elites
to bother you.

Defeat them and activate the final turret, just in front of the far tower from
our starting position. Once this is activated, a drop pod will appear in the
centre of the field in a similar location to the previous phantom.  This will
soon be replaced by yet another phantom. Both will drop off grunts and elites
and as long as you have activated the turrets, they should give you a good
helping hand.

The next part of the level is essentially a survival mode and you will have to
pretty much kill all of the enemy combatants to proceed. They come in a couple
of waves as such:

    1. A phantom will appear back at the starting location and drop of a wraith
       for you to deal with. 
    2. Soon after this another drop pod will unleash a large group of grunts
       and jackals just in front of the starting tower 
    3. A second drop pod will now appear on the left side of the map near the
       wall. 
    4. A phantom will appear and drop off troops in the same location as the
       drop pod above.

A short scene will play showing some pelicans coming into the area to drop off
some mantis mechs for you to pilot. Huzzah! Grab one of these to continue in
your defence of the area.

This next part can get a little bit hectic as a large contingent of banshees
will swarm into the area along with phantoms that will drop off troops. Try to
eliminate the banshees first as their fuel rod bombs can do a lot of damage to
your mech before focusing on any ground units in your immediate area and
finally the phantoms that linger about. Once you have killed enough bad guys,
red markers will indicate the remaining enemies, so cruise around the map and
mop up the survivors.

A couple of drop pods will appear and drop of two pairs of hunters and a
couple of elites each. Fall back towards the starting position if you must and
kill them as they move towards you. Eliminating these will have another phantom
drop off a large number of elites just in front of the starting position
meanwhile another wave of banshees will appear overhead.

After killing a few of these another drop pod will arrive in centre field
backed up by even more banshees. Subsequently a new objective marker will also
appear, urging us to an extraction point right at the very far end of the map.
Work your way through the banshees and any infantry units until you reach it.

Look out to see and up to see a good number of banshees (5-6) and phantoms
(2-3) incoming to your position. Again, as before try to focus on the banshees
before taking out anything else.  You will need to take down three waves of
banshees and phantoms of a similar make up.

After some fireworks over the water and a short conversation the mission will
end.
  

===============================================================================
Chapter 5: Hunting Trip  [SPT3E]
===============================================================================

Move forward from the start until you can see the top of a covenant sniper
tower poking out from above the rocky structure in front and to the left.
Snipe the jackal snipers up here. If you look to the right you may also find
some additional snipers on the upper deck of the large forerunner building at
the far end of the area. Killing these guys will alert the other enemies to
your presence, and there are a lot of them.

Stay in the starting area and allow them to come to you. They should come one
at a time or in small groups.  Keep moving up into the area to lure more to you
little by little until you have cleared the grassy area.  Move up the right
hand side of the main structure and destroy the two covenant turrets here (one
on the structure to the left and one on the ramp in front) and any enemies in
the immediate area. Continue up the ramp at the back.

We’ll now have a new objective marker and a target to kill.

Destroy the grunts and an elite or two on the first tier of the structure and
follow the platform back towards where it juts out over the grassy are we
cleared before. From here destroy the covenant turret at the top of the next
ramp before proceeding to climb it to the next level.

At the top you will meet a few grunts and some elites along with the target
elite we are meant to be killing (he’s the one with the fuel rod gun!). Note
that some of the elites up here do have jetpacks and some others have active
camouflage and they will be able to drop down to tier below and sneak up on
you quite easily unless you are vigilant.

Killing the target elite will cause red icons to pop up above the other
enemies’ heads, so track them down and kill them.

Once they are all dead, you’ll get a radio transmission warning you of a large
covenant force heading your way. Look down to the area we cleared before to
see a couple of large drop pods and scores of the smaller pod variety come
down and deposit a very large number of enemies.

Now it is just a matter of survival. Stay on the top level of the structure
and let the enemies come to you. There is a very large contingent of grunts,
huge numbers of jackals and quite a few elites that will come to track you
down. Staying at the top will make them come in small groups or alone as at
the start of the mission. Note that at the top here, covenant will not only
use the main ramp leading up to you but can also be a little cheeky and use
their jetpacks to hop onto the side ledges.

After killing a good number of hostiles, a radio transmission tells you to
watch out for snipers. They will also conveniently be marked with red target
icons. Keep in mind that there is still a good number of living, breathing
baddies still to attack below, so be sure to monitor any additional hostiles
that appear whilst you are dealing with the snipers. Killing them will cause
a phantom to show up and drop off a pair of hunters.

Clear the enemy presence from the area.

Now it’s time for another invasion! Before that happens a conveniently timed
ordnance drop will occur. You will want to hop down and pick up either a rocket
launcher or Spartan laser and quickly return to the top of the base. Two
phantoms will come in and drop off another healthy load of bad guys. Expect
more elites, more grunts and more jackals! Additionally one of the phantoms
will stick around to take pot shots at you. Luckily you went to grab the
ordnance right? Use it to take that pesky phantom down before focusing on the
ground assault.

As is to be expected a few more phantoms will show up over the course of the
defence, first dropping off enemies and then moving on your position to fire
on you. If you run out of ordnance drop down to the ground level to grab it
and then return to the top of the structure.  Continue to fight off the enemies
until they have all been destroyed.

At this point run to the back of the top level of the structure and take cover
behind a shield. Around five phantoms will show up and fire at you as they
come. After the fireworks, head over to the pelican to complete the chapter
and the episode.



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Episode 4: Didact's Hand   [SPT04]
===============================================================================
===============================================================================
Chapter 1: Hairy Call  [SPT4A]
===============================================================================
Coming soon!

===============================================================================
Chapter 2: Rally Point  [SPT4B]
===============================================================================
-------------------------------------------------------------------------------
>> Note: There is another Red vs Blue Easter Egg hidden near the start of this
         mission. From the start of the mission, leg it across the field until
         you can see the large tower in the distance, pull out a scoped weapon
         and look on a platform near the top of the tower on the right hand
         side to find another yellow box. As per usual, shooting this will
         activate Red vs Blue dialogue that will replace the mission's radio
         chatter in certain spots.
-------------------------------------------------------------------------------
Walkthrough coming soon!

===============================================================================
Chapter 3: Random Transport  [SPT4C]
===============================================================================
Coming soon!

===============================================================================
Chapter 4: The Chase  [SPT4D]
===============================================================================
Coming soon!

===============================================================================
Chapter 5: The Didact's Gift  [SPT4E]
===============================================================================

Coming soon!



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Episode 5: Momento Mori   [SPT05]
===============================================================================
===============================================================================
Chapter 1: Spartan  Miller [SPT5A]
===============================================================================
Coming soon!

===============================================================================
Chapter 2: Nothing Can Go Wrong  [SPT5B]
===============================================================================
Coming soon!

===============================================================================
Chapter 3: Everything Has Gone Wrong  [SPT5C]
===============================================================================
Coming soon!

===============================================================================
Chapter 4: The Cauldron Base  [SPT5D]
===============================================================================
Coming soon!

===============================================================================
Chapter 5: Spartan Thorne  [SPT5E]
===============================================================================
-------------------------------------------------------------------------------
>> Note: There is a fifth Red vs Blue Easter Egg hidden in this mission. As
         you start the mission, immediately turn around. Look over at the rocky
         cliff in the distance just to the right. You should be able to see the
         familar yellow box up on a ledge (easier to spot with a scope!).
         Shooting this will activate Red vs Blue dialogue that will replace the
         mission's normal radio chatter in certain spots.
-------------------------------------------------------------------------------
Walkthrough coming soon!



===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
   *******************
 ***********************
***    FORGE MODE     *** [F0RG3]
 ***********************
   *******************
Forge Mode is Halo 4's map editor mode. As with Halo 3 and Halo: Reach, players
can enter and modify the game's levels on their own or with friends. Forge 
enables players to spawn and place a large number of environmental objects,
weapons and vehicles along with spawn points, gametype specific objective
placements and several other options to create their own twist on existing 
Halo 4 levels.

Whilst the game allows you to utilise forge on any of the set multiplayer maps,
there are three additional maps that are not currently in Halo 4's online
rotation (Erosion, Impact and ravine) that at the moment serve essentially as
a blank canvass specifically for Forge fans.



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Basic Editing  [F0RED]
===============================================================================

During the Basic Editing gametype of Forge, players can assume control of
either a Spartan or a Monitor. The monitor can fly and is required to perform
all of the level modification tasks and as such is able to remove existing
objects in the environment or to synthesise and place new ones. Switching to
Spartan mode allows you to test out how the level works once changes have been
made.

Whilst in monitor form, there is a editing menu in the bottom right corner of
the screen. Each level has a resource budget and with every item you place in
the map, some of the resources are consumed. Items available include:

---------> Spawn Points (initial spawn points, spawn points).

---------> ordnance Drops (timed or random).

---------> Objective Locations (CTF Plates, KOTH Hill markers, Extraction
           targets, Dominion terminals and defenses).

---------> Scenery (Barricades and other minor in-game objects such as street
           cones and chairs etc.).

---------> Structures (Map specific items, building blocks, bridges/platforms,
           generic buildings, decorative, doors/windows/walls, Slopes and
           natural features).

---------> Gadgets (Explosive barrels, jump pads, teleporters, gravity
           alteration zones, toys and level visual filters).

---------> Vehicles (Mongoose, Warthog, Scorpion, mantis, Ghost, Wraith,
           Banshee, shade turret).

---------> Weapons (Human, Covenant, Forerunner).

---------> Armor Abilities




===============================================================================
General Editing Tips [F0RTP]
===============================================================================

Before beginning the rampant editing, here are a few tips and tricks that may
help first-time forgers adjust to the mode and get into it.

        > Keep an eye on your budget. 
        > Play around with individual object settings, you can find some really
          interesting uses for almost anything with a bit of imagination.
        > If map building is your game, note that symmetrical maps are a hell
          of a lot easier to easier to balance than asymmetrical ones.
        > Use the snap to and locking tools. locking objects in place means you
          will not be able to displace them by accident as could happen in
          previous games forge modes.
        > Get some mates in to help test your maps, it will help you iron out
          any issues, balancing issues or mistakes you might find with the map.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
As always, if I have missed something, or if you have an interesting or useful
strategy or tactic, please swing down to the contact section and drop me a line
and Im more than happy to include it! 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++



===============================================================================
Forge Maps [F0RMP]
===============================================================================

Whilst Halo: Reach featured one giant map with Forge in mind, Halo 4 features
three smaller, more unique maps. Heres a brief overview of each of the new
Forge maps: 


-------------------------------------------------------------------------------
Erosion  [F0RGA]
-------------------------------------------------------------------------------

Erosion is a to date, a Forge exclusive map. It is situated inside a large cave
area and features a very large, open UNSC warehouse building, perfect for
setting up a number of indoor maps. Outside of the building there is an open
rocky zone that slants downwards towards a tall obelisk-style tower at the
bottom of the dirt area. Further below this structure is a large, green lake
with a lot of free, open vertical space that can be used by players to
construct just about anything they like!

> The budget you have to work with on the blank map is 10,000.

> There are a number of map variants on offer for Erosion including:

      ---------> Ascension       (Budget already allocated 4345/10000)
      ---------> Griftball Court (Budget already allocated 20/10000)


-------------------------------------------------------------------------------
Impact [F0RGB]
-------------------------------------------------------------------------------

The Impact map is an outdoor space zone based on a sprawling asteroid field. 
There are three main zones that we can focus on during editing. There are a
pair of large, rocky open areas situated on asteroids across a gap from one
another. Additionally on the larger asteroid of the two you will find a large,
cylindrical UNSC structure containing a deep mining area in the circular room
at its centre featuring multiple tiers of platforms.

> The budget you have to work with on the blank map is 10,000.

> There are a number of map variants on offer for Erosion including:

      ---------> Relay (Budget already allocated 5400/10000)


-------------------------------------------------------------------------------
Ravine [F0RGC]
-------------------------------------------------------------------------------

Ravine is the third of the three forge maps for halo 4 and is characterised by
a large, raised grassy island that has been split down the middle, with the
cliff here forming a ravine between its two sides. On one side is an open,
grassy area and on the opposing side is a huge Forerunner structure. In
addition to the two main points on this map, Ravine also features a number of
rocky ledges and raised cliff platforms, adding a degree of height to the map.
Additionally, players can build a fair bit in the air above the ocean beside
the islands.

> The budget you have to work with on the blank map is 10,000.

> There are a number of map variants on offer for Erosion including:

      ---------> Settler (Budget already allocated 4255/10000)



===============================================================================
Downloading Custom Maps [F0RDC]
===============================================================================

Note that online file sharing of maps is not yet live in Halo 4. Rumors are it
will go live later this month (December '12).

From what is already in the game, it apears that similarly to Reach, you will
be able to search and download for other players maps, this time through the
Spartan Hub menu. Here, infrastructure is already in place to search for and
filter map variants by gamertags, most downloaded, most recommended and by the
map and gametype that you are interested in.

If the Forge mode in Reach is any indicator, in addition to being a great way
to boost your offline/player match map roster, seeing other people's work
in action can give you some ideas as to what you can achieve in Forge.




===============================================================================
===============================================================================
===============================================================================
-------------------------------------------------------------------------------
   ******************************
 *********************************
*** WAR GAMES MULTIPLAYER GUIDE *** [MLTIP]
 *********************************
   ******************************

Here it is! The meat and potatoes of the Halo experience, its well endowed and
always entertaining multiplayer mode. In this iteration, the multiplayer aspect
of the game is entitled 'War Games' and features a swathe of new and returning
multiplayer modes, with new weapons, armor abilities and Call of Duty-style
Tactical/Support Upgrades (perks anyone?). Additionally, Halo 4 has seen the 
implementation of a brand new new ranking, unlock and load-out system that
really helps to better customise the starting weaponry to cater towards your
preferred play style.

This guide will highlight all the game types on offer in the game, an overview
of how the ranking and unlock system works along with a list of unlockable 
weapons, abilities, tactical/support upgrades and additional armor style
unlocks for that all important aesthetic appearnace! 

It will also highlight all the weapons, armor abilities and upgrades available
in the multiplayer mode that are unlockable for use in custom loadouts, some 
pros and cons for each and some suggested loadouts for specific play styles.

Finally we'll take an in-depth look at each level, providing an overview of 
each map in the game, the locations of all the set weapons, vehicles and
objectives in each as well as more level-specific multiplayer tactics and 
recommended load-outs to give you the edge online.



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Game Types [MPGTY]
===============================================================================

Slayer ------------> Slayer is the stock standard Halo DeathMatch, the first 
                     player to reach the specified score limit wins the day!

Infinity Slayer ---> Infinity Slayer is a new twist on the standard Halo Slayer
                     gametype. Killing people will now earn players points and
                     once a certain number of points have been accrued, players
                     can call in a choice of three ordinance drops that consist
                     of weapons or power ups. 

Regicide ----------> In my opinion, the most entertaining of the new game modes
                     introduced in Halo 4. it starts as a standard slayer game,
                     but once someone has established a lead they are
                     designated the king. As the king continues to kill people,
                     they will recieve power up bonuses and the points on offer
                     for killing him go up. The king is always marked with an
                     objective marker, so players will always know where the
                     hottest action is taking place.

Capture the Flag --> Your standard Capture the Flag scenario. There are two 
                     teams, each attempting to retrieve the opposing forces'
                     flag whilst defending their own. Returning the enemy flag
                     to your own will earn a point. The first team to reach
                     the specified score will win.

Dominion ----------> At the start of the match, there are three territories on
                     the map that need to be captured in order to earn points.
                     Once a team has captured a base, they can hang around to
                     re-enforce it. The longer the team holds the territory,
                     the more defenses that it will develop. These include
                     vehicle spawn points, turrets and large energy barriers to
                     prevent easy entry to the bases. Then its essentially a
                     game of holding onto the bases to earn points whilst
                     working towards the target score. Interestingly, if one
                     team captures all three territories at once a sudden death
                     mode will activate and the players on the losing team will
                     be marked with red objective markers. The winning team
                     needs to kill them all to win the match.
                     

Extraction --------> In extraction, players must extract data from specific
                     locations around the map. Once a player has reached one of
                     the locations they can deploy a promethean device that
                     will start the extraction process. whilst the extraction
                     is occuring, players need to defend the site against enemy
                     attacks. If they are unable to, enemies can take over the
                     promethean device. Once players have secured enough points
                     the match will be completed.

Flood -------------> This mode is based on the Infection game type from the
                     previous Halo games and has a small number of players
                     spawn on the Flood team and has them tracking down and
                     killing members of the Spartan team. Once a spartan has
                     been killed, they will respawn as part of the flood. The
                     game continues until all spartans have been converted.
                     Flood characters only have claws with which to attack
                     enemies and have a speed boost and a handy vision mode to
                     give them an edge in combat.

King of the Hill --> King of the Jill retuns relatively unchanged from its
                     predecessor modes. Glowing zones will spawn around the map
                     and players need to stand inside the boundary of these
                     zones in order to score time in control of the hill. The
                     zones will move around to various locations around the map
                     after a short time to keep the action flowing across the
                     entire map. The goal is to be the only player inside the
                     scoring zone and accruing a specific time set by the game
                     type. If more than one person is in the hill, it will be
                     classified as contested and the timer will stop. 

Oddball -----------> Another returning mode. This one has players fighting over
                     posession of a ball. The person who holds onto the ball 
                     for the longest time wins! The catch is, the ball carrier
                     will be unable to use weapons.



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Ranks, Weapons, Abilities and Armor Unlocks [MPGRK]
===============================================================================

Halo 4's unlock system is tied into Spartan Ranks, the new levelling system 
that has been implemented in Halo 4. Players rank up by earning experience.This
can be done by participating in the game's competitive multiplayer, completing
challenges, earning commendations and taking part in the game's Spartan Ops
mode.

The maximum Spartan Rank available is level 50 and with each additional
rank you earn, you will unlock additional weapons, armor abilities, support 
upgradess, tactical packages and other various character improvements including
additional custom load-outs, and armor sets. Each level gained will also 
earn a Spartan Point which can be used to purchase unlocked firepower.

Heres a list of Ranks and unlocks I know of so far: 

-----------
SR Rank 01:
-----------
  > Primary Weapon ---> Assault Rifle
  > Secondary Weapon -> Magnum
  > Grenade ----------> Frag Grenades

-----------
SR Rank 02:
----------- 
  > Primary Weapon ---> DMR
  > Primary Weapon ---> Battle Rifle

-----------
SR Rank 03:
-----------
  > Unlock Armor Abilities
  > Armor Ability ----> Promethean Vision
  > Armor Ability ----> Thruster Pack

-----------
SR Rank 04:
-----------
  > Customisation ----> Foreground Emblems 1

-----------
SR Rank 05:
-----------
  > Primary Weapon ---> Covenant Carbine
  > Primary Weapon ---> Storm Rifle

-----------
SR Rank 06:
-----------
  > Load out ---------> Unlock Additional Load-out Slot 2
  > Armor Ability ----> Hologram
  > Armor Ability ----> Jet Pack

-----------
SR Rank 07:
-----------
  > New Ability ------> Unlock Tactical Packages
  > Tactical Packages-> Shielding
  > Tactical Packages-> Mobility

-----------
SR Rank 08:
-----------
  > Armor Unlock -----> warrior Helmet
  > Armor Unlock -----> warrior Torso
  > Armor Unlock -----> warrior Left Shoulder
  > Armor Unlock -----> Warrior Right Shoulder
  > Grenade ----------> Plasma Grenades
  > Secondary Weapon -> Plasma Pistol

-----------
SR Rank 09:
-----------
 > Armor Unlock ------> Forearms - Twin-Plated

-----------
SR Rank 10:
-----------
  > Armor Unlock -----> Legs - RG63 Couter
  > Armor Ability ----> Hardlight Shield
  > Armor Ability ----> Active Camoflage

-----------
SR Rank 11:
-----------
  > Armor Unlock -----> Air Assault Helmet
  > Armor Unlock -----> Air Assault Torso
  > Armor Unlock -----> Air Assault Left Shoulder
  > Armor Unlock -----> Air Assault Right Shoulder

-----------
SR Rank 12:
-----------
  > New Ability ------> Unlock Support Upgrades
  > Support Upgrade --> Ammo
  > Support Upgrade --> Dexerity

-----------
SR Rank 13:
-----------
  > Customisation ----> Unlock Heroic Stance on Player card

-----------
SR Rank 14:
-----------
  > Loadout ----------> Unlock Additional Load-out Slot 3
  > Tactical Packages-> Resupply
  > Tactical Packages-> AA Efficiency

-----------
SR Rank 15:
-----------
  > Armor Unlock -----> Soldier Helmet
  > Armor Unlock -----> Soldier Torso
  > Armor Unlock -----> soldier Left Shoulder
  > Armor Unlock -----> soldier Right Shoulder

-----------
SR Rank 16:
-----------
  > Armor Ability ----> Autosentry
  > Armor Ability ----> Regeneration Field

-----------
SR Rank 17:
-----------
  > Armor Unlock -----> Aviator Helmet
  > Armor Unlock -----> Aviator Torso
  > Armor Unlock -----> Aviator Left Shoulder
  > Armor Unlock -----> Aviator Right Shoulder

-----------
SR Rank 18:
-----------
  > Grenade ----------> Pulse Grenades
  > Secondary Weapon -> Bolt Shot

-----------
SR Rank 19:
-----------
  > Customisation ----> Foreground Emblems 2

-----------
SR Rank 20:
-----------
  > Armor Unlock -----> Solar Visor
  > Support Upgrade --> Awareness
  > Support Upgrade --> Sensor

-----------
SR Rank 21:
-----------
  > Customisation ----> Unlock Background for Emblems
  > Armor Unlock -----> Defender Helmet
  > Armor Unlock -----> Defender Torso
  > Armor Unlock -----> Defender Left Shoulder
  > Armor Unlock -----> Defender Right Shoulder

-----------
SR Rank 22:
----------- 
  > Armor Unlock -----> Forearms - GV-09 Locking
  > Primary Weapon ---> Light Rifle
  > Primary Weapon ---> Suppressor

-----------
SR Rank 23:
-----------
  > Armor Unlock -----> LG-50 Bulk Legs

-----------
SR Rank 24:
-----------
  > Tactical Packages-> Grenadier
  > Tactical Packages-> Firepower

-----------
SR Rank 25:
-----------

-----------
SR Rank 26:
-----------
  > Loadout ----------> Unlock Additional Load-out Slot 4
  > Armor Unlock -----> Recon Helmet
  > Armor Unlock -----> Recon Torso
  > Armor Unlock -----> Recon Left Shoulder
  > Armor Unlock -----> Recon Right Shoulder
  > Support Upgrade --> Explosives
  > Support Upgrade --> Ordinance Priority

-----------
SR Rank 27:
-----------
  > Armor Unlock -----> EVA Helmet
  > Armor Unlock -----> EVA Torso
  > Armor Unlock -----> EVA Left Shoulder
  > Armor Unlock -----> EVA Right Shoulder

-----------
SR Rank 28:
-----------
  > Customisation ----> Foreground Emblems 3

-----------
SR Rank 29:
-----------
  > Armor Unlock -----> Frost Visor

-----------
SR Rank 30:
-----------
  > Armor Unlock -----> Forearms - Inner-Plated 

-----------
SR Rank 31:
-----------
  > Armor Unlock -----> Legs - Outer-Plated

-----------
SR Rank 32:
-----------
  > Customisation ----> Unlock Assassin Stance on Player card

-----------
SR Rank 33:
-----------
  > Customisation ----> Background Emblems 2

-----------
SR Rank 34:
-----------
  > Armor Unlock -----> Forearms - Outer-Plated

-----------
SR Rank 35:
-----------
  > Armor Unlock -----> Legs - XG89 Narrow

-----------
SR Rank 36:
-----------
  > Customisation ----> Foreground Emblems 4

-----------
SR Rank 37:
-----------
  > Armor Unlock -----> war Master Helmet
  > Armor Unlock -----> War Master Torso
  > Armor Unlock -----> War Master Left Shoulder
  > Armor Unlock -----> War Master Right Shoulder

-----------
SR Rank 38:
-----------
  > Armor Unlock -----> Scout Helmet
  > Armor Unlock -----> Scout Torso
  > Armor Unlock -----> Scout Left Shoulder
  > Armor Unlock -----> Scout Right Shoulder

-----------
SR Rank 39:
-----------
  > Armor Unlock -----> Forearms - Contoured

-----------
SR Rank 40:
-----------
  > Armor Unlock -----> Legs - Contoured

-----------
SR Rank 41:
-----------
  > Loadout ----------> Unlock Additional Load-out Slot 5
  > Armor Unlock -----> Orbital Helmet
  > Armor Unlock -----> Orbital Torso
  > Armor Unlock -----> Orbital Left Shoulder
  > Armor Unlock -----> orbital Right Shoulder

-----------
SR Rank 42:
-----------
  > Armor Unlock -----> Infiltrator Helmet
  > Armor Unlock -----> Infilrator Torso
  > Armor Unlock -----> Infiltrator Left Shoulder
  > Armor Unlock -----> infiltrator Right Shoulder

-----------
SR Rank 43:
-----------
  > Armor Unlock -----> Hazop Helmet
  > Armor Unlock -----> Hazop Torso
  > Armor Unlock -----> Hazop Left Shoulder
  > Armor Unlock -----> Hazop Right Shoulder

-----------
SR Rank 44:
-----------
  > Customisation ----> Background Emblems 3

-----------
SR Rank 45:
-----------
  > Armor Unlock -----> EOD Helmet
  > Armor Unlock -----> EOD Torso
  > Armor Unlock -----> EOD Left Shoulder
  > Armor Unlock -----> EOD Right Shoulder

-----------
SR Rank 46:
-----------
  > Armor Unlock -----> Midnight Helmet

-----------
SR Rank 47:
-----------
  > Armor Unlock -----> Oceanic Helmet
  > Armor Unlock -----> Oceanic Torso
  > Armor Unlock -----> Oceanic Left Shoulder
  > Armor Unlock -----> Oceanic Right Shoulder

-----------
SR Rank 48:
-----------
  > Armor UNlock -----> Forearms - XV27 Shifting

-----------
SR Rank 49:
-----------
  > Armor Unlock -----> Legs - Overlocking

-----------
SR Rank 50:
-----------
  > Armor Unlock -----> Enforcer Helmet
  > Armor Unlock -----> Enforcer Torso
  > Armor Unlock -----> Enforcer Left Shoulder
  > Armor Unlock -----> Enforcer Right Shoulder
  > Customisation ----> Unlock Last Stand Stance on Player card

  > Unlock specialisation - Wetwork
  > Unlock specialisation - Operator
  > Unlock specialisation - Pioneer
  > Unlock specialisation - Engineer
  > Unlock specialisation - Tracker
  > Unlock specialisation - Rogue
  > Unlock specialisation - Stalker
  > Unlock specialisation - Pathfinder



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Specialisations [MPGSP]
===============================================================================

Specialisations are availbale for those long term players once they have
made it all the way to level 50. Similar to the tactical packages/support 
upgrades they provide an additional passive benefit to mak elife a little 
easier during online matches.

Once players reach level 50, they are able to choose a specialisation. They
will have to level through 10 levels at this specialisation in order to unlock
the armor mod, the armor itself along with weapon skins and some emblems and
backgrounds. Once the specialisation has been completed, players are free to
choose and work their way through another.

At the moment onlt two are available. These are Wetwork and Operator. The other
specialisations are planned to be rolled out in the coming months.

Here are a list of the current specialisations and unlocks available:


===============================================================================
Specialisation 1 - Operator:
===============================================================================
-----------------
Operator Rank 01:
-----------------
  > Customisation ----> Foreground Emblems (Operator)

------------------
Operator Rank  02:
------------------
  > Armor Unlock -----> Chest - Operator

------------------
Operator Rank  03:
------------------
  > Armor Unlock -----> Shoulders - Operator

-----------------
Operator Rank 04:
-----------------
  > Armor Unlock -----> Helmet - Operator

------------------
Operator Rank  05:
------------------
  > Customisation ----> Magnum skin
  > Customisation ----> Background Emblems (Operator)

------------------
Operator Rank  06:
------------------
  > Armor Unlock -----> Visor - Operator

------------------
Operator Rank  07:
------------------
  > Armor Unlock -----> Chest - Operator (Variant)

------------------
Operator Rank  08:
------------------
  > Armor Unlock -----> Shoulders - Operator (Variant)

------------------
Operator Rank  09:
------------------
  > Armor Unlock -----> Helmet - Operator (Variant)

------------------
Operator Rank  10:
------------------
  > Armor Mod --------> Wheelman



===============================================================================
Specialisation 2 - Wetworks:
===============================================================================
-----------------
Wetworks Rank 01:
-----------------
  > Customisation ----> Foreground Emblems (Wetworks)

------------------
Wetworks Rank  02:
------------------
  > Armor Unlock -----> Chest - Wetworks 

------------------
Wetworks Rank  03:
------------------
  > Armor Unlock -----> Shoulders - Wetworks 

-----------------
Wetworks Rank 04:
-----------------
  > Armor Unlock -----> Helmet - Wetworks 

------------------
Wetworks Rank  05:
------------------
  > Customisation ----> DMR skin
  > Customisation ----> Background Emblems (Wetworks)

------------------
Wetworks Rank  06:
------------------
  > Armor Unlock -----> Visor - Wetworks 

------------------
Wetworks Rank  07:
------------------
  > Armor Unlock -----> Chest - Wetworks (Variant)

------------------
Wetworks Rank  08:
------------------
  > Armor Unlock -----> Shoulders - Wetworks (Variant)

------------------
Wetworks Rank  09:
------------------
  > Armor Unlock -----> Helmet - Wetworks (Variant)

------------------
Wetworks Rank  10:
------------------
  > Armor Mod --------> Stealth



===============================================================================
Specialisation 3 - Pioneer:
===============================================================================
-----------------
Pioneer Rank 01:
-----------------
  > Customisation ----> Foreground Emblems (Pioneer)

------------------
Pioneer Rank  02:
------------------
  > Armor Unlock -----> Chest - Pioneer 

------------------
Pioneer Rank  03:
------------------
  > Armor Unlock -----> Shoulders - Pioneer 

-----------------
Pioneer Rank 04:
-----------------
  > Armor Unlock -----> Helmet - Pioneer 

------------------
Pioneer Rank  05:
------------------
  > Customisation ----> Plasma Pistol skin
  > Customisation ----> Background Emblems (Pioneer)

------------------
Pioneer Rank  06:
------------------
  > Armor Unlock -----> Visor - Pioneer 

------------------
Pioneer Rank  07:
------------------
  > Armor Unlock -----> Chest - Pioneer (Variant)

------------------
Pioneer Rank  08:
------------------
  > Armor Unlock -----> Shoulders - Pioneer (Variant)

------------------
Pioneer Rank  09:
------------------
  > Armor Unlock -----> Helmet - Pioneer (Variant)

------------------
Pioneer Rank  10:
------------------
  > Armor Mod --------> Fast Track


===============================================================================
Specialisation 4 - Engineer:
===============================================================================
-----------------
Engineer Rank 01:
-----------------
  > Customisation ----> Foreground Emblems (Engineer)

------------------
Engineer Rank  02:
------------------
  > Armor Unlock -----> Chest - Engineer 

------------------
Engineer Rank  03:
------------------
  > Armor Unlock -----> Shoulders - Engineer 

-----------------
Engineer Rank 04:
-----------------
  > Armor Unlock -----> Helmet - Engineer 

------------------
Engineer Rank  05:
------------------
  > Customisation ----> Suppressor skin
  > Customisation ----> Background Emblems (Engineer)

------------------
Engineer Rank  06:
------------------
  > Armor Unlock -----> Visor - Engineer 

------------------
Engineer Rank  07:
------------------
  > Armor Unlock -----> Chest - Engineer (Variant)

------------------
Engineer Rank  08:
------------------
  > Armor Unlock -----> Shoulders - Engineer (Variant)

------------------
Engineer Rank  09:
------------------
  > Armor Unlock -----> Helmet - Engineer (Variant)

------------------
Engineer Rank  10:
------------------
  > Armor Mod --------> Drop Recon



===============================================================================
Specialisation 5 - Tracker:
===============================================================================
-----------------
Tracker Rank 01:
-----------------
  > Customisation ----> Foreground Emblems (Tracker)

------------------
Tracker Rank  02:
------------------
  > Armor Unlock -----> Chest - Tracker 

------------------
Tracker Rank  03:
------------------
  > Armor Unlock -----> Shoulders - Tracker

-----------------
Tracker Rank 04:
-----------------
  > Armor Unlock -----> Helmet - Tracker

------------------
Tracker Rank  05:
------------------
  > Customisation ----> Boltshot Skin
  > Customisation ----> Background Emblems (Tracker)

------------------
Tracker Rank  06:
------------------
  > Armor Unlock -----> Visor - Tracker

------------------
Tracker Rank  07:
------------------
  > Armor Unlock -----> Chest - Tracker (Variant)

------------------
Tracker Rank  08:
------------------
  > Armor Unlock -----> Shoulders - Tracker (Variant)

------------------
Tracker Rank  09:
------------------
  > Armor Unlock -----> Helmet - Tracker (Variant)

------------------
Tracker Rank  10:
------------------
  > Armor Mod --------> Stealth



===============================================================================
Specialisation 6 - Rogue:
===============================================================================
-----------------
Rogue Rank 01:
-----------------
  > Customisation ----> Foreground Emblems (Rogue)

------------------
Rogue Rank  02:
------------------
  > Armor Unlock -----> Chest - Rogue 

------------------
Rogue Rank  03:
------------------
  > Armor Unlock -----> Shoulders - Rogue 

-----------------
Rogue Rank 04:
-----------------
  > Armor Unlock -----> Helmet - Rogue

------------------
Rogue Rank  05:
------------------
  > Customisation ----> Covenant Carbine skin
  > Customisation ----> Background Emblems (Rogue)

------------------
Rogue Rank  06:
------------------
  > Armor Unlock -----> Visor - Rogue

------------------
Rogue Rank  07:
------------------
  > Armor Unlock -----> Chest - Rogue  (Variant)

------------------
Rogue Rank  08:
------------------
  > Armor Unlock -----> Shoulders - Rogue (Variant)

------------------
Rogue Rank  09:
------------------
  > Armor Unlock -----> Helmet - Rogue (Variant)

------------------
Rogue Rank  10:
------------------
  > Armor Mod --------> Requisition



===============================================================================
Specialisation 7 - Stalker:
===============================================================================
-----------------
Stalker Rank 01:
-----------------
  > Customisation ----> Foreground Emblems (Stalker)

------------------
Stalker Rank  02:
------------------
  > Armor Unlock -----> Chest - Stalker 

------------------
Stalker Rank  03:
------------------
  > Armor Unlock -----> Shoulders - Stalker

-----------------
Stalker Rank 04:
-----------------
  > Armor Unlock -----> Helmet - Stalker

------------------
Wetworks Rank  05:
------------------
  > Customisation ----> Battle Rifle skin
  > Customisation ----> Background Emblems (Stalker)

------------------
Stalker Rank  06:
------------------
  > Armor Unlock -----> Visor - Stalker 

------------------
Stalker Rank  07:
------------------
  > Armor Unlock -----> Chest - Stalker (Variant)

------------------
Stalker Rank  08:
------------------
  > Armor Unlock -----> Shoulders - Stalker (Variant)

------------------
Stalker Rank  09:
------------------
  > Armor Unlock -----> Helmet - Stalker (Variant)

------------------
Stalker Rank  10:
------------------
  > Armor Mod --------> Nemesis



===============================================================================
Specialisation 8 - Pathfinder:
===============================================================================
-------------------
Pathfinder Rank 01:
-------------------
  > Customisation ----> Foreground Emblems (Pathfinder)

--------------------
Pathfinder Rank  02:
--------------------
  > Armor Unlock -----> Chest - Pathfinder 

--------------------
Pathfinder Rank  03:
--------------------
  > Armor Unlock -----> Shoulders - Pathfinder

-------------------
Pathfinder Rank 04:
-------------------
  > Armor Unlock -----> Helmet - Wetworks 

--------------------
Pathfinder Rank  05:
--------------------
  > Customisation ----> Assault Rifle skin
  > Customisation ----> Background Emblems (Pathfinder)

--------------------
Pathfinder Rank  06:
--------------------
  > Armor Unlock -----> Visor - Pathfinder 

--------------------
Pathfinder Rank  07:
--------------------
  > Armor Unlock -----> Chest - Pathfinder (Variant)

--------------------
Pathfinder Rank  08:
--------------------
  > Armor Unlock -----> Shoulders - Pathfinder (Variant)

--------------------
Pathfinder Rank  09:
--------------------
  > Armor Unlock -----> Helmet - Pathfinder (Variant)

--------------------
Pathfinder Rank  10:
--------------------
  > Armor Mod --------> Gunner




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Armor Mods [MPGAM]
===============================================================================
In addition to the tactical/support upgrades and the armor abilities, Halo 4
also features armor mods for high level players. Passive abilities that will
give you some unique traits to improve your effciency and combat effectiveness
in multiplayer. 

Each of these armor mods can be unlocked by ranking up to level 10 of the
specified specialisation. These specialisation classes can only be attempted
once you have reached level 50. 

Here is a list of the specialisations, the armor mods they unlock and what each
of them does.


Operator -------> Wheelman ----> Increases the durability of the game's
                                 vehicles in multiplayer and reduces the time
                                 that they are disabled when affected by Plasma
                                 Pistol bolts.

Wetwork --------> Stealth -----> Reduces movement noise, lowers assassination
                                 time and makes players less visible in
                                 Promethean vision.

Pioneer --------> Fast Track --> Increases the amount of XP earned.

Engineer -------> Drop Recon --> Players are alerted to the position of
                                 ordnance drops slightly before they actually
                                 happen.

Tracker --------> Requisition -> This mod allows players to reroll ordnance
                                 requests for better weapons.

Rogue ----------> Stability ---> Reduces flinching. Players can maintain their
                                 weapon stability even whilst being shot.

Stalker --------> Nemesis -----> Gives players a waypoint showing the last
                                 enemy that killed them.

Pathfinder -----> Gunner ------> Decreases time of overheating on stationary
                                 turrets and increases movement speed whilst
                                 carrying a detached turret around. 



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Multiplayer Weapons [MPGWP]
===============================================================================

Players will unlock the following weapons for use in custom loadouts as they
progress through the Spartan Ranking system. Once they are unlocked, they can
be purchased for the indicated number of spartan Points (SP). Note that all
the weapons in the game are not present to be unlocked: Rocket Launchers,
shotguns, sniper rifles to name but a few. These however can be found in maps
as power weapons.

Without any more blather, here's a list of all the unlockable weapons in the
game for use in loadouts and a brief description of each from the multiplayer
menu itself:


===============================================================================
Primary Weapons:
===============================================================================
Assault Rifle   
-------------
The assault rifle is the stock standard weapon in Halo 4 as it has been for
most of the series. It features a impressive rate of fire (not as impressive as
the SAW mind you) and is fairly accurate. The downside is it does take quite a
bit of ammo to kill someone with it! It is best at short-medium range 
encounters and followed up with a melee slap.

  > The Assault Rifle is unlocked from the get-go in multiplayer and will be
    your default primary weapon until you are able to unlock something new.


------------
Battle Rifle
------------
The battle rifle makes a return after a short hiatus from the series during the
events of Halo: Reach and it is just as good as we remember! it features a 
scope and fires a highly accurate three round burst, brilliant for popping the
heads of unshielded covenant forces! For the most efficiency, use it at
mid-long range.

  > The Battle Rifle is unlocked at Spartan Rank 2.
  > It costs 1 Spartan Point to Purchase.


------------
DMR
------------
The DMR replaced the Battle Rifle in Halo: Reach, but returns alongside its
predecessor in Halo 4. Both weapons are extremely effective at mid range, but
the DMR edges the battle rifle at long range. The DMR fires a single shell each
time and has a slower rate of fire than the battle rifle. It is a head shot
machine best used at mid-long range.

  > The DMR is unlocked at Spartan Rank 2.
  > It costs 1 Spartan Point to Purchase.


------------
Storm Rifle
------------
The storm rifle is the covenant equivalent of the assault rifle, dishing out a
similar amount of damage, but its rate of fire will increase the longer you 
hold the fire button down. On the negative side, you will be unable to  pick up
ammo for the storm rifle and will have to find another weapon to replace it. 
Additionally, if you hold the fire button down for too long, it will overheat 
and render it unusable for a few seconds. Most useful at short to medium range.

  > The Storm Rifle is unlocked at Spartan Rank 5.
  > It costs 2 Spartan Points to Purchase.


------------------
Covenant Carbine
------------------
Similar to both the battle rifle and the DMR. The covenant carbine has a scope
and therefore the accuracy of the aforementioned weapons. The big difference is
that it does less damage per shot, but has a larger ammo reserve and faster 
rate of fire than either of them. Best used at medium to long range.

  > The Covenant Carbine is unlocked at Spartan Rank 5.
  > It costs 2 Spartan Points to Purchase.


------------
Suppressor
------------
The suppressor is an almost copy and paste replica of the assault rifle 
although it has slightly more ammo capacity and does a little less damage. 
Again it is at its most effective at close-medium range.

  > The Suppressor is unlocked at Spartan Rank 22.
  > It costs 2 Spartan Points to Purchase.


-------------
Light Rifle
-------------
The light rifle is like a combination of the DMR and the battle rifle. It can 
fire a three round burst that mimics the battle rifle, but with the scope 
enabled it will fire off single shells like the DMR. Like the weapons it seems
to be made up from, it is very accurate and is most effective at medium range,
and to an extend long range when zoomed.

  > The Light Rifle is unlocked at Spartan Rank 22.
  > It costs 2 Spartan Points to Purchase.



===============================================================================
Secondary Weapons
===============================================================================
Magnum
-------------
The magnum is back and as powerful as ever. Featuring a scope, the ability to 
get headshot kills and fairly decent rate of fire, this bad boy has some 
serious stopping power for a sidearm. Best at close-medium range.

  > The Magnum is unlocked from the get-go in multiplayer and will be your
    default secondary weapon until you are able to unlock something new.


-------------
Plasma Pistol
-------------
The primary fire of the plasma pistol is next to useless, but holding the fire
button down will charge up a plasma ball that is extremely useful. Hitting an 
enemy with the secondary overcharge function is a sure fire way to take down a
brutes armor or destroy a jackals shield, leaving them open for a nice, clean
headshot. Additionally, if you can hit a manned vehicle with the overcharge, 
it will become temporarily disabled, giving players a window of opportunity to
kill the driver or hijack the vehicle. It is only really useful at short-mid
range.

  > The Plasma Pistol is unlocked at Spartan Rank 8.
  > It costs 2 Spartan Points to Purchase.


-------------
Boltshot
-------------
This is the promethean equivalent of the magnum and the plasma rifle. Similar
to the plasma pistol it has a charge up shot that can remove shields and has 
the rapid fire capability of the magnum although it does less damage.

  > The Boltshot is unlocked at Spartan Rank 18.
  > It costs 2 Spartan Points to Purchase.



===============================================================================
Grenades
===============================================================================
Frag Grenade
-------------
The standard grenade that has been in existance since the beginning of Halo. It
has a 3 second fuse that activates after contact with the ground. These will be
one of Master Chief's closest firends in Halo 4.

  > The Frag Grenades are unlocked from the get-go in multiplayer and will be
    your default grenade type until you are able to unlock something new.


----------------
Plasma Grenade
----------------
The plasma grenades have been a series stable since the original game and they
are a great addition. These covenant grenades will stick to organic matter when
thrown, allowing players to stick it to opponents or enemies for a bit of fun!
Funnily enough, they don't stick to walls.

  > The Plasma Grenade is unlocked at Spartan Rank 8.
  > It costs 2 Spartan Points to Purchase.


---------------
Pulse Grenade
---------------
Pulse grenades is the latest unique grenade typ to be implemented into the Halo
universe and have an interesting effect. Once they land, they generate a red 
sphere that will slow down and damage any enemy (health and shields) or 
vehicles in the immediate area before exploding after a few moments.

  > The Pulse Grenade is unlocked at Spartan Rank 18.
  > It costs 2 Spartan Points to Purchase.



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Power Weapons [PWRWP]
===============================================================================
In addition to the unlockable weapons, there are a number of weapons that can
only be found by picking them up on various maps and are not eligible to be
used in custom loadouts. These include:

     > Shotgun
     > Scatter Shot
     > SAW
     > Sniper Rifle
     > Sticky Detonator
     > Spartan Laser
     > Railgun
     > Rocket Launcher
     > Needler
     > Beam Rifle
     > Fuel Rod Gun
     > Incinerator Cannon




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Armor Abilities [MPGAA]
===============================================================================

The armor abilities that first made an appearance in Halo: Reach make a return
in Halo 4. Except for the armor lock ability which has gone the way of the dodo
and the sprint ability which has now been included as a standard addition to
gameplay, the rest have made a comeback. In addition there are several new
variants on offer to add a little Promethean flavor to Halo 4's multiplayer
gameplay.

You will unlock the use of armor abilities at Spartan Rank 3 and be able to 
unlock and purchase additional abilities as you move through the ranks.

Here's a list of the eight abilities on offer and the requirements to unlock
them along with their in-game descriptions:


------------------
Promethean Vision:
------------------
This handy ability allows players to activate a kind of 'Predator' vision mode
in which they can see the outlines of enemies through walls and other
obstacles.
                    
  > Promethean Vision is unlocked at Spartan Rank 3.
  > It costs 2 Spartan Points to Purchase.


-----------------
Thruster Pack:
-----------------
This move replaces the covenant roll ability from Halo: Reach and allows 
players to quickly move in a certain direction. great for avoiding enemy
projectiles and grenades or for quickly getting up close and personal with a
short range weapon.

  > The Thruster Pack is unlocked at Spartan Rank 3.
  > It costs 2 Spartan Points to Purchase.


-----------------
Hologram:
-----------------
using the hologram will cause a life-sized copy of your character to continue
running off in a straight line. Distracting enemies, allowing you to flank them
or move into cover to recover your shields whilst their attention elsewhere.

  > The Hologram ability is unlocked at Spartan Rank 6.
  > It costs 3 Spartan Points to Purchase.


-----------------
Jet Pack:
-----------------
The jetpack makes a return from Halo: Reach allowing you to boost up to out of
reach areas and survive large drops that would otherwise damage you.

  > The Jet Pack is unlocked at Spartan Rank 6.
  > It costs 3 Spartan Points to Purchase.


------------------
Hardlight Shield:
------------------
The hardlight shield appears to be halo 4's evolution of the 'armor lock' 
ability from Reach. This time, the shield acts more like a jackal's shield
(without the ability to weild a firearm simultaneously unfortunately). It 
protects from damage you might receive straight in front. Good for blocking
projectiles or for waiting on someone to run out of ammo before racing in to 
engage them.

  > The Hardlight Shield is unlocked at Spartan Rank 10.
  > It costs 3 Spartan Points to Purchase.


-------------------
Active Camouflage:
-------------------
Halo 4's cloaking ability. Activate it to become temporarily invisible. Use it
to sneak past enemies or perform a stealthy assassination from behind. Shooting
whilst cloaked will cause you to become slightly visible. As such, if you want
to shoot, weapons with a single shot would be a more complimentary option to
the ability than a rapid or burst fire weapon.

  > Active Camouflage is unlocked at Spartan Rank 10.
  > It costs 3 Spartan Points to Purchase.


-------------------
Autosentry:
-------------------
Using this ability will spawn a small floating sentry turret that will attack
hostile forces. best used whilst required to defend an objective.

  > The Autosentry armor ability is unlocked at Spartan Rank 16.
  > It costs 3 Spartan Points to Purchase.


--------------------
Regeneration Field:
--------------------
This will fix up the shields and health of all nearby friendlies.

  > The Regeneration Field is unlocked at Spartan Rank 16.
  > It costs 3 Spartan Points to Purchase.




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Tactical/Support Upgrades [MPSUG]
===============================================================================

Making an appearance for the first time in the Halo series are the brand
spanking new Tactical Packages and Support Upgrades. These are reminicent of
the perks seen in the Call of Duty games but have less of an impact on the
game. Instead they provide small, useful passive abilities that will increase
your efficiency during multiplayer gameplay. Players are able to equip one of
each type once the ability to equip them has been unlocked.

You will unlock the use of Tactical Packages at Spartan Rank 7 and Support 
Upgrades at Spartan Rank 12. Once unlocked, you'll be able to unlock and
purchase additional abilities as you move through the ranks.

Here's a list of the various Tactical/Support upgrades on offer in Halo 4 and
the requirements to unlock them along with their in-game descriptions:



===============================================================================
Tactical Packages:
===============================================================================
Shielding:
-------------
Description: Shielding speeds up your armor’s energy shield recharge rate.

  > The Shielding Package is unlocked at Spartan Rank 7.
  > It costs 1 Spartan Point to Purchase.


-------------
Mobility:
-------------
Description: Mobility allows unlimited sprint.

  > The Mobility package is unlocked at Spartan Rank 7.
  > It costs 1 Spartan Point to Purchase.


-------------
Resupply:
-------------
Description: Resupply allows the recovery of grenades from fallen allies and
             foes.

  > The resupply package is unlocked at Spartan Rank 14.
  > It costs 1 Spartan Point to Purchase.


--------------
AA Efficiency:
--------------
Description: AA Efficiency increases the rate at which energy recharges for
             Armor Abilities.

  > The AA Efficiency Package is unlocked at Spartan Rank 14.
  > It costs 1 Spartan Point to Purchase.


--------------
Grenadier:
--------------
Description: Grenadier increases grenade carrying capacity.

  > The Grenadier Package is unlocked at Spartan Rank 24.
  > It costs 1 Spartan Point to Purchase.


--------------
Firepower:
--------------
Description: Firepower allows the use of a primary weapon in the secondary
             weapon slot.

  > The Firepower Package is unlocked at Spartan Rank 24.
  > It costs 1 Spartan Point to Purchase.



===============================================================================
Support Upgrades:
===============================================================================
Ammo:
-------------
Description: Ammo increases the ammunition capacity for both starting weapons
             and ordnance drops.

  > The Ammo Upgrade is unlocked at Spartan Rank 12.
  > It costs 1 Spartan Point to Purchase.


-------------
Dexterity:
-------------
Description: Dexterity speeds up reloads and weapon swapping.

  > The Dexterity Upgrade is unlocked at Spartan Rank 12.
  > It costs 1 Spartan Point to Purchase.


-------------
Sensor
-------------
Description: Sensor increases motion sensor range.

  > The Sensor Upgrade is unlocked at Spartan Rank 20.
  > It costs 1 Spartan Point to Purchase.


-------------
Awareness
-------------
Description: Awareness allows the use of motion sensors while using a scope.

  > The Awareness Upgrade is unlocked at Spartan Rank 20.
  > It costs 1 Spartan Point to Purchase.


-------------
Explosives
-------------
  > The Explosives Upgrade is unlocked at Spartan Rank 26.
  > It costs 1 Spartan Point to Purchase.


--------------------
Ordinance Priority
--------------------
  > The Ordinance Priority Upgrade is unlocked at Spartan Rank 26.
  > It costs 1 Spartan Point to Purchase.

Description: In modes with personal ordnance, Ordnance Priority offers more
             frequent ordnance drops to user.



===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Loadouts [MPSLO]
===============================================================================

As with Halo: Reach, players are able to select a loadout upon starting a map
to select which weapons they are going to spawn with. Unlike Halo: Reach, in 
Halo 4 players are able to create and utilise their own custom loadouts rather
than the set class load-outs Reache offered. Whilst you'll be pretty limited in
options to begin with, as you rank up and unlock additional weapons, armor
abilities and upgrades, the ability to customise your loadout to match a
specific game-style increases dramatically.

To cater for the increasing number of options availble, the game will unlock
additional custon loadout slots at Spartan Rank 6, 14, 26 and 41.

Note that you can change your loadouts on the fly from within a match, but this
will leave you open to attack whilst you are menu surfing, so onec you have 
unlocked a couple of additional load out slots, you would be wise to set up a
few loadouts for specific combat situations.

Whilst creating loadouts, you need to take a few things into consideration:

Identify the size of the maps you want to play on and the range of visibility
of players on the map. For larger, open maps such as Ragnarok or Vortex
mid-long range weaponry such as the DMR or Light Rifle will be more beneficial
than the short-mid ranged firearms such as the assult rifle or storm rifle.
Whereas the reverse would be true for the smaller maps like Adrift and Haven.

Next think about what you want to unlock as you level. Choose a playstyle or
two that suits you and purchase the armor abilities and tactical/support 
upgrades that compliment the weapons you want to play with. 

The increased number of custom loadouts gives you the ability to create a setup
for just about every type of combat gameplay that Halo 4's maps can throw at
you. Here are a few recommended loadout weapons for focusing on specific combat
situations. How you build your own load outs is up to you!


--------------------------
Close Quarters/Short Range
--------------------------
Maps: Adrift, Haven, Abandon

Primary  : Assault Rifle
Secondary: Magnum, Boltshot
A Ability: Prothean Vision, Thruster Pack, Hardlight Shield, Active Camouflage
Tactical : Any
Support  : Any


---------------
Short/Mid Range
---------------
Primary  : Assault Rifle, Battle Rifle, Covenant Carbine
Secondary: Magnum, Boltshot
A Ability: Prothean Vision, Thruster Pack, Hardlight Shield, Active Camouflage,
           Hologram 
Tactical : Any
Support  : Any


---------
Mid-Range
---------
Primary  : Assault Rifle, Battle Rifle, DMR, Covenant Carbine, Light Rifle
Secondary: Magnum, Boltshot
A Ability: Thruster Pack, Hardlight Shield, Active Camouflage 
Tactical : Any
Support  : Any


--------------
Mid/long Range
--------------
Primary  : DMR, Covenant Carbine, Light Rifle
Secondary: Magnum, Boltshot
A Ability: Hardlight Shield, Active Camouflage, Hologram 
Tactical : Any
Support  : Any


----------
Long Range
----------
Primary  : DMR, Light Rifle
Secondary: Magnum, Boltshot
A Ability: Hardlight Shield, Active Camouflage, Hologram 
Tactical : Any
Support  : Any




===============================================================================
-------------------------------------------------------------------------------
===============================================================================
Multi-Player Maps & Tactics [MPTAC]
===============================================================================

There are 13 multiplayer maps packaged into Halo 4 with 3 being used
exclusively for Forge Mode and offline multiplayer only (for the moment at
least) and the remaining 10 have been placed into the rotation for Halo 4's
online multiplayer component.

Heres a brief overview of each level, with weapon spawn points, objective
locations and level specific strategies and loadouts.


+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
As always, if I have missed something, or if you have an interesting or useful
strategy or tactic, please swing down to the contact section and drop me a line
and Im more than happy to include it! 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


As there is a fair bit of text below, I've put in these shortcuts for your
convenience. As with the table of contents, simply copy and paste the code next
to the map of interest in the Find menu (Ctrl + F) to get down to where you
want to go in no time.

          > Abandon  [MPTCA]
          > Adrift   [MPTCB]
          > Complex  [MPTCC]
          > Exile    [MPTCD]
          > Haven    [MPTCE]
          > Longbow  [MPTCF]
          > Meltdown [MPTCG]
          > Ragnarok [MPTCH]
          > Solace   [MPTCI]
          > Vortex   [MPTCJ]


-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Abandon [MPTCA]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Abandon is one of the smaller maps in Halo 4’s multiplayer contingent and
supports games of up to 4 v 4. This map is dominated by a three-tiered central
structure [Central Structure] with an open, natural zone filled with rocks,
tree roots and other view-obstructing objects on one side [Natural Zone] and a
two levelled structure [Two-tiered building] on the other which is flanked by
a pair of raised rocky ledges on either side that continue along the edges of
2/3 of the length of the map. There are no vehicles supported on this map.

Between the two, man-made structures is a courtyard [Courtyard] littered with
crates. This area also has entrances to the [Central Structure], [Two-tiered
building] and the two rocky paths.

Looking at the [central structure] from the [natural zone], the two rocky
pathways lining the edge of the map either side of the central structure and
linking up directly with the [two-storied structure] at the end of the map can
be distinguished by the presence of purple trees on the right side [Purple tree
ledge] and a cave with a slightly bluish tint on the other [Blue Cave Path].

To access the [central structure], players can climb the dirt ramp directly in
front of it in the [natural zone] area, enter the door via ground level, 
jumping across to it from the two-tiered building or using the conveniently
placed bridges leading from the [Blue cave/Purple tree] pathways along the
edges of the map.

There are three gravity lifts, with two being located inside the structures
and a third in a hollowed out cave beneath a tree near the [bluish caves].

The tactically important areas are: [Natural zone], [Central Structure], [Two-
tiered building], [Courtyard], [Purple path] and the [blue cave path].


----------------------
Set Weapon Placements:
----------------------

  > Scattershot --–> In the lab area on the ground level of the [central
                     structure].

  > Needler ------–> In front of the dirt ramp at ground level leading up to the
                     [purple tree ledge] closest to the [two-tiered structure].
  > Needler -------> In front of the dirt ramp at ground level in the natural
                     area leading up to the [central structure].

  > Frag Grenades –> On the [blue cave ledge] overlooking the [Courtyard]
                     between the structures near the gravity lift beneath the
                     tree.
  > Frag Grenades -> On the [purple tree path], overlooking the [natural zone].


----------------------
Set Vehicle Locations:
----------------------
There are no vehicles on this map.


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - On the top floor of the [two-story building].
      > Blue Flag- At the base of the dirt ramp leading up to the [central
                   structure] from the [natural zone].

>>> Extraction
      > Terminal A - In the centre of the top level of the [central building].
      > Terminal B - On the [purple tree ledge], close to the bridge leading to 
                     the [Central Structure].
      > Terminal C - On the [Blue cave Ledge] near the exit from the lift in
                     the tree.
      > Terminal D - Just outside the main door to the [Central Structure] in 
                     the [Natural Zone].
      > Terminal E - In front of the dirt ramp at ground level leading up to
                     the [purple tree ledge] closest to the [two-tiered
                     structure].

>>> King of the Hill
      > Zone A  – In the centre of the top level of the [central building].
      > Zone B  - On the [purple tree ledge], close to the bridge leading to 
                  the [Central Structure].
      > Zone C  – At the top of the dirt ramp leading up to the [central
                  structure] from the [natural zone]. 
      > Zone D  – Top floor of the [two story building].
      > Zone E  - On the ground level, next to the ramp leading up to the [blue
                  cave path] from the [Natural Zone].

>>> Oddball
      > In the centre of the top level of the [central building].


-------------------
Suggested Loadouts:
-------------------
Thanks to its crowded nature and lack of lengthy lines of sight, the best bet
for success on abandon is to choose a loadout that will do well at short-mid
range. Most armor abilities have some good effects on gameplay in this level
and Promethean vision is especially useful in the [Natural Zone], but the
Jetpack is also useful to access the vertical sections of the map quickly and
effectively. Be sure to experiment to find out the types of abilities suit you.

Primary  : Assault Rifle, Battle Rifle, Covenent Carbine
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Promethean Vision, Jetpack, Hardlock Shield, Active Camouflage,
           Thruster Pack, Hologram.
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

  > The [Natural Zone] is filled with rocks, trees and other obstacles that
    severely limit your line of sight. This zone is best suited to short range
    combat, and abilities such as thruster Pack can bridge the gap between you
    and enemy soldiers quickly. Using Promethean vision here can give you an
    advantage over foes in the same position.

  > One of the best places for snipers to hide out is in the [Natural zone] 
    looking back towards the main bases. Due to the abundance of cover and the
    ability to see the upper levels of the [Central Structure] and to some
    degree the [Purple/Blue Paths] enemies will rarely see you before you can
    shoot them. 

  > The two [Paths] along the ledges upon either side of the map provide
    descent lines of sight and are often the favorite hangout of those with
    battle rifles and other mid-long range weaponry.

  > The [Courtyard] features a number of crates to hide behind. This is perfect
    to set a trap - have a ranged shooter or two stand in the [Two-tiered
    structure] and fire at enemy combatants, whislt some of the rest of the
    team hide behind the crates. As the enemies come to clear out the snipers,
    attack or assassinate them unexpectantly from the crates as they run past.

  > The lower levels of the buildings are golden opportunity for a number of
    kills for a player who manages to get their hands on a shotgun or the
    scattershot.

  > In most gametypes, one team will often attempt to dominate the [Central
    structure]. It provides nice sight lines over and easy access to all other
    regions of the level. 

  > If a team is holding onto the [Central building] the problem with this is
    that firstly the other team will know exactly where to find them and
    secondly, due to the sheer number of entrances leading into the building,
    it can be quite difficult to defend without solid communication. It is best
    to lock down the top floor by itself in order to maintain easy access to
    the other parts of the map as previously stated.

  > The gravity lifts can be used as grenade carriers, simply toss one in there
    to have it be sent up to a higher level. Perfect for clearing out a lift
    camper or defenders from a landing zone before entering yourself.

            
-------------------------------------------------------------------------------
Got a sexy hint or tip for Abandon? Head down to the contact section and let me
know, if I like it I will include it in the guide and credit you for your
contribution. Huzzah!
-------------------------------------------------------------------------------
               
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Adrift [MPTCB]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Adrift is a symmetrical map featuring an open base at either end of the map
with a central region housing a large, non-usable bipedal mech. Like Abandon,
it does not include any vehicles and its long narrow corridors and constrictive
indoor zones make it suited to all types of combat from close-mid-long range..
      
The blue team spawn base on this map features a construction type region with
a couple of cranes [Construction base] whilst the red spawn point base has a
refinery feel to it with a few chimneys throwing up flames [Refinery Base].Each
base consists of an open area with two doors on the ground level leading to
hallways around the outside of the map and a catwalk above leading directly to
a balcony overlooking the Central area [Mech Room].

Whilst following the walkways from the bases around the outside of the region
you will find a small, open platform on either side of the map [Intermediary
Platforms]. From these platforms, you will find blue jump pads that will
launch you to the [Construction/Refinery Bases].

The [Mech room] has a pair of balconies at the top leading from either base as
well as a raised central platform dominated by the mech and housing one of the
map’s power weapons. These overlook a middle level featuring four quick exits
to the two bases and intermediary platforms and a ground level which has a pair
of gravity lifts that will place you into the upper hallways running along the
edge of the map and stairs leading to the mid-level mech room platforms.

There are two hallways and two tunnels around the outside of the map that can
be differentiated by the colours on the walls. The hallways are long, straight
passages and feature blue monitors [Blue Hallway] or orange magma tubes [Red
hallway]. These lead from the bases to the intermediary platforms and contain
doors leading to the 2nd level platforms in the Mech room. Additionally, the
tunnels also lead from the bases to the intermediary platforms but are
different from the hallways in that they are slightly shorter and allow access
to the ground level of the mech room. One of these features orange magma tubes
[Red tunnel] and the other does not [Blue Tunnel].

The tactically important areas are: [Mech Room], [top Centre][Refinery Base],
[Construction Base], [Intermediary Platforms], [Red Tunnel], [Blue Tunnel], 
[Red Hallway] and [Blue Hallway].


----------------------
Set Weapon Placements:
----------------------
  > Energy sword ----–> Beneath the mech on the [Top Centre] platform in the
                        Mech room.

  > Scattershot -----–> On the intermediary platform between the [red hallway] 
                        and the [blue tunnel].

  > Sticky Detonator –> On the intermediary platform between the [blue hallway]
                        and the [red tunnel].

  > Frag Grenades ---–> On the catwalk in the [Construction base].
  > Frag Grenades ---–> On the catwalk in the [Refinery Base].
  > Frag Grenades ---–> On the ground floor of the [Mech room] behind the
                        stairs leading to the second level of the room.
  > Frag Grenades ---–> On the ground floor of the [Mech room] behind the
                        stairs leading to the second level of the room opposite
                        the other frag grenade location mentioned above.


----------------------
Set Vehicle Locations:
----------------------
There are no vehicles on this map.


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - On catwalk in the [Refinery base].
      > Blue Flag- On catwalk in the [Construction base].

>>> Extraction
      > Terminal A - On the intermediary platform between the [Red hallway] and
                     the [Blue tunnel].
      > Terminal B - On the intermediary platform between the [blue hallway] and
                     the [red tunnel].
      > Terminal C - In the [blue hallway].
      > Terminal D - On the ground floor of the [Mech room].
      > Terminal E - Beneath the mech on the [Top Centre] platform in the [Mech
                     Room].

>>> King of the Hill
      > Zone A  – Beneath the mech on the [Top Centre] platform in the [Mech
                  Room].
      > Zone B  - On the intermediary platform between the [blue hallway] and
                  the [red tunnel].
      > Zone C  – On catwalk in the [Refinery base].
      > Zone D  – In the [blue hallway].
      > Zone E  - At ground level in the [Construction base].

>>> Oddball
      > Beneath the mech on the [Top Centre] platform in the [Mech Room].


-------------------
Suggested Loadouts:
-------------------
Whilst there is an argument for the constrictive indoor spaces to be more
conducive to short-mid range weponry, the lengthy lines of sight across the
bases and down the narrow, straight hallways mean that mid-rage weaponry can
also be brought into play. In terms of armor abilities, due size and design of
the map Promethean vision is pretty hard to top, although others have benefits
as well.

Primary  : Assault Rifle, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Promethean Vision, Hardlight Shield, Active Camouflage, Thruster
           Pack
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

  > The two [Bases] and the [Mech Room] house the majority of the power weapons
    and objectives on Adrift, but it is usually the narrow corridors and
    tunnels linking these areas together that see the most action. With
    Promethean vision equipped, you can quickly scope out a room before
    entering to check for hostiles.

  > There is often a rush for the power weapon in the [Mech Room] and the 
    [Intermediary Platforms] at the start, if you can arrive at the same time,
    a few well placed grenades can cause a lot of carnage!

  > The hallways are full of side passages, and sneaky players can use these to
    their advantage to flank unaware players running past.

  > The jump pads available at the [Intermediary Platforms] are a quick and
    seriously underutilised method of quickly entering either [Base] during
    non team-based matches.
  
  > The jump pads are much more utilised during team games. whilst on defense
    and you see an enemy flying over to you, drop a grenade or two in the zone
    that they are likely to land and mop them up if it doesn't kill them
    immediately.

  > During team matches, maintaining a presence in the hallways is reccomended.
    Not only can you keep an eye on your base, but you'll have easy acces to
    the [Mech room] and [Intermediary Platforms].

  > The gravity lift can be used as grenade carrier, if Promethean vision
    reveals another player in the hallway above, simply toss a grenade into the
    lift before following it up to finish off an injured enemy. Perfect for
    clearing out a lift camper or defenders from a landing zone before entering
    yourself.


-------------------------------------------------------------------------------
Got a sexy hint or tip for Adrift? Head down to the contact section and let me
know, if I like it I will include it in the guide and credit you for your
contribution. Huzzah!
-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Complex [MPTCC]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Complex is the first of Halo 4’s big maps. It consists of a fairly open area
populated by a main central building and several smaller adjacent and
surrounding structures with plenty of exposed ground in between. Additionally,
this map has vehicles with mongoose and ghost spawning positions near the
buildings surrounding the central structure.

The red base features an above ground structure [Red Warehouse] near a water
tank with a raised platform giving a good view over the open area below between
the central structures and the base. The Blue base on the other hand exists in
front of a large, closed gate and consists of a pair of underground structures:
a garage type area [Blue Garage] and another building with a slightly elevated
roof above it with a helipad [Blue helipad].

The large main structure [Factory] and its walled courtyard [Courtyard] split
the map in half. The inside of the Central structure has two floors, with the
bottom floor giving access to the ground level of the courtyard and exits to
the outdoor areas facing both the red and blue bases. The upper floor has an
open area at the back, allowing vehicles to traverse the two sides of the map
and has open doors that lead out onto walkways above the courtyard below. One
of these in turn leads to an adjacent structure close to the red base
[Mini-Jerk]. Note there is a ramp leading to the roof of this building and
there is also a gravity lift on the Red base side of this structure at ground
level.

The walkway closest to the blue side and the walkway on the opposite side of
the Red adjoining structure continue until they reach a secondary main building
- the [Computer Room] that continues the line from the [Factory] to split
the rest of the map in two.

The [Computer Room] building has a small indoor area and space for vehicles to
travel below it. It also has a number of ramps leading up to its roof, which
is a very good place for snipers to hole up.

Thanks to its abundance of open areas, mid-long range combat is the order of
the day on this map.

The tactically important areas are: [Factory], [Courtyard], [Computer Room],
[Courtyard], [Mini-Jerk], [Red warehouse], [Blue Garage] and [Blue Helipad].


----------------------
Set Weapon Placements:
----------------------
  > Energy sword -–> On a raised platform in the [Courtyard].

  > Sniper Rifle -–> On the top of the [Blue Helipad] Building.

  > Sniper Rifle -–> on the ground behind the [Red Warehouse] building.

  > Scattershot –--> In the tunnel allowing vehicle access between both sides
                     of the map at the back of the second floor of the 
                     [Factory] structure.

  > Frag Grenades –> Inside the [Computer Room] structure.
  > Frag grenades –> Inside the [Mini-Jerk] structure.


----------------------
Set Vehicle Locations:
----------------------
Blue Garage   : Ghost, Mongoose
Red Warehouse : Ghost, 2x Mongoose


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - On the ground between the [Red Warehouse] and a water tank.
      > Blue Flag- On the ground between the [Blue Garage] and the [Blue
                   Helipad].

>>> Extraction
      > Terminal A - In the [Courtyard].
      > Terminal B - In the road beneath the [Computer Room] Structure.
      > Terminal C - Under the ramp on the lower floor of the [Factory].
      > Terminal D - On the road at the back of the [Factory].
      > Terminal E - On the walkway between the [Mini-Jerk] and the [Computer
                     Room] structure.

>>> King of the Hill
      > Zone A  – Inside, on the second floor of the [Factory] structure.
      > Zone B  - Inside the [Computer Room] building.
      > Zone C  – On the road below the [Computer Room] building.
      > Zone D  – On the second floor of the [Red Warehouse] building.
      > Zone E  - On top of the ]Blue Garage] building.
      > Zone F  - On top of the [Mini-Jerk] Structure.
      > Zone G  - On the [Blue Helipad] building.

>>> Oddball
      > On the walkway between the [Mini-Jerk] and the [Computer Room]
        Structure.


-------------------
Suggested Loadouts:
-------------------
Complex's wide open areas and vantage points mean it that it is rife with
medium to long range combat. It can be useful to pack a plasma pistol to
neutralise enemy vehicles. I found Jetpacks and Holograms to be the pick of the
armor abilities on this maps, so be sure to pick some tactical/support upgrades
to compliment one of those!

Primary  : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Any
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram.
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

  > Almost every time this map loads up, the team that wins is the team that 
    stakes out and holds the roof of the [Computer room] building. From here 
    players have a nice, open view of almost the entire map and due to the
    limited access points, this it can be remarkably easy to defend for a
    good team. From here it is just a matter of sniping the other team into
    submission.

  > To counter-act the [Computer Room] camp site, players can try to snipe or 
    use holograms from the [Factory] or one of the base areas in an attempt to
    distract the opponents so that your team can launch a counter offensive on
    the position. Communication is key!

  > Avoid wandering through the open areas between the various buildings unless
    your team holds the ares on either sides or you are asking for a quick
    death.

  > Try to avoid the [Factory] and its walkways if you are not packing a close
    range weapon as many players seem to be drawn here and these areas see the
    majority of the action. 

  > Ghosts can be highly effective on this map, either for vehicular
    manslaughtering enemies in the open ground or mowing them down with its
    rapid plasma fire. It is possible to get ghosts onto the walkways and upper
    areas (just FYI!).

-------------------------------------------------------------------------------
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-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Exile [MPTCD]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Exile is perhaps the largest map in Halo 4 and also one of the most enjoyable.
It is based around the crashed star ship that still perches perliously atop the
rocky cliffs around the edges of the area. The play area consists of a large
central rocky structure with a few derelict buildings at its base and buildings
caves of some description in all four directions away from the centre.

The [Blue Base] is located in a large bunker nestled below a rocky cliff wall
close to a large locked gate and across an open field from a turbine hanging
off the rocky structure part of the centre of the map.  The inside of the base
has a pair of floors, with the second floor having a passage out to a balcony
area with a turret on it overlooking the open area below.

The [Red Base] is on the direct opposite side of the map from the [Blue Base].
It is smaller than the blue base and similarly features a lower and upper
level.  The bottom floor has a [Gold Lift] leading up to the second floor and
the upper level has a turret overlooking the structures in the central region
of the map.

The central area is essentially a giant donut with a road around the central
region with a pair of bridges across trenches at different points around the
ring. In front of the [Red Base] You’ll see a structure in front and to the
left [Campsite], there is a tarpaulin on top and a tunnel below as well as a
ramp leading up to the top of the structure. To the right of these is the large
rocky outcrop that dominates the centre of the map and built into this is a
[Control Centre]. Below this is a series of tunnels that allow infantry to
progress from one side of the map to the other. From the control centre, there
is also a ramp [Connector] leading down to a trench beneath a bridge. From
here we can see a cave to the left [Alcove] containing the Scorpion on some
game types.

To the left and right of the [Alcove] are tunnels providing safe passage for
non-vehicular combatants to traverse the side of the map.

From the [Campsite] there is a passage through a trench below another bridge
around the central road leading to a structure built into the cliff face
[Hangar] there is a banshee in here on some game types.  In this same area,
you will also find a series of caves that lead from the [Red Base] side to the
[Blue Base] side of the map.

Between the [Blue Base] and the cave leading to the [Hanger] to the left you’ll
find a jump pad [Valley lift] that will deposit you on a platform in the cave
system housing the [Control Centre].  Between the [Red Base] and the [Alcove]
you will find another jump pad [Red Lift] which will deposit you at the
entrance to the [Red base].

Either side of the [Hangar] building you will find rocky structures [Red Rocks]
and [Blue Rocks] that will provide some cover for advancing ground forces from
vehicle fire and some good sniping positions.

The tactically important areas are: [Blue Base], [Red Base], [Gold Lift], 
[campsite], [Control Centre], [Connector], [Alcove], [Hangar], [Valley Lift]
[Red Lift], [Red Rocks] and [Blue Rocks]


----------------------
Set Weapon Placements:
----------------------
SAW -------------> Just outside the [Red Base] between the base itself and the
                   [Campsite].
SAW -------------> Just outside the [Blue Base] between the base itself and the
                   cave leading to the [Control Room].

Sniper Rifle ----> On the ground in the open between the [Red Base] and the
                   [Red Lift].
Sniper Rifle ----> In front of the [Blue rocks] to the right of the [Blue 
                   Base].

Rocket Launcher -> Next to the bridge down the [connecter] from the [Control
                   Room].

Pulse Grenade ---> In the courtyard between the [Campsite] and the entrance to
                   the [Control Room].

Plasma grenade --> In front of the gate to the left of the [Blue Base].
Plasma Grenade --> Behind the [Red Rocks] to the left of the [Red Base].


----------------------
Set Vehicle Locations:
----------------------
Blue Base  : Warthog, Warthog (Guass), Mongoose
Red Base   : Warthog, Mongoose
Alcove     : Scorpion
Hangar     : Banshee
Valley Lift: Ghost
Red rocks  : Ghost


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - At the [Red Base].
      > Blue Flag- at the [Blue Base].

>>> Dominion
      > Base A - At the top of the [Gold Lift] on the top floor of the [Red
                 Base] in the turret area.
      > Base B - In the [Control Room].
      > Base C - Inside the [Blue Base] on the ground floor.

>>> Extraction
      > Terminal A - At the [Campsite].
      > Terminal B - In the cave below the [Control Room].
      > Terminal C - Between the [Blue Base] and the cave leading to the tunnel
                     that goes up to the [Control Room].
      > Terminal D - Directly in front of the [Gold Lift] at the lower room of
                     the [Red Base].
      > Terminal E - In the banshee spawn point in the [Hangar].

>>> King of the Hill
      > Zone A  – In the [Control Room].
      > Zone B  - In the [Alcove] behind the Scorpion spawn point.
      > Zone C  – In the banshee room in the [Hangar].
      > Zone D  – inside the [Blue Base].
      > Zone E  - At the top of the [Gold Lift] on the top floor of the [Red
                  Base] in the turret area.
      > Zone F  - At the trench by the [Campsite].

>>> Oddball
      > In the cave below the [Control Room].


-------------------
Suggested Loadouts:
-------------------
The map is fairly large and open, meaning that your mid-long range rifles will
work a treat, however there are still a number of caves and other indoor areas
that will be more beneficial to approach with a short-mid range weapon in hand.
As such, this is a map where just about anything goes, so pick a tactic you
like or switch between loadouts between spawns as you please.

Primary  : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram.
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

  > There is often a rush for the banshee in the [Hangar] and the scorpion in
    the [Alcove] and at the start, if you can get a long ranged weapon, you
    can rack up a few kills before someone finally manages to pilot either.

  > In addition to the heavy vehicle focus, the power weapons on the map also
    play a crucial role. If one team can grab the scorpion AND pick up the
    power weapons, they are going to have a major advantage.

  > Whilst in a vehicle, remember that there are a lot of power weapons on the
    map that can destroy you fairly quickly. As such, you will never want to
    sit in the same spot for too long and keep moving constantly - especially
    in the easier to spot vehicles such as the banshee!

  > The road around the central structure is essentially a vehicular hotbed, so
    a single spartan with a plasma pistol can cause a lot of chaos by using
    the charge function to disable the enemies vehicles, exposing them to
    attack from a power weapon or two.

  > If you are unlucky enough to have not snagged a vehicle, you can work your
    way between the rocks and tunnels along the edges of the maps which provide
    great cover from vehicular-based attacks and can cater nicely for snipers.

  > Hologram is definitely one of the more useful abilities as it can be used
    to distract vehicles and opponents and allow you to bypass them undetected.


-------------------------------------------------------------------------------
Got a sexy hint or tip for Exile? Head down to the contact section and let me
know, if I like it I will include it in the guide and credit you for your
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-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Haven [MPTCE]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Haven is another of Halo 4’s small maps. It features a large promethean
structure with two levels throughout. The red and blue bases are separated by
a short bridge with a large semi-circular platform providing an alternate
route. The upper level feels more open and thus tailored towards mid-long range
playing styles whilst the lower deck feels more cramped and claustrophobic,
giving those short-mid range styles of gameplay a place to shine as well.

The Blue Base is located on the diamond-shaped ramp [Open Ramp], which is
the largest of the four downwards ramps. The Red base is located on the ramp
[Closed Ramp] across the bridge [Closed Bridge] directly opposite the
Open ramp. On the top deck of the map, the largest platform is close to the
blue base. From this, a straight lengthy platform extends to either side [Blue
Bridge] and [Red Bridge]. At the end of each of these platforms are ramps
leading down to the lower deck [Blue Ramp] and [Red Ramp].Also the beginning of
the upper semi-circular platform [Red Street] and [Red Street] which come
together directly in front of the Closed Ramp.

At several points around the upper deck of the map, there are gaps along the
wall of the upper circle and cracks in the bridge and upper straight platforms
that will allow you to quickly access the lower deck if required.

The lower platform is almost identical to the top deck.  The difference here
is there a lot more structural obstructions about. This again is made up of a
lower bridge [Closed Tunnel], a long, straight lower hallway [Red Tunnel]
and [Blue Ramp] a lower semi-circular pathway [Lower Circle]. The lower circle
here also features a pair of blue jump pads that will place players back on
the upper deck. 

The tactically important areas are: [Open Ramp], [Closed Bridge], [Red Bridge],
[Blue Bridge], [Red Street], [Blue Street], [Closed Ramp], [Red Ramp], 
[Blue Ramp], [Closed Tunnel], [Blue Tunnel], [Red Tunnel], [Lower Circle].


----------------------
Set Weapon Placements:
----------------------
  > Sticky Detonator–> On the [Upper Circle] platform, to the right if coming
                       up from the [Open Ramp].

  > Needler --------–> On the [Upper Circle] platform, to the left if coming
                       up from the [Open Ramp].

  > Scattershot ----–> In the middle of the [Closed Tunnel] on the lower deck.

  > Frag Grenades --–> At the bottom of the [Open Ramp].
  > Frag Grenades --–> At the bottom of the [Closed Ramp].

  > Pulse Grenades -–> In an alcove along the [lower Circle] platform.
  > Pulse Grenades -–> In an alcove directly opposite the above pulse grenades
                       along the [lower Circle] platform.

  > Plasma Grenades –> At the bottom of the [Blue Ramp].
  > Plasma Grenades –> At the bottom of the [red ramp].


----------------------
Set Vehicle Locations:
----------------------
There are no vehicles on this map.


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - On the [closed Ramp].
      > Blue Flag- On the [Open Ramp].

>>> Extraction
      > Terminal A - On the lower deck in between the [Red Tunnel] and the
                     [Blue Tunnel].
      > Terminal B - On the raised platform at the top of the [Closed Bridge] 
                     at the top of the [Closed Ramp].
      > Terminal C - Underneath the [Open Ramp].
      > Terminal D - Next to the gap on the [Red Bridge].
      > Terminal E - At the bottom of the [Blue Ramp].

>>> King of the Hill
      > Zone A  – On the large platform at the top of the [Open Ramp].
      > Zone B  - On the raised platform at the top of the [Closed Bridge] at
                  the top of the [Closed Ramp].
      > Zone C  – At the top of the [Blue Ramp].
      > Zone D  – On the [Closed Ramp].
      > Zone E  - On the [Open Ramp].
      > Zone F  - On the lower deck in between the [Red Tunnel] and the [Blue
                  Tunnel].
      > Zone G  - Along the lower Circular passage on the Blue side of the map.
      > Zone H  - Along the lower Circular passage on the Red side of the map.

>>> Oddball
      > In the middle of the [Closed Tunnel] on the bottom level.


-------------------
Suggested Loadouts:
-------------------
Haven provides combat areas for both short-mid range combat and mid-long range
combat as well. The upper floor is nice and open, providing a perfect location
from which to use your mid-long ranged rifles, whilst the lower floor is
somewhat more cramped, encouraging the use of more effective short-mid range
weapons. As with most small maps, Promethean vision is a great armor ability,
but the jetpacks also haves ome good uses in traversing the upper and lower 
decks of the level quickly. 

Primary  : Assault Rifle, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Jetpack, Hardlock Shield, Active Camouflage
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

  > Haven is a map that flows. A person who stops to try and camp or defend an
    area is a person that is going to die quickly. 

  > The upper area has many holes ropping down to the floor below, using these
    effectively with Promethean vision and your radar will enable you to drop
    down behind or flank other players for  an easy surprise kill.

  > A lot of the action takes place on the [Closed bridge] and at the top of
    the [Open Ramp] in the centre of the map and that means, sniping away with
    your rifles rom the [Circle platforms] and tossing grenades at duelling
    opponents here can be an effective way to accrue a sneaky kill or two.

  > the jump pads allow easy access to the upper levels. 

  > Due to the maps' tight nature, players who manage to snag a needler can
    easily eliminate a few baddies before its ammo dries up.

  > A decent player who manages to grab the scattershot will be almost
    unstoppable on the lower floor of the arena. So if the scattershot is not
    at its spawn location, be wary of venturing further into the lower area.


-------------------------------------------------------------------------------
Got a sexy hint or tip for Haven? Head down to the contact section and let me
know, if I like it I will include it in the guide and credit you for your
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-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Longbow [MPTCF]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

The Map is Symmetrical and like meltdown, the opposing ends of the map can be
distinguished from one another by the colour of the ground.  The side of the
map occupied by the [Red Base] has snow covered ground, and the [Blue Base]
has exposed dirt as the ground palette.

The centre of Longbow is marked by the large central building [Facility]
opposite a giant stone outcropping [Rock Wall]. Close to either side of the
[Rock Wall] is a pair of buildings [Blue Garage] and [Red Garage]. Moving
further out, at the far end of the areas on either side you will find buildings
housing the [Red base] and the [Blue Base].

From either [Base], to the right, you will find a passage [Red/Blue Street]
leading to the [Facility], slightly to the left of this, there is a bridge
[Red/Blue Bridge] that also leads to the lower tier of the [Facility]. Between
the  [Streets] and the [Bridges] is a road [Trails] that goes down a slope,
passing by the base of the [Facility] and joining up with the same [Trails] on
the opposite side of the map.

The [Facility] itself is a large two-tiered structure. The lower tier joins up
with the [Bridges] and [Streets] from either base as well as featuring
entrances to caves [Red/Blue Caves] that empty out further down either of the
[streets]. It also features an indoor area and a series of barricades with
space in between overlooking the open [Trails] area below that is perfect for
snipers. The top tier includes a platform overlooking the lower tier, an open
door to a bunker area with ramps down to the indoor area on the lower tier and
a spawn spot for some game type objectives.

The [Garages] on either side of the map house a number of vehicles for both
sides and access through caves on either side both through the large [Rock
Wall] in the centre leading directly to the opposing teams’ garage and through
the smaller rocky areas between the [Garages] and the [Bases] themselves.Behind
the garages, along the water at the edge of the map is a sunken shoreline
[Blue/Red Coast] that allows free movement for foot soldiers between a large
portion of the map.

Directly opposite the main entrances to the [Garages], are small entrances at
the base of the [Facility] you will see entrances with gravity lifts [Red/Blue
Lifts] inside that allow access to the lower tier of the [Facility].

It should be noted that both [Bases] and [Garages] feature turret emplacements
on their roofs and provide a clear field of fire over the open areas below.

The tactically important areas are: [Facility], [Trails], [Rock Wall], [Red
Base], [Blue Base], [Red Street], [Blue Street], [Red Bridge], [Blue Bridge],
[Red Cave], [Blue Cave], [Red Garage], [Blue Garage], [Blue Coast], and [Red
Coast]. 


----------------------
Set Weapon Placements:
----------------------
Sniper Rifle ----> On the [Blue Base] side of the [Blue Bridge].
Sniper Rifle ----> In the open about half way between the [Red Base] and the
                   [Red Garage].

Spartan Laser ---> In the centre of the lower tier of the [Facility].

Rocket Launcher -> In the open about half way between the [Blue Base] and the
                   [Blue Garage].
Rocket Launcher -> On the [Red Base] side of the [Red Bridge].

Frag Grenades ---> Outside the cave leading between the [Blue Base] and the
                   [Blue garage] on the garage side.
Frag Grenades ---> Outside the cave leading between the [Red Base] and the
                   [Red garage] on the garage side.


----------------------
Set Vehicle Locations:
----------------------
Blue Base  : Warthog
Blue Garage: Warthog, Mongoose, Ghost 
Red Base   : Warthog
Red Garage : Warthog, Mongoose, Ghost 

--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - On the [Red Base] side of the [Red Bridge].
      > Blue Flag- On the [Blue Base] side of the [Blue Bridge].

>>> Dominion
      > Base A - Inside the [Red Garage].
      > Base B - In the indoor area on the lower tier of the [Facility].
      > Base C - Inside the [Blue Garage].

>>> Extraction
      > Terminal A - In the passage through the [Rock Wall] between the [Red
                     Garage] and the [Blue Garage].
      > Terminal B - On the platform on the top tier of the [Facility].
      > Terminal C - Inside the [Red Garage].
      > Terminal D - Inside the [Blue Garage].
      > Terminal E - In the center of the [Trails] area at the base of the
                     [Facility].

>>> King of the Hill
      > Zone A  – On the platform on the top tier of the [Facility].
      > Zone B  - Just outside the [Blue Garage].
      > Zone C  – Outside the cave leading between the [Red Garage] and the
                  [Red Base] on the side of the [Garage]. 
      > Zone D  – On the [Blue Base] side of the [Blue Bridge].
      > Zone E  - Outside the cave next to the [Red Garage] and leading to the
                  passage through the [Rock Wall].

>>> Oddball
      > In the centre of the lower tier of the [Facility].


-------------------
Suggested Loadouts:
-------------------
Due to the sheer size of this map, it is pretty much a requirement that you 
equip yourself with a mid-long range rifle from the get-go. Whilst the
[Facility], the [Garages] and the [Caves] all feature internal areas in which
the short-ranged firearms would be preferable, its almost not worth the effort 
of bringing one of those along. As with most open maps, the Hologram is a great
distractor and the jetpack will enable you to reach upper sections of buildings
much quicker than taking the stairs.

Primary  : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram
Tactical : Any
Support  : Any

---------------------
Map Specific Tactics:
---------------------

  > If piloting avehicle, remember that there are a lot of power weapons on the
    map that can destroy you fairly quickly. As such, you will never want to
    sit in the same spot for too long and keep moving constantly.

  > The [Trails] at the base of the [Facility] see a good amount of vehicular
    traffic, and the spartan laser on the lower tier of the [Facility] will
    make short work of them.
 
  > As per usual, a single spartan with a plasma pistol can cause a lot of 
    trouble for vehicles by using the charge function to disable them
    temporarily.
  
  > The turrets mounted on the [Base] and [Garage] structures can provide
    defensive fire in objective modes to great effect.

  > In team-based game modes, have half the team man the vehicles whilst the
    others grab the power weapons outside the [Bases] and near the [Bridges] to
    help cover the advance. Ensure that if you have a vehicle-based approach
    that one of your team mates grabs the spartan laser from the [Facility] to
    give you the advantage.

  > Snipers have plenty of options in Longbow, with the [Coast] areas providing
    quick access between the two sides of the map, whilst the [Facility]
    features platforms overlooking the area and the [Caves] and [Streets]
    leading up to it are also quite effective.

  > The gravity lifts beneath the [Facility] can be used as grenade carrier,
    simply toss a grenade or two into the lift before following it up to ensure
    the zone is clear of hostiles before entering.


-------------------------------------------------------------------------------
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know, if I like it I will include it in the guide and credit you for your
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-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Meltdown [MPTCG]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Meltdown is one of Halo 4’s symmetrical medium sized maps. You’ll note that
as with Longbow, the map is half covered in snow and half in dirt. We'll call
the snow half the Ice side of the map and the dirt, the Fire side.

Meltdown features two bases at opposing ends of a valley [Fire Base] and
[Ice base]. The top of the map consists of three main pathways. From the top
entrance of each base, you will see a bridge in front [Fire Bridge] and [Ice
Bridge]. From the opposite side of the bridge, you can head straight ahead
along the ledges that allow players to circle around the outside of the map to
the entrance of the opposite base. Alternatively, you can turn right once
across either bridge to find a third bridge [Light Bridge] leading to the
opposing bridge area.

If you choose the high ground along the ledges on either side of the map you
will find a small bunker [Fire Bunker] and [Ice Bunker] that give a nice view
over the centre of the map.

The [Fire Base] and [Ice base] are identical and each consists of two floors
with an attached garage containing vehicles on the lower level. These lead out
to the lower map.

The lower section of the map is pretty much exclusively for vehicles, and
consists of a fairly straight path through the valley with a distinction on
the ground to tell between the [Fire Valley] and [Ice valley]. Opposite the
exit from each of the bases is a cave [Fire Road] and [Ice Road] each entrance
along the way with ramps inside [Fire Climb] and [Ice Climb] leading to ledges
on the upper levels.

The ground level features a bunch of jump pads and gravity lifts allowing easy
access to the higher ledges. First up there is a jump pad and a gravity lift
[Fire Trampoline] and [Ice trampoline] to the left of each base. The right of
each base features a jump pad by itself [Fire Push] and [Ice push].Additionally
there is a pair of gravity lifts to either side of the light bridge and another
pair of jump pads around the outside of the map [Ice Light] and [Fire Light].

The tactically important areas are: [Fire base], [Ice Base], [Fire bridge], 
[Ice bridge], [Light Bridge], [Fire bunker], [Ice Bunker], [Fire valley], 
[ice Valley], [Fire Road], [Ice road], [Fire trampoline], [Ice trampoline], 
[Fire Light], [Ice Light], [Fire Push] and [ice Push].


----------------------
Set Weapon Placements:
----------------------
Incineration Cannon –> Across the [Ice Bridge] outside the [Ice Base] and to
                       the left.
Incineration Cannon –> Across the [Fire Bridge] outside the [Fire Base] and to
                       the left.

Railgun –------------> Outside the [Ice Bunker].
Railgun –------------> Outside the [Fire Bunker].

Needler –------------> Below the [Fire bridge].
Needler –------------> Below the [Ice Bridge].

Plasma Grenades –----> Next to the [Fire Light] Jump.
Plasma Grenades -----> Next to the [Ice Light] Jump.


----------------------
Set Vehicle Locations:
----------------------
Red Base : Ghost, Warthog, Mongoose.
Blue Base: Ghost, Warthog, Mongoose.
Ice Trampoline : Ghost
Fire Trampoline: Ghost


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - In the [Fire Base].
      > Blue Flag- In the [Ice Base].

>>> Dominion
      > Base A - In the [Ice Base].
      > Base B - On the ground floor beneath the [Light Bridge].
      > Base C - In the [Fire Base].

>>> Extraction
      > Terminal A - On the Fire side of the [Light Bridge].
      > Terminal B - On the Ice side of the [Light Bridge].
      > Terminal C - In the [Fire Climb] cave.
      > Terminal D - In the [Ice Climb] cave.
      > Terminal E - In the [Fire Bunker].

>>> King of the Hill
      > Zone A  – On the ground floor beneath the [Light Bridge].
      > Zone B  - In the [Fire Bunker].
      > Zone C  – In the [Ice climb] tunnel.
      > Zone D  – On the platform across the [Fire Bridge] from the [Fire
                  Base].
      > Zone E  - Below the [Ice Bridge].

>>> Oddball
      > On the ground floor beneath the [Light Bridge].


--------------------------
Suggested Loadout Weapons:
--------------------------
The map is essentially a large circle with players able to traverse the gaps
between the [Bases] across a multitude of routes on both raised ledges, the 
[bridges] and the road across the [Valley] below. Due to its open design, 
players should focus on weapons that support mid-long range combat, whilst
packing a plasma pistol to counter enemy vehicles.

Primary  : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

 > The majority of the action in the map occurs around the [Light Bridge] and
   the area below with vehicular and foot based battles occuring i the same
   general region of the map.

 > The [Climbs] in the [valley] area and the [jump pads] and [gravity lifts]
   allow easy access to the upper areas, whilst players can drop down at any
   time to the [Valley].

 > The [Climbs] and [Bases] are conducive of close combat, and feature a number
   of the level's objectives so be sure to pack a secondary weapon that will 
   be useful up close!

 > The [Valley] areas are essentially for vehicles, so a single spartan with a 
   plasma pistol can cause a lot of chaos by using the charge function to
   disable the enemies vehicles, exposing them to attack.

 > In team-based game modes, have half the team man the vehicles whilst the
   others grab the power weapons outside the [Bases] and [Bunkers] to help
   cover the advance.

 > The upper platforms between the [Blue Base] and [Red Base] and the [Blue 
   Bunker] and [Red Bunker] are in the open and provide a good view of the area
   below and the middle of the region. Perfect for long range combatants.


-------------------------------------------------------------------------------
Got a sexy hint or tip for Meltdown? Head down to the contact section and let
me know, if I like it I will include it in the guide and credit you for your
contribution. Huzzah!
-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Ragnarok [MPTCH]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

If you have ever played the map Valhalla in Halo: Reach, you will pretty much
know what to expect from Ragnarok. The map is the latest re-imagining of the 
original Halo's Blood Gulch. As such, it is set in a long, open valley with a
a small, circular base at either end. A river running through the centre of the
map and the rocks on its banks block clear shots across the entire area. The 
Blue base backs out onto the ocean, whilst the red base sits at the base of a
cliff.

Ragnarok’s [Red/Blue Bases] are identical and feature a single entrance at the
back, and another two entrances facing the opposing base. Both [Bases] have an
inside area and a top deck. The large rocky structure overlooking the [Creek]
in the very centre of the area will be called the [Top Middle].

From the front of the [Blue Base], there are several large blue rocks in front
and to the left [Blue Rocks] and some trees and rocks up on the hill to the
right and some large rocks behind them creating a narrow passage [Blue Woods].

Likewise, the [Red Base] features similar landmarks. From the front of the [Red
base] there are rocks for cover on the left before and in the water [Red Rocks]
and on the right, as with the other base, there is a raised hilly area
populated by trees [Red Woods].

The top decks from both [Bases] feature a pair of man cannons. The one aimed
towards the centre of the map at both [Bases] will have players land just short
of the [Top Middle]. The side-ways facing cannons will deposit players in one 
either the [Blue Woods] area or the [Red Rocks] depending on on the team’s side
of the map.

About half way between the two [Bases] on opposing sides of the map, players
will find a [Crashed Pelican] and a large [Wall]. Between these on the [Crashed
Pelican] side of the [Creek] players will find the [Top Middle] and on the
[Wall] side is a lower rocky structure set up with a [Turret].

Along with several rock placements throughout the centre of the map, the
[Crashed Pelican] is a favourite hangout spot for snipers and to either side
of it are large rocks creating narrow passages [Red Den] and [Blue Den] for
relatively safe passage to either base.

The tactically important areas are: [Red Base], [Blue Base], [Creek], [Top
Middle], [Blue rocks], [Red rocks], [Blue woods], [Red Woods], [Crashed
Pelican], [Turret], [Wall], [Red Den] and [Blue Den].


 
----------------------
Set Weapon Placements:
----------------------

Sniper Rifle -----> Inside the [Red Base].
Sniper Rifle -----> Inside the [Blue Base].

Rail Gun ---------> At the [Red Woods].
Rail Gun ---------> At the [Blue Woods].

Rocket Launcher --> At the base of the [Wall].

Spartan Laser ----> On the rocky structure in the [Top Middle].

Plasma Grenades --> Behind the [Red Base].
Plasma Grenades --> On the ledge to the right of the [Blue Woods] next to the
                    [Blue Base].


----------------------
Set Vehicle Locations:
----------------------
Red Base : Mantis, Ghost, Banshee, Warthog, 2x Mongoose.
Blue Base: Mantis, Ghost, Banshee, Warthog, 2x Mongoose.


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - On top of the [Red Base]
      > Blue Flag- On top of the [Blue Base].

>>> Extraction
      > Terminal A - Outside the [Crashed Pelican].
      > Terminal B - At the base of the [Wall].
      > Terminal C - Halfway between the [Red Woods] and [Top Middle].
      > Terminal D - Between the [Blue Woods] and the [Wall].
      > Terminal E - Behind the [Red Base].

>>> King of the Hill
      > Zone A  – On the rocky structure in the [Top Middle].
      > Zone B  - At the [Blue woods].
      > Zone C  – At the [Red woods].
      > Zone D  – Between the [Blue Den] and the [Blue Rocks].
      > Zone E  - At the [Blue Rocks] in the water.
      > Zone F  - Outside the [Crashed Pelican].
      > Zone G  - At the base of the [Wall].

>>> Oddball
      > On the rocky structure in the [Top Middle].


-------------------
Suggested Loadouts:
-------------------
Ragnarok is large and open and due to the abundance of vehicles, pushes you to
use both ranged and vehicular combat. As such, mid-long ranged rifles and 
plasma pistols to interfere with opposing vehicles are the order of the day.

Primary  : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Hologram.
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

  > There is often a vehicle rush at the start of the map and with the mantis, 
    banshees and other vehicles available, it is important that your team tries
    to grab the Spartan Laser from the [Top Middle] and rocket launcher from 
    the [Wall] to gain the tactical advantage. A team with vehicles AND power
    weapons should outlast a team with only vehicles.

  > Whilst in a vehicle, remember that there are a lot of power weapons on the
    map that can destroy you fairly quickly. As such, you will never want to
    sit in the same spot for too long and keep moving constantly - especially
    in the easier to spot vehicles such as the banshee!

  > Equipping yourself with a plasma pistol can cause a lot of chaos by using
    the charge function to disable the enemies vehicles, exposing them to
    attack from a power weapon or two.

  > If you are unlucky enough to have not snagged a vehicle, you can work your
    way between the rocks and tunnels along the edges of the maps which provide
    great cover from vehicular-based attacks and can cater nicely to snipers.

  > Hologram is definitely one of the more useful abilities as it can be used
    to distract vehicles and opponents and allow you to bypass them undetected.

  > The man cannons ontop of either [Base] are a fast and efficient way for
    infantry to make good progress up the map from their starting position. A
    good sniper will know where you land though, allowing them a cheeky kill,
    so be careful!


-------------------------------------------------------------------------------
Got a sexy hint or tip for Ragnarok? Head down to the contact section and let
me know, if I like it I will include it in the guide and credit you for your
contribution. Huzzah!
-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Solace [MPTCI]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Solace is a three-levelled medium sized map. It features a large open middle
ground area with ramps leading up to small sniper platforms on either side of
the area and small, lower platform beneath. The level consists of
half-forerunner structure and half natural zone. On the other sides of the map
we have a shoreline (Shore side) opposite a small island (Coast side).

The blue base [Blue Base] is in the forerunner structure on a small balcony
overlooking the ocean, whilst the Red base [Red Base] is on the opposite side
of the map in the Natural Zone. The centre of the zone is occupied by a large,
orange beam of light. This is surrounded by a fairly open platform with lower
platforms further out towards the edges of the map on both sides that face the
coast and the ocean. From here we can find Cage-like structures [Shore Cage]
and [Coast Cage] that allow access to the lower platform.

From the [Red Base] and the [Blue Base], there is easy, direct access to ramps
leading to the aforementioned sniper platforms [Red Balcony] and [Blue Balcony]
 Near the base of these balcony areas, you will find tunnels leading down to
the lower level [Blue Tunnel] and [Red Tunnel].

The lower room is quite small and has ramps on all four sides leading up to
the [Red Base], [Blue base], [Shore Cage] and [Coast cage] on the main level.
Whilst it is small, it features the spawn points for the oddball and a couple
of power weapons. The centre of the room is dominated by a golden beam which
happens to be a very large gravity lift [Gold Lift].

The tactically important areas are: [Red Base], [Blue Base], [Shore Cage], 
[Coast Cage], [Red Balcony], [Blue Balcony], [Blue Tunnel], [Red Tunnel] and
[Gold Lift].


----------------------
Set Weapon Placements:
----------------------
Incineration Cannon –> On the lower level between the [Blue Tunnel] and the 
                       [Gold Lift].

Energy Sword -------–> On the lower level between the [Blue Tunnel] and the
                       [Gold Lift].

Sniper Rifle -------–> On the [Blue Balcony].
Sniper Rifle -------–> On the [Red Balcony].

Pulse Grenade ------–> Along the edge of the map between the [Red Base] and the
                       [Coast Cage].
Pulse Grenade ------–> Along the edge of the map between the [Blue Base] and
                       the [Shore Cage].

Plasma Grenades ----–> On the lower platform, next to the ramp leading to the
                       [Shore cage].
Plasma Grenades ----–> On the lower platform, next to the ramp leading to the
                       [Coast cage].


----------------------
Set Vehicle Locations:
----------------------
There are no vehicles on this map.


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - In the [Red Base].
      > Blue Flag- In the [Blue Base].

>>> Extraction
      > Terminal A - In the centre of the middle area, between the [Gold Lift]
                     and the [Shore Cage].
      > Terminal B - Outside the [Coast Cage].
      > Terminal C - In the centre of the middle area, between the [Gold Lift]
                     and the [Coast Cage].
      > Terminal D - Outside the [Coast Cage].
      > Terminal E - On the bridge on the lower floor beside the [Gold Lift].

>>> King of the Hill
      > Zone A  – Outside the [Shore Cage] on the main floor.
      > Zone B  - Outside the [Coast Cage] on the main floor.
      > Zone C  – On the main level between the [Gold Lift] and the [Red Base],
                  towards the Coast side of the map.
      > Zone D  – On the main level between the [Gold Lift] and the [Blue
                  Base], towards the Coast side of the map.
      > Zone E  - On the main level between the [Shore Cage] and the [Blue
                  Base], along the Shore side of the map.
      > Zone F  - On the main level between the [Gold Lift] and the [Blue
                  Base], towards the Shore side of the map.

>>> Oddball
      > On the lower level between the [Blue Tunnel] and the [Gold Lift].


-------------------
Suggested Loadouts:
-------------------
Primary  : Assault Rifle, Battle Rifle, Covenent Carbine
Secondary: Magnum, Boltshot
Grenades : Your choice!
A Ability: Jetpack, Hardlight Shield, Active Camouflage, Thruster Pack.
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------

  > The two [Balconies] are almost always occupied by snipers, so be careful
    when crossing the central area and if you are lucky if you spot one, you
    can sneak up on them as their radar will not appear whilst their scopes are
    up (although there is an ability thatcan do this, most people will not have
    it equipped).

  > There is often a rush for the power weapon by the [Gold Lift] on the lower 
    platform of the map at the start. Run over to the hole overlooking the
    bridge below and toss in a few grenades. You'll be amazed how often it will
    result in kills.

  > The edges of the map seem more beneficial for players as you will be
    able to see others crossing the raised platforms in the centre of the map
    before they can see you. Mid-long rage weaponry from these locations seemed
    highly effective.

  > If you choose to head through the centre of the map or drop down below, it
    is much more efficient to choose a mid-range weapon.

  > in team matches, having a sniper overlooking your advance is a massive
    advantage, just be sure to prevent the opposition from doing the same!

  > The [Gold Lift] can give a quick and easy ride up to the upper level than
    using the provided ramps. unfortunately it is also quite a visible
    entrance, alerting snipers and other combatants to your presence. You'll
    learn your lesson fairly quickly when you do use it, so be sure to get the
    easy kills from people who contnue to persist on using it.


-------------------------------------------------------------------------------
Got a sexy hint or tip for Solace? Head down to the contact section and let me
know, if I like it I will include it in the guide and credit you for your
contribution. Huzzah!
-------------------------------------------------------------------------------



-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Vortex [MPTCJ]
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Overview:
---------

Vortex is one of the largest of Halo 4’s maps and features four structures, a
whole lot of open areas and a good number of vehicles scattered about. You
will notice that at one side of the map the main building joins with another
above the play area and raises into the sky the [Blue Base] is located in a
cave here, so we’ll be calling this the blue side. On the opposite side of the
map is a standalone structure with open sky and a cliff behind it. This is the
[Red Base] and therefore, the Red side of the map.

The centrepiece of Vortex is the large Wind Tunnel Building [Wind Tunnel] that
occupies the centre of the zone. The building is elevated and there is a ramp
and bridge leading up to it from either side of the map. Beneath the structure
are three gravity lifts [wind Trampoline] in the direct centre, [Red
Trampoline] at the edge of the structure in the rocks close to the [Red Base]
and [Blue Trampoline] on the opposite side from the Red lift.

Opposite the ramp leading up to the [Wind Tunnel] you will find a standalone
building we’ll call [Limbo] and on the opposite side of the map from here is a
bridge from the [wind Tunnel] leading to a cave [Generator Cave]. [Limbo] has
a grav lift allowing access from the lower area. Both of these locations have
vehicles for use.

From the [Generator Cave] and [Limbo], you will be able to cruise around the
very outside of the map through cave systems and paths between rocks to access
both the [Red Base] and the [Blue Base]. Between the [Generator cave] and the
[Red Base] you will find a raised platform with a turret.

The [Red Base] and [Blue Base] both feature indoor areas with a number of
vehicles outside. From the front of each of these you will find a diagonal
jump pad [Red Lift] and [Blue Lift] which will deposit you on the second floor
of the [Wind Tunnel].

In the open areas between the [Wind Tunnel] and the other structures are
several raised areas that give a nice vantage point over the map and plenty of
rocks to hide behind. Directly between the [Generator Cave] and the [Red Base]
is a large rocky dune we’ll identify as [Dunes] that has tunnels leading up
and down from the ground level to the ledge. Likewise between the [Limbo]
building and the [Red Base] is a large rocky outcrop with another turret on
it. Between the [Limbo] building and the [Blue Base] is a stone arch with a
turret [Near Gate] overlooking the area below. Directly beneath this is a
tunnel leading from this ledge to the lower section of the map below.

The tactically important areas are: Red Base, Blue Base, wind Tunnel, Red
Trampoline, Blue Trampoline, Wind Trampoline, Limbo, Generator Cave, Red lift,
Blue Lift, Dunes, Near Gate.


----------------------
Set Weapon Placements:
----------------------
Sticky Detonator -> At the top of the cliff above the [Dunes] tunnel about half
                    way between the [Red Base] and the [Generator Cave].
Sticky detonator -> Near the [Near gate] about half way between the [Blue Base]
                    and the [Limbo] building.

Needler ----------> Look to the open area on the right upon exiting the [Red
                    Base].
Needler ----------> Look to the open area on the right upon exiting the [Blue
                    Base].

Sniper Rifle -----> Look to the open area on the left upon exiting the [Red
                    Base].
Sniper Rifle -----> Look to the open area on the left upon exiting the [Blue
                    Base].

Plasma Grenade ---> Behind the [Limbo] Building.
Plasma Grenade ---> On the ledge around the edge of the map, directly to the
                    right of the exit to the [Red base] on the way to the
                    [Generator Cave].


----------------------
Set Vehicle Locations:
----------------------
Red Base   : Warthog, Mongoose, Ghost
Blue Base  : Warthog, Mongoose, Ghost
Limbo      : Warthog, Ghost
Wind Tunnel: Gauss Warthog
generator Cave: Mongoose, Ghost, Wraith


--------------------
Objective locations:
--------------------
>>> Capture the Flag
      > Red Flag - In the Red Base.
      > Blue Flag- In the Blue Base.

>>> Dominion
      > Base 1 - In the [Generator Cave].
      > Base 2 - In the [Wind Tunnel].
      > Base 3 - In the [Limbo] building.

>>> Extraction
      > Terminal A - On the outside of the [wind Tunnel] building, where
                     people who use the [blue Lift] land.
      > Terminal B - In the turret area about halfway between the [Limbo]
                     building and the [Red base].
      > Terminal C - On the ledge overlooking the [Dunes] area.
      > Terminal D - On the upper level of the inside of the [Wind Tunnel]
                     closest to the [Blue Base].
      > Terminal E - Outside the [Generator Cave].

>>> King of the Hill
      > Zone A  – On the upper level of the inside of the [Wind Tunnel] closest
                  to the [Blue Base].
      > Zone B  - On the ledge overlooking the [Dunes] area.
      > Zone C  – At the [Near Gate].
      > Zone D  – In the turret area about halfway between the [Limbo] building
                  and the [Red base].
      > Zone E  - In the [Generator Cave].

>>> Oddball
      > In the [Generator Cave].


-------------------
Suggested Loadouts:
-------------------
Primary  : DMR, Battle Rifle, Covenent Carbine, Light Rifle
Secondary: Plasma Pistol
Grenades : Your choice!
A Ability: Jetpack, Hardlock Shield, Active Camouflage, Hologram.
Tactical : Any
Support  : Any


---------------------
Map Specific Tactics:
---------------------
  > There is often a rush for the wraith outside the [Generator Cave] and the
    Gauss Warthog beneath the [Wind Tunnel] at the start, if you can get a long
    ranged weapon, you can rack up a few kills before someone finally manages
    to pilot either.

  > Fortunately for vehicle users (and unfortunately for eveyone else) the 
    power weapons on Vortex will not prove as effective a deterrent as they
    did in maps like Exile. As the power weapons in this map are not that great
    players on foot should stay clear of the base of the [Wind Tunnel] where
    the majority of vehicular action seems to take place.

  > The road around and below the central structure is essentially a vehicular
    hotbed, so a single spartan with a plasma pistol can cause a lot of chaos
    by using the charge function to disable the enemies vehicles.

  > The gravity lifts beneath the [Wind Tunnel] can be used as grenade carrier,
    simply toss a grenade or two into the lift before following it up to ensure
    the zone is clear of hostiles before entering.

  > If you are unlucky enough to have not snagged a vehicle, you can work your
    way between the rocks and tunnels along the edges of the maps which provide
    great cover from vehicular-based attacks and can cater nicely for snipers.

  > The caves in and around the [Generator Cave and the [Dunes] side of the map
    provide a nice view over the remainder of the map, giving snipers a good
    place to hang out.

  > Hologram is definitely one of the more useful abilities as it can be used
    to distract vehicles and opponents and allow you to bypass them undetected.

  > The jump pads outside of  either [Base] are a fast and efficient way for
    infantry to make good progress up to the [Wind Tunnel] building where the
    majority of the action is likely to take place.


-------------------------------------------------------------------------------
Got a sexy hint or tip for Vortex? Head down to the contact section and let me
know, if I like it I will include it in the guide and credit you for your
contribution. Huzzah!
-------------------------------------------------------------------------------




===============================================================================
-------------------------------------------------------------------------------
   *******************
 ***********************
*** ACHIEVEMENT GUIDE *** [ACHMT]
 ***********************
   *******************

Full achievement guide coming soon. For now enjoy the list!

===============================================================================
Game Progression Achievements
===============================================================================
The following 8 achievements will all come with story progression, so as long
as you finish the game these should be pretty much un-missable. Here's a list
of said achievements/trophies:


>> Dawn       - Complete Mission 1 on any difficulty.

>> Requiem    - Complete Mission 2 on any difficulty.

>> Forerunner - Complete Mission 3 on any difficulty.

>> Infinity   - Complete Mission 4 on any difficulty.

>> Reclaimer  - Complete Mission 5 on any difficulty.

>> Shutdown   - Complete Mission 6 on any difficulty.

>> Composer   - Complete Mission 7 on any difficulty.

>> Midnight   - Complete Mission 8 on any difficulty.


===============================================================================
Game Completion Achievements
===============================================================================
These achievements will unlock once you complete the game on the specified
difficulty. Please note if you do complete the game on the Legendary dificulty,
it will also unlock the achievements for the lesser difficulties. If you do one
run through the game on the Legendary difficulty you can earn all four solo
achievements at once.

Note you will need to complete the game on co-op heroic or higher to achieve
the final achievement.


>> Wake up John     - Complete the Campaign on Normal or harder.

>> I Need a Hero    - Complete the Campaign on Heroic or harder.

>> The Legend of 117- Complete the Campaign on Legendary difficulty.

>> Lone Wolf Legend - Complete the Campaign solo on Legendary difficulty.

>> Bromageddon      - Complete the Campaign co-operatively on Heroic or harder.



===============================================================================
Mission-Specific Achievements
===============================================================================
There is a specific achievement tied into each mission in the game that
requires you to perform a certain action. There are eight of these and here is
a list of each and a brief description as to how to unlock each one.


>> Digging up the Past <<

Description: In Mission 1, find and access Chief's record.

How to: At the very start of the first mission 'Dawn', instead of proceeding
        straight ahead towards the yellow hologram at the start, jump over the
        side of the catwalk to find a room below. Use the computer here for the
        record.



>> Midnight Launch <<

Description: In Mission 2, get significant air in the Warthog at midnight.

How to: This is a time-specific achievement on the 2nd level 'Requiem' that
         requires you to do a large jump in the warthog at exactly 12:00 AM.To
         do this, hit your Xbox guide button to check your consoles time and
         when you are close, load up the level, get to the warthog and do the
         biggest jump you can! If you are impatient, you can go offline and
         change the time manually in the systems area of the Xbox dashboard to
         get it done!



>> This is my Rifle, this is my Gun <<

Description: In Mission 3, carry a UNSC weapon all the way through on Heroic or
             harder.

How to: Exactly as it sounds! Carry a UNSC weapon through the entire level. If
        you want this, you are going to have to hold a UNSC weapon the entire
        way on one of your weapon slots and only swap weapons in and out in the
        other slot.



>> Bros to the Close <<

Description: Make it through Mission 4 without one preventable Marine death on
             Heroic or harder.

How To: There are two groups of marines on this mission. After the first
        cut-scene around a 1/3 of the way into th emission, the first group
        will join you. Fight your way through the level a little further and
        you will come across another group defending an area. You will have to
        prevent any of these marines from dying. To do so, get between them and
        the baddies during a firefight so that you take the damage instead of
        them and if you see one of them fall in combat quickly re-set the
        checkpoint ad try again. 



>> Mortardom <<

Description: In Mission 5, hijack a Wraith and use it to kill at least four
             enemy Wraiths on Heroic or harder.

How to: Pretty self explanatory! There are eight wraiths in the mission and
        you'll simply need to hijack one (shoot the gunner, plasma pistol
        charge shot the wraith and then board it from the side) and then use
        it to kill four others.



>> Explore the Floor <<

Description: In Mission 6, trick or force a Hunter to fall to his demise.

How to: You will run into the hunters on a small circular platform around 2/3
        of the way through the mission. To do this you need to lure a hunter
        into doing their lunge melee attack near the edge of the platform. Do
        this and dodge it and they will fall to their deaths and give you the
        achievement. Note that if you have the jet pack ability, it is much
        easier to avoid them.



>> Give Him the Stick <<

Description: In Mission 7 in solo Campaign, take out both Hunters using only
             the Sticky Detonator.

How to: when you reach the hunters, look in the small office room in the back
        right of the area. Head in here and pick up the sticky detonator. Use
        it to kill the hunters to complete the achievement.



>> Chief, Smash! <<

Description: In Mission 8, kill 3 Crawlers in one hit with the Gravity Hammer.

How to: About halfway through the mission, you will enter a portal and end up
        in a room with no enemies and a number of floating weapons. Here you
        will find the gravity hammer. Continue on with the level and pull it
        out when getting swarmed with crawlers. kill three at once with the
        hammer for the achievement.



===============================================================================
Spartan Ops Achievements
===============================================================================
Spartan Ops features a series of episodes with five chapters in each and is
the biggest co-operative mode in the game. Having said that it is still doable
in solo mode, so if you don't have a friend to help you out, don't worry!

There are four achievements available for simply completing each mission on 
the specified difficulty: 


>> Operation Completion - Complete a Spartan Ops Mission on any difficulty.

>> A Legendary Episode  - Complete all chapters in Spartan Ops Episode 1 on
                          Legendary difficulty.

>> Crimson Alone        - Complete a Spartan Ops chapter solo on Legendary.

>> Dedicated to Crimson - Complete all chapters in the first 5 episodes of
                          Spartan Ops on any difficulty.



===============================================================================
Spartan Ops Mission-Specific Achievements
===============================================================================
As with the campaign, there are some mission specific achievement tied into
select Spartan ops missions that require you to perform a certain action. There
are three of these so far and here is
a list of each and a brief description as to how to unlock each one.


>> No Easy Way Out <<

Description: In Ch 1, Ep 5 of Spartan Ops survive all enemy waves during the
             defense on Normal or harder


>> Rescue Ranger <<

Description: Save at least one Marine in Chapter 3 of Episode 2 of Spartan Ops
             on Heroic or harder.


>> What Power Outage? <<

Description: Complete Chapter 4, Episode 5 of Spartan Ops without losing a
             generator on Heroic or harder



===============================================================================
Multiplayer Achievements
===============================================================================
The multiplayer achievements in Halo 4 are fairly simple. The essentially 
require you to win a set number of matches and sccumulate a certain amount of
experience to reach a rank. No doubt you will either earn 20 wins on the way 
to Spartan Rank 20 or you will reach Spartan rank 20 on the way to 20 wins. 
Either way, the online portion of the game is fun and should not take you
too long to earn all four of these.


>> Not Some Recruit Anymore - Rank up your Spartan-IV to SR-5.

>> Movin' on Up             - Rank up your Spartan-IV to SR-20.

>> I <3 Red vs Blue         - Win 5 War Games matchmaking matches.

>> The Dongblainer          - Win 20 War Games matchmaking matches.



===============================================================================
Collectible & Challenge Achievements
===============================================================================
These achievements are tied into finding all of the terminals in the campaign
and completing specific challenges as they appear in-game in the Spartan Hub.

You can find a terminal locations guide here: [TMNLC].

Challenges are located in the Spartan hub by pressing start at the main menus.
here you will find daily, weekly and monthly challenges for campaign, Spartan
Ops and War Games. Complete 25 of these for the achievements.


>> Contact the Domain  - Find a Terminal in the Campaign
>> Terminus            - Find all of the Terminals in the Campaign
>> The Challenged      - Complete a Challenge
>> The Challenger      - Complete 25 Challenges



===============================================================================
Misc. Achievements
===============================================================================


>> Bropocalypse <<

Description: Complete any Campaign mission co-operatively on Heroic or harder.

How to: Self-explanatory! Just beat any campaign level with a mate on Heroic
        difficulty or higher.



>> Skullduggery <<

Description: Complete any Campaign mission with 3 or more Skulls on Heroic or
             harder.

How to: Skulls can be accessed from the campign menu. You need to activate 3 of
        these and then complete a campaign level from beginning to end on
        Heroic difficulty. The easiest combination would probably be activating
        Cloud, IWHBYD and Grunt Birthday Party.



>> Knight in White Assassination <<

Description: Assassinate a Knight in any Spartan Ops mission.

How to: Not the easiest feat in the world, you will need to assassinate a
        knight whilst playing Spartan Ops. Your best bet is to sneak up on one
        when they are distracted with a co-op partner or to let a watcher
        revive one try and get behind them before it is fully spawned and
        assassinate when able. 


>> Roses vs Violets <<

Description: Find one of the RvB Easter Eggs in Spartan Ops.

How to: Check out the Spartan Ops Easter Egg guide below: [SOEGG].



===============================================================================
Customisation Achievements
===============================================================================
The following achievements can be unlocked by simply modifying your character
or by trying out the game's modes. Each description is fairly simple and each
should take no longer than a few moments of your time to complete. Note that
you require at least Spartan rank 13 to modify the stance in your player card.


>> Armorer          - Change your Spartan's armor in the Spartan Armor card.
>> Badge            - Change your Emblem in the Spartan ID card.
>> PWND             - Change your Service Tag in the Spartan ID card.
>> What a Poser!    - Change your Spartan's pose in the Spartan ID card.
>> The Cartographer - Create and save a Custom Map in Forge.
>> Game Changer     - Create and save a Custom Game type in War Games.
>> Snapshot!        - Save a Screenshot from the Theater.
>> The Director     - Save a Film Clip from the Theater.
>> Sharing is Caring- Upload a File to your File Share.




===============================================================================
-------------------------------------------------------------------------------
   ****************
 *******************
*** AVATAR AWARDS *** [AVAWR]
 *******************
   ****************

Just like achievements, Avatar Awards are unlocked upon satisfying specific
requirements within the game. These awards allow players to deck out their X360
avatar in some free, stylish Halo 4 themed gear. Halo 4 features four such
avatar awards and thankfully they are all tied into completing specific
achievements within the game.

Heres a list of awards and what is required to unlock them:


Award : UNSC Infinity Hoodie (Male / Female)
How to: Play some multiplayer or Spartan Ops to reach SR Rank 5 to unlock the
        'Not some recruit anymore' achievement to earn this Avatar Award.

Award : Knight Helmet
How to: Play some Spartan Ops and sneak up on and assassinate a knight to 
        unlock the 'Knight in White Assassination' achievement to earn this
        Avatar Award.

Award : Platinum Mark IV Helmet
How to: Complete the campaign on Normal difficulty or higher to Unlock the 
        'Wake Up, John' achievement to earn this Avatar Award.




===============================================================================
-------------------------------------------------------------------------------
   *****************************
 ********************************
*** EASTER EGG LOCATIONS GUIDE *** [ESEGG]
 ********************************
   *****************************

Anyone who has played a couple of Halo games will know that they often include
numerous Easter Eggs for adventurous players to find. Halo: Combat Evolved had
the mysterious Megg, Halo 2 introduced skulls and a giant soccer ball, Halo 3
had a carboard cut-outone of its project leads hidden in a dark corner and a
mysterious monkey family and Halo: Reach had a fan gallery, a covenant rave
party, a secret racing mini game. Those are but a few of the littany of Eggs
Halo fans have encountered over the years and despite the shift in developer,
Halo 4 certainly looks to be continuing the trend.

There are Easter Eggs that have been hidden throughout all three main playing
modes: Campaign, Spartan Ops and Multiplayer. This guide aims to help you
uncover and locate every last one of them and will be updated as more are
inevitably discovered:


===============================================================================
Single Player Campaign Easter Eggs   [CMEGG]
===============================================================================

Here is a list of the single player campaign Easter Eggs listed by mission
and in order of appearance:

-------------------------------------------------------------------------------
Mission: Dawn
-------------------------------------------------------------------------------
1. Master Chief’s Service Record:
---------------------------------

    > After exiting the pod at the start of the mission, you'll head down a
      hallway with a yellow hologram visible in the room at the far end. If you
      look to the left as you move towards it, you'll find some stairs heading
      down. If you follow them tot he bottom you can find a terminal that will
      give you a brief overview of master chief's exploits to date. this is
      covered in the above walkthrough and by checking it out, you will also
      earn the achievement 'Digging up the Past'.


------------------------------
2. Limited Edition Halo 4 Box:
------------------------------
   
   There are seven hidden limited edition Halo 4 boxes hidden around the first
   level, either the limited edition was based on these items or the developers
   loved them so much that they decided to include them. Either way, its a nice
   touch to see it in-game. For the record, the production number for all of
   them is 256478964. 

   Here are the locations:

    1) On the floor just to the left of the cryo tube you were in at the start
       of the mission.
 
    2) From the first case, look along the right hand wall. You'll find this
       one in front of the cryo tube labelled '08'.

    3) From the first case, look along the right hand wall. You'll find this
       one in front of the cryo tube labelled '06'.

    4) When you reach the room with the malfunctioning holgram in the centre 
       and the red flash of light passes through to unlock the door at the far
       end of the room. Before going through, look in the side room on the
       right and you'll find this one on the floor. 

    5) After climbing the elevator shaft, you will enter a control room filled
       with covenant forces. Head up the ramp to where the elite was standing
       and you'll find this one along the railing to the right.
 
    6) In the same room, stand at the bottom of the ramp and go down the stairs
       to the left. At the bottom, immediately turn left and follow the wall.
       You'll find the case just in front of the next set of stairs you come
       across.

    7) In the same room again, on the opposite side of the room from the
       entrance. Its on the glass floor, beneath a crate that is leaning on
       another crate nearby.


-------------------------------------------------------------------------------
Mission: Requiem
-------------------------------------------------------------------------------
1. Dr Halsey audio recording:
-----------------------------

   From the start of the mission, look  over to the right and enter the first
   large flaming wreckage. Kill the elite limping around in here and examine
   the blue glowing screen nearby to hear Dr Halsey talking about something to
   come...


----------------------
2. Covenant Battlenet:
----------------------

   From the above location, exit the wreckage and walk straight froward towards
   the crashed covenant ship. Work your way around the back of this and climb
   the slope and back onto a higher up part of the wreckage. Here you will find
   a covenant device we can interact with.



-------------------------------------------------------------------------------
Mission 3: Reclaimer
-------------------------------------------------------------------------------
1. That Double Rainbow Again!:
------------------------------
  The double rainbow meme is back! After featuring recently in call of Duty:
  Black Ops and Borderlands 2, Halo 4 is the next title to give it a bit of
  air time. Its quite easy to find and not too far out of the way. Once the
  mammoth you are escorting crosses the river and stops. Continue a short way
  round the corner and you will see a large watrerfall over the cliff to the
  left, here you will see the double rainbow in front. 


-------------------------------------------------------------------------------
Shutdown
-------------------------------------------------------------------------------
1. Conan O’Brien cameo in Halo 4:
---------------------------------
  At the very start of the mission, go down the first ramp and from the bottom
  continue straight ahead, past the objective marker and keep going to the far
  left corner of the hangar. You will find two guards standing next to crates
  here. Hang around for a few moments and you'll hear Conan O’Brien and his 
  sidekick Andy Richter have a humorous conversation.


-------------------------------------------------------------------------------
Composer
-------------------------------------------------------------------------------
1. Mech Control Inversion Egg:
------------------------------
  After speaking with Dr Tilson for the first time, you'll find yourself out
  in a large open area. Ignore the objective marker telling you to go to the
  right and instead, if you run directly across the rocky area from where you
  enter, you will find a similar ramp and structure with a sign reading
  'Ivanoff Station' to the right. Here you will find a pair of guards testing
  a Mantis with some humorous dialogue regarding inverted controls.

------------------
2. Dancing Grunts:
------------------
  As you enter the second control room, the sub-chapter title 'All Things Lost
  and Found...' should pop up. As they do, run over to the window and look
  below, there will be a group of grunts dancing. Whilst its not as good as
  Halo: Reach's nightclub Egg or Halo 2's Grunt Birthday Party skull dancing
  circle, it is still pretty cool to watch.



===============================================================================
Spartan Ops Easter Eggs  [SOEGG]
===============================================================================

Spartan ops features a number of Easter Eggs based around dialogue from the
popular Halo fan-made mini series Red vs Blue. They can be found and activated
in the following missions by simply shooting small, hidden away yellow boxes
in the locations specified.

---------------------
1. Red vs Blue Egg 1:
---------------------
Mission: Episode 1, Chapter 5 'Core'

   when you fight your way to the top of the first structure, instead of
   following the objective marker to go and hit the switch, instead hop up on
   the short railing opposite the top of the ramp you climbed up. From here
   look down to the right to see the yellow box sitting on the ground close to
   the edge of the lava flow. Shooting this will activate Red vs Blue dialogue
   that will replace the mission's radio chatter in certain spots.


---------------------
2. Red vs Blue Egg 2:
---------------------
Mission: Episode 2, Chapter 5 'Gagarin'
   
   Soon after starting he mission, you will enter a large, uninhabited room. If
   you follow the left hand wall you will find the entrance to an overgrown
   cave. enter this and continu until you reach a fork in the path. at this
   point, look up at to the left to see the box up on a rocky ledge half
   obscured by a cheekily placed fern. Shooting this will activate Red vs Blue
   dialogue that will replace the mission's radio chatter in certain spots.


---------------------
3. Red vs Blue Egg 3:
---------------------
Mission: Episode 3, Chapter 4 'Shootout in valhalla'

   As you begin the mission, immediately look up and to the right, on top of
   the tree here you will find another one of those yellow boxes that signal
   one of the Red vs Blue Easter Eggs. Shooting this will activate Red vs Blue
   dialogue that will replace the mission's radio chatter in certain spots.


---------------------
4. Red vs Blue Egg 4:
---------------------
Mission: Episode 4, Chapter 2 'Rally Point'

   From the start of the mission, leg it across the field until you can see the
   large tower in the distance, pull out a scoped weapon and look on a platform
   near the top of the tower on the right hand side to find another yellow box.
   As per usual, shooting this will activate Red vs Blue dialogue that will
   replace the mission's radio chatter in certain spots.
   

---------------------
45. Red vs Blue Egg 5:
---------------------
Mission: Episode 5, Chapter 5 'Spartan Thorne'
   
   As you start the mission, immediately turn around. Look over at the rocky
   cliff in the distance just to the right. You should be able to see the
   familar yellow box up on a ledge (easier to spot with a scope!). Shooting
   this will activate Red vs Blue dialogue that will replace the mission's
   radio chatter in certain spots.



===============================================================================
Multiplayer Easter Egg  [MPEGG]
===============================================================================

---------------------
1. Immature Holograms
---------------------
   If you have ever played halo muliplayer online before you will no doubt have
   encountered the phenomenon that is teabagging - players crouching and
   standing over and over on your corpse once you have been taken out. In Halo
   4, try using the Hologram armor ability whilst near a dead body and it will
   perform the teabagging move just for you!




===============================================================================
-------------------------------------------------------------------------------
   *******************
 ***********************
***      Contact      *** [CONTCT]
 ***********************
   *******************

If you feel the need to contact me you can reach me at

sokkus[at]hotmail[dot]com.

Please include "Halo 4 Guide" in the subject line.




===============================================================================
-------------------------------------------------------------------------------

  *********************
 ***********************
***  SPECIAL THANKS   *** [STHNKS]
 ***********************
   ********************

I would like to thank the following people/entities:

- GameFAQs for always being there when I needed help and for accepting my FAQ.
- 343 Studios for re-inventing Halo and not messing it up!
- My fiancee Kumiko, who has been incredibly patient and understanding.
- And everybody who has taken the time to read my FAQs so far.




===============================================================================
-------------------------------------------------------------------------------
   *********************
 *************************
***      About Me       *** [INTRDT]
 *************************
   *********************

===============================================================================
Me
===============================================================================

Im 28, Australian and live with my lovely fiancee. I have been thrice  
named as the world sexiest hugging machine. I work full time and study at
University full time as well. I write game guides as a hobby in what little
spare time I have and have thouroughly enjoyed writing each and every one. 
Please head over to the website i write for -  www.consoledomination.com to 
check out  some of my guides, previews and reviews.

If you enjoy this guide, please feel free to send me an email with any 
suggestions or corrections and check out some of my other guides:


Complete FAQ/Walkthroughs:
- Assassin's Creed III FAQ/Walkthrough
- Call of Duty: Black Ops 2 FAQ/Walkthrough
- Call of Duty: Modern Warfare 2 FAQ/Walkthrough
- Call of Duty: World at War FAQ/Walkthrough
- Darksiders FAQ/Walkthrough
- Darksiders 2 FAQ/Walkthrough
- Dead Space 2 - FAQ/Walkthrough
- Deadlight FAQ/Walkthrough
- Dishonored FAQ/Walkthrough
- Fable 2 FAQ/Walkthrough
- Gears of War 2 FAQ/Walkthrough
- Halo 3: ODST FAQ/Walkthrough
- Halo 4 FAQ/Walkthrough
- Homefront FAQ/Walkthrough
- LIMBO FAQ/Walkthrough
- Mass Effect 2 FAQ/Walkthrough
- Medal of Honor: Warfighter FAQ/Walkthrough
- Resident Evil 5 FAQ/Walkthrough
- Star Wars: The Force Unleashed FAQ/Walkthrough

DLC content and other guides:
- Darksiders 2 - Abyssal Forge (DLC) FAQ/Walkthrough
- Darksiders 2 - Argul's Tomb (DLC) FAQ/Walkthrough
- Dead Space 2 - Severed (DLC) FAQ/Walkthrough
- Halo: Combat Evolved Anniversary Edition Skull Guide
- Halo 2 Skull Guide
- Halo 3 Skull Guide

or as mentioned before, check out more of my guides and reviews at: 
www.consoledomination.com

Thanks for reading!
Enjoy!



===============================================================================
Donations
===============================================================================

After a few generous emails and suggestions from readers and because donations
seems to be a growing trend among other contemporary guide writers, I have
decided to put in the option to allow you to donate some money to me for 
helping you out if you wish to do so.

Although I make these guides for free in my spare time, I probably don’t 
need to point out to gamers that purchasing games is an extremely expensive
hobby (games in Australia cost on average $90 - $120) and writing guides for
them can be a very long, incredibly difficult and thankless task at the best
of times, but one that is very challenging and occasionally rewarding.
 
Considering you could be paying upwards of $20+ for guides in a game shop,these
free and easily available guides make a cost-effective substitute. Whilst most
are happy to use and move on without a word I would move that a simple donation
is a great, easy way to say thanks if you feel that my guide has saved you some
time, money and frustration in some small way.

By no means feel obligated to donate just for viewing my guide, but if you are
feeling a little generous I certainly won’t object! Any amount is appreciated
whether it be 10 cents or $10.

Thankyou far all that read this far, if you are interested in donating, my
Paypal address is listed below, if not, why not send me an email or join my 
Facebook page and give me a shout out!


Paypal ID;

sokkus[at]hotmail[dot]com




===============================================================================
Console Domination
===============================================================================

Console Domination is an Australian video gaming website founded and staffed 
by true-blue Aussie gamers united in the love of gaming. The site is all about
games, games and more games with a specific focus on current generation 
consoles. Console Domination previews upcoming titles, reviews the latest 
releases and produce a fortnightly podcast to keep you entertained. We also 
stay up to date with the latest trailers and provide daily updates on industry
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Check out our podcasts here:
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Check out our Youtube Channel here:
http://www.youtube.com/user/ConsoleDomination?feature=mhee






===============================================================================
-------------------------------------------------------------------------------


   *******************
 ***********************
***  VERSION HISTORY  *** [VERHIS]
 ***********************
   *******************

Submitted 5/12/12
Version 1.85
The current version of the guide contains:
- Complete campaign walkthrough from start to finish
- Terminal Locations Guide
- Achievement list
- Completed Enemies & Strategy list
- Completed weapons and armor abilities list.
- Completed Multiplayer Section
- Completed multiplayer map overviews, areas of interest and specific tactics.
- Completed list of multiplayer ranks and unlocks
- Completed Multiplayer load-out section.
- Completed Forge Section
- Added Armor mod section and unlock guide
- Added specialisations and unlocks guide.
- Added guides to 3/4 episodes of Spartan Ops to date.
- Added an Easter Eggs section


-------------------------------------------------------------------------------
Submitted 27/11/12
Version 1.75
The current version of the guide contains:
- Complete campaign walkthrough from start to finish
- Terminal Locations Guide
- Achievement list
- Added a Enemies & Strategy list
- Added a weapons and armor abilities list.
- Added a Multiplayer Section
- Added multiplayer map overviews, areas of interest and specific tactics.
- Added a list of multiplayer ranks and unlocks
- Added a Multiplayer load-out section.
- Added a Forge Section
- Added guides to 2/4 episodes of Spartan Ops to date.
- Added an Easter Eggs section


-------------------------------------------------------------------------------
Submitted 07/11/12
Version 1.0
The current version of the guide contains:
- Complete campaign walkthrough from start to finish
- Terminal Locations Guide
- Achievement list


-------------------------------------------------------------------------------
Submitted 06/11/12
Version 0.80
The current version of the guide contains:
- Walkthroughs for 5/8 campaign levels
- Terminal Locations Guide
- Achievement list




===============================================================================

This guide has been written by Paul Williams aka Sokkus.

This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other website or as a part of any public display is strictly prohibited,
and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

If you wish to use my guide on another website, please ask me for permission
first.

Sites allowed to use my guide - GameFAQs.com
                              - ConsoleDomination.com
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===============================================================================
     
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