User:SPARTAN 119/Halo 3.5

Halo 3.5 is a not a true sequel to Halo 3, but rather a game with several playable characters, including Ross East and Lindsey Williamson that takes place at the same time as Halo 2 and 3, but with different characters in different locations.

= Controls =

=Achievements=

Baptism of Fire
Complete "Bunker Hill on Normal or higher

Turning Their Guns Against Them
Complete "Financial District on Normal or higher

Scratch One Carrier
Complete "Assault on the Divine Vengeance" on Normal or higher

Remember The Alamo
Complete "Battle of San Antonio" on Normal or higher

Bombs Away
Complete Air Raid at Fort Sill on Normal or higher

Turning Point
Complete Endgame at Fort Sill on Normal or higher

Urban Warfare
Complete "Toronto Downtown" on Normal or higher

Aerial Interdiction
Complete "Flight to Toronto" on Normal or higher

Combat Air Patrol
Complete "Battle of Toronto" on Normal or higher

Eviction Notice
Complete "Victory at Toronto" on Normal or higher

Were You Expecting Cannon Fodder?
Complete "Naval Battle Over New Balaho" on Normal or higher

David vs. Goliath
Complete "Battle of New Balaho" om Normal or higher

Close Air Support
Complete "Air Strike At Voi" on Normal or higher

Flood Insurance
Complete "Rescue at Voi" on Normal or higher

Grand Theft Aero
Complete "Escape From the Ark" onn Normal or Higher

Commando
Score 15000 or higher on "Bunker Hill" in the Campaign meta-game

Hijacker
Score 15000 or higher on "Financial District" in the Campaign meta-game

Annihilator
Score 15000 or higher on "Assault on the Divine Vengeance" in the campaign meta-game

Martyr
Score 15000 or higher on "Battle of San Antonio" in the Campaign meta-game

Bombardier
Score 50000 or higher on "Air Raid at Fort Sill" in the Campaign meta-game

General
Score 50000 or higher on "Endgame at Fort Sill" in the Campaign meta-game

Sabotuer
Score 50000 or higher on "Toronto Downtown" in the Campaign meta-game

Aviator
Score 15000 higher on "Flight to Toronto" in the Campaign meta-game

Ace
Score 50000 or higher on "Battle of Toronto" in the Campaign meta-game

Liberator
Score 50000 or higher on "Victory at Toronto" in the Campaign meta-game

Defender
Score 15000 or more on "Naval Battle above New Balaho" in the Campaign meta-game

Evictor
Score 50000 or more on "Battle of New Balaho" in the Campaign meta-game

Wild Weasel
Score 15000 or more on "Air Strike at Voi" in the Campaign meta-game

Hell's Janitor
Score 15000 or more on "Rescue at Voi" in the Campaign meta-game

Skyjacker
Score 15000 or higher on "Escape from the Ark" in the Campaign meta-game

= UNSC Weapons =

Colt M1911 .45 pistol
The venerable Colt M-1911 has been around in various versions for 600 years and is still taking names. Originally designed for the U.S. Army in 1911, the Colt has seen action in both World Wars, Korea, and Vietnam. Though M1911 was retired from the U.S Army in 1983, privately purchased 1911s were used by U.S. and later UNSC soldiers in the various conflicts of the early 21st century, the Interplanetary War, all the way up to the humanity's present struggle against the Covenant. The latest model fire sharpened titanium slugs and has proven effective against most Covenant species, particularly the unshielded ones. The Colt is the favored pistol of Lindsey Williamson.
 * Range: Short
 * Rate of Fire: Semi Auto
 * Magazine: 8
 * Damage: Medium
 * Ammo Type: .45 ACP
 * Dual Wield: Yes
 * Zoom: none

AP II Revolver
The AP II is a high powered magnum revolver. While the UNSC does not have revolvers as standard-issue firearms, some soldiers privately purchase the AP II because they like it's high stopping power. One such man is General Payton Smith.
 * Range: Short
 * Rate of Fire: Single Shot
 * Magazine: 6
 * Damage: High
 * Ammo Type: 12.7 mm
 * Dual Wield: Yes
 * Zoom: none

M6D Magnum
The M6 line of pistols has been standard issue for UNSC forces for over 100 years. The M6D is widely believed to be one of the best of that line, with a 2x scope for unparalelled accuracy for a pistol. The M6D fires 12.7mm armor piercing or high-explosive slugs, giving it massive stopping power. It is reported that SPARTAN 117 even shot down a Banshee with one on Alpha Halo. The M6D is the favored pistol of Ross East.
 * Range: Short to Medium
 * Rate of Fire: Semi Auto
 * Magazine: 12
 * Damage: High
 * Ammo Type: 12.7 mm
 * Dual Wield: Yes
 * Zoom: 2x (no scope when dual wielded or in multiplayer)

M7 Submachine Gun
Also known as the "Bullet Hose", the M7 SMG is a lethal close quarter battle weapon with a high rate of fire, and the standard issue SMG for the UNSC Marine Corps. The weapon can be especially deadly when dual wielded. The downside: low stopping power per round and a tendancy to "walk" upwards, making steady aim nearly impossible when firing long bursts.
 * Range: Short
 * Rate of Fire: Full Auto
 * Magazine: 60
 * Damage: Low
 * Ammo Type: 5mm
 * Dual Wield: Yes
 * Zoom: none

M7S Silenced SMG
The M7S is a silenced version of the "Bullet Hose, used by soldiers who need to keep noise to a minimum, typically ODSTs, SPARTANS and UNSC Army Spec. Ops. The weapon is useful for taking out sleeping Grunts without waking up the others
 * Range: Short
 * Rate of Fire: Full Auto
 * Magazine: 60
 * Damage: Low
 * Ammo Type: 5mm
 * Dual Wield: Yes
 * Zoom: none

IMI Uzi 2550
The Israel Military Industries Uzi line of SMGs has been around since the mid-20th century and is still synonymous with excellence in small, portable SMGs. The Uzi 2550 is the latest incarnation of this line, with a red-dot reflex scope for increased accuracy and greater stopping power. The increased stopping power comes at a price, however, the weapon is innaccurate even with the reflex sight, especially when dual wielded. The Uzi 2550 is standard issue for the UNSC Army and has been privately purchased by some Marines, ODSTs, and SPARTANs.
 * Range: Short
 * Rate of Fire: Full Auto
 * Magazine: 60
 * Damage: Medium-Low
 * Ammo Type: 9mm
 * Dual Wield: Yes
 * Zoom: none

MA5C Assault Rifle
The MA5C is the an improved version of the older MA5B assault rifle, Featuring a built in digital ammo-counter and compass and the ability to mount an M45 or M456 underbarrel grenade launcher.
 * Range: Med.
 * Rate of Fire: Full Auto
 * Magazine: 32
 * Damage: Medium
 * Ammo Type: 7.62mm
 * Dual Wield: No
 * Zoom: none

AK 2534 Assault Rifle
The Avtomat Kalashnikov AK 2534 is the latest descendent of the legendary AK-47 assault rifle of the 20th century. The AK 2534 is similar in appearance to it's many predecessors and like all of the AK line, is a reliable weapon more than capable of surviving the rigors of combat. The AK 2534 can mount an M45 or M456 grenade launcher. The AK is not currently in service with UNSC forces, but some soldiers do privately purchase the rifle.
 * Range: Medium
 * Rate of Fire: Full Auto
 * Magazine: 30
 * Damage: Med.
 * Ammo Type: 7.62mm
 * Dual Wield: No
 * Zoom: none

BR55 Battle Rifle
The BR55 Battle Rifle was developed early in the Human-Covenant War in order to combat the energy shields of Elites and later, Brutes. The high-powered rifle can de-shield an enemy with a few three round bursts, and kill them with the next shot. The rifle has given UNSC infantry a significantly better chance of defeating shielded enemies when compared to the MA5 series, especially when mounted with an M45 or M456 grenade launcher.
 * Range: Med.
 * Rate of Fire: 3-Round Burst
 * Magazine: 36
 * Damage: Medium-High
 * Ammo Type: 9.5mm
 * Dual Wield: No
 * Zoom: 2x

M90 Shotgun
The M90 shotgun is a devastating close quarter battle weapon perfect for clearing rooms. The shotgun's powerful 8-guage buckshot can de-shield or even kill an Elite or Brute in a single shot. The downside is that the shotgun is worthless at long range.
 * Range: Short
 * Rate of Fire: Pump Action
 * Magazine: 6
 * Damage:High
 * Ammo Type: 8 guage
 * Dual Wield: No
 * Zoom: None

SRS 99D Anti Materiel Sniper Rifle
The SRS 99 is a superb sniper rifle firing a massively powerful 14.5 mm armor piercing discarding sabot bullet. The SRS 99 enables a the user to stike down Elites, Brutes and other powerful enemies from ranges of over two miles. A single shot is capable of literally blowing the head of a Brute Chieftain clean off, destroying a Ghost's fuel cell, or even piercing the cockpit armor of a Banshee or the troop compartment of a Shadow. Unfortunately, due to the Flood's peculiar biology, the sniper rifle can only really be effective against Flood if the round strikes theInfecftion form in a Combat Form's chest. It is also noisy, hsrd to use at close range, and the round leaves a trail back to the user.
 * Range: Long
 * Rate of Fire: Semi Auto
 * Magazine: 4
 * Damage:High
 * Ammo Type: 14.5mm
 * Dual Wield: No
 * Zoom:5x,10x

SRS 108 Silenced Sniper Rifle
Developed by Misriah Armory and Phade Technologies, the SRS 108 is a silenced sniper rifle which can silently strike down Elites or Brutes at long range. This stealth comes at a price, however, the subsonic round is less powerful than it's noiser supersonic counterpart.
 * Range: Long
 * Rate of Fire: Semi Auto
 * Magazine: 4
 * Damage:High
 * Ammo Type: 14.5mm
 * Dual Wield: No
 * Zoom:5x,10x

G-II Minigun
Originally designed by MISWA, the G-II Minigun later saw use by UNSC soldiers, who appreciated it's extremely high rate of fire and stopping power. The gun burns through ammo extremely quicky, but can be devastating against large groups of enemies such as Brute packs, Drone swarms, and Flood hordes.
 * Range: Medium
 * Rate of Fire: Full Auto
 * Magazine: 200
 * Damage:High
 * Ammo Type: 7.62mm
 * Dual Wield: No
 * Zoom:none

M7057 Flamethrower
The M7057 Defoliant Projector was originally designed to clear a path to through thick brush, however, it was inevitable that it would be used as flamethrowers of the past were, for incinerating enemies at close range. The M7057 proved effective for clearing buildings and bunkers, and there are even case of flamethrower operators getting aboard Scarabs and barbecuing their crews. The flamethrower's most lethal use, however, is as a Flood annihilator, reducing even Tank forms to ashes in seconds and burning down whole hordes of Combat Forms.
 * Range: Short
 * Rate of Fire: Stream of Napalm
 * Fuel Reserves: 200
 * Damage: Sets target on fire, causing constant Medium damage
 * Ammo Type: Napalm
 * Dual Wield: No
 * Zoom:none

M45 Underbarrel GL
The M45 Underbarrel Grenade Launcher was originally intended for use by Extra Atmospheric Boarding Troops, mounted under modified BR55s. The launcher later gained use amongst ODSTs, SPARTAN, UNSC Army Spec. Ops, eventually regular infantry. The M45 is great for taking out groups of enemies, and a direct hit is capable of taking down Elites Brutes, Hunters, and even Ghosts in one shot. Because of the arcing trajectoy of the projectile, one must aim slightly above distant targets. The M45 can hold only one grenade in the launcher, so one must take care when engaging large groups of enemies. Compatable with most assault rifles.
 * Range: Medium-Long
 * Rate of Fire: Single Shot
 * Magazine: 1
 * Damage:Very High
 * Ammo Type: 40mm grenade
 * Dual Wield: No
 * Zoom: none

M456 Underbarrel Grenade Launcher
The M456 was designed late in 2552 to fire a new 25mm "smart grenade". These smart grenades have an internal computer which detonates the grenade after it has traveled a certain distance. To use, simply set the distance by aiming at a target and fire. The grenades travel in a straight line, so aiming above a distant target is unecessary and it has a three round clip for multiple shots, but locking onto a target's distance takes a second or so. Compatible with most assault rifles.
 * Range: Medium-Long
 * Rate of Fire: Semi Auto
 * Magazine: 3
 * Damage:Very High
 * Ammo Type: 25mm
 * Dual Wield: No
 * Zoom: none

M556 GL
The M556 is a standalone version of the M456, behaving almost identically to it's rifle mounted little brother, only with a 5 round clip instead of a 3-round one.
 * Range: Medium-Long
 * Rate of Fire: Semi Auto
 * Magazine: 5
 * Damage:Very High
 * Ammo Type: 25mm
 * Dual Wield: No
 * Zoom: 2x

M41 SSM Rocket Launcher
The M41 SSM Rocket Launcher, also known as the Jackhammer, is one of the most destructive weapons in the UNSC arsenal. The M41 fires a guided missile with a shaped charge warhead easily capable of piercing the armor of a Wraith. The M41s heatseeking ability also allows it to be used against Covenant aircraft. While the rocket launcher will annihilate any Covenant or Flood in one shot, the size of the rockets means you can only carry a limited number. Finally, the M41 should obviously not be fired at close quarters. We are not responsible for any accodental deaths resulting from failure to heed these warnings.
 * Range: Medium-Long
 * Rate of Fire: Single Launch
 * Magazine: 2
 * Damage:Extremely High
 * Ammo Type: 102mm guided missile
 * Dual Wield: No
 * Zoom: 2x

WAV M6 GGNR Laser (Spartan Laser)
In addition to having the longest name of any weapon in history, the WAV M6 Grindell-Galilean Nonlinear Rifle AKA Spartan Laser is the first directed energy weapon deployed by the UNSC. The Spartan Laser fires a powerful Laser beam capable of melting through the armor of up to three different vehicles in a row. In spite of it's name, the Spartan Laser can be wielded by unaugmented humans as well as Spartans, though due to it's great cost, the laser's main users are Spartans, ODSTs, and UNSC Army Spec. Ops. Apart from the cost, which is greater than that of a Warthog, the Spartan Laser's main weakness is the fact that the laser takes several seconds to charge before it can fire.
 * Range: Medium-Long
 * Rate of Fire: Charging Laser
 * Battery: 5 shots
 * Damage:Extremely High
 * Ammo Type: laser beam
 * Dual Wield: No
 * Zoom: 2x

AIE-486H Machine Gun Turret

 * Range: Medium-Long
 * Rate of Fire: Full Auto
 * Magazine: infinite while mounted, dismounted: 200
 * Damage: High
 * Ammo Type: 7.62 mm
 * Dual Wield: No
 * Zoom:none

LAU-65 Missile Pod

 * Range: Medium-Long
 * Rate of Fire: Single Launch
 * Magazine: infinite while mounted, dismounted: 8
 * Damage: Extremely High
 * Ammo Type: Heatseeking Missile
 * Dual Wield: No
 * Zoom:none

M9 HEDP Fragmentation Grenade

 * Range: Short-Medium
 * Rate of Fire: Hand Thrown
 * Damage: High
 * Ammo Type: Frag Grenade
 * Dual Wield: No
 * Zoom: none

Molotov Cocktail

 * Range:Short-Medium
 * Rate of Fire: Hand Thrown
 * Damage: Sets target on fire, causing constant Medium damage
 * Ammo Type: Molotov Cocktail
 * Dual Wield: No
 * Zoom: none

=Covenant Weapons=

=Vehicles =

= Levels =

Jericho VII
Innocence lost at a early age.

Character: Lindsey Williamson

Weapons: none

Vehicles:none

Part 1:Evacuation
Cutscene: A UNSC officer takes a young Lindsey away from her home in accordance with orders to evacuate children prior to the Covenant Invasion.

UNSC Officer (rings doorbell): "Mr. Williamson?"

Lindsey's father: "Yes"

Officer: "UNSC forces have detected a large Covenant force headed towards Jericho VII. I'm immensely sorry, Mr. Williamson, but I'm afraid I must seperaate you from your daugter in order to place her on the first ship out along with all other children in this city. I assure you that upon yoour evacuation to Earth, you will be re-united with your child."

Mr. Williamson: "Me and my wife are coming with her dammit!"

Offficer: "I am sorry, Mr. Williamson, but there is not enough space for all the children and their parents board the ship, and I cannot give you special treatment, Mr. Williamson."

Mr. Williamson: Fine then. Lindsey, go with this man.

A six-year old Lindsey walks of with the officer, not knowing what is going on.

Part 2: Loss of Innocence
Cutscene: Lindsey is looking through a window on the side of the ship taking her to Earth, at the ship carrying her parents. Scene moves to the control a Covenant cruiser. An elite gives the order to open fire on the escape fleet.

Elite: "Open fire, leave none alive!"

An energy projector shot destroys the ship carrying Lindsey's parent as Lindsey's ship escapes into slipspace.

Part 3: Click Here For Cheap Drugs
Earth, 12 years later, An 18 year old Lindsey Williamson has an illicit meeting with a scientist working on the Spartan augmentation programs.

Lindsey (hands the Scientist a large wad of cash): "That's my end of the deal, now where are the drugs?"

Scientist (hands Lindsey a case with several syringes): "Here, muscular enhancement, increased bone strength, improved vision, and superhuman reflexes. Got it all right here"

Cut to a montage of Lindsey recieving outstanding marks in ODST training.

Bunker Hill
Finally, a chance to make the Covenant pay. Cutscene: (In a briefing room) UNSC Officer: "Sgt Williamson, at 9:00 AM today, the Covenant launched a full scale attack on the city of Boston. We believe they are after a Forerunner artifact stored at Chawla Base. The Covenant have a Scarab in the Financial District. We need you to take it out for us so reinforcements can arrive." Lindsey: We're ready drop, sir Lindsey and seven other ODSTs drop from a UNSC frigate into the city of Boston
 * Character: Lindsey Williamson
 * Weapons: M7S silenced SMG, Colt M-1911 pistol, ODST knife, frag grenades (start), MA5B assault rifle, BR-55 SS silenced assault rifle BR-55/M45 GL, M-90 shotgun, S2-AM sniper rifle, plasma pistol, plasma rifle, Covenant Carbine, plasma grenade, Beam rifle, energy sword.
 * Vehicles: Shadow, Ghost, Spectre, Banshee
 * Objectives: Reach the Financial District, locate a point to ambush the Scarab from.

Part 1: Trail of Devastation
Lindsey lands near Bunker Hill and is greeted by dead UNSC soldiers and destroyed vehicles. You gain control of Lindsey at this point. walk towards the large monument on to the south and silently take out the four nearby sleeping Grunts with your OSDT knife (down on D-pad when near enemy) or the M7S silenced SMG. If your skilled enough, you can also silently kill the patrolling elite with a your knife. If you want, pick up a new weapon form the dead UNSC and Covenant before fighting your way through open area near Bunker Hill to Interstate Highway 95.

Part 2: Road Rage
On the Interstate, you will find a parked Shadow guarded by two elites. Deal with the elites and get into either the driver or gunner seat of the Shadow. If you choose to drive, take the vehicle south, across the bridge and onto the overpass, continuing until you reach a hole in the overpass. If you choose to man the gun, simply shoot up the Ghosts, Banshees, Shadows and Spectres that attempt to attack you.

Part 3: The High Road
Your Shadow will fall into the streets once you reach the overpass. You should find a sniper rifle and a BR with an attached M45 grenade launcher by a dead marine nearby. Take these, you'll need 'em. In the streets, the main threat will be the Covenant forces holed up in buildings. Lead your ODST squad down the street, sniping and grenading any Jackal Snipers that fire at you until you reach a dead end. From there, enter a structure to your right and climb to the 5th floor, taking out any Covenant that get in your way. when you reach the 5th floor, the level will be over.

Finanacial District
Hell hath no fury like a woman scorned.
 * Character: Lindsey Williamson
 * Weapons: M7S silenced SMG, Colt M-1911 pistol, ODST knife (start), MA5B AR, BR55/M45 GL, S2-AM sniper rifle, M-90 shotgun, M-41 SSM rocket launcher, plasma pistol, plasma rifle, beam rifle, energy sword,
 * Vehicles: Scarab Walker
 * Cutscene:

Part 1: Boarding Action
You start the level exactly where you left off the last one, on the fifth floor of a building near a broken skybridge. The Scarab will be on a street below a broken skybridge. Pick up the sniper rifle and rocket launcher near the end of the skybridge and follow you ODST comrades to the end of the skybridge. Help your allies snipe the Covenant forces on the top deck of the Scarab and jump in. Eliminate the pilots and other crew below decks to hijack the walker. The ODSTs climb aboard. End Cutscene.
 * Cutscene: Lindsey stops the Scarab and climbs to the top deck.
 * Lindsey: Come on it, it's clear.

Part 2: Highway to Hell
This next section involves you driving the Scarab to Interstate 93 (just follow the nav-point), whilst blasting any Wraiths you encounter to pieces with the Scarab's main laser cannon as the ODSTs hold off a few Banshees that attack from above. Upon reaching I-93, comes the really fun part: a massive column of Wraiths and Shadows is rolling down the highway. Open fire and vaporize the Covies.

Part 3: Boston Tea Party
After you've annihilated the Covenant armored column, A Covenant Frigate will attack you. This can be a ridculously hard part on Legendary. The frigate will try to fire a plasma torpedo your Scarab. When it does, it will lower it's shield in front of the plasma torpedo launcher. When it does, open fire on the plasma torpedo launcher. The higher the difficulty level, the more hits you will need to destroy it.
 * Cutscene: The frigate blows up an falls into Boston Harbor.

Assault on the Divine Vengeance
Unleash the wrath of the antimatter missile.
 * Character: Ross East
 * Weapons: N/A
 * Vehicles: FA 712 Scimitar Multirole Fighter
 * Objectives: Destroy Covenant Assault Carrier Divine Vengeance
 * Cutscene: After brief bio of Ross East, including his relationship with Lindsey Williamson, the scene cuts to Ross in the cockpit of his Scimitar Fighter.
 * UNSC Air Force Command: "Major East, this is command, Your target is the Covenant Assault Carrier Divine Vengeance. It should be just outside the Lunar perimeter. Fire your antimatter missile as soon as it breaches the perimeter. Intel suggests the carrier is the flagship of the Prophet of Hostility, so make sure you get a good lock before you fire.
 * Ross: Roger, command, Going in for the kill.

Part 1: The Big Bang
This mission is really more of a flight tutorial than an actual level. It starts out with instructions on how to move the Scimitar and perform aerial manuvers. After completing the manuvers section, several Covenant Boarding Craft will fly towards the UNSC fleet. Destroy all of the boarding craft with your laser cannon and a nav-point will appear pointing you in the direction of the Divine Vengeance. Now just point the Scimitar's nose towards the Divine Vengeance until you hear a lock tone and a red diamond similar to the missile pod lock reticule to appear around the distant carrier. Now, press the left trigger and sit back and watch the cutscene showing the Divine Vengeance go up in a massive explosion

Battle of San Antonio
How history repeats itself. Objectives: Weapons: Needler (start), Bowie Knife, AP II Ferris Revolver, M-90 Shotgun, BR55(some w/M456 GL), AK-2534 AR (some w/M456 GL), Uzi 2550 SMG, S2 AM Sniper Rifle, M 556 GL, M 41 SSM Rocket Launcher, Machine Gun Turret, Antique Cannon, Frag Grenade, Molotov Cocktail, Plasma Pistol, Covenant Carbine, Brute Plasma Rifle, Spiker, Brute Shot, Gravity Hammer, Fuel Rod Gun, Plasma Grenade, Spike Grenade
 * Character: John Roberts
 * Eliminate Covenant Forces in "Riverwalk" area
 * Make your way through the hotel.
 * Reach UNSC Holdouts in the Alamo
 * Make a Last Stand at the Alamo
 * Vehicles: Ghost, Brute Chopper, Wraith, Shade Turret

Part 1: Urban Decay
Cutscene: An ordinary civilian by the name of John Roberts (he has nothing to do with a certain Spartan that shares his name) hides around the corner of a partially destroyed building in the "Riverwalk" area of San Antonio's downtown (real location BTW),now ruled by Covenant Forces when suddenly a Grunt walks around the corner. John grabs a metal pipe from debris pile and hits the Grunt over the head before taking it's Needler (End cutscene). Walk out from around the corner and you will see Brute standing near the edge of the river, in front of a destroyed restaurant. The Brute is standing over a dead armed civilian. You can do on of two things: 1, shoot the Brute with you Needler, or 2, sneak up behind the Brute and push it into the river with the down button on the D-pad. Whichever method you use, after you kill the Brute, quickly grab the Molotov Cocktails and shotgun from the armed civilian, and if you want, replace your needler with a dual wield combo of Brute Spiker and the revolver from the civilian. Continue down the riverside walkway. A squad of Brutes, Jackals and Grunts will smash through the door of a hotel and attack you. Throw a Molotov into the squad, aiming for the lead Brute (ranging from major to chieftain, difficulty dependent). Hopefully the cocktail will bring him down. Once you have tossed all your Molotovs into the crowd, finish off the Covenant survivors with any of the firearms you have collected so far. If you so desire, collect whatever weapons you wish from the dead Covenant and nearby fallen UNSC soldiers, I'd reccommend keeping your shotgun and grabbing a Spiker, Brute Plasma Rifle or Uzi 2550 for the close combat of the hotel interior. Enter the hotel and clear the lobby before walking down a hallway before going up the stairs just before a blockage in the hallway. fight your way through the pack of Brutes on the second floor of the hotel before jumping through a hole in the floor which will take you to the street entrance, right across from the Alamo. Before you exit, grab the AK-2534 Assault Rifle with the attached M456 grenade launcher.

Part 2: Remember the Alamo
History repeats itself: a group of UNSC holdouts are making a last stand at the Alamo, but two Hunters are attacking the building. Use the  M456 GL on your AK-2534 and kill the two Hunters before entering the Alamo itself. Cutscene: John walks into the Alamo to see that several armed civilians and UNSC Marines are making a last stand against the Covenant hordes that are overunnning the city. Several machine gun turrets and even three antique cannons are pointing out the windows. An arsenal of weapons and ammo, both human and a few capured Covenant weapons are layed against the walls of the church turned fortress turned museum turned fortress once again. Your first order of business is to hold off a Covenant infantry assault. You can do this by manning one of the turrets of by grabbing a sniper rifle and M556 GL and sniping and grenading every Covenant you can, until two Wraiths enter the area in front of the Alamo. Grab a rocket launcher and blow up the two Wraith before using any remaining rockets and the M556 GL to destroy the Ghosts and Brute Choppers. A second infantry force will attack, and one of the holdouts will tell you that they have loaded the antique cannons with black powder and random metal items to use as shrapnel. Fire each of the three cannons and watch as the Covenant are cut down by 700 year old technology!.

Part 3: No Bullets In His Back
Cutscene: After firing the cannons, a fuel rod hits the Alamo and blows a hole in the wall. John is sent flying and seperated from his weapons, landing next to a broken museum display case. He pulls out a Bowie Knife as Brutes come pouring into the hole.
 * John: "Well, no man can live forever."(end cutscene). You regain control of John for a short period of time in which you must make a last stand, killing as many Brutes as you can with your knife and any guns you manage take from fallen brutes before John dies a martyr's death (End level).

Air Raid at Fort Sill
You are all that stands in the way of a Covenant Army. As you are playing as a General for this mission, most of the level will be spent swapping between forces under your command and the your UNSC Air Force allies this mission has rather siple objectives, mostly involving unleshing heavy firepower on the Covenant: Fun, but not all that challenging. The mission starts with a cutsecne showing General Smith moving his forces from Fort Sill Army Base, Oklahoma to the Wichita Mountains (both real locations) ot the north. Thus the Covenant air raids initially attack empty buildings as several F/A 712 Scimitars for Altus Air Force Base dive on the enemy aircraft.
 * Character: Brig. General Payton Smith
 * Weapons:
 * Vehicles:

Part 1: Interception
(Gain control of lead F/A 712). Shoot down all Covenant Seraphs, I'd reccomend using the missiles as much as possible to stay out of range of the Seraph's deadly pulse laser.

Part 2: Fire in the Skies
After destroying the Seraph's you will be given the choice of taking command of a Deathstalker SPAAGS, Argent SAM Warthog, Wolverine SAM Vehicle or Fattail AAA/SAM Vehicle (the other vehicles will be AI controlled). Whichever one you pick, you'll then have to clear the skies of Banshees and Phantoms, both gunship and troop transport.

Part 3: Close Air Support
Cutscene: The UNSC Air Force detects a large force of Covenant land forces heading towards Altus Air Force Base. After this cutscene, you will again have to choose one of several units to take personal command of: this time, the lead aircraft of a squadron of Longswords, Shortswords, Sparrowhawks, Hornets, Skyhawks or Bomber Pelicans. If you chose a figher or attack aircraft, your objective will be to destroy a Scarab and a set number of Wraiths (dependent on difficulty). If you chose a bomber, simply choose the perfect location to release your bombload ond watch the fireworks!

Part 4: Steel Rain
Cutscene: the Covenant force headed for the Air Force Base is annihilated, but there is still another force heading for Fort Sill. (End Cutscene) At this point you gain control of General Smith and must assign targets to the Bombardier SPGs, Firefly MLRS, Viper Ballistic Missile launchers, Goanna Heavy Mortar Vehicles and Mythos Mobile Artillery Walkers.

Part 5: Into the Fray
Cutscene: Several Phantoms fly towards your mountaintop firebase and two make it through the curtain of AA fire to drop troops. (End Cutscene) You regain control of General Smith, armed with a AP II Ferris Revolver. Grab the two Uzi 2550s in the arms cabinet of your command Elephant and enter the fray with the dual Uzis and start cutting down Brutes, Jackals, and Grunts. Alternatively, you can trade your revolver for a nearby soldiers BR or other weapon, or you can enter a vehicle and turn it's guns on the Covenant intruders (The Deathstalker AA works well on infantry as well). Kill all the Covenant and you will have held off the first wave and beaten the level.

Endgame at Fort Sill
Crush the Covenant under your tank treads! Objectives:
 * Character: Brig. General Payton Smith
 * Hold off the initial Covenant Assault
 * Launch a Counterattack
 * Destroy All Scarabs
 * Eliminte Brute Chieftain Tarkanus
 * Weapons: AP II Revolver, Uzi 550 SMG, MA5B/M456 GL, M-41 SSM Rocket Launcher, Spartan Laser, Frag Grenade, LAU-65 Missile Pod, Plasma Pistol, Brute Plasma Rifle, Brute Spiker, Beam Rifle, Brute Snapper, Covenant Carbine, Brute Shot, Fuel Rod Cannon Plasma Grenade, Spike Grenade
 * Vehicles: Warthog (all types), Scorpion Tank, Mythos Mobile Artillery, Monitor Anti Armor Vehicle, Komodo Anti Armor Vehicle, Grizzly Anti-Scarab Vehicle, Kodiak Heavy Assault Tank, Ghost, Spectre, Brute Chopper. Brute Prowler, Wraith, AA Wraith, Shadow, Scarab

Part 1: Cannon Fodder
You begin the level on plains below your firebase on Mount Scott, next to a motor pool of vehicles. Pick a Vehicle (I'd reccommend a heavy vehicle like a Grizzly, Kodiak, or Mythos because you will be facing Scarabs). You can also walk to the road block and fight the Covenant assaut on foot. This guide will assume you took a Grizzly, Mythos or Kodiak. Drive your vehicle to the roadblock to the south and park it in a good firing position. The other vehicles will follow you to the roadblock. The first wave of Covenant forces will attack upon your arrival at the roadblock. These will consist mainly of Ghosts and Spectres operated by Grunt, cannon fodder. Open up with the main gun (and the Gauss gun it you have a Kodiak), your machine gunner and AI allies will help you throughout the battle. You should deal with this cannon fodder relatively easily.

Part 2: Ignis Volans
Cutscene: Wraiths, Brute Choppers, Prowler, Shadows and Hunters appear over the horizon (End Cutscene). This enemy armored force should provide a more firm oppostion than the Grunts and their vehicles. Target Wraiths first, they're the biggest threat. If you have a Grizzly or Kodiak, DO NOT fire the Scarab-Slayer Missiles, stick to the main gun (and the Gauss in the Kodiak. This battle will not be easy on the higher difficulties, but eventually you will prevail.

Part 3: Blitzkrieg
Cutscene: General Smith orders a counterattack (end cutscene). Drive your vehicle to the south, beyond the road block, followed by your allies. You will easily be able to force through the few Wraiths and Choppers you will meet on the way. Upon the Covenant staging area, the first thing you will notice are six Scarabs marching towards you. If fire you Scarab-Slayer Missiles if you are in a Kodiak or Grizzly to instantly destroy one or two (depending on vehicle) of 'em. Two to four shots with the Mythos or anything to the core will also kill the Scarabs. After destroying the Scarabs, finish off the surviving Covenant armor and Tarkanus' Scarab will show itself. If you saved a Scarab Slayer, use it to annihilate the Scarab in one shot, or, if not, use the old "shoot the legs, then the rear, then the core with the main gun" trick to eliminate the Brute Chieftain and his Scarab.

Toronto Downtown
''Destroy the AA Batteries. Begin the liberation of the city.''
 * Character: Lindsey Williamson
 * Weapons: S2-AM Sniper Rifle, MA5B Assault Rifle, ODST knife (Start), M7 SMG, BR-55 Assault Rifle, BR-55/M45, AK-2534 Assault Rifle, M41 SSM Rocket Launcher, Spartan Laser, Machine Gun turret, LAU-65 missile pod, Plasma Pistol, Brute Plasma Rifle, Brute Spiker, Needler, Brute Shot, Mauler, Particle Beam Rifle, Brute Snapper, Fuel Rod Gun, Gravity Hammer
 * Vehicles: Ghost, Brute Chopper, Brute Prowler, Wraith, AA Wraith, Type 69 Excavation Vehicle, Covenant AA Battery, Shade turret, Banshee, Phantom*, Phantom Gunship, Scarab* (*=not drivable in this level)

Part 1: A Walk in the Park
Cutscene: Lindsey and her ODST squad drops into the middle of the city of Toronto, namely Harbourfront park, where the Covenant are building several AA batteries. You begin the level on top of a building overlooking the several parked Wraiths, both regular and AA parked at the edge of Harbourfront park, guarded by a squad of Brutes and grunts. Use your sniper rifle and take out the highest ranking Brute (ranging from Major to Chieftain depending on difficulty) first, followed by the Jackal snipers, then Brute underlings, and finally the regualar Jackals and Grunts, going for the headshot whenever possible. When you've eliminated most of the guards head the roof access stairs and climb down. Head for the Wraith parking lot and eliminate any surviving enemies with your MA5B (you can take an AK-2534 or BR from an ODST if you want). After eliminating the Brutes, take one of the Wraiths (I'd reccommend an AA, as it can hit Phantoms and Banshees as well as ground threats). The ODSTs will take control of the remaining Wraiths. Drive the Wraith towards the nav. point. you should see the partially constructed AA batteries to your west. first, fire your AA guns at the two Phantoms that are being used to construct the AA batteries. then, move in and eliminate the enemy forces guarding the batteries, starting with the two Wraiths before moving on to the Banshees, Prowlers, Ghosts and Choppers before nailing the infantry (prioritize infantry with Fuel Rod Guns). Destroy the Type 69 Excavation Vehicless used in building the batteries before finally shooting up the AA batteries. This can be done with your Wraith, or by hijacking one of the two completed AA batteries and turning them on the others (the latter is more fun).

Part 2: Dead End Road
After taking out the AA guns, follow the nav point to a road blocked by rubble piles. make your way through one around the rubble through as building and continue down the road, fighing with several squads of Brutes. Shortly, you'll see the next objective, the Rogers Centre, a large stadium below the CN Tower Covenant forces have seized the centre and killed a squad of marines holed up inside. Avoid the Sniper fire form the Rogers Centre by runnig form car to car in the parking lot and return fire with your own sniper rifle. Enter the Rogers Centre and eliminate any surviving Covenant forces before heading for a hole blown in the side of the stadium where thew Covenant snipers were.

Part 3: Besieged
Walk up to the hole in the wall (follow the nav-point) and pick up a Beam Rifle or Brute Snapper from one of the fallen Covenant snipers. A horde of Covenant infantry will charge across the parking lot as your allies set up a machine gun turret. Use your sniper rifle to pick off the Covenant forces until the force is repelled and follow the nav-point to another hole in the stadium. There you will find the fallen squad of marines, including one with a rocket launcher and another with a Spartan Laser. You'll neeed them both, as about 15 Wraiths will roll into the parking lot, but DON'T pick up the rocket launcher yet. With the help of a rocket launcher-wielding ODST, you'll have to kill them all. First, fire your first four Spartan Laser shots and, hopefully, you'll hit all four times. The ODST should also nail one or two. Trade your laser for the ODST's rocket launcher, as the ODST has infinite laser charge and will become a powerful ally without putting you at risk of friendly fire!. Use the rocket launcher to destroy the surviving Wraiths. The ODST you gave the laser will come in very helpful here. Once you have destroyed all the Wraiths, a cutscene will play.

Part 4: High Climber
Cutscene: A Scarab and two Drinols lumber toward the Rogers Centre. The Scarab fires it's main pulse laser and blows a hole in the wall. ODST: "We've got a Scarab, we need air support!. Lindsey!, find the radio, there should be one in the observation deck of the CN Tower." End Cutscene. Follow the nav-point to the entrance of the CN Tower. just inside, you'll be attacked by Brute with a Mauler. Kill the Brute and take his Mauler, it will be useful in the close combat of the observation deck. Take the Elevator to the lower observation deck. A Brute should be looking out the blown out window. Sneak up on him and press down on the D-pad. Instead of stabbing him with your knife as usual, you will toss him out the window the streets over 1000 feet below! His demise will cause several other Brutes and other Covenant to attack you. Dispose of them with the Mauler. Man the LAU-65 missile pod on the floor to shoot down the two Banshees that attack you. After the Banshees are destroyed, a Phantom Gunship will hover in front of the window and attack you. here, you have two choices. 1.Shoot down the gunship with the missile pod and take the stairs to the upper observation deck and kill the Brutes inside with your Mauler, or 2. walk to the edge of the blown out window and wait for "press RB to board enemy Phantom". You will jump from the window to the open side doors of the Phantom. Press down on the D-pad to toss the Grunt doorgunnners off the Phantom, then walk into the cockpit shoot or melee the Brute pilot. Then fly the gunship to the second observation deck and use the forward firing plasma and fuel rod cannons to eliminate any Brutes on the top deck before letting the Phantom hover next to the window and press RB when "Press RB to jump through window" appears to jump into the observation deck. Either route you take, in the end you'll get to the radio and activate a cutscene. Cutscene: Ross East's F/A 712 Scimitar Fighter fires a pair of Scarab Slayer Missiles. One of the missiles hits the Scarab and one of the Drinols. The second Drinol is killed by the laser cannon on Ross' Scimitar. End cutscene and level.
 * Lindsey: "This is Sgt. Lindsey Williamson of the 124th ODST Special Operations squad to any UNSC Forces. We are pinned down by two Drinols and a Scarab in the Rogers Centre. Any UNSC forces please assist."
 * Ross East: "This is Major Ross East of the UNSC Air Force. Hold on there Lindsey, I'm making my attack run now."

Flight to Toronto
''Get to Toronto. Destroy any Brutes in your Path'' Objectives:
 * Character: Ross East
 * Weapons:N/A
 * Vehicles: F/A 712 Scimitar Fighter
 * Shoot down attacking Seraphs
 * Fly to Oshawa
 * Shoot down Phantom escort Seraphs
 * Shoot down Phantom transports
 * Shoot down Banshees and Gunships attacking UNSC ground convoy
 * Fly to Toronto.

Part 1: Ring the Bell and Run Like Hell
Cutscene: Air raid alarm bells go off as Ross East and the rest of the 3rd Canadian Squadron run accross the tarmac of the Ottawa airbase to their F/A 712 Scimitar Fighter and take to the skies as Covenant Loyalist Seraph Fighters release their plasma charges (End Cutscene). To defend the Ottawa air base, you must shoot down a difficulty dependent number Seraph Fighters attacking the base. Use You ASGM-12 missiles when ever possible to avoid the Seraph's deadly Pulse Lasers. You can fire off ten missiles before going through reloading process (difficuty dependent in lengths, on Legendary, missiles only respawn between cutscenes, with the Famine Skull on they do not respawn at all.) If you have to go into a close range dogfight, stay on the Seraph's tail and do not get yourself caught between two Seraphs. After downing the Seraphs, follow a nav point towards Oshawa, Ontario until cutscene plays.

Part 2: Interdiction Mission
Cutscene: Ross catches sight of an aerial convoy of Covenant Loyalist Phantoms, some of them carrying Wraiths, escorted by a dozen Seraphs(End Cutscene). Use your missiles to destroy the Seraph Fighters and then go in to kill the Phantoms with your Laser, they aren't worth wasting a missile on. When the Convoy is finished, a third cutscene will play.

Part 3: Fish in a Barrel
Cutscene: Ross spots a squadron of Phantom Gunships and Banshees attacking UNSC ground targets in Oshawa (End Cutscene) This is third, and easiest part of the mission, simply take out the Loyalist attack aircraft, they wont put up much of a fight, and follow the nav-point towards Toronto.

Battle of Toronto
Rule the skies, rule the battlefield. Objectives:
 * Character: Ross East
 * Weapons: N/A
 * Vehicles: F/A 712 Scimitar Fighter
 * Destroy Scarab and Drinols attacking Roger's Centre
 * Destroy Covenant Armor on Gardiner Expressway

Part 1: The Scarab and the Sharquoi
Cutscene: Lindsey Williamson sends out a distress signal from the radio post on the CN Tower. Cut to a Scarab firing on the Roger's Centre, where several ODSTs are pinned down, as two Drinols approach the structure (End Cutscene). Fly towards the CN Tower (for those who have not been to Toronto, it is that narrow, tall, pointed, structure in downtown Toronto, and it's marked by a nav-point, so you can't miss it) and look for a Scarab and two Drinols (again, so big you can't miss 'em). Point the aiming reticule at the Scarab and wait until you lock on. Press the down button on the D-pad to release your special weapon: a Scarab-Slayer Anti-Scarab Missile. One shot should send the Scarab up in a spectacular (even from the air!) fireball. Proceed to fire your second Scarab-Slayer at the the first Drinol and laser the second.

Part 2: Tank Busting
Cutscene: Lindsey sends her thanks over the radio. Cut to a column of Wraiths and Shadows moving up the Gardiner Expressway (End Cutscene). Like the previous section, this one is mainly to advance the story. Fly to the expressway marked with a nav-point and strafe the Covenant Armor with your Laser.

Part 3: So Many Owed So Much to So Few
Cutscene: Ross finishes his strafing run as the radio crackles to life. (End Cutscene). This is where the long range capabilities of your ASGM-12 missiles will come into play. Lock on to the enemy aircraft around the Spitfire from long range, making sure the targeting reticule is red, not green, which denotes friendly Longsword fighters from the carrier. Shoot down as many Seraphs as you can before they break off and engage you instead. Then just shoot down the Seraphs one by one.
 * UNSC Spitfire: "This is the Supercarrier UNSC Spitfire to all UNSC and friendly Covenant forces, We are getting swarmed by enemy Seraphs, please assist, over."
 * Ross: "Hang on there Spitfire, This is Lt, Col. Ross East of the UNSC Air Force, I am preparing to engage hostile aircraft now."

Part 4: Air Superiority
For the final Part of this mission, you must defend Downsview Air Force Base (marked on a nav-point) from multiple waves of attackers. The first wave is a squadron of Banshees and Phantom Gunships with Seraph Escorts. By now, you should be pretty good at dogfighting, so you'll make short work of them. The second group of attackers will be a group of Wraiths. Kill the Wraiths and a Seraphs squadron will fly in to drop plasma charges on the base. Nail the Seraphs and the the final challenge awaits you. Two squadrons of five Seraphs will attack from to different directions and a Drinol will approach the base. Take out the Seraphs first. Your missiles should have at least partially respawned after you strafed the Wraiths, so use them to quickly take down one of the Seraph squadrons. Use any remaining missiles on the second squadron before engaging the remainder of the Seraphs with your laser, making sure none of them get on your tail. After you finish off the second squadron, laser the Drinol and the mission will be completed (End Level)

Victory at Toronto
Evict the Brutes from your home Objectives:
 * Character: Lindsey Williamson
 * Eliminate Covenant Presence in City
 * Clear Covenant Force From Apartment Building
 * Destroy All Scarabs
 * Destroy All Drinols
 * Weapons:MA5B/M45, M-1911 pistol, ODST knife(start),M7 SMG, BR-55/M45, M90 Shotgun, S2 AM Sniper Rifle, M41 SSM Rocket Launcher, Spartan Laser, Frag Grenade, Plasma Pistol, Needler, Brute Plasma Rifle, Spiker, Mauler, Carbine, Beam Rifle, Brute Snapper, Fuel Rod Gun Plasma Grenade, Spike Grenade, Flame Grenade
 * Vehicles: Warthog, Guass Warthog, Rocket Warthog, TT Warthog, Kangaroo IFV, Scorpion, Monitor, Grizzly, Mythos, Ghost, Brute Chopper, Prowler, Wraith, Scarab (non-drivable)

Part 1: Liberation
Cutscene: A column of UNSC tanks arrive at the Rogers Center, Lindsey and the ODSTs exit and walk towards the vehicles. (end cutscene). Pick any vehicle you want, I'd reccommend a Scorpion, Grizzly, Monitor, or Mythos, because you will encounter heavy armor. Drive along the street in front of you, blasting any Ghosts and Choppers you encounter with your main cannon. The rest of the column will follow you. Turn a corner and meet a pair of Wraiths with your main gun. At this point, Brutes holed up in buildings will fire on you. Blast them out of their cover and keep on the watch for Ghosts, Choppers, and Prowlers. You should reach a major intersection with a large apartment tower to the north. Clear the area of Wraiths and finish off the other Covenant.

Part 2: Notice of Eviction
Blast any Brutes in the windows before exiting the tank and entering the apartment building. You might want to trade your BR for an allies shotgun for this. Enter the first floor lobby and kill the two Brutes the squad of Grunts before entering the elevator. You will reach the sixth floor and be greeted by a Brute weilding a Mauler. Blast him and head down the hall until you reach the first open apartment. dispose of the Covies inside, you can use down on the d-pad to toss some of 'em out the windows if you get close. Continue down the hall. A Jackal come out of a side room and attack you. Quickly use the d-pad to grab him and toss him down a a garbage chute. Enter the room the Jackal came out of and blow up the Shade Turret pointing out a hole in the wall with a plasma or spike grenade. Shoot any surviving Covenant and return to the elevator. The elevator will take you to the roof of the structure. On top of the apartment building, you'll engage a pack of Brutes, lead by Gravity Hammer-wielding Chieftain, as well as two Shade Turrets. Kill all of the Covies and take elevator back down to the first floor, exit the apartment building and get back in your tank.

Part 3: Trespassers Will Be Shot.... Survivors Will Be Shot Again
Cutscene: A rumbling sound is heard throughout the intersection as the ground begins to shake. A nearby structure is struck by a pulse laser beam and explodes. A Scarab emerges from the cloud of dust and smoke. Another Scarab appear, and another, five in total as twenty Drinols lumber forwards along with the Scarabs. (end cutscene) I'd reccomend a driving a Mythos or a Grizzly for this part. Whichever you choose, concentrate on the Scarabs. If your in a Mythos, fire your main cannon at the Scarabs, it should take two or three shots to drop the enemy walker. If your driving a Grizzly, fire your Scarab-Slayer Missiles for two free instant Scarab kills (even on Legendary), but the Scarab-Slayers don't respawn, so after your first two Scarab kill, you'll have to fire your cannon at the legs of the Scarab to bring it to it's knees and drive around the back and blow of the panel covering the core and put a shell into the core. Note that there is nothing stopping you from using the Grizzly for your two "free" Scarab kills and then exiting and commendering a Mythos (just stand near it and press RB and it will stop long enough to climb the ladder to the driver's seat). After you destroy the Scarabs, Kill all of the Drinols (use your tank/Mythos' main gun) and eliminate the invaders from the city. (end level).
 * UNSC Soldier: "What's that rumbling noise?"
 * UNSC Soldier: "SHIT!!!! WE GOT A SCARAB!!!!"
 * UNSC Soldier: "FUCKING GREAT!!! NOW WHAT THE HELL DO WE DO!?!"
 * UNSC Sergeant: "Shut up and fire"

Naval Battle Above New Balaho
An unexpected battle, a new ally 
 * Character: Dadak Yiyip
 * Weapons: Needler, Unggoy Energy Sword, Plasma Grenades (start), Plasma Pistol, Plasma Rifle, Unggoy Carbine, Plasma SAW, Plasma Multiple-Grenade Launcher, Brute Plasma Rifle, Spiker, Mauler, Brute Shot, Gravity Hammer, Spike Grenade, Flame Grenade
 * Vehicles: Assault Carrier, Unggoy Seperatist Seraph

Part 1: Alliance of Convenience
Cutscene:Shows a brief history of the Unggoy Seperatists, before cutting to the Unggoy Seperatist naval commander, Dadak Yiyip, aboard the bridge of the Assault Carrier New Balaho. Scene moves to a fleet of Brute ships being chased by a combined UNSC-Covenant Seperatist Fleet. Brute fleet slipspace jumps to random location, near the Unggoy Seperatist homeworld of New Balaho (namesake of Yiyip's carrier). The UNSC and Covenant Seperatist make an alliance of convevience with the Unggoy Seperatists and together, begin to fight against the Brutes (end cutscene). You begin the level commanding the Assaut carrier's impressive arsenal of Pulse Lasers, Energy Projectors, and High Speed Plasma Missiles. First, simply bombard any Brute crusiers with your lasers, plasma missiles and Energy Projectors until the enemy spacecraft are destroyed. After nailing a few cruisers, being careful not to fire on friendly ships (your reticule turns green instead of red if you aim at a friendly), a Brute Assault Carrier will engage you. Hit it with everything you've got and, eventually the enemy ship will go up in a fireball.

Part 2: Uninvited Guests
Cutscene: Brute-controlled boarding craft attach to the New Balaho, seconds later, a pair of Spiker-wielding Brutes break down the door. Dadak Yiyip pulls a Needler and a short Energy sword. End cutscene. Use your Needler of Energy Short Sword to kill the Brutes. Alternatively, you can walk up to ne and press down on the D-pad remove a Brute's oxygen mask and destroy it with your needler and watch your enemies asphixiate in the methane based "atmosphere" aboard the Unggoy ship.. Dual wield a spiker with your energy short sword if you want band take the dead Brute's spike grenades before exiting the bridge and helping a group of Unggoy allies armed with plasma pistols and plasma rifles fight off several Brutes and Jackals. Arm yourself with weapons off your fallen enemies if you see fit (they should have Plasma Pistols, Spikers, Brute Plasma Rifles, and Maulers) and continue down the hallway. Several boarding craft will try to attach to the ship's entry hatches, but if you press a button on the side of the door just as the boarding craft attaches, you can release the opened-doored craft, exposing the would-be boarders to the vaccuum of space! Once you eliminate the boarders, enter the first armory, grab an Unggoy Carbine and help a couple other carbine-wielding Grunts dispose of the Brutes and Jackals in the Armory. The carbine's plasma grenade launcher will make short work of the Brutes, even the Grav-hammer wielding chieftain, leaving you and your allies to finish off the surviving Jackals. Go down the next hallway to reach the mess hall. Clean out the Brutes in the mess hall, and move on to the barrack. Outside the door to the Barracks, you'll find two dead Unggoy with spikes stuck in several locations and gashes all over their bodies. One of the fallen has a Plasma SAW lying next to him, so pick up the SAW and move into the barracks. A group of Brutes and Jackals has already killed several Unggoy, their bluish blood lining the walls. The remaining Unggoy are standing lined up against a wall, facing a firing squad of Jirilhanae and Kig-Yar. Take aim at the Covenant Loyalist forces and open up with your plasma SAW. Mow down the enemies and the Unggoy survivors will arm themselves with their would-be executioner's weapons. Eliminate the remainder of the Brutes in the barracks before continuing on to the hanger. Destroy all enemies in the hanger.

Part 3: Into the Vaccuum
Cutscene: the intercom will announce that several boarding craft are approaching the New Balaho. Dadak Yiyip will enter an Unggoy Seperatist Seraph fighter to personally lead the defense of his ship. End Cutscene. Follow the objective marker to first wave of boarding craft, escorted by Brute Seraphs. Use your High Speed Plasma Missiles to destroy the enemy Seraphs (again, watch out for friendly Seraphs and UNSC Longswords). Once the escorts are down, use your pulse lasers and plasma autocannons to deal with the boarding craft. Repeat the same procedure with two more waves as before the radio will report that Covenant Loyalist Unggoy are mutinying aboard a Brute Assault Carrier.

Part 4: Mutiny
Fly towards the nav point, killing any Brute Seraphs you run into along the way, and wait for the Carrier to lower it's shield to allow a boarding craft to exit. As the craft flies out, you can fly in. Enter the hanger doors like the way you did the shield, fly in when it lets a Brute Seraph out. Shoot up the parked spacecraft in the hanger and a cutscene will begin. A Phantom full of allied Unggoy will fly in after you and drop of the squad and some supplies, including a Multiple Plasma Grenade Launcher. Dadak put on a methane tank, leave the Seraph and grab the Plasma MGL. End cutscene. Use the Plasma MGL to take out the Brutes and Jackal that storm in. Enter the door they came through and keep unleashing your deadly plasma grenades on any enemies you encounter, but make sure you have at least six left. In the armory, you will run into the mutineers, who are engaged in battle with several Brutes. You can eliminate the Brutes with a non-explsive weapon, or you can let the mutineers and your allies mob them anbd kill them. Exit the armory and storm the bridge.

Part 5: David vs. Goliath
The Brute shipmaster will set four Hunters and a Gravity Hammer-wielding Brute Chieftain on you. This can be a one of the hardest parts of the game on the higher difficulties. With your energy-shielded Unggoy Armor and Plasma MGL, though, you should have a chance at prevailing. Simply stick all the Hunters and kill them in one shot before throwing everything you've got at the Chieftain (plasma grenades wont stick to him unless you de-shield him with a carbine or plasma rifle). Finally, the Shipmaster will raise his Gravity Hammer. Either use your Plasma GL if you have ny ammo left, or simply shoot the Brute other weapons. You can also grab the dead chieftain's gravity hammer and use that to eliminate the Brute shipmaster. End Level.

Battle of New Balaho
Never underestimate the power of the Grunt.
 * Character: Dadak Yiyip

Air Strike at Voi
Drive the Prophet into the grave he's been so happily digging.
 * Character: Ross East

Rescue at Voi
Rescue survivors from the Flood. Objectives:
 * Character: Lindsey Williamson
 * Weapons: M-90 Shotgun, Colt M-1911 pistol, M-7057 Flamethrower, frag grenades, ODST knife (start),M6D Pistol, BR55/M456, MA5B/M456, AK-2534/M456, M7 SMG, G-II Minigun, M41 SSM Rocket Launcher, Spaartan Laser, M556 GL, Plasma Pistol, Plasma Rifle, Brute Plasma Rifle, Spiker, Needler, Mauler, Brute Shot, Energy Sword, Gravity Hammer, Plasma Turret, Fuel Rod Cannon, Plasma Grenade, Spike Grenade, Flame Grenade
 * Vehicles: Warthog, Gauss Hog, Transport Hog, Kangaroo IFV, Scorpion Tank, Ghost, Brute Chopper, Prowler, Wraith, AA Wraith
 * Locate Survivors
 * Lead Survivors to LZ
 * (difficulty dependent number) Survivors must Reach LZ.

Part 1: Flood Warning
Cutscene: Lindsey and her ODST squad land in the Flood infested city of Voi (end cutscene) You start the level armed with a shotgun and M1911 pistol and an M7057 Flamethrower. A horde of Flood Combat and Infection Forms run at you. Make short work of them with your flamethrower and continue up the road ahead. Around a corner, a bunch more infection forms will revive the corpses of several dead Marines, Elites, and Brutes, unless you burn the bodies and Infection Forms first. Continue Down the road until you reach a blockage: the entire bow of the crashed flood ship, blocks the road. Enter a gap in the side of the ship-chunk. Inside, Hordes of Combat Forms will greet you and your allies, but your flamethrower and your ODST allies' shotguns, ARs, and M456 Underbarrel GLs (finally, AIs can use them without friendy fire incedents!) should eventually prevail (you may lose some ODSTs, but they don't count on the "dont lose any survivors achievement). You will also meet your first Flood Pure Forms, so burn 'em before the Stalker Forms become Tank or Ranged Forms. You should run out of flamethrower fuel sometime in the ship-chunk, so continue fighting with your shotgun and grenade (use flame grenades for tank forms), switching to your pistol when you run low on shotgun ammo (a real possibility, the place is crawling with Flood). You might want to replace your pistol with one of the many Plasma Rifles and Energy Swords on the formerly Covenant Ship. Exit the chunk of the ship through another hole in the wall of the bridge and enter a sort of square, with a UNSC armory on one side.

Part 2: To Hell and Back
Cutscene: A Flood controlled Wraith and Scorpion drive from a street to the east into the square and take aim at the ODSTs. A rocket flies from the building and destroys the Scorpion tank. Seconds later, a beam from a Spartan Laser annihilates the Wraith. A civilian wearing a mix of civilian clothes and an experimental energy shielded ODST armor not yet in service and carrying a rocket launcher peers out the armory door and says "You look like you're still human, are you here to save us from those zombie things?" (End Cutscene)

Escape from the Ark
The Chief's and the Arbiter's wasn't the only great escape of this battle.
 * Character: Ross East