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Old 12-10-2012, 03:17 AM   #1
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Halo 4 Legendary Guide & Walkthrough

BiggD’s Halo 4 Legendary Guide & Walkthrough


Welcome all! Most of you may know of me, most of you may not. That’s not relevant at all however. What is important, is that I’m here to help all of you dedicated gamers complete Halo 4 on the Legendary difficulty setting…Solo. Many fans consider Halo 4 to be the hardest Halo game to beat on Legendary Solo, but disregard these fallacies. This guide will aid you in a better understanding of level layouts, combat tactics, enemy weaknesses, recommended loadouts and partial speedruns of all eight missions. This text-based, in-depth Guide is strongly recommended for those who prefer to take the levels at a slower pace and enjoy the difficulty of each enemy encounter. Trust me, this guide will be worth your while. I mean, who doesn’t enjoy a challenging Campaign from time to time and the glorious sound of an unlocked achievement. Prepare for one hell of a fight and remember that Legendary will leave you,

"Trembling as teeming hordes punish the slightest error with instant death...again and again!"

Table of Contents (Linked)

I. Characters
II. Weapons (UNSC)
III. Weapons (Covenant)
IV. Weapons (Forerunner)
V. Armor Abilities
VI. Enemies (Covenant)
VII. Enemies (Forerunner)
VIII. Vehicles
IX. Mission 1 – Dawn
X. Mission 1 – Dawn (Part 2)
XI. Mission 2 – Requiem
XII. Mission 2 – Requiem (Part 2)
XIII. Mission 3 – Forerunner
XIV. Mission 3 – Forerunner (Part 2)
XV. Mission 3 – Forerunner (Part 3)
XVI. Mission 4 – Infinity
XVII. Mission 4 – Infinity (Part 2)
XVIII. Mission 4 – Infinity (Part 3)
XIV. Mission 5 – Reclaimer
XV. Mission 5 – Reclaimer (Part 2)
XVI. Mission 6 – Shutdown
XVII. Mission 7 – Composer
XVII. Mission 7 – Composer (Part 2)
XIX. Mission 7 – Composer (Part 3)
XX. Mission 8 – Midnight
XXI. Mission 8 – Midnight (Part 2)
XXII. Mission 8 – Midnight (Part 3)
XXIII. Credits
XXIV. Extras


-------------------------------------------------------------------------------------------------------------------------------
HALO 4
-------------------------------------------------------------------------------------------------------------------------------

Last edited by BiggD; 01-10-2013 at 12:17 AM.
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Old 12-10-2012, 03:17 AM   #2
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II. WEAPONS (UNSC)

Assault Rifle
  • Make use of short, controlled bursts. If the enemy is outside the close- or medium-range, then you'll need to be cautious on how long you hold down the trigger.
  • Can be useful if complimented with the Magnum or Plasma Pistol. Once an enemy's shields are down, the Assault Rifle can rip through them extremely fast.
  • During Promethean encounters, ditch the Assault Rifle. The Knights and Crawlers will be able to absorb the bullets easily.
  • Clip Size: 32 Rounds.

Battle Rifle
  • The 3-round burst can useful in taking down an Elite's shields from a distance.
  • Best used if complimented with a Plasma Pistol.
  • One EMP Overcharge, and one 3-round burst will kill an Elite instantly.
  • Clip Size: 36 Rounds.

DMR
  • In my opinion, the best UNSC weapon due to it's stopping-power and accuracy.
  • Far better accuracy than the Battle Rifle, but low rate of fire.
  • Best used at a distance to pick off infantry and take out enemy's shields.
  • Best used with Plasma Pistol.
  • Clip Size: 14 Rounds.

Magnum
  • Like the two previous weapons, the Magnum is very effective at a distance.
  • Includes a scope.
  • Works well with Plasma Pistol.
  • Clip Size: 8 Rounds.

Sniper Rifle
  • Amazing accuracy, even when fired from the hip.
  • Sniper Rifle rounds can bounce off hard surfaces if angled properly.
  • Two levels of scope. First level should be used for medium-ranged encounters, while the second level should be used for very long-ranged encounters.
  • A single round can penetrate most enemy's shielding.
  • clip Size: 4 Rounds.

Railgun
  • Can one-shot almost all enemies, including Elites and Knights.
  • No scope, slow reload time.
  • Once fully charged, the Railgun will automatically fire.
  • Highly recommended when fighting tougher enemies such as Elites and Knights on Mission 4.
  • Clip Size: 1 Round.

SAW
  • FAST rate of fire, but slow reload time.
  • Can be useful as a SECONDARY weapon, but do not always rely on automatic weapons for Legendary.
  • Clip Size: 72 Rounds.

Sticky Detonator
  • Only found in Mission 7.
  • EXTREMELY USEFUL THROUGHOUT MISSION 7, AND THERE IS PLENTY OF AMMO.
  • A single, well placed grenade can kill many Covenant.
  • Can stick to any enemy or any surface.
  • Clip Size: 1 Grenade.

Shotgun
  • Should only be used in close-range encounters.
  • Can strip away enemy shielding with 1 to 2 shots if close enough.
  • Clip Size: 6 Shells.

Rocket Launcher
  • Almost all Covenant, minus the Hunter, will die from a single shot.
  • Minor lock-on feature for vehicles.
  • Clip Size: 2 Rockets.

Spartan Laser
  • Only found in Mission 7, near the end inside the Control Tower.
  • Best used against Banshees in Mission 7 if your Mantis has been destroyed and you need to take out the waves of Banshees/Phantoms/Wraiths/Ghosts.
  • Clip Size: 4 Shots.

Target Designator
  • Only found in Mission 5.
  • Can be used to take out Particle Cannons, Banshees, and Phantoms in Mission 5.

Machine Gun
  • Unlimited ammo when attached to the tripod, but can overheat.
  • Takes almost 4 seconds to fire at full speed.
  • The Machine Gun is NOT recommended for Legendary due to stationary emplacement when mounted and slow speed when detached.
  • Clip Size: Infinite while mounted and 225 Rounds while detached.

Frag Grenade
  • Extremely powerful against standard infantry but not that useful against Elites or even Knights.
  • Many enemies will dodge the blast radius.
  • Will bounce a little bit which can prove useful if needed to throw off a hard surface.

Last edited by BiggD; 01-10-2013 at 12:21 AM.
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Old 12-10-2012, 03:18 AM   #3
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II. WEAPONS (Covenant)

Plasma Pistol
  • THE MOST IMPORTANT WEAPON ON LEGENDARY!!!!!!!!
  • The EMP Overcharge can take out an enemy's shields, which leaves them vulnerable to a headshot-percision weapon.
  • Even the standard firing mode is great to take out shielded enemies.
  • EMP feature can cripple any vehicle, leaving them vulnerable to a boarding attempt.
  • I cannot stress how IMPORTANT it is to always have a Plasma Pistol with you during your Legendary run.
  • Clip Size: 50 Shots, 5 Charged Shots.

Needler
  • Homing ability at mid-range
  • Takes 7 Needles to "supercombine" an enemy.
  • A supercombine is a explosion of needles that will instantly kill almost any enemy.
  • Can be very effective against Elites on Legendary, but not so much Knights.
  • Clip Size: 22 Needles.

Storm Rifle
  • Covenant version of the UNSC Assault Rifle.
  • Most effective if used as an 'anti-shield' weapon.
  • High rate of fire, but can easily overheat.
  • Not highly recommended for Legendary.
    [8] Clip Size: 166 Shots.

Covenant Carbine
  • Covenant version of the DMR.
  • Extremely accurate and fast rate of fire (depending on how fast you can pull the trigger).
  • Best used in combination with the Plasma Pistol.
  • Clip Size: 18 rounds.

Beam Rifle
  • Can tear through enemy shielding quicker than a UNSC Sniper Rifle.
  • Do not shoot this weapon too quickly, as it's cool-down time is incredibly slow.
  • Extremely effective against all enemies on Legendary.
  • Clip Size: 10 Shots.

Concussion Rifle
  • Very slow rate of fire which can allow enemies to dodge incoming shots.
  • Direct hits can and will cause enemies to stagger.
  • The Concussion Rifle is NOT recommended for Legendary; however, it is recommended during Mission 1: Dawn for purposes of skipping a fighting sequence.
  • Clip Size: 6 Shots.

Fuel Rod Cannon
  • Highly effective against all enemies, but suffers from a slow rate of fire.
  • Shots can be bounced off hard surfaces.
  • Can down even the strongest Elites in 2 to 4 shots.
  • Clip Size: 5 Fuel Rods.

Energy Sword
  • Essentially a "one-hit-kill" weapon on almost all enemies.
  • Only useful in close-range encounters.
  • Small lock-on lunging strike.
  • The Energy Sword is NOT recommended for Legendary.

Gravity Hammer
  • Can only be found in Mission 8.
  • When swung, the Hammer emits a powerful gravity wave that will destroy almost anything.
  • This weapon is extremely fun to use at times...but it is unnecessary to use on Legendary.

Plasma Cannon
  • Covenant version of the UNSC Mounted Machine Gun Turret.
  • The Plasma Cannon is NOT recommended for Legendary.

Plasma Grenade
  • So long as you have quick reflexes and a good arm, the Plasma Grenade is an essential tool on Legendary.
  • Can stick to enemies and vehicles.
  • If stuck, almost all enemies, minus Hunters and high ranking Elites, will instantly die.
  • Plasma Grenades are great for sticking unshielded Promethean Knights. It's recommended however, that you kill Watchers first due to their ability to toss back grenades.

Last edited by BiggD; 01-10-2013 at 12:22 AM.
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Old 12-10-2012, 03:19 AM   #4
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II. WEAPONS (Forerunner)

Boltshot
  • Accurate and can be effective for headshots.
  • Secondary feature of this weapon is a charged mini-Shotgun blast that can bring down enemy shields.
  • Unlike the Magnum, there is no scope on the Boltshot.
  • The secondary firing mode uses 5 shots in the magazine.
  • Clip Size: 10 Shots, 2 Charged Shots.

Suppressor
  • Useful against unshielded enemies.
  • Not very accurate, even at mid-range encounters.
  • Clip Size: 48 Shots.

Scattershot
  • Best used in close-ranged encounters.
  • The Shattershot's particles can be ricocheted off hard surfaces.
  • Slightly more effective than the UNSC Shotgun due to fast rate of fire.
  • Highly recommended for Legendary.
  • Clip Size: 5 Shots.

Light Rifle
  • In my opinion, this is the BEST gun in the game.
  • With two modes of firing, this weapon outmatches any other.
  • 3-burst shot when fired from the hip, single-shot when scoped.
  • I find it to be EXTREMELY powerful against Elites and Knights, so long as you aim for the head.
  • Ammo is plentiful in almost every level.
  • Clip Size: 36 Shots, 12 (Scoped).

Binary Rifle
  • Like the other snipers, the Binary Rifle has 2 zoom modes.
  • Is able to kill weaker Elites in one shot.
  • High ranking Elites and Knights can be taken down in 2 shots. One for their shields, another for their face.
  • Terrible accuracy when fired from the hip.
  • This weapon can prove extremely useful if given to an ally. Since they have unlimited ammo, it will be beneficial for them to wield this Sniper.
  • Clip Size: 2 Shots.

Incineration Cannon
  • Without a doubt, the Incineration Cannon is the most powerful weapon in the game.
  • A guaranteed kill on any enemy, minus a Hunter.
  • On Missions 6 and 8, this weapon can be extremely beneficial on Legendary.
  • Clip Size: 1 Shot.

Pulse Grenade
  • Not as lethal as a Frag Grenade or Plasma Grenade.
  • Does not bounce.
  • Emits a pulse field that drains enemy shielding.
  • Extremely useful in order to drive enemies out of cover.

Last edited by BiggD; 01-10-2013 at 12:23 AM.
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Old 12-10-2012, 03:19 AM   #5
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III. ARMOR ABILITIES

During the Campaign, The Master Chief is presented with new abilities in almost every level. These Armor Abilities can alter play style in significant ways. While each Armor Abilities (AA's) has it's pros and cons, it's up to the player as to which they prefer when they encounter them in-game. Although certain AA's are Mission-exclusive, I will list them in the order of what I believe has been most useful in my numerous runs of Solo Legendary.

Hologram
  • One of the most effective Armor Abilities on Legendary.
  • This ability generates a copy of the user's physical form and movement.
  • Perfect to trick enemies into thinking your decoy is actually you, allowing you to sneak by or flank them.

AutoSentry
  • This Armor Ability is first introduced in Mission 3 (Forerunner).
  • Autosentries are great for decoys and assistants in the battlefield while holding a defensive position.
  • You are able to self-destruct the AutoSentry once it is deployed. This can damage nearby enemies.
  • Highly recommended whenever one is presented in the level.

Jet Pack
  • This Armor Ability is first introduced and is essential throughout Mission 5 (Reclaimer).
  • It can also serve extremely useful in Mission 6 (Shutdown).
  • Useful for any areas that have high ledges that are only accessible if the Jet Pack is equip.
  • If you are taking a long fall, the Jet Pack can be used in bursts to help slow down your descent.

Active Camouflage
  • This Armor Ability is first introduced in Mission 2 (Requiem).
  • You can use Active Camo both defensively, by picking off enemies from afar, and aggressively, by sneaking up on enemies and surprising them with a Plasma stick or quick assassination.
  • It should be noted that when you move, the Active Camo degrades and does not fully cover you.
  • In fact, when you sprint, it turns off completely.
  • Most enemies on Legendary can spot you even when standing perfectly still.

Promethean Vision
  • This Armor Ability is first introduced in Mission 4 (Infinity).
  • Promethean Vision essentially allows the player to see through walls.
  • Although the activation time is rather short, it is very helpful as it helps you spot enemies and visualize the battlefield in regards to their positioning.

Hardlight Shield
  • This Armor Ability is first introduced in Mission 2 (Requiem).
  • The Hardlight Shield generates a full-sized defensive shield, much like the Jackals.
  • Movement is sacrificed for cover.
  • While the Hardlight Shield can deflect enemy fire, the player is thrown into third person and cannot use any weapons.
  • I DO NOT recommend it for Legendary since it slows you down and there is plenty of cover in each level that can be used to regenerate your shields.

Thruster Pack
  • This Armor Ability is first introduced in Mission 7 (Composer).
  • The Thruster Pack is similar to the 'Evade' ability from Halo: Reach which acts as a last-second dodge.
  • You can use the Truster Pack mid-jump to throw off enemy fire.
  • This Armor Ability is NOT recommended on Legendary for Mission 7 because it replaces Hologram which is more useful.

Regeneration Field
  • The Regeneration Field essentially a last-resort, emergency shield regeneration system.
  • This Armor Ability is unfortunately limited to War Games Multiplayer.

Last edited by BiggD; 01-10-2013 at 12:28 AM.
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Old 12-10-2012, 03:20 AM   #6
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IV. ENEMIES (Covenant)

Unggoy A.K.A. Grunts

We all know how these cannon fodder act. The Grunts in Halo 4 are no different from past games. They are weak and they travel in groups, usually led by an Elite. Do not underestimate them however, packs of Grunts can prove to be extremely dangerous on Legendary, especially when their commander dies.
  • Grunts will either attack you with vicious tenacity or cowardly flee upon seeing you.
  • Grunts are almost always led by an Elite.
  • If the Elite is taken out first, the Grunts will frantically run around in terror, and decide that running towards the Chief at full speed, whilst holding two primed Plasma Grenades will save the day.
  • Headshots are essential when picking off a group of Grunts.
  • On Legendary, Grunts are frequently armed with Fuel Rod Cannons and will become extremely aggressive in combat.
  • Grunts are capable of driving Ghosts. Since they are so small, you can barely see their head over the front of the Ghost. This can be one of the most annoying things in certain levels such as Requiem and Forerunner.

Overall, there are four types of Grunts.

Storm Grunts, armed with Plasma Pistols and Needlers.


Imperial Grunts, also armed with Plasma Pistol and Needlers.


Grunt Rangers, armed with Jetpacks, Plasma Pistols, and Needlers.


Grunt Heavy, armed with Fuel Rod Cannons.




Kig-Yar A.K.A. Jackals

The brave, relentless, close-quarter/sniping forces of the Covenant. They are vicious and smart, swift yet frail. Jackals have great senses and can detect you from afar.
  • Their reflective shields can absorb massive amounts of fire.
  • Even an Overcharged Plasma Pistol shot won't overload their shields on Legendary.
  • To effectively kill a Jackal, shoot the opening in their shield gauntlet which will cause them to stagger. This leaves a 1 to 2 second window to pop them in the head before they recover.
  • Most Jackal Snipers remain stationary and will not move once they have fired upon you. This can be used to your advantage, as you can locate their weapon's 'muzzle-flash' and take appropriate measures in eliminating them.

Overall, there are four types of Jackals.

Storm Jackal, armed with Plasma Pistols and a Point-Defense Gauntlet.


Jackal Ranger, armed with Covenant Carbines.


Jackal Sniper, armed with Beam Rifles or Covenant Carbines.


Jackal Heavy, armed with Needlers and a Point-Defense Gauntlet.




Sanghelli A.K.A. Elites

Elites are, without a doubt, the best fighting soldiers presented by the Covenant. Some players may even say Elites are equal to that of a Spartan. They are known for their prominent leadership, aggressive combat, and honor in the battlefield.
  • One of the most dangerous enemies in the game due to their smarts on the battlefield.
  • On Legendary, it is VITAL to have a Plasma Pistol and precision weapon with you at all times when facing Elites.
  • A single Plasma Pistol Overcharge will deprive these suckers of their shield, leaving them vulnerable for a couple seconds to a quick headshot.
  • Elite Warriors and Zealots are extremely dangerous on Legendary due to their armament.
  • Zealots will make use of their Active Camo a lot on Legendary, so make sure to keep an eye on them before they active thier ability.

Overall, there are five types of Elites.

Storm Elite, armed with Storm Rifles and Covenant Carbines.


Elite Ranger, armed with Covenant Carbines.


Elite Commander, armed with Concussion Rifles and Covenant Carbines.


Elite Warrior, armed with Fuel Rod Cannons.


Elite Zealot, armed with Active Camouflage and Energy Swords.




Mgalekgolo A.K.A. Hunters

Fun fact: Did you know that the Hunters are not an actual entity? They are a collection of worms that are known as Lekgolo that group together to become what we call Hunters. Anyways...Hunters are TANKS! They are armed with large Assault Fuel Rod Cannons and heavy steel plated shields. Hunters are always deployed in pairs, which can prove to be quite frustrating on Legendary.
  • There isn't any sense in trying to pick off Hunters from afar.
  • If you are up close, you will notice a patch of orange 'flesh' between the armored-plating on the Hunter's back.
  • This is their weak spot. Melee attacks can be used to strike down a Hunter, but it is suggested you use a Shotgun, Explosive or Automatic weapon on their exposed flesh.
  • Be cautious when up close; Hunters can perform a devastating strike with their shields that will instantly kill you on Legendary.

Standard Hunter, armed with Assault Fuel Rod Cannon and Shield.

Last edited by BiggD; 01-06-2013 at 10:00 PM.
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Old 12-11-2012, 10:49 PM   #7
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Quote:
Originally Posted by The BiggD View Post
III. Armor Abilities
AutoSentry
  • Autosentries are great for decoys and assistants in the battlefield while holding a defensive position.
  • You are able to self-destruct the AutoSentry once it is deployed. This can damage nearby enemies.
  • I personally DO NOT recommend the AutoSentry on Legendary if there is another Armor Ability available for use.
Just curious, why don't you recommend this? I know most people say it is by far the best AA to use in the campaign. I haven't beat the campaign on leg yet so I really have no opinion to give.

Also, if possible could you add a list of AA ranked for usefulness? You don't really declare which AA is superior over other good choices. I assume most levels won't have all of the said AAs and you'll probably tell us in the guide for levels when to swap out, so if you don't feel its necessary I understand. Thanks in advance!
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Old 12-10-2012, 08:24 PM   #8
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Originally Posted by The BiggD View Post

SAW
  • FAST rate of fire, but slow reload time.
  • In my opinion, pass this weapon up on Legendary, it is NOT entirely recommended for most encounters.
  • 72 Rounds.
In my experience, the Saw destroyed small groups of Knights extremely efficiently. I wouldn't recommend it as a primary weapon, but I wouldn't discount it on your Legendary run either.

I also grabbed Needlers fairly frequently to dispatch Knights and Elites. It is (at least) a good substitute for the Plasma Pistol.
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Old 12-10-2012, 09:05 PM   #9
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Quote:
Originally Posted by Rogue Echo View Post
In my experience, the Saw destroyed small groups of Knights extremely efficiently. I wouldn't recommend it as a primary weapon, but I wouldn't discount it on your Legendary run either.

I also grabbed Needlers fairly frequently to dispatch Knights and Elites. It is (at least) a good substitute for the Plasma Pistol.
Actually, I agree about the Needlers. They are fantastic for taking out Knights.
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Old 12-10-2012, 09:29 PM   #10
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Quote:
Originally Posted by Rogue Echo View Post
In my experience, the Saw destroyed small groups of Knights extremely efficiently. I wouldn't recommend it as a primary weapon, but I wouldn't discount it on your Legendary run either.

I also grabbed Needlers fairly frequently to dispatch Knights and Elites. It is (at least) a good substitute for the Plasma Pistol.
Quote:
Originally Posted by dakisbac View Post
Actually, I agree about the Needlers. They are fantastic for taking out Knights.
I will edit the Guide accordingly. Thank you.
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Old 12-10-2012, 03:17 AM   #11
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I. CHARACTERS

The Master Chief


-> Abducted at the age of 6 for the Spartan-II program, John was subjected to harsh training and extensive physical enhancements. As a Spartan, John's physical abilities far surpass those of a regular human. While every Spartan is known for their own abilities on the battlefield, John is known for his luck. In this game, we will see how that luck will be tested.

Cortana


-> Cortana is a UNSC "smart" Artificial intelligence. She was born from a flash clone of Dr. Catherine Elizabeth Halsey's brain. She stands as one of the most important characters in the Human-Covenant War, serving with the Master Chief. While the Master Chief was serving as her protector during the events on Installation 03 and 04, they formed a close bond. As a "smart" AI, Cortana only has an effective lifespan of 7 years before she is faced with rampancy. In Halo 4...she has been in service for 8.

Captain Andrew Del Rio


-> As a veteran of the UNSC Navy, Del Rio was given the opportunity to command the UNSC Infinity. After discovering the world of Requiem, Captain Del Rio's commands will be challenged by the Master Chief.

Commander Thomas Lasky


-> Starting his career in 2526, Tom Lasky was able to land a spot aboard the Infinity due to his career as a pilot and naval officer.

Commander Sarah Palmer


-> Sarah has served twelve tours of duty during the Human-Covenant War as a standard Marine. Due to her combat skills and leadership, she was among the first to be recruited into the Spartan-IV project. She serves as the Commander of all Spartan-IV's aboard the UNSC Infinity.

Dr. Catherine Halsey


-> Despite her success behind the Spartan-II project, Dr. Halsey has been branded a "war criminal" due to the ethics involved with her work. With Cortana's rampancy worsening by the minute, the Master Chief makes it his mission to return the AI to Dr. Halsey.

Dr. Sandra K. Tillson


-> As the lead research scientist in Ivanoff Station, Dr. Tillson has been assigned to learn more about the Halo Installations and the artifacts they hold. Dr. Tillson and the rest of the Ivanoff Station Research Team are thrown into peril when they discover the truth about an artifact they have recovered from Installation 03 (Gamma Halo).

The Didact


-> The Didact is a Forerunner Promethean who held an extremely high status in the Forerunner society as supreme commander of the entire Forerunner military. He wholeheartedly believed in the "Mantle" the Forerunners held to protect life, and initially opposed the Halo Array as a sin beyond measure. While he believes in the Mantle, he also believes that it should belong to the Forerunners alone and sees Humanity as a threat rather than the successors.

The Librarian


-> The Librarian is a Forerunner Lifeworker whose true name remains unknown. She sought to document and index all sentient beings of the Milky Way, and protect them from being absorbed into the Flood by sending them to the shelter of the Ark. Of all the races she indexed, she held a deep respect for Humanity, whom she viewed as "special" among all of the sentient life she had seen, and felt that it was well-worth the sacrifice of her own life to save them.

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Old 01-05-2013, 04:33 PM   #12
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Thankyou mate
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Old 01-06-2013, 08:53 AM   #13
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agree with nevander,this was way easier than reach legendary but fun! as for this guide gota say its awesome so much detail & love the pics too.probably the most interesting halo guide on here,so much so i think ill read it again haha only wish it was done before id completed legendary
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Old 01-06-2013, 09:58 PM   #14
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Thankyou mate
Hope it helps, my man.

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agree with nevander,this was way easier than reach legendary but fun! as for this guide gota say its awesome so much detail & love the pics too.probably the most interesting halo guide on here,so much so i think ill read it again haha only wish it was done before id completed legendary
15x easier than Reach, although I still think Reach wasn't that hard to begin with Thanks man, gotta give the credit to ReverendSid for almost all the pictures. They fit so perfectly into the guide. I wish I had this type of guide when I was doing my Solo Legendary too, but the hell with it, at least we both got it out of the way
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Old 01-07-2013, 02:38 AM   #15
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gotta give the credit to ReverendSid for almost all the pictures. They fit so perfectly into the guide.
Dude, all I did was snap them. YOU were the one who knew exactly what pictures he needed. Me = Cameraman. You = Director. Who gets more credit in a movie? rofl
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Old 01-08-2013, 12:31 AM   #16
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Dude, all I did was snap them. YOU were the one who knew exactly what pictures he needed. Me = Cameraman. You = Director. Who gets more credit in a movie? rofl
But I still feel that grabbing the pictures was more of a task than me inserting them into the Guide. Uhh....the actors get the most recognition, don't they?
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Old 01-21-2013, 05:36 PM   #17
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I've barely scratched the surface of reading this thread and already I've seen a lot of things I had no idea about. Excellent post - thanks!
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Old 01-22-2013, 02:52 PM   #18
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Great guide! Got me the achievements with little fuss!
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Old 01-22-2013, 03:56 PM   #19
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Very nice guide. I will be using this when I do my play through on Legendary.
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Old 03-16-2013, 06:50 PM   #20
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Thank you very much for this guide.

Your notes in red were very useful!
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Old 03-17-2013, 06:38 AM   #21
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Thanks for this has been really helpful so far. Although i do disagree with the marines being helpful ive been stuck on mission 4 for ages no matter what I do they all rush in and die every time.
Really? Hmm, they seemed to be really helpful during that Mission. I know this is a late response, but I'll tell you anyways. If you rush up the hill and take out a majority of the Promethan forces, you should be able to save at least 2 or 3. If that's the case, they'll hop on the turrets and lay down great cover fire while Cortana opens the door!

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Thank you very much for this guide.

Your notes in red were very useful!
Thanks, I hope you didn't have too much difficulties completing it
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Old 03-19-2013, 01:49 AM   #22
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Thank you very much for this guide, i finally sat down for my solo run, and the tips and weapon stashes helped a lot. Thanks for the work put into this great guide!
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Old 03-21-2013, 02:23 PM   #23
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Definitely a good job with this. I did it a lot quicker than expected.
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Old 03-29-2013, 07:36 PM   #24
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Thank you very much for this guide, i finally sat down for my solo run, and the tips and weapon stashes helped a lot. Thanks for the work put into this great guide!
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Definitely a good job with this. I did it a lot quicker than expected.
Nice work fellas, glad you've been able to get the Lone Wolf Legend achievement
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Old 09-22-2013, 05:26 AM   #25
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Thanks for some very good tips for this
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Old 09-22-2013, 06:31 AM   #26
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Thanks for some very good tips for this
Glad I could help, man.
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Old 11-11-2013, 02:20 PM   #27
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Great guide from what I've read so far it has helped me get further than I have in Reach solo. But, did they patch the energy wall trick on Reclaimer? I tried it yesterday (I used the forklift trick in Reach so I immediately knew what you were talking about) but I just bounce off the wall every time, I tried it at multiple spots and different positions to make sure my Warthog was right up against it on the drivers side and I just keep bouncing off of it.
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Old 10-11-2013, 04:25 PM   #28
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Amazing guide. Thank you.
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Old 10-12-2013, 08:31 PM   #29
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Amazing guide. Thank you.
Of course, glad I could help!
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