4. Halo: CE Anniversary
Note: I mention using the Bandana skull in many instances to make the level-specific achievements, easter egg achievements, etc easier. However, using the Bandana skull (or any skull that has a 0.00x multiplier) will disable the difficulty-related achievements at the end of the game, as well as the mission-completion achievements (Pillar of Autumn, Halo, etc). I have still placed the mission-specific achievements at the end of each mission as well as the difficulty achievements at the end of The Maw, but remember that these won't unlock if using a 0.00x mulitplier skull. You'll have to replay each mission without any 0.00x skulls to do the Par Time, Par Score, and Legendary speed run achievements, however, so you will unlock all of those in due course. So don't sweat it if they don't unlock when using Bandana. It has been reported that they occasionally still do, but don't count on it.
We'll start off with an initial playthrough on Legendary difficulty using the Bandana skull extensively to focus on practicing Legendary speed run paths and to knock out collectibles and any in-mission achievements such as Look Out for the Little Guys, then move on to your Par Time, Par Score, and Legendary speed runs.
This first playthrough will be for Legendary and level-specific achievements, and for practice on the routes you'll take for speed runs. Easter egg achievements will be placed with their respective level in this section for all four games, but you may need to replay the level on a lower difficulty to make your life easier when going for Easter Eggs (when possible). A separate section will be devoted to the Par Time/Par Score runs for each game.
Also I’m going to say this now. Make sure to switch back and forth from re-mastered to classic version at least once in each level for the achievement for completing all levels in CE having seen it in both original and re-mastered (same for Halo 2). Just do it at the start of each level and continue on playing in re-mastered mode so you can grab the skulls and do everything bar the miscellaneous achievements in (mostly) one go.
At the end you’ll get:
Before and After
Halo CE: Complete every level of the game having seen it in both classic and remastered mode.
Don't forget that if you're struggling with certain level-specific achievements (Walk it Off, Overshields are for Sissies, Watch Out for the Little Guys, Leave It Where It Lay, etc), you CAN use the Bandana skull to make those much easier. It doesn't void those achievements, just the level-completion ones, and since you're going to be doing multiple playthroughs anyway if going for LASO, Legendary speed runs, etc, you may as well use Bandana to make your life easier for the more frustrating miscellaneous/level-specific/easter egg achievements.
Skulls and Terminals
The video above shows all skull and terminal locations in Halo: CEA. Each mission's sub-section will refer back to this video with the time stamp to fast forward to. Most of us have gotten these already on the 360 version so you may not even have to refer back to this often. For Halo: CE you can get all the skulls on Normal difficulty or higher, while Terminals can be obtained on any difficulty.
Mission 1 - Pillar of Autumn
Activate Bandana for infinite grenades to make this easier and set the difficulty to Legendary. Always make sure to stay very far back when chucking grenades, and watch for ‘rebound grenades’, where sometimes an explosion will knock a grenade you throw back at you. This disables the speed run, but you’ll be doing a 2nd partial run of this level for Megg, a 3rd for the speed run, and a 4th for the par score. Keep in mind that separate runs for par time and par score are recommended unless you're a Halo ace. We are going to go for Walk it Off, Overshields are for Sissies, He’s Unstoppable, and Feet Firmly Planted all in this first run, as well as the skull/terminal . If for some reason you take health damage, just do a separate run on Heoric and be more careful to unlock He’s Unstoppable.
Once you exit the cryotube, switch to remastered mode and look behind the barrels opposite the exit door with the red/yellow/blue stripes on them to find the Iron skull (0:07). Don't forget to use remastered mode for collectibles, but always switch to classic mode at least once each mission for an end-game achievement.
Exit the room through the door by the NPC. Cross the hall but don’t jump over the pipes. Crouch up the sloped railing on the right to get on top of them without jumping. Turn right down the corridor behind them and continue straight through two doors. Turn left and crouch under the lowered bulkhead. Take the first door on your left in this hall and you’ll enter a dark corridor. Follow this hall to the end and you’ll see some marines in white outfits fighting covenant in the hall. Cross behind them into the next door and continue left down the next hall. Follow the corridor to the end, where you’ll find the bridge and Captain Keys. Facing Keys from the way you came in, look to your left (his right) to see a red-glowing terminal in remastered mode. Activate it for the first Terminal (0:21).
Halo CE: Activate Terminal 1 on The Pillar of Autumn.
After the captain gives you your pistol, backtrack down the corridor to encounter a few Grunts. Deal with them and head to the door across the hall to the mess hall. Tons of Elites and Grunts will come busting into the room on the far side. For the speed run you would rush into this room all the way to the table in the far corner and jump onto it, hiding behind the wall for a second to let the enemies in before running past them to the next door. For this run, you’ll hang back in this hall with the three dead Grunts and just hail-mary grenades into the room. Chuck one or two at a time, and retreat back across the hall to the corridor leading to the captain to ensure you don’t take any splash damage from chain reactions. Once the room is cleared, cross to the far corner and exit the door.
Turn right into the corridor and take an immediate left into a doorway with a red arrow in front of it. Follow this corridor until you come up behind an Elite, who you can easily assassinate from behind. Take a right out the door past him, and follow the hall around to the left. You should see a red line on the wall to your right with the numbers 31 on it in white. Some enemies will come bursting out of that wall, so again take cover behind the corner and chuck grenades carefully to finish them all off. It should be 5 or so Grunts and an Elite. The small door they came out of contains an overshield, but we are ignoring it for achievement purposes.
Continue down the hall past where those enemies came out and around a couple of corners, looking for a doorway to the right with a green arrow in front of it. There is an Elite down this hall, so be mindful of that and either grenade or noob combo him from safety. Past him down the corridor you’ll come to a fork, go right. You should see a pool of blood on the ground in this hall. As you turn left you’ll see Elites in the corridor. Chuck a plasma grenade or two then retreat behind the wall. Continue throwing grenades into the corridor where they were to flush out and clear any remaining enemies. Once clear, exit out into the hall they were in and go to the right, then take an immediate right into a doorway with a health pack on the right of the frame. Be careful not to touch/pickup the health pack for achievement purposes.
Progress through this corridor until you run into a few Grunts. Kill them and throw grenades out into the next hall, trying to get them both to the left and right of the door. Clear the remainder of the enemies with more bottomless grenades before exiting into the hall and around to the right, where more Elites will come out. Again, just grenade them from safety before moving on. Again, an alcove to your right will have overshields, but leave them if going for the achievement. Go around the next corner and duck under the bulkhead, where you’ll find some magnum ammo by a dead body. Around the next turn you’ll come into a room with a set of stairs and elites on the ledges above. If you’re speed running you’ll go up the first set, then jump from the middle platform on the stairs up onto the ledge on the left.
For this run though, stay down and take cover in your corridor, chucking grenades up onto the upper ledges until you clear out all the Elites. Only poke your head out for one or two seconds at a time, as they will make quick work of you with their rifles and void the He’s Unstoppable achievement rather easily. Once the coast is clear, head upstairs, making sure not to jump at all, and into the next corridor. Lob grenades down to the far end to clear the next group of enemies. Be very careful here, as the enemies can drop plasma grenades, which can get knocked back toward you from the explosions, and will detonate themselves mid-air. Your best bet is to stay near the room with the stairs, throw a grenade or two down the hall, and retreat back into the previous room while things go boom.
Once the coast is clear, proceed forward, clearing the hall of Elites at a distance with grenades as per usual. Around the next corner or so there will be a health pack on the ground on the left side of the hall, so make sure to avoid it for the achievement. At the end of the hall clear the three grunts and go into the door where the nav point is to the dark, narrow hallways (maintenance accessway). Take an immediate left, and left again. At the next three turns go right, then left, and finally right. This leads to a door that opens out onto a hallway full of enemies. This part is tricky, especially if you’re trying not to take health damage, as this door closes when you get far from it. Use your frag grenades, step forward to open the door, and bounce one or two off the far wall so that they go left and right in the corridor, then retreat to safety while things go boom.
Continue this strategy until the hallway is clear. Go out and to your immediate left into the corridor on the far side of the hall, making sure to avoid grabbing the health pack on the right side of the door. Deal with the elite and continue to the end of this hall. You’ll pass some glass panes on the right looking down into a bay. At the end of the hall, turn right to see a few Grunts with flames everywhere and scripted explosions going off. Continue past the Grunts and into the doorway on the left, into a dark hallway. Kill the Grunt at the intersection, and another enemy down the hall to the right, before turning left. Turn right at the next corner, then left at the next intersection, to reach a door leading back out into the main corridors again.
Coming out into this hall, there will be Grunts to your left in the corner of the hallway. Deal with them and take cover behind the big support beams while you throw grenades down to the far end of the hall, where several Elites should be camped out. After clearing them, turn the corner and you should see a barrier in front of you with several enemies behind it. Grenade the enemies to death, carefully, taking cover around the corner while doing so in case any chain reactions ensue. Do not jump over the barrier, as it will void Feet Firmly Planted.
Facing the barrier, go into the door to your left, which leads to another maintenance access hall that takes you around the barrier. Once you reach the far side of the barrier, and all the enemies are dead, just approach the escape pod to end the level and unlock all of the following achievements (assuming you were successful with no overshields, no health packs, no health damage, and no jumping). You should have also unlocked My Buddy Chips at some point during the level without even trying, as it is virtually unmissable. You’ll also get Pillar of Autumn for level completion. If you're struggling specifically with Feet Firmly Planted, with the paths at the beginning and end of the mission to avoid needing to jump, check out THIS VIDEO for assistance.
My Buddy Chips
Halo CE: Fight alongside Chips Dubbo and listen to his words of wisdom.
Walk It Off
Halo CE: Complete The Pillar of Autumn on Legendary without picking up a health kit.
Halo CE: Complete any level on Heroic difficulty or higher without taking health damage.
If you struggled with any of the above achievements, run through a second time focusing on just that achievement while the mission is fresh in your head. Keep in mind that He’s Unstoppable can be done on Heroic rather than Legendary. Before moving on to the 2nd mission, restart the mission on Legendary to nab the Megg easter egg achievement. At the very beginning, head to the color-banded canisters in the corner where the skull is. Jump onto the red, then yellow one. Sit here for ~20 seconds. Now head through the level to the cut scene with Keyes where he gives you your pistol. Continue forward and kill three grunts and pick up your Assault Rifle in the next doorway, then head back to the bridge and shoot Keyes or kill a marine.
This triggers a group of invincible Marines to come out of a door behind you. From Keyes, turn around and head down to your left and around the corner to hide. When the Marines come around the corner to attack you, rush past them and head to your left and around the corner from whence they came. Beyond the door they came through is another door. Once through this door, head down the hallway to your right and shine your flashlight on the ceiling at the end to see an ‘M’ carved in bullet holes above you. Check THIS VIDEO for a visual guide.
Halo CE: It's a sign.
Mission 2 - Halo
Start the level on Legendary, making sure to turn on Bandana for infinite grenades. From the start, before crossing the bridge, go over to the waterfall and look behind the large boulder in remastered mode for the Mythic skull (0:40).
There is a grenade jump off of a rock to get up onto the far ledge without crossing the bridge. This despawns the Banshees and Elites here at the first part, but it is extremely difficult to do. Check Nak3d Eli’s videos linked in the speed runs section if you would like to learn, as a video is worth 10,000 words. After getting the Mythic skull, cross the bridge and head up to the top of the hill and around the corner. You’ll see a drop ship unloading Covenant forces, so deal with them with your infinite ammo/grenades as you wish. Once they’re all dead, meet up with the Marines and you’ll trigger waves of several drop ships coming in around the large central structure in this area.
This area is extremely difficult to speed run, as you have to be perfect with grenade placement and clearing out these waves of enemies as soon as they drop. I would highly recommend having a co-op partner to speed up the killing, as well as studying Nak3d Eli’s video before attempting the run. Fortunately that isn’t what we are going for right now.
If you are in need of health, there are two health packs up on top of the large central structure, and a 3rd off to your left (when facing the large tunnel where you’re going next) by an evac pod. Once all the dropship waves are completed, a Pelican will drop off a Warthog for your traveling needs. Your next destination will be the large slope ahead of you leading down into a huge tunnel, but before you go down there, go up along the ledge to the right of that downward slope. Up here, behind a couple of trees in remastered mode, you’ll find the Boom skull (1:05).
After grabbing that skull, get back in the Warthog and drive down into the tunnel. Before reaching the room where you activate the light bridge, go down to the bottom level of the tunnel and around to the back to find Terminal 2 (1:39) tucked away as a glowing yellow light on the wall in remastered mode. Activate it for the Sacrifice achievement. If you’re struggling to find it, look for a ramp that leads up to a gap in the walkway that you have to jump over in the hog. Instead of jumping that gap, go down that ramp and look around the corner on the level below. Or just check my video as hyperlinked three sentences back.
Halo CE: Activate Terminal 2 on Halo.
speed run tactic - when you come into the large room where you activate the light bridge, rather than fighting all the enemies and going up the narrow ramp where there are Elites hiding above, drive your hog straight in and to the far-right ledge, just below where the switch is to activate the bridge. Try to slide into place so that your hog is against the wall with the front facing back the way you came in for a quicker exit. Jump onto the hog, then up onto the sloped wall, throwing a plasma grenade toward the Elites above to your right as you go up the slope. Hit the switch to activate the bridge, then run down the slope, crouch-walking once you get partway down it to try and block the Elites’ line of fire on you. Hop into the hog and head across the bridge.
After passing through the large tunnels beyond the bridge, you’ll come back out into a large open area again. Go to your right immediately upon exiting the tunnel and up the hill. Follow along the river at the top until you find a crashed evac pod on the left. Grab the sniper rifle, keeping your magnum as your secondary weapon. If you still have a Marine in the hog with you, force him out of his seat by trying to get into it, then quickly jump into the driver’s seat and drive off, leaving him behind so he won’t attack you shortly while you betray some other Marines. Continue along the river with the crashed escape pod behind you until you see some glowing blueish-green lights on either side of it on your left. Go up into this ravine.
You’ll come out into an area with a large structure to the left, and a smaller one immediately in front of you behind a shortish grey wall of sorts. Go into this smaller structure and deal with the Grunts at the door, continuing down into it and killing off all your allies at the bottom of the ramp. Killing these friendlies allows you to continue on with the mission without having to fight any of the rest of the covenant at this location. You’ll know you’ve done it because you’ll see “Search for additional survivors” in the top-left of the screen. Go back up the hill and exit the way you came into this area. Cross the river and drive back the way you came from the light bridge earlier, keeping the river to your right. When you reach a large boulder blocking your path and forcing you back down into the water, cross over the river and you should see another ravine straight ahead with the small bluish green lights on either side.
Head up into this ravine and you should come out and into a large area with a long skid-track from a crashed escape pod to your right. Drive straight past the escape pod, with the pod on your right, and between the two rocks to the left of the pod. You should pass a few Grunts when doing this. You’ll reach the back wall of the ravine, so turn left along it, taking the hog where it isn’t typically supposed to go. Once you reach the top of the hill along this wall, you should find three Marines waiting to be ‘rescued’. Quickly murder all three of them. Nak3d Eli actually advises to power slide the hog into the first two before jumping out and killing the third, so as not to risk having the Marines in the final area turn hostile yet, since splattering the first two won’t count against you.
Exit the area via the other ravine. Facing back the way you entered this area, the ‘exit’ ravine in this instance will be to the right along the ravine wall. Just make sure not to go out the way you came in, and you’ll be fine. This path should lead you to the top of a hill overlooking the final rescue ravine. You should see two Elites atop a large structure ahead of you, with Jackals down the hill to your right. Take out your sniper and deal with the Elites at range first, before turning your sights on the Jackals. Try to conserve sniper ammo by using your pistol to kill the Jackals if you can, as more Elites will join the fray and require the sniper from this distance to deal with. Once you’ve cleared all but the last couple of enemies, drive down the hill and up the far hill to the Marines’ location on the far side of this ravine.
Grab the sniper ammo here from the dead body by the large boulder on the hill’s edge. From the top of this hill, look out over the ravine on the right-hand side of the large structure. You should see a crashed escape pod with a long ditch in front of it. Don’t spend more than a few seconds on the Marines’ hill grabbing the sniper ammo. Jump back into the hog and drive down the hill, facing that crashed escape pod. As the Covenant dropship lands, try to splatter the Elites that fall out of the left side of it. If you miss any, retreat to a safe distance and snipe the remaining enemies to end the mission. If needed, there is a health pack by that escape pod. If Cortana doesn’t say “that’s the last of them”, then there is still an enemy hiding somewhere in this area, assuming you murdered all the allies in the previous two areas.
Halo CE: Complete Halo.
Restart the level on Easy difficulty to knock out No Fly Zone and How Pedestrian. For How Pedestrian, you must complete the entire level without entering a vehicle. Turn on Bandana for infinite ammo.
When you cross the bridge at the start, two Banshees will show up. Kill them both with the Pistol before moving too far forward, which will make them fly away, and continue on with the level. After passing through the tunnel where you have to activate the light bridge, you should come back out into an open area and be instructed to save the crashed Marines. Go to the first group in the ravine to your immediate right. Kill them off friendly-fire style and head back out the way you came in, not via the other ravine that exits their area, to see two more banshees spawn overhead in the area where you first came out of the light bridge tunnel. Killing one of them should be your third and net you the No-Fly Zone achievement.
Halo CE: Destroy three of the four Banshees on Halo during a single play-through.
Once that’s out of the way, just continue the level as normal, or by murdering all the marines in each area, making sure not to enter a Warthog at any point for any reason, and you’ll unlock How Pedestrian.
Mission 3 - Truth and Reconciliation
For truth and reconciliation, we are going to knock out one of the miscellaneous achievements right at the start. Begin the level on Legendary with Bandana activated. Rather than running into the ravine ahead of you, go up onto the ledge to your right and you should see a U-shaped rock outcropping you can hide behind to snipe all the enemies. You should kill a total of 6 Grunts, 2 Jackals, and 2 Elites, although there might be more on higher difficulties. I’ll need to confirm this when I get a chance. Once the last enemy dies, assuming you haven’t been spotted, you should unlock the achievement. Check THIS VIDEO for assistance.
In my video there are fewer enemies, presumably because I did it on a lower difficulty. For speed running purposes, you want to start rushing forward after the Jackals and Elites are down, killing Grunts on the way, but for now we’re going slow, so take your time and make sure ALL the enemies are dead without moving forward from this spot to unlock the achievement.
All According to Plan...
Halo CE: Kill the first group of enemies on The Truth and Reconciliation without being detected.
Deal with the next group of enemies that comes around the ledge ahead of you as you move forward, and continue up the ledge path. Several Covenant will come to crash the party, so deal with them, making sure to snipe any enemies on the ledge up above ahead of you, especially any Grunts that hop into the turret on the right side of the ledge. Use the rock roughly in the center of the ledge to hop up onto it. Continue forward, clearing out the Grunts and Elite that come down the path ahead of you, and follow the ledge around the corner and on up. You’ll see a turret on the ledge above you to your right here. Stop here and wait for a patrolling Elite to show up on the hill ahead of you and snipe him.
Continue up the hill, looking for a 2nd Elite to your right, hanging around by the rocks or trees. Snipe him if you see him. If not, turn roughly 90 degrees to the right from where you were facing the first Elite, and look for an active camo powerup sitting on the far side of the area, between the trees where that 2nd Elite might have been patrolling. Head straight for it and on up against the zone wall after grabbing it. Turn right and hug the wall to your left. You’ll come to a spot with some turrets ahead of you across a gap. Drop down into the gap, where you should see a couple of Elites come running past, and continue on up into the next ravine. If your active camo is lasting long enough, you should be able to beat down a couple of sleeping Grunts to the left here, and circle behind the two roving Jackals to beat them down too. This must all be done quickly so that you are still active camo'ed.
As soon as those are dead, move over to the right-hand zone wall (the one to your right as you entered from the previous area) and up onto the ledge to see an Elite patrolling. Get in behind him and beat him down, as well a nearby sleeping Grunt or two if possible. Once your camo is gone and the Elite, Jackals, and a few Grunts are dead, pull out your sniper and finish off any remaining Grunts in the area. Focus on any near the turrets first, as they can be a big threat on Legendary if they get into a turret. A dropship will bring in a load of Covenant. Try to deal with them as quickly as possible, because waves of enemies will begin coming down the gravity lift. You want to throw a grenade onto the platform at the bottom of the lift just as each group of enemies comes down. Hopefully you’ll kill most of the enemies in each group with your grenade, leaving one or two (likely an Elite) to polish off with your sniper.
If you run low on grenades, look for a dead body along the hill ledge on the far side of the lift from where you entered to find some frag grenades, and scavenge any plasmas on the ground from the enemies you’ve sniped around the area. Your main focus should always be to grenade the platform as the enemies come down, use your sniper to make sure the Elite is dead first, then polish off the Grunts and Jackals as fast as you can before the next wave. It is extremely helpful to have a co-op partner when trying to speed run this part. Fortunately for us, we’re using Bandana and just focusing on clearing the level right now, so you can just spam grenades at the lift and snipe until your heart’s content until all the waves have passed, the final wave being two Hunters. Try to snipe their weak orange spot from behind while they are fighting the Marines. Classic mode makes hitting their weak spot easier, visually. Head onto the lift after all the enemies are dead to board the ship.
This first room is going to be another series of fights, and can be tough for novice players on Legendary due to the presence of an invisible Elite ultra that like to sneak up and wreck your day. If speed running, make sure to have a veteran player with you here. For now, you can just go crazy with grenades and sniper since Bandana is on. Make sure to leave the active camo powerup at one end of the room until the fighting is over. As soon as you land, just stay in the center of the room so you can see all four doors with the red dots on them and spin around in circles until you see one open.
As soon as it opens, look for the telltale Predator-esque ‘ripple’ of the active camo Elite and take him out. Proceed to deal with the rest of the waves of enemies here as you wish. Look for the red dots on your radar to see which door the next group of enemies is coming out, so you can grenade the lot of them for easier kills. Also if speed running, shooting whichever door has the group of red dots behind it will draw them out faster (thanks Nak3d Eli). After clearing all the waves, two Hunters will enter from a side door. Take them out, hopefully with your sniper in their weak spot for one-shot kills. Grab the active camo (and the nearby healthpack) at the other end of the room and enter the door nearest to where the active camo upgrade was.
Take a right at the top of the ramp and go through the door. You’ll pass two Grunts in the hall. As you are still camouflaged, sneak behind them and kill ONE (but only one) with a quick punch to the back. According to Eli, this may help spawn a grunt by the ‘god door’ (a skip glitch for speed running). Continue around the corner to the left, past the Elite while still camouflaged, and around the corner to the right. As soon as you pass through this door (still camouflaged), drop down off the ledge to your right. You should be able to bounce off the dormant Wraith below to prevent falling damage. Straight ahead past the Wraith, look for the door on your left on the far end of the room. If the Grunt spawned here by killing the other one earlier, shoot it toward the door with your Plasma Pistol, which should cause the door to open. If the Grunt isn’t there, you can do the same with one of the Jackals. Normally this door has a red dot and won’t open for you, but pushing an enemy into it opens the door.
Go inside the door and down the hall, turning left at the intersection. Continue straight ahead past a couple of intersections, all the way to the end of the hall, and hang a right. Clear the Jackals here and turn right again, clearing any remaining enemies in the hall ahead. Go to the end of this hall and turn left, then right at the end of the next hall. You’ll come out into a very large room with two large energy fields looking out into space, and tons of enemies around the room. I am going to describe the speed run path through this portion, but for your initial playthrough you will want to kill the enemies in the room and make your way to the far end of the room, where you should see an overshield powerup at the base of a tall pillar. The overshiled is used for the speed run strat. Look to the right of the overshield to see a large bulkhead door in the far-right corner of the room.
You will want to keep an eye on this door, as two Hunters will come out of it once you’ve killed enough enemies, and you want to rush into that hallway they exit to get this level’s skull before the door closes and locks. Start clearing enemies, and as soon as the Hunters come out, go in there and grab the Foreign skull (2:05).
Go back out into the room and clear the Hunters and remaining enemies to trigger a checkpoint, making sure to leave the overshield in place until after all the enemies are dead, so you can practice the jump. I suggest staying here and attempting this trick jump several times, reloading the checkpoint immediately after attempting it, whether you are successful or not. It’s a good idea to get a feel for it before attempting the speed run for this mission. For reference, this room is three levels tall. You’re on the bottom level, and will do two jumps to get to the top level. What you want to do (and again a video is worth 10,000 words, so check Eli’s speed run video for a better education on this) is to throw a plasma grenade up at the pillar above the overshield. It should bounce off the pillar about halfway between the bottom level (where you are) and the level above you.
As soon as you throw it, rush forward and throw a plasma right at the overshield as you pick it up. As soon as you grab the overshield, throw a frag grenade at your feet. These three grenades will launch you up to the middle of the three levels, and since the overshield is still charging up as they detonate, they won’t do any damage to you. Turn to your right to face the drop ship floating above the area you were just at below. Drop a frag at your feet and jump over toward the ship, using the frag blast to reach it. Move to the center of the drop ship, onto its highest portion by the ‘cockpit’ if you will. Turn left 90 degrees so you are facing the 2nd level walkway, and use another frag at your feet with a running jump to jump up onto the highest/top level walkway up above.
Whew! If you made it up those three trick jumps and are on the top level, turn left and head to the door with the green dot on it. As I said, use the checkpoint after clearing the enemies; watch Eli’s videos, and practice that a few times so you are ready for the speed run later. Head down the hall, turning left, then right, and straight ahead into the door with the green dot on it. You’ll come out into a large, roughly square room with a raised platform in the center. There will be several Elites and other enemies here, including one ultra Elite. Snipe an Elite or two from the far corner of the room before you get swarmed, and retreat back into the tunnel for cover. Use your secondary (preferably a Plasma Pistol) to deal with the smaller enemies, and used charged EMP shots followed by snipes on the Elites if possible. Once the room is clear, go up onto the raised platform to find the large glowing-red terminal and activate it for Terminal 3 (2:38).
Halo CE: Activate Terminal 3 on The Truth and Reconciliation.
Head to the far side of the room from where you entered and into the green-dot door, where you should find a few Grunts. Deal with them and turn left down the hall. At the end, hang a left then a right (no other option, really) and deal with a few more Grunts and some Jackals. Take a left at the intersection behind them, then an immediate right. At the T-intersection at the end of this hall, go left (a door with a red dot should be to your right). Take a right at the next 4-way intersection, then a left at the next one when facing another red-dot door. You’ll go up a very short ramp and enter a green-dot door. Head to the far side of this room and look behind the platform for an active camo powerup.
Exit the room and go straight to the end of the hall until you reach a red-dot door. Turn left here and head to the end of the hall. You should see a path to your right near two Jackals. Assassinate them while still camouflaged, and go down that hall that was to the right as you arrived to enter another prison room (similar to the one where you found the active camo a moment ago). Quickly move around the room and assassinate the Elites, followed by the Grunts. From the platform at the end of the room, facing where you entered, go to the far-left cell (the one to the right immediately as you entered the room) and pickup the health pack and sniper ammo. You should get a cut scene about this time, where Keyes shows up.
As soon as the scene is over, toss a grenade at the door as it opens and finish off the two Elites that rush in with your sniper. Immediately turn around and kill one, but only one, of Keyes’ bodyguards. From here you’ll have to play pretty aggressively. Push ahead of Keyes and his guards, grenading and sniping the enemies in the tunnels so that they don’t kill Keyes. He dies VERY easily on Legendary. Exit the room and deal with a few enemies to your right as you reach the intersection, then focus on the ones down the left hall. Go down that hall and turn right at the end, dealing with a few more enemies. You should see a green dot door straight ahead of you.
Turn left at the intersection just in front of that door, and left again at the next corner. Deal with the next group of enemies and take the next right. Go straight through a four-way intersection to reach a T-intersection and turn left, then a right (the only way to go) at the corner. Take your next left and you should be going down a ramp. You’ll go around a corner to the right and enter a long hallway with a red dot door at the far end. Look for a door to your right with a green dot on it as you approach the red dot door. Stand near this green dot door’s junction, turn around, and snipe the two remaining bodyguards with Keyes. This will turn him red on your radar so he’ll attack you. Enter the green dot door, which will take you back out into the room with the raised platform where the terminal was earlier.
Look to your right for an invisible sword Elite and snipe it, followed by its two invisible sword Elite friends with snipes or grenades. Once the three Elites are dead the level will end (because of Keyes being antagonistic toward you, a helpful glitch). You’ll unlock the achievement for level completion here. If you went through with Bandana to make it easier on Legendary, you’ll need to replay on a lower difficulty to get Close Quarters Combat for completing the mission with at least 4 rounds left in your sniper, as far as I know.
Close Quarters Combat
Halo CE: Complete The Truth and Reconciliation with at least four rounds left in your Sniper Rifle.
Mission 4 - Silent Cartographer
Keep in mind that though I'll point out collectibles, if speed running, you'll want to ignore them. Also the route I give is based on speed running, meaning it might skip a collectible. If so, the missed collectible will have it's location detailed at the end of the mission for the replay.
From the start, rather than moving forward to the beach fight, turn left immediately and follow the beach away from said fight. You'll soon see a large hill in the middle of the beach, separated from the wall of the plateau to the right. At the other end of this hill, there is a slop leading up. In remastered mode, go up the hill and look atop it at the end nearest the direction you came from to find the Famine skull (2:58).
Continuing past that hill away from the mission's start, keep the ocean on your left and walk until you see a flipped Warthog ahead of you. For safety's sake, toss a grenade into the group of Jackals to your right, then flip the hog and jump in. This voids a 'no vehicles' achievement that you'll need to replay the mission to nab. Turn around when you get into it so that you're continuing in the direction you've been going, away from the level's start, with the ocean on your left.
speed run tactic: This trick will take practice. For some, LOTS of practice, or a skilled friend in co-op. You'll pass through a rock archway soon. Just after this, hang a right up the hill toward the large structure with Covenant on the platform. Hug the rock wall to your right on the side nearest the platform. Turn hard left onto the platform so that you're going out toward its edge, then a hard right to drive straight into the Covenant-infested structure's 'front door'. There will be lots of Elites around/inside, so you'll have to practice this part to get this down. Fortunately, you should have triggered a checkpoint just after the rock arch before, allowing you to restart checkpoint and practice these turns.
Turn right just before you hit the wall at the far end inside, then a hard left immediately at the base of the first ramp. Try to get your left wheels up onto the ledge to the left so that you can drive the hog down the next ramp. At the base of that ramp, you should get a checkpoint if you were fast enough with the first two turns/getting down the first two ramps. This last bit is the clencher. You have to drive down this final ramp, turn hard right/power slide toward the door at the bottom, and hop out of the hog at just the right time so that you get launched through the door before the Elite has time to close it. This is a massive trick that skips a large portion of this level.
As you fly/slide through the door, turn around 180 degrees so you can assassinate the Elite waiting inside as you pass him. Go down the hall and out onto the platform, firing your pistol to prevent the cut scene from loading. Back up down the hall so that you're still facing the platform until you just reach the corner and start going around it to trigger another checkpoint, in case you mess up the next portion. Now go back out onto the platform. Looking over the ledge to your right as you step out onto the platform, you should see a ramp below with blue lights running down it. There is an upper ledge that sticks out further than the ramp.
Go out onto the platform and turn around, so that you're looking back the way you came and down to where that ramp below is. Drop off the ledge, making sure you tap the corner of the upper portion that sticks out past the ramp before you land on the ramp itself to minimize fall damage. Go down the ramp and straight ahead to the diagonal ledge in front of you. Look over this ledge to see another ledge down below with an overshield, and drop down, making sure to land on the overshield. Turn left along the ledge and go around the corner to reach the back side of the platform, where an opening on your right leads to the hologram room.
There are several ways to get this skull. You can use a Warthog/grenade trick to push you up through the ceiling inside (first needing to get a hog down here, of course). You can have a co-op partner boost you up, or you can do a grenade jump. Standing out here on the ledge, you can look across the pit to the roof of the corridor that leads to the hologram room. On top of this corridor, at the far end, is the Bandana skull (3:55).
Still with the opening to the hologram room on your right, throw a plasma grenade just at the base of the wall in the very corner where the ledge meets it. Run and jump off of it just before the grenade explodes. This should launch you high enough to land on a narrow, diagonal ledge up above on the right. From there you can simply run out onto the roof of the corridor to grab the skull.
Facing the hologram so that the button prompt comes up to activate it and the outside ledge/pit is to your left, jump up and to your right, activating the hologram while in mid air. According to Nak3d Eli, this should cause it to skip the unskippable cut scene here. Turn right and enter the hall. Throw a grenade beyond the two Elites to distract them, and quickly run up to punch them both in the back before they turn around. Continue past the Elites and up the ramp into the room above. Go straight across the room, shooting the grunts to the right and picking up the Plasma Pistol (drop your rifle for it), and up the ramp on the far side.
Turn 90 degrees to the right as you reach the top of the ramp and throw a couple plasma grenades over the wall, bouncing them off the ceiling, to take care of the Jackals above. Then use a frag grenade jump to get up over the wall, where you'll find an active camo. Grab it and exit via the door, up the ramp. In the room above you should see a bunch of jackals running around. As you come out of the door, turn 45 degrees to your left and cross the room. You'll pass a 1st large pillar on your left, and see another narrower pillar straight in front of you with a wider base than the vertical portion.
You want to throw a frag grenade at the base of this pillar, then jump up into the pillar as soon as the grenade detonates. This should launch you high enough to make it up onto the left above you. Again, this will take practice, and I really think a text guide doesn't do you any favors, so it's best to watch Nak3d Eli's video linked for the speed run section.
As soon as you land on the ledge above, turn left and run past the enemies, up the ramp, and to the left around the corner. Hug the left wall and continue up past several Jackals coming down to investigate, and on up the ramps. At the top, turn 45 degrees-ish to the right and run past the Hunter, jumping through the gap in the wall behind him (again, video). If this isn't your actual speed run attempt, go ahead and pull out your magnum. Get close to him and get him to swing at you, strafing out of the way, and one-shot-kill him via his orange weak spot from behind with the magnum to unlock You Are The Weapon.
If you ran past the Hunter and jumped through the gap, continue straight and you'll approach a wall with several gaps in it. Go through the last one on the left, nearest the far end, and cross behind the Elite to the door. Again, run up the ramps past the Jackals, jumping across the corner gaps to save time. If you're going fast enough, you should still be in active camo at this point. At the top of these ramps, go through the door and turn right. You should see a door ahead of you, with an Elite in the small room behind. It is about this time, if you were fast in the previous section, that your active camo will run out. Rush into the room and assassinate the Elite, exiting via the door to the right into the narrow corridor beyond.
Running down this corridor, charge up your Plasma Pistol. As you turn the corner to the right, an Elite ultra will be waiting, sword in hand. Release your EMP shot to his face, then a Magnum shot to the face to finish him off. Go down the corridor he was guarding to find yourself back at the hog you used to do the door trick. Kill any grunts in the area, jump in, and drive the hog up the ramps to the top level. Drive quickly, because the Elites will still be hanging out. Drive out onto the platform and off the edge, to the left of the drop ship's turret.
Go straight down onto the beach and grab the overshield behind the purple boxes, then get into the hog and go to the right along the shore, with the ocean to your left, a short distance. Go up the hill to the right and turn back toward the structure you just came out of. At this time the Pelican should be arriving to evac you. Slow down if necessary to make sure it has fully flown in and turned around before you arrive, so that the enemies standing around don't wreck you. When you're ready, drive out onto the ledge and hop out of the hog near the Pelican's loading bay to end the mission and unlock Silent Cartographer.
I pointed out both skulls, but the level skip means you skipped the terminal, as well as a couple of other achievements. First, start the mission on Heroic with the bandana skull activated. Storm the beach with your Marines, making sure to push ahead of them as fast as you can and spam grenades at the Elites while shooting the Grunts in the head with your Magnum. Your goal is to finish this first fight without any Marines dying. If successful (co-op makes it easier), you'll unlock Beachhead. Check THIS VIDEO for a visual aid.
Halo CE: Storm The Silent Cartographer beach with no Marine casualties on Heroic or Legendary.
Now restart the mission on Easy. You won't need Bandana, because you aren't allowed to shoot anything for this one. In fact, you cannot even fire your weapon, throw a grenade, or hit the melee button. Oh, and you also cannot die or restart. If any of these things happen, you can't just restart from the pause menu. You must back out to the main menu and reload the mission. Run through the mission via the "normal" route (going to the right at the start, deactivating the security door in the main building, etc), as some of the speed run tricks would be impossible without grenades. Check THIS VIDEO for a visual aid. It is worth noting that if you accidentally run over an enemy in the hog, you're ok.
While you're going through the mission via the normal route, you'll come across a platform on a hill with two Hunters (the first two you should see on the normal route) and an overshield by some boxes. On this platform, look for a glowing yellow/orange light on the wall to get Terminal 4 (3:32).
Halo CE: Activate Terminal 4 on The Silent Cartographer.
Halo CE: Finish The Silent Cartographer without shooting, grenades, melee, dying or restarting.
Mission 5 - Assault on the Control Room
Ok, I feel I must warn you here. I am going to attempt to describe the tricks needed for speed running this mission. However, and this is the last time I will say this, watching the video is going to help you a lot more than anything I can type. A picture is worth a thousand words, and a video is 60 pictures per second, get it? Good. Vids are linked with the speed run achievements.
You'll start the mission landing in front of a door, out of which will pour a couple of Elites and some of their friends. Do your best to push past these enemies quickly. Throw frags into the door; toss a frag at the Elites to get them to jump out of the way while you run past them; whatever you have to do. Get into the door and around the corner before the enemies wreck you or waste too much of your time. Grab a Plasma Pistol to replace your rifle as you run past the Grunts. At least one should have died from your grenades.
Continue through the corridor to the door at the end, turning right out of the door to noob combo (plasma EMP + pistol headshot) the Elite there. Turn back around to the opposite side of the door the Elite was on, looking up to headshot the Grunt on the walkway above. Follow the wall around to the left, dealing with any Grunts in your way. Enter the first door you come to on your left, and go through this hallway to the end, where you'll exit onto the first bridge. This is where the huge despawn skip happens. It is extremely difficult to pull off, and again I'd suggest watching Eli's video (or another you prefer) and practicing it before attempting your actual speed run of this level.
Go to your right out the door and switch to classic mode. Jump up onto the railing and get up against the wall to the right. Turn around so you are facing the door you exited, and inch yourself backward off the rail. Hold forward on the left thumbstick for most of the drop (75% of it according to Eli) so that you land between a couple of dark spots on the lip below, just in front of a slope leading upward. Walk upward on the dark portion of the slope, and you'll see the lighter portion narrow and a darker portion start angling up on the right. Drop off the edge of the lip to your right, still holding forward.
Tweak left mid fall to hug the edge of the mountain, which slopes inward, then push forward and hold it again as you land as high as you can on another steep slope below (that you likely won't even make out very well). If you aren't holding forward and facing toward the mountainside as you land this last drop, you will most certainly fall off. This takes an insane amount of practice, and quite often you will 'bounce' off your landing point on either the first drop off the bridge, the 2nd drop off that lip, or this final drop. If you stick the landing, turn right and hug the wall to your left around the edge of the mountainside.
A short distance ahead, there will be a wedge-shaped gap in the slope in classic mode just before the corner where the slope curves around the mountain to the left. Make sure you are hugging the mountainside and jump over this gap or you'll fall off. Another short distance forward you'll come over a sharp edge at a corner and see a more snowy textured slope in front of you. Look down over the ledge to your right. You should see a large boulder with a plateau above it to the right, and a smaller boulder to the left, with the base of the mountain sticking out into the lighted area directly beneath you.
Drop over the ledge and hold back on the left stick so that you bounce/slide off of this snowy slope at the base of the mountain to avoid dying on impact. If you pulled all of this off, congratulations. You just skipped a large portion of the mission, as well as despawning the remainder of the enemies for its entirety. If you're struggling with this trick, there is a way that may or may not be easier by doing it in co-op, which you can see HERE.
Turn left when you land and follow the ravine, passing by a Scorpion tank. Jump onto the Ghost just past it and continue forward (opposite the direction from whence you came). You'll soon come out into a large open area with a huge corridor at the far end you'll drive down into. Keep this location in mind for the Wraith Hunter achievement on your second playthrough.
Driving through the large tunnel, you'll reach a huge bulkhead that you have to hop off your Ghost and activate a terminal to open. Once you enter this room, move to the ledge and look down over it. You should see several pipe/beam structures sticking out into the gap. In remastered mode, on one of these pipes more central in the room, you should see the Malfunction skull (4:53).
Cross the bridge and open the bulkhead on the far side via the terminal to its left. Continue through the large corridor and up a snowy cave to go back outside. Keep going to the far side and you'll reach a slope leading down in a semi spiral. Drive straight forward and drop off, still on your Ghost. You should see a few pillars in front of a cave. You can just squeeze the Ghost through between the first pillar on the left and the next one to the right of it, allowing you to continue on faster than you would on foot. Pass through the cave, up the slope, and across the large open area, where you'll find a Banshee.
Hop into it and fly straight up to the left end of the nearest bridge above you (there are two). Enter the door and you should see blue arrows on the floor pointing away from you. This lets you know you're on the right path and tracking along with me (well, with Eli really). At the end of the corridor, go directly across the center of the room and turn left when you reach the far side. Keep the wall to your right and double back along this path, entering the first door you see on your right (a ramp with a yellow light leading down).
At the far end you'll reach another ramp with yellow light, this one leading up. At the top, go to your left to a dead end. Jump onto the structure to your right, and from there up to the platform above. Go left on it into the center of the room and drop down, continuing straight across to the door you should see, which is roughly on the opposite side of the room from where you entered. Continue through the corridor and you'll come out onto a snowy bridge. Normally, there would be Elites out here and you would need to kill the far one as quick as you can, before he gets into his Banshee, so that you could use it.
If you've done the despawn though, you can simply run over and hop into the Banshee. You should see a huge Forerunner structure here with a sort of partial pyramid shape. Fly down to the base of the triangular support portion of it. Drop down and walk underneath this structure to find Terminal 5 (5:15).
You can also grab the Madrigal Debut achievement here. Hop back into your Banshee and fly up to the top of the Forerunner structure. Near the top, there are two large horizontal ledges, running all the way from the left zone wall to the right, that you can land on. Fly up and land on the center of the lower of these two ledges, then walk out onto the right-hand side of it until you reach the end of the portion you landed on. You'll hear the Madrigal song and unlock the achievement. Check out THIS VIDEO if you need visual assistance.
If you're speed running of course, ignore both of those items and fly directly over to the structure. Park your Banshee at the door and activate the terminal to the right to open it. You'll have a few more large doors to open going through this tunnel. You can bring the Banshee forward with you if you like, as it probably shaves a few seconds off the longer two segments given that Nak3d Eli does in his video. Once you cross the final threshhold the cut scene will end the level and unlock Assault on the Control Room.
You'll need to replay the mission to get the other skull since we skipped it with the bridge drop despawn, as well as the Wraith Hunter achievement. Play on a lower difficulty to make these quicker and easier. The first half of the mission has blue arrows pointing away from you in the interior corridors, while the latter half of the mission will see you retracing your steps to an extent, with blue arrows pointing toward you. Retyping the entire mission would be redundant, so I'll just direct you to follow along with THIS VIDEO by IGN that shows a sub 45-minute run without using the glitches.
For the Fog skull, you will reach a point just after you cross the first bridge (where the drop/despawn glitch is) where you take an elevator going down. In the next room you come to, just before going outside into a large ravine with enemies, you should see a structure in the center of the room with openings on the sides. There are pillar-like structures around it, and a lower ledge around the perimeter of this central area. Get on that lower ledge and toss a sticky grenade down, then jump as it explodes to reach the top of one of those pillars surrounding the central structure. From there, jump up into the opening in it to find the Fog skull (4:26).
For Wraith Hunter, make sure you don't kill the first Wraith you come to. Instead, rush past it, preferably on a Ghost, and get the Scorpion tank. Backtrack and wait for that Wraith to follow you through the ravine so you can kill it with the tank. Continue on through the mission in the tank until you reach a large ravine with another Wraith camping at the far end, just before the entrance to the huge tunnel leading down. Kill it, then look for a 2nd one here (3rd overall) high up on the ledge above that tunnel.
Go through the large tunnels with the tank, which include the large room with the Malfunction skull mentioned earlier, and out into the next ravine to find the 4th and final Wraith. Kill it with your tank to pop Wraith Hunter. Check out THIS VIDEO if you need video assistance.
Halo CE: Destroy four Wraith tanks in Assault on the Control Room with the Scorpion tank.
Mission 6 - 343 Guilty Spark
At the very beginning of the mission, jump out of the ship and quickly run around to the front. Jump onto the nearby rock, then up onto the ship. Stay on it for a few seconds as it starts to take off to unlock Get Me Out of Here. Here's a VISUAL GUIDE.
Get Me Out of Here!
Halo CE: Ride in a Pelican for several seconds on the level 343 Guilty Spark.
As the ship lands, turn left 90 degrees and exit the sip. You should pass a boulder on your left, with another larger one ahead of you. Keep this one on your right as you pass it. Continue past it and you should see the base of a hill/slope to the right just ahead. Cross over the base of that slope and follow the river to the end, where you should see a pile of rocks at the base of a hill. Jump onto the rocks then up onto the hill, and go left along the top of the hill (with the large fallen tree to your right and some spotlights just ahead).
Pass those spotlights with them on your left, and angle slightly to the right along the top of the hill. You should see a purple turret to your right, and on the other side of the hill, off to the left, the entrance to the structure that most of the level occurs within. For the speed run you'll want to continue inside, but I'm going to point out the skull here. Facing the entrance to the structure from out front, after the enemies are dead, you should have a hill to your left with a turret on it. Directly behind that turret, at the base of the hill on the far side, sits the Recession skull (5:51).
Proceed down into the structure. There will be a large hole in front of you, with a lift platform on its way up. Once it arrives, jump on and activate the console on the far side from the entrance to take the lift down. Facing where that console was standing on the lift, there is a vertical series of horizontal lights on the wall in a V-shaped extension of the platform. As you ride it down, position yourself up against those lights, facing into the corner on the right side where the lights meet the angle of the wall, and push forward.
Doing this, you will walk off the elevator as it enters the room below and fall down right near the room's exit, with a large group of Grunts and Jackals to your left in the hallway. Use your Assault Rifle and spray the enemies as you duck down the doorway to the right, then right again as you exit into the next room, and drop down off the ledge. Duck into the corner to your right and use your Magnum to take out the Grunts in the room, then hug the right wall and deal with the Jackal(s) in front of the exit door. It has glowing green lights on either side in remastered mode. There are Jackals inside it as well, so throw in a grenade to clear them.
Go through the small square-shaped hall they were in, and turn 45 degrees to the left as you enter the next room. You'll want to go to the door on that left wall, surrounded by Jackals. Duck behind the sloped support until your shields regenerate, then rush across and jump over the Jackals and into the door without taking too much damage, turning left down the hall inside, then left again at the 1st opportunity to enter the next room. Once again, turn left 45 degrees as you enter the room. Go straight to the three vertical purple boxes. Throw a plasma grenade at their base. Jump onto them, and jump up to the ledge above with the help of the detonating grenade.
Enter the door just with the glowing green lights. Go left around the wall and take an immediate right at the end of it, onto a ramp leading down where you'll pass over a health pack. At the bottom of the ramp, turn left into the next corridor for a short cutscene which you can skip. You will now be in the 'flood attack' room, facing two platforms in the center of the room, with doors on all sides. From where you start, go directly over the two platforms to the far side of the room and face that door. You should receive a checkpoint here.
Consider this door #1. Going clockwise (to your right) from here, doors 2 and 3 are on the right wall. Door 4 is directly behind you, and doors 5 and 6 are on the left wall, with #'s 2 and 6 being the nearest ones to door #1 obviously. As soon as door #1 starts to open, toss a plasma grenade right at its base. Spray your AR into it for a second or two after it opens, then immediately turn and aim for #3. Spray the smaller ones as they exit, and if the large one hasn't come out yet, rush inside and melt him with your AR.
Quickly turn around and take aim at #6. Throw a frag grenade at the door (hopefully just as it's opening) and spray down the rest of the enemies. Turn to face door #4, where you'll exit the room. This one has a lot of enemies inside, including several of the larger bipedal flood. Throw a plasma right at the door or just inside, and follow that up with a frag thrown further back inside (into the door and down the hall a bit). This should hopefully clear most of the larger flood, though there will likely still be a few inside. Don't stand around trying to kill all of them though, just rush inside as soon as your plasma and frag have detonated, and turn right at the intersection and up the ramp.
There will be a health pack at the top of the ramp if you need it. Turn left at the top and right into the next room. Turn right 45 degrees as you enter the room and look for a door with glowing green lights on either side. You'll see one down on ground level too, but enter the one up your level above it. Continue through the narrow corridor beyond and into the next large room. Turn right 45 degrees as you enter this large room. You should see another door with glowing green lights beside it, this time down on ground level, so jump down and run through it.
Pass through the narrow corridor beyond and into the next large room. In this room, go directly across the room from the door you exited. Look for a pile of purple boxes to your right. Jump up onto them and up to the ledge above. Turn right and you should see a group of Grunts and Jackals. If you're lucky, you'll be able to rush over and jump to the door before they do too much damage to you. You'll need to if you're speed running. Go left on the other side of the door to find a dead body and a health pack, which you likely need at this point, and continue straight past it and down the corridor. Turn right down the next corridor with the electricity in the central structures, and take the door on your left at the end.
Exiting into the next room, turn right and go around the wall to find the lift platform that will take you down to a lower level. Similar to the first one, look for the horizontal lights in the V-shaped extension just to the left of where you activated the console. Wedge yourself into the corner where the lights meet the angled wall, but this time do it in the corner at the left end of the lights rather than the right. You'll drop off onto the slope of the wall that surrounds the exit door as you enter the large room and slide off to the left. Quickly run in past the flood and enter the door to your left.
speed run trick: Entering the next room, you'll see a light bridge fading in and out. The normal route through the level forces you to drop down here and pass through several rooms, but if you can do a relatively simple grenade jump you can avoid all that. Facing the light bridge, go to the front-right ledge of the platform you're currently on, grabbing an active camo along the way. Using either grenade type, throw a grenade down into the corner where the pillar to your right meets the floor. As it detonates, you should be jumping straight out from the ledge (slightly to the left really), aiming to land on the slope of the support pillar directly in front of you.
From there you can jump over to the far platform, where the failing light bridge would have taken you, and enter the door to your right with the glowing green lights. Continue through the small corridor beyond and into the next large room. As you enter the room, again turn 45 degrees to your left and drop down, proceeding directly over to the exit door with the glowing lights, and through the short corridor beyond. You'll come out into yet another large room with the dip in the center. Run straight across the room and into the door on the far side, and of course through the (yet again) small corridor beyond.
When you exit out into the next large room, turn 45 degrees to your right. You should see some boxes with lights on either side, aimed at an angle toward them. Switch to your AR as you jump onto the boxes, and drop it for the shotgun. You'll also get a health pack here if you need it. Turn left on the boxes and jump up onto the lower portion of the ledge above. Follow the platform around the central structure to the far side of the upper level and enter the door with the glowing lights. Entering the next room, deal with the flood using pistol/shotgun as you wish and activate the console near the ledge to turn on a light bridge.
Cross the bridge and throw a frag grenade into the hall straight ahead to clear some flood before pushing forward into the next large room, where you'll find another lift platform. If you're not speed running, you can get the level's terminal here. As soon as you activate the console to start the lift platform on its trip up, turn around 90 degrees. Once the lift rises just enough to allow you to jump over onto the room above the door from whence you came, jump over and activate the glowing yellow light on the wall for Terminal 6 (6:13).
From the top of the lift, head for the ramp up out of the structure, grabbing ammo and health on your left if need be. Turn left 45 degrees as you move out into the forest and push straight ahead until you reach a ravine that angles off to your right. Follow the ravine, hugging the wall on the left so the enemies dropping in can't damage you too much. Once you get past them (look at your radar to see the red dots), turn around 180 degrees and shoot any following you as you continue backing away from them, so that you're still moving in the direction you need to go.
Once you get clear of them, turn back around and look for the glowing red beacons ahead. Stay outside of the circle formed by those red lights, and circle to the left, fighting off the flood as they approach you. Two Sentinels will drop in, so if you want to accelerate the mission's end you can grab a plasma weapon and destroy them, but often the flood will do that for you before you even have time, provided you circled to the left around those beacons and left a lot of the Flood alive in the center area between them. A cut scene will end the mission.
Mission 7 - The Library
Warning: This mission is extremely difficult to speed run Legendary solo. I would highly advise doing it in co-op. It requires a couple of tricky grenade jumps, but it also boils down to some serious hordes of Flood enemies and the skill needed to rush past them without stopping to clear some spawns that feel infinite at times.
At the very start, you should see two large square structures just ahead to your right. Keep the right-most one in mind for the upcoming jump. First, push forward through swarm of Infection form Flood enemies. Just past these, you'll trigger the first group of larger enemies. Immediately turn around. Facing the way you came, run forward and throw a frag grenade at the base of the left square structure. This is the one that was to the right at the mission's start. Jump up toward the structure as the grenade detonates to land on top of it.
Turn left 90 degrees once on it to face toward the central 'pit' of the mission. Take a running start and jump across to that ledge, crouching at the end to ensure you make it. Looking straight out across the pit, you should see a door directly ahead on the far side, and one to the left. That one on the left is the tunnel you would have come through if doing the 'normal' route. Make a bee line for that tunnel and exit the far side, dealing with a couple of Flood waiting there.
If not speed running, you can grab a skull here. Facing away from the large pit and back toward the area at the start of the level from this tunnel, look up to the right to see a large vent on the wall. This is one of the vents the Flood come out during the fight right here. Grenade jump onto the square structure nearest that vent, then jump over into it. Go up the ramp inside the vent to find the Black Eye skull (6:41).
Back in the tunnel and facing that same direction, away from the center of the room and toward the area closer to the level's start where that skull was, exit the tunnel. Turn 45 degrees to your left and walk over to the gap between the two sloped supports. You should see 'We are near the Index Chamber, Follow me' at the bottom of the screen. This is necessary to trigger 343 Guilty Spark to move forward and progress the mission. Go back through the tunnel you just exited and hug the left wall to the next door.
Going through that door and out into the next large area, you'll notice that all of the Flood on this 1st floor have despawned thanks to that grenade jump skip. Go to the right here and look for a large bulkhead door on your left with lighting around it. Nearing it will cause Guilty Spark to fly off someplace to open the door for you. Once he opens the door, continue on to the right. There will be large holes in the wall to your left. The 2nd one you come to after passing through the security door will spit out a group of enemies.
Wait for the group to jump out, and throw a frag at their feet as they are falling to take them out. One of them will have the shotgun, so make sure you swap out your AR for it as soon as it drops. There will be Flood dropping in everywhere. It's not conceivable to instruct you on exactly where to look for them at every turn, so from here forward I am going to point out the turns to take and where to take cover, but not when and how to kill the Flood. Practice, use your judgment, and bring a battle buddy if you can. Continue to the end of this hall, turning left around the corner. Hug the left wall until you reach a gap and go to the right into the next hall.
At the end of this hall, turn right. You should see a crevice in the floor ahead of you. Drop down there to grab an overshield and quickly run back out/continue forward. As you reach the end of this hall, jump up onto the slope to the right and over it to avoid fighting most of the flood here. This is a tactic you should use throughout the mission when reaching the ends of the halls, just 'cutting corners' if you will by jumping onto and over these sloped walls.
Again in this next hall, the path forward will open up to your right, but instead jump onto the slope and over it into that next hall on the right to dodge some flood. You should now be in a hall with a yellow glow at the far end. That is the elevator to the next level. If a large group of flood drops in by that yellow opening, throw a frag in their midst. Otherwise, hurry forward and onto the elevator before any enemies catch up to you.
Once you reach the 2nd floor, turn left into the first hallway and left again at the end. Jump over the gap in the floor and go past the slope on the right. Once you reach the 2nd slope, you will have to wait for the monitor return. Go back to the 1st slope and jump onto it. Go all the way up to the top against the wall to avoid having to deal with most of the enemies below, and wait. Once you see the yellow dot coming up on your radar behind you, jump down the slope and go around past the next one that triggered the sequence. A large door will be opened by 343 for you to pass through.
Just past this door, the normal route would be to turn right and go around the perimeter of the structure. Instead, go straight forward to the edge of the pit. Crouch jump onto the sloped support to your right and over it. Follow around the edge of the pit, jumping over three more slopes, to get to the far side. Here you'll reach another large door that 343 has to open for you. The door will only open partially at first, but rather than waiting for it to open all the way, just toss a grenade at the base of the door and jump up to the sloped portion of the left half of the door, using the grenade blast to reach it. This will allow you to go through the gap in the door without waiting for it to open.
Go right down the following hall until you reach a gap in the floor with flood exiting it. If your health isn't full, look behind the pillar in the alcove at the right end of the gap for a health pack, then head down into the gap and the hallway below. There are exploding Flood forms here, so keep your distance and use the shotgun to detonate them. As you exit the tunnel, look up on the ledge to your right and take out those Flood. You want to go to the left when you exit, but rather than turning that direction, stay facing toward the tunnel and backpedal that way so you can shotgun any flood in the area, or they'll melt you.
As you back up around the corner, you'll be in a hall with the big blue walls to your right. There will be an opening up ahead on the left, which you'll go through and turn right down the next hall. Be wary here, because when you turn right down that next hall, there will be flood at the far end with rocket launchers that have a nasty tendency of sniping you with said rockets. It's easiest to snipe them with the pistol zoomed in as you round the corner, strafing to the left so you don't get blown up. Turn right just before the end of the hall where they were; go to the end of that hall; and make another right.
Take a right at the end of this hall and an immediate left to head toward the whitish blue glow that signals the elevator and the end of the 2nd floor. From the start of the 3rd floor, just follow the blue arrows on the ground left around the first corner, and left again, to reach a gap in the floor (the first one you come to on this portion). Drop down into the gap and head through the tunnel below. When you exit the tunnel, turn left, then right at the end of this short hall, making sure to cut the corner by jumping over the sloped wall. Turn right around the next corner and proceed to the large door, where you'll have to wait for 343 to open the door again.
Hug the wall up against the corner to the left of the door and just hang out in that corner until it opens to prevent more flood from coming in. As soon as the door opens, run through and look to your immediate left to take out a rocket launcher flood before going to the right out to the edge of the pit. Again, jump over the sloped walls/supports to go around the right side of the pit to the far side of the room. On the far side, you should see a glowing yellow light on a wall. This is Terminal 7 (7:05).
From the terminal, go back out to the ledge of the pit and continue to the right, around the next half of it. You will have gone nearly full circle, which is technically a longer route than the normal path, but it took you past the terminal and is also an easier and safer route, even for your speed run. As you come around the edge of the pit, you should see a large door open to your right with a blue light in the middle of it. Head through that door to receive a checkpoint before turning right down the next hall. There is a health pack below the vent on your left right at the start of this hall.
Go straight down the hall, jumping over the gap in the floor, and turn left around the corner, then left again followed by an immediate right, and another right. You should now see a partially open door just a short distance ahead of you. Go through that opening and to the far end of the hall, where you'll be waiting for 343 to open a closed door. Go all the way to the door and turn 90 degrees to the right. You should see a narrow alcove, which is where you want to hide. Go as far into the alcove as you can at its narrowest point, and wait. As long as you got here quick enough and do not shoot or move at all, no enemies should attack you during the minute-long or so wait here at the door.
As soon as the door opens, rush straight down the hallway ahead. Make a right at the end, followed by another right and an immediate sharp left to head toward the reddish-orange glow marking the elevator and the end of this floor. Jump onto the elevator and take a trip up to the 4th floor. Take a right of the elevator, another right with an immediate left into the hall with the blue walls, and finally another left at the end of it. Take extra care to clear the 2 or 3 enemies that drop down here before you make this last turn. Straight ahead will be another partially open door. Once again, just grenade jump onto the slope of the left half of the door, and walk up and through the gap in the door so you don't have to wait.
After getting through that partially open door, you'll see a fully closed one just ahead. Go into the alcove on the left nearest the door, and all the way to the end so that you can once again hide and avoid having to fight while waiting for the door to open. Once the door opens go straight to the end of the hall, left at the corner, then left again followed by an immediate right into the hall with the blue walls. At the end of this hall, turn right into a long hallway. Midway down this hall is a large door on your left that 343 will open for you, which leads to the end of the mission.
Before going into that door though, if you aren't speed running, go all the way to the far end of this hallway. All the way where this hall dead ends, you'll find the Eye Patch skull (7:35) just sitting on the ground between two of the large square platforms/pillars.
At any rate, once that large door midway down the hall starts to open, you can either do a grenade jump the instant it starts opening to get up onto the sloped left portion and sneak through the gap early, or you can hide/fight and wait until it fully opens. Once on the other side of it, just run out onto the bridge leading to the pillar of light to end the mission and unlock The Library.
It's highly likely that you died at least once here, especially if it's your first run and on Legendary. If so, replay the mission on Heroic for the no deaths achievement. If you have a co-op partner, let him rush forward and deal with the Flood while you hang back/hide to avoid dying, then return the favor, to unlock That Just Happened.
That Just Happened
Halo CE: Complete The Library on Heroic or Legendary difficulty without dying.
Mission 8 - Two Betrayals
Start up the mission on Legendary with the Bandana skull on. Once again I'll be describing, to the best of my ability, the speed run path for this mission. This includes a big glitch near the start that is pretty tricky to pull off, and will likely require you to watch Nak3d Eli's video while you practice it before attempting the speed run. The speed run will obviously require you to kill many Grunts as well as pick up a new weapon (since Bandana can't be used for the speed run), so you'll need to do a separate playthrough for Look Out for the Little Guys (kill no Grunts), and Leave It Where It Lay (don't pick up any new weapons).
At the very beginning of the mission, just turn around and head to the back side of the circular platform you spawn on to find Terminal 8 (8:13).
Halo CE: Activate Terminal 8 on Two Betrayals.
From the start, use your Plasma Pistol to take out the Sentinels and open the door via the terminal. Keep your distance and shoot the Grunts at the far end of this hall while the Sentinels above assist you. If you're lucky the Sentinels will kill at least one of the two Elites, if not both, but either way make your way down the hall and around the corner as fast as you can once all the Sentinels are dead. Open the next door with the terminal on the left. When you reach the 3rd door, there will be a terminal to your right. This is where the despawn glitch takes place.
Activate the terminal and the lights will start moving on it. The instant they stop (less than a second after activating it), interact with it a 2nd time to activate it again. The timing takes practice, but it's a very brief pause between the 1st and 2nd activation. Eli's speed run video shows this during the 1:05 to 1:18 segment. If done properly, only two Elites to the right and two Jackals to the left will remain outside, as the rest of the enemies despawn. Assuming success, throw a couple plasmas into the corner to the right just outside the door to deal with the Elites, and a frag at the Jackals.
Go outside and straight down the front of the structure. As you jump over the walls, make sure to hold back on the left stick so that you slide down the slope of the wall rather than jumping all the way down between levels to avoid fall damage. At the bottom, go straight out and hop into the Banshee. Fly it back up to the base of the structure and get the rockets and health pack just at the top of the right-hand side of the ramp on the lowest level. From there, fly up to the top level where you exited the tunnel earlier. Park the Banshee just outside the door on the left side, facing out.
Step past the door and activate the terminal where you did the despawn glitch once more to respawn all the enemies, then immediately jump into the Banshee and fly away to avoid getting melted. From here, you have to follow a very specific path to make sure to trigger the continuation of the level. So once you activate that panel and jump into the Banshee, fly down to the bottom level of the structure so that you fly near the right side of the ramp at its base/lowest level. This is just opposite the rockets/health pack that you got at the top of said ramp on your way up before.
From here, angle upward and fly up to the waypoint at a doorway high above on the right side of the ravine when facing out from the structure. Some enemies will be coming out of this door, so shoot a Banshee bomb into the door and spray them down with before hopping out of your ride and heading inside. Make sure you park your Banshee to the RIGHT of the door when facing it, as a new one you'll need spawns to the left of the door. Keep this in mind and do the same any time you park a Banshee outside a door.
Continue through the tunnel. For reference, the blue arrows here will be pointing away from you, in the direction you're going. At the far end, you'll have to step into the glowing pulse generator in the center of the room to disable it. Your shields will get knocked down when you do this. Return back the way you came as quickly as you can, before the Sentinels have a chance to exit the tunnel and start shooting at you too much. Outside, your old banged up Banshee should be wherever you left it, but a brand new one should also be parked to the right of the door as you exit, so use that one.
Fly down to a bridge below you. Facing the large structure where the mission started, head for the door on the left end of said bridge. Again, enemies will come out of the door as you approach, so bomb/shoot them from the air before landing. Head into that door. For reference, the blue arrows here will actually be pointing toward you rather than in the direction you're travelling. At the far end, go left around the perimeter of the room, shooting through the windows into the center of the room to deal with the enemies there. This room comes down more to skill than strategy. You need to deal with a handful of Elites and other foes quickly while making your way to the far side.
On the far side, take the ramp leading down with the yellow ambient lighting. Up the ramp at the other end and around the corner, you'll face a long room with enemies pouring in at the far end. Throw some grenades down into that corner as they come in and use rockets if necessary before you get overwhelmed. Continue on past that spawn, down a short ramp. At the base of the next short ramp with yellow lighting, wait a few seconds so the Flood will start fighting the Covenant above. Once they do, go up the ramp and to the right. You'll see a health pack against a wall with gaps in it.
Throw a few grenades through these gaps into the far side of the room at different angles to clear out as many enemies over there as you can. Eli uses I think four or five grenades AND a rocket through these gaps to clear that far side. Still up against this wall where the health pack was, turn around 180 degrees facing back toward the entrance to the room and jump onto the small ledge nearby. From there, crouch-jump up onto the walkway above that leads out into the center of the room. Turn right and walk out into the center, then jump over to your right to reach the area on the far side of that wall with the gaps through which you were spamming grenades a moment ago.
As you jump down from the walkway into this area, you should see the doorway just to your left, so book it for that exit. At the far end of this tunnel, you'll come out onto a bridge. You'll have loads of Covenant on this bridge, with Flood on the bridge to the far left jumping over and engaging with them. There's no iron-clad solution here. Just make your way across the bridge killing what you need to as quickly as you can. At the far end of the bridge, you'll advance through a tunnel into a large interior room with metric tons of Flood coming in from all angles. Even Eli considers this room to be, in his opinion, the most difficult room in Halo CE.
There's not much I can do to describe how to do this room due to the unpredictable nature of Halo's AI. Eli uses a rocket directly across the center of the room to start, followed by grenading the right side, then backing into the tunnel that you come from to take cover as the Flood advance, using the shotgun on them. Use your best judgment; watch his video; and practice. After clearing the room, make your way through the tunnel on the far side and down more halls of horror. Be careful, as after the first couple of Elites that appear at the first hall and a few flood in the next, there will be a rocket flood with active camo that appears at the far end of the hall after the other enemies are dead.
He is deadly accurate but usually won't rush you, so save a rocket for him. Take cover behind a pillar and shoot near the telltale camo ripple to kill him with the splash damage. The next room you come to is a bit easier, and you should be able to rush directly across the center of the room, only killing a couple of enemies. Grab the health pack and rocket ammo on the far side right near the door and hightail it out of there. Through the tunnel, you'll exit out onto another bridge. There will be flood forms here and two Banshees overhead. It may sound tricky to rocket the Banshees but it isn't.
Deal with any flood nearby, then aggro one of the Banshees so that it starts a steep dive while shooting at you. This locks it briefly into a predictable approach, allowing you to rather easily shoot it out of the sky with a rocket, only needing to lead it slightly. Do the same for the 2nd one so they don't wreck you as you cross the bridge. Once the Banshees are down, take the time to clear the area of any remaining Flood. At the far end of this bridge, there are three rocket-carrying Flood that will ruin your day if you get even remotely close. Look for a pistol on the dead bodies around you and swap it out for your (probably empty) rockets.
Use the pistol's zoom to take them out from range, then drop the pistol in favor of all the rockets they left behind for you. Continue through the door at the far end of the bridge. Again, for reference, the blue arrows here will be pointing toward you (opposite your direction of travel). Through the tunnel you'll reach a room with what looks like steam rising up in the center. Angle slightly left as you enter, then head directly across the center of the room to the far side, where some fatty Flood will show up. As you reach the far wall, turn right and follow around the perimeter of the room to reach a ramp with yellow lighting on the left.
Past this short ramp and up another small one, you'll reach an elevator. Activate it and ride the elevator down. At the bottom, you'll exit out into a short, wide hallway with long shelf-like structures on either side of you. Turn left at the end and follow the left wall to the end. Go up onto the upper walkway here at the end. You can either let one of the skinny Flood follow you up here and use him as a stepping stone to jump up into the narrow gap above, or you can grenade jump.
So, on this upper walkway, there is a narrow gap above you. With the dead-end to your right, the gap should be just about where the ledge you're on begins to slope down. Either jump off the enemy or grenade jump up into that gap, and you can pass through it to reach the far side of the room without going all the way around to the right like originally intended. You can see the exit door with its blue arrow on the ground from this gap, so head on over there. At the far end of the tunnel, you'll exit out into the great outdoors. Deal with the Grunt and Elite if they don't run past, and quickly get into the Ghost before the Banshee aggros you.
Facing out from the door, you want to go directly to the left and down the snowy slope, past the Wraith. So hop into the Ghost as quick as you can and head that way. Just past the Wraith you'll pass through a cave that should look familiar from AotCR's mission. Jump out near the overturned hog for a health pack and rocket ammo before continuing up the snowy spiral slope. Continue straight between the deployable covers at the top and through the ravine. You'll come out onto a frozen lake in a large open area. Drift left to the wall, hopefully obtaining a checkpoint, then quickly move forward and jump into the two Banshees up against the left wall ahead of you.
As soon as you get in, fly up to the right at a relatively steep angle to get out of range of the enemies below and around the corner of the central plateau's rock wall. You have two options here. The first is to take your time, flying up and down in this area and killing off any other Banshees as well as enemies above on the central plateau. The second, and only real option for speed running, is to fly directly up to the waypoint at the door above. As you reach it, quickly fire a Banshee bomb at the fuel rod enemy on that ledge, then swing hard right into the door so you can jump out of the Banshee and duck into the door quickly while all the enemies outside try to wreck you.
That second option is going to feel impossible at first, especially for the uninitiated, but it is doable. Continue through the tunnel and into the room at the far end, where you'll have to deal with a flood of Flood coming from the center of the room. Toss grenades into the choke points as they charge you and take cover behind the wall. Use your shotgun and rockets, but be careful not to hit any rushing enemies with rockets as they jump around the corner or you'll self destruct. There will be a rocket enemy or two here, so watch out. Step into the energy column after all the enemies are dead to overload it, which will drop your shields.
This next part is critical, so I'm going to quote Eli almost verbatim. Make sure you're facing back toward the door you entered when you step into the energy beam. As soon as it overloads, run forward and throw a frag through the door leading back out as it opens, making sure to arc it so that it goes back into the tunnel and doesn't just drop right at the door. As soon as you throw that one, throw a frag down at the ground right where the opening in the ledge around the perimeter of the room is. Basically right where that perimeter ledge opens up for the corridor leading through that entrance door is where you want to throw that 2nd frag grenade.
As soon as those two frags are thrown, move out to where you can look down that hallway behind the door and rocket the far wall where the first corner of that hall is at twice, making sure not to hit any of the dead Flood bodies as they fly forward from explosions. You may even need a 3rd rocket. In Eli's video, he gets a triple Killionaire here, meaning he killed at least 12 enemies in a very short period of time. That gives you an idea on the numbers rushing you and how your timing should look, but once again you'll learn this portion a lot faster watching that video (linked in the speed run portion) than reading this text.
Head through the corridor and back outside. Jump into the fresh Banshee that should now be sitting to your right as you exit, and immediately nose dive straight down until you almost reach the ground below. If you have Banshees on your tail, turn back and fly past them to get them to turn around, then immediately double back and continue down into the cave below. There are rocket enemies in this cave and the following tunnel, so make sure you hug the ceiling as you fly through, and continue on through the cave and tunnel. Don't stop to try to dogfight and kill these enemies, or you'll likely lose your Banshee, and will definitely lose time. Hug the left side of the cave and tunnel ceiling to help with this.
At the end of the tunnel, hop out and activate the terminal to open the door, which will only open partially. Run back through the tunnel from whence you came to find a Ghost in the cave near where the tunnel starts. Hop in and drive it back to the partially open door. Get out and make sure all the Flood here are dead. Get back in the Ghost and back it up to the door opening so that its tail is sticking through. Its front wings will be stuck in the door. Get out and back into the Banshee, and use it to push the Ghost the rest of the way through the door. Finally, get out of the Banshee and back into the Ghost to carry on with the mission.
In the large room beyond the door, move to the bridge on your right. Move slowly over the bridge until all the Flood spawn on the far side, then quickly drive past all of them and turn left at the far end. Go all the way to the end of this platform and park the Ghost so it doesn't get destroyed. Eli just drives right up to the terminal and activates it to open the door before getting back into the Ghost, but this is a risky strategy. So for average-skill players I would suggest, as I said, to fly the Ghost to the far end of the platform. Hop out, run over and activate the terminal, then run back and get in the Ghost so that you can drive it through the now-open door without slowing down near the Flood.
At the far end of the tunnel, hop off to activate another terminal, then head outside. Move to your right as you exit into the snowy area outside. As you go up the snowy slope outside, you should see the black bars at the top and bottom of the screen and the 'final run' notification, meaning you did the bridge earlier right. If not, you didn't go over that bridge in the large room slow enough, and will have to go back. If you do, look to your right near the top of the snowy slope you exited on, where a small glowing red light is. You should see a couple of trees with a small rock at the base of the shorter one. A group of flood should spawn here. Kill all of them to trigger the final part of the mission.
Immediately get back into your Ghost and make a break for the far end of this ravine. Continue on past the next area and up the left side of the short ledge at the far end of the river bed to reach the final area. Drive straight across the final area, making a bee line for the Banshees. Jump out of the Ghost and into a Banshee as fast as you can and fly back the way you came, through the ravine. You should see a waypoint at a door on a high ledge at the far end of the ravine. With that door/waypoint straight ahead of you, turn your Banshee 90 degrees to the right and fly to the opposite end of this area.
You'll note that you're flying above the area that you exited from the corridor/interior room on the Ghost a short while ago. Looking down at that ramp leading down into the corridor, you should see a snowy ledge above it, only accessible with your trusty Banshee. Fly over and land on that ledge to find the Pinata skull (8:40) just sitting out in the snow near the center of the ledge. Obviously if speed running, you won't take this detour.
Hop back into the Banshee and fly back up to the waypoint door. This is the final room of the mission. There are several Sentinels flying above the energy beam in the center of the room. If you're quick enough, you can step into the beam to overload it, then shoot a window and jump back out to the perimeter of the room to end the mission. The safer bet is to simply kill all the Sentinels before overloading the beam, though.
Now, it IS possible to do this mission without killing any Grunts on Legendary solo. However, for the vast majority, it will be significantly easier to simply run through with a co-op partner, or in split-screen co-op with two controllers. You can activate Bandana for infinite ammo, as well as doing the despawn glitch at the start of the mission. However, you'll still need to run past the first group of Grunts without killing any, not to mention a few instances where you have to enter those doors that have Grunts and Elites coming out of them.
So, I suggest playing through with a buddy or a 2nd controller, and have said friend do all the killing, or do all the killing yourself with the 2nd controller. This way you can kill all the Grunts without doing it yourself, and still unlock the achievement. Obviously having Bandana skull on will mean that your starting Plasma Pistol and Shotgun will last you the entire mission. It's rough not being able to use the Rockets or Magnum at any point, but it is doable.
Leave It Where It Lay
Halo CE: Complete Two Betrayals on Legendary difficulty without picking up a new weapon.
Mission 9 - Keyes
For Tying Up Loose Ends, you'll need to play the mission and go inch by inch without doing any of the speed run skips to ensure that you kill every last Elite, although it has been reported that doing the shield bump does not void this achievement. Still, to be safe for the sake of this guide, we'll assume it can void the achievement. Play on Heroic with Bandana on for this first run and take your time. The main thing to remember is that the two Elites on the far side of the large hole that you fall down near the beginning of the mission count, so make sure you kill them before falling through it. Make sure you go over this initial area thoroughly before dropping down that hole, because you may have an Elite somewhere on the cruiser just hiding in a corner somewhere and not engaging.
Also, once you fall down that hole, and before you take the gravity lift back up onto the ship, any of those Elites down on the ground are missable. So go over every square inch of that area a couple of times and make sure they are all dead before taking the gravity lift back to the ship. Once back on the ship, you can retrace your steps for the rest of the mission as much as you want. Make sure to check the hallways behind the Banshees at the end of the mission, and go top to bottom and back again in that area a few times to ensure they're all dead. The achievement unlocks when the mission ends, so unfortunately you won't know if you've got them all until the end. Many people have reported killing 41 Elites total, if you want to count as you go.
Tying Up Loose Ends
Halo CE: Kill every Elite on the level Keyes on Heroic or Legendary difficulty.
I'm going to describe the mission path assuming you are going for the harder of the two speed run tactics, the shield bump. However, because that particular glitch is EXTREMELY difficult to pull off at all, let alone consistently, I am going to link you to an alternative method tutorial. This is called the Flood Bump, and uses the combat form Flood near the start of the mission to push you through the flaming wreckage wall. This still skips a great deal of the mission, and allows for speed runs in the 3-minute range, but certainly won't net you a world record akin to the shield bump. It will also alter the route you will take for the first part of the mission, but if you can do the Flood bump, I'll assume you can successfully navigate this mission as well. You'll find the Flood bump tutorial HERE
Now for the shield bump path. Restart the mission on Legendary. You can leave Bandana on to make your practice run easier, or turn it off in case you get lucky and post a solid time for your Legendary run. The speed run glitch on this mission, the shield bump, is extremely difficult to pull off. It requires pixel-perfect positioning, and until you've successfully done it a few times, you likely won't really be able to pin down what you're doing wrong. I highly advise watching and rewatching THIS VIDEO several times, then practicing the bump a lot until you have it down. Fortunately, it is right near the start of the mission, so you won't loose a lot of time if you have to restart when trying to do your speed run.
From the start, walk straight down the corridor, through the green-dot door. At the end of the hall, don't kill the skinny Flood with no arms, as you'll use him for a checkpoint. Turn right, then take an immediate left. Head to the corner ahead of you where the deployable cover is and toss a grenade down the hall to your left to clear those enemies. Make sure the Grunts nearby are dead. If there's a fatty Flood nearby, pop him and kill all the small infected forms that come out. Shoot the deployable cover so that it disappears, and jump onto its base. Keep shooting it with the plasma pistol to make sure it stays gone while you get positioned.
You want to be standing on its base so that when the deployable cover force field respawns, it will be going through your body on your left side, more or less through your left armpit if you can picture yourself as Chief. Your circular crosshair of your Assault Rifle should be positioned so that the bottom quarter-circle of the crosshair just overlaps the corner where the two edges of the base meet (the edge that goes left-to-right and meets where the force field spawns, and the diagonal edge to the right of it). That is about as good as I can describe it. It has to be pixel-perfect, literally, and according to Eli the pixel positioning can be different depending on the display/monitor you are using. If done right, when the force field respawns, it will launch you up into the ceiling. Once you're up in the ceiling, shoot that armless Flood you left alive to get a checkpoint here.
From there, you'll be outside of the level geometry. Jump over to the outside-right of the area. You should be looking back into the level now with blackness surrounding you. The corridor that you came from should be to the left, and the deployable cover should be to the right from your current perspective. Stay facing in this direction and back up away from the wall, using the level geometry in the corner of the room with the deployable cover to keep angled right. Facing the deployable cover from where you currently are, line your crosshairs up with the corner of the far wall to the left of it at that intersection, and back up while jumping. You'll be going at an angle away from that room, and if done right, you'll back 'out' of this area and into the room with the platform in the center where Keyes normally is.
Again, the speed run video, as well as that bump glitch tutorial video linked above, will go a lot further in educating you what to do here than any text guide could ever hope to do. Go to the far side of the room and through the green-dot door. At the first intersection you come to, turn right and go straight ahead through the next green-dot door. Go to the end of this hall and turn around, heading back the way you came. You should come to an intersection with some Covenant frozen in time to your right. Kill them and look to your left up the ramp for some Flood that are also frozen, easy pickings. Kill all these enemies and move up into the Keyes room. You'll see Flood-form Keyes up on the platform.
Look for a tentacle coming out of him and hanging over the ledge to the right (when facing him from the side of the platform with the ramp). Zoom in on the end of this tentacle to see his pipe and unlock No Smoking. Check HERE for a visual guide. You can also find Terminal 9 (9:11) directly beneath him, a glowing red light in the narrow depression beneath his platform.
Halo CE: Disapprovingly look at Captain Keyes' abandoned pipe.
Go up onto the platform and interact with Keyes to trigger an unavoidable cut scene. Facing Keyes after the scene is over, go directly past him to the green-dot door in the far wall and into the hall beyond. Throw a plasma to the end of the hall and quickly turn right at the first intersection. Head straight through the door ahead and turn left at the next corner. Go through the door and stop at the corner so that the Flood in the next hall engage the Covenant. Turn right around the corner and left at the next one, exiting out into a large room with Flood and Covenant fighting.
Go out onto the corner where the ledge leading to your right meets the ledge going out straight. Drop off the corner and use the left stick to angle inward so that you land on the 2nd level (directly beneath you). Make sure to crouch right as you land so you don't take fall damage. Facing out toward the force fields looking out into space, turn right and follow this ledge to the other side of the room. Drop off the ledge, again crouching as you land. Two Banshees should fly in. Position yourself behind the leftmost one (when facing out toward the exterior of the ship) and assassinate the Elite as soon as he gets out. Get into the Banshee and fly out to end the mission.
Halo CE: Complete Keyes.
Mission 10 - The Maw
For this mission, I am going to suggest something that I haven't previously. For your first run of course, use the Bandana skull. However, for your speed run, it is actually helpful to activate a skull that is technically supposed to make the game harder, that being the Black Eye skull. This skull makes it so that your shields don't regenerate on their own, but punching enemies regenerates it. This allows you to rush through the level, punching the Flood as you run past them, for a much easier time speed running it. It is a crucial technique for the LASO playthrough of the level, but is quite beneficial for speed running. Of course, I'll still be narrating what Nak3d Eli does in his no-skulls speed run, but you'll find it much easier utilizing the Black Eye mechanic.
From the start, move forward through the corridor until you reach a ladder with infection form flood coming out. Touch the ladder but don't climb down, just drop straight to the bottom. Run past the Sentinels and throw a plasma at the base of the door at the end of the hall, followed by another grenade or two into it once it opens to clear most of the Flood there. As soon as you can, push forward, making sure to grab a shotgun off one of the dead bodies in lieu of your assault rifle. Proceed to the end of this corridor. A door will open up onto a hall intersecting with the corridor you're in.
Go directly across from the door to find a health pack and some grenades behind a pillar opposite the door. Turn left behind the pillar, then immediately right. You'll be going down the hall in the direction that would have been to your left when standing in the doorway from the previous corridor. A Hunter will crash through a door to your right, so duck behind him into the door. Go directly across this room (the cafeteria) and into the door in the far left corner. Turn left through this door, then immediately right into the doorway across the hall. Follow this hall to the end, where you'll reach the bridge of the ship. Rush the Elite and punch him if using Black Eye, or shotgun him.
Move onto the bridge and deal with the Grunts, being careful not to let the Fuel Rod one blast you. Standing on the bridge, face back the way you came on the left side of the room so that when the cut scene triggers with the Sentinels, you can immediately run back to around the corner to the corridor to avoid taking too much damage from them. Turn left down the next hall, and throw a grenade into the door on the right at the end of the hall. Continue spamming grenades into that door as the Flood come out, killing any that make it through with your shotgun. Move into the room they were spawning from and directly across to the door on the far side.
Coming out of this door into the hall, there will be tons of enemies lying in wait. Run directly across the hall into the door opposite you, throwing a plasma grenade on the ground at your feet as you cross the hall so that any enemies that give chase will get cleared. Continue to the end of this corridor and turn right at the exit. You should see a few Sentinels directly ahead of you. Rush past them and duck under the door directly to the left of where they're hovering, then take an immediate right into the next hall. Again, there will be a few Sentinels in this hall waiting for you, but just rush past. Once again in this portion the Black Eye skull makes all the difference, as you can just punch the Sentinels as you run past to get your shields back.
Past those Sentinels, move straight down the corridor and into the door on the right at the end. You can turn left immediately as you enter this room, back up the slope on the wall, and crouch jump up onto the walkway above. It only saves a few seconds though, so it's easier for average skill players to simply run to the far-left corner of the room and climb the ladder, then double back on the walkway. Doing that jump may have something to do with despawning enemies, but if you're using the Black Eye skull, it won't really matter.
Turn right into the room above, then immediately left to go down the hall of death, as I call it. Before moving into that hall though, look for the glowing Terminal 10 (9:32) glowing red on the wall of this room.
If you got the other 9 terminals up to now, you'll also unlock Dear Diary.
Now, for that hallway to the left of this room. If you're speed running with Black Eye, just push forward as fast as you can, being careful not to let any of the fatty Flood explode near you or set off grenade chain reactions. Punch enemies every chance you get as you get near them to regenerate your shields, except for the fatties of course. Even the little infection form ones can be punched to regenerate your shields. Make sure to pick up the rocket launcher on the left side of the hall about 3/4 of the way through. At the far end of the hall, run directly across into the dead end to get an overshield. Go back into the hall and turn left. At the end of the hall, enter the small door on your left into the narrow, pitch black maintenance access.
Take a right at the first intersection, then a left, followed by a right to reach the exit. You should see an Elite standing to your right in front of the door you're headed for. Move past him into the door and down the corridor. Eli sticks him with a plasma on his way past. At the end if this corridor you'll see some Grunts in the next hall beside deployable cover force fields. Run out and take a quick left between those deployable covers, past the Elite, and to move to the end of the hall. Look for a doorway on your left near the end and take it. Make sure you have four frag grenades for this next part. Near the end of this hall, you'll get the letterbox thing and the 'Light Fuse, Run Away' text at the bottom-right.
At the end of the hall you'll exit out into the engine room. Turn left as you enter and toss a frag off the wall to your left, a few feet in front of the diagonal ledge ahead of you. Run forward and jump as it detonates to launch yourself up onto said ledge. Enter the door just ahead to your left and move up the corridor inside. When you exit, you should see some canisters ahead of you (one knocked over) and a large horizontal structure leading to one of the engine's reactors. Crouch jump onto the canister, then up onto the horizontal structure. Cross over it and activate the terminal on the catwalk above the end.
There is a speed run tactic here where you can activate two terminals at once, and shoot one of the engine cores while its vent is closing, then the other core for the vent from the 2nd terminal. The timing is tricky though, approximately two seconds between activating the two terminals, and if you miss a shot you have to start all over. For the average player, it's best to activate one terminal at a time, shoot a rocket or throw a grenade into its engine vent, then continue to the next. There are four in total, so do the two on this side, then cross the catwalk to the other side of the room and do those two.
Once you've detonated the two on the far side, facing the catwalk from one of the long horizontal vent beams, jump back onto the catwalk and go into the door directly to your right. Continue to the end of these corridors to reach the elevator, which will come down with a bunch of Covenant on it. Throw any grenades you have to clear as many as you can quickly, then polish off the rest as you run forward. Don't forget to melee if you can, if using Black Eye. Once all the enemies are dead and you're on the elevator, it should start moving up. Face the door you entered from on the elevator, and push against the wall above that door, right in the center, as the elevator moves up.
At the top, exit the elevator and move to the right through the door quickly, jumping into the Warthog on your right. You should pass over a health pack as you're getting into the driver's side. Immediately drive to the right out of this room and take an immediate left into the next hallway. At the top of the ramp you're reach a long room. Go left around the first portion. When you see a ramp leading up in the center of the room, move over and weave underneath, around the pillars beneath the platform that ramp goes up to. Near the end of this portion underneath the platform, you'll see a ramp leading down.
Swing to the right around the side of that ramp's structure, then left back into the center of the room just in time to go over the final ramp at the end of the room and onto the outer perimeter ledge. You should have a steep ramp leading down directly ahead of you as you exit the room into the next corridor. At the end of this corridor you'll go up another ramp and into another room much shorter than the first. Go along the left side of this room, taking the short ramp up onto a narrow ledge and along the left side of the room. At the end of course, move back over to the center to enter the next hallway.
Just around the first bend of this hall, look for an open doorway on your left. Drive through this narrow corridor and turn left at the end to skip to the end of this particular hallway. Exiting the hall into the next room, again go along the left side of the room; hug the left wall as it were. After that room and another short hall with a steep slope, you'll come into the final large room of this sequence. Right at the start of this room, you'll see a ramp leading down. Go left around the side of that ramp and stay along the left 1/3 of the room, but in the lower area, for the first part.
Midway across the room, you should see a group of Grunts on the bottom level, with a ledge above them were a few more Grunts are hanging out. Directly left of this, the left side of the room along the wall will have a short ramp leading between a couple of pillars. From where you are now, veer up the slope on your left and onto that left ledge along the wall and drive until you are right in front of that ramp, then veer back down the slope to the middle of the room, behind the grunts. From there, just weave through the pillar supports in the center of the room.
Once you pass three pillars, you'll have to drive through a narrow gap between the supports and a central wall, then swing back to the center of the room to go up and over a ramp where a turret sits. You can go alongside of it too, this is just the path Eli takes in his video. Continuing straight ahead you'll reach a bridge outside where you're supposed to be rescued, but that doesn't happen. At the far end of the bridge, park your hog next to the support beam on your right. Jump onto the hog, then up onto the beam, to find the Grunt Birthday skull (9:56) sitting up here against the wall.
If this is your final Halo CE skull, you'll also unlock Headhunter.
Halo CE: Find and claim all Skulls in Halo: CE.
Continue on past the bridge and into the next hall. Continue on straight ahead over the slopes in this hall and down into the next of the winding/curvy halls. You should be approximately 970 metres from your destination at this point, and just after the first bend in the hall you should see an opening on your right, another shortcut to the far end of the hall. Drive into this narrow shortcut, but don't go all the way to the other side just yet (unless you're speed running). Midway through this connecting hall/shortcut, look for an opening on your right. Hop out of your hog and go down into that offshoot to find the Thirsty Grunt easter egg and unlock the associated achievement. For video assistance, check HERE.
Halo CE: Listen to the Thirsty Grunt talk about his eating habits.
If speed running, just continue on past that offshoot to the far end of the shortcut hall and turn right as you exit to continue on toward the end of the mission. Shortly after this, you'll come up to a huge gap where you have to launch the hog over the gap. The best way to make this jump is to angle slightly to one side as you approach the ledge, left or right doesn't matter, then immediately hit your left stick all the way the opposite direction that you're angled as you go over the ledge. This *should* make you spin in the air but stay mostly level, so you stick the landing.
As soon as you land, turn around in the hog and drive back up the ramp the way you came. Hang just the front wheels of the hog over the lip of the ramp near the wall on the right side, then jump onto it and up onto the ledge above. You'll probably have to jump on top of the turret on the hog to get enough height. Turn right and move along the ledge until you see some flames on an upper raised portion to your right, with a doorway on the far side. Drop down onto that ledge and walk into the doorway to see REX spelled on the wall to the right in blood, and unlock the T-rex achievement. A visual guide can be found HERE.
Halo CE: Find the hidden Rex sign on The Maw.
If speed running of course, just continue straight on as soon as you land that big jump. Drive straight ahead until you hit a dead end with wreckage blocking your path about 100 metres or so from your destination. Jump out of the hog and go through the flames to the left to get outside of this corridor of sorts, then simply run straight ahead to the waypoint to end the mission.
There is one final achievement that you may or may not have unlocked here. During the Warthog ride for the final 1/3 of the mission or so, you must keep the hog upright. If you are forcibly ejected at any point, either by an explosion flipping you or by not sticking the landing on the big jump, you'll have to replay the mission. If you weren't lucky enough to unlock it on this initial Legendary run, I would suggest running through on Easy to practice your speed run path while nabbing this achievement. A visual guide can be found HERE.
This Side Up
Halo CE: Complete the Warthog ride of The Maw without being forcibly ejected from your vehicle.
Of course at mission completion you'll unlock The Maw, and if you've played the entire playthrough on Legendary you'll also get the difficulty-related achievements.
Halo CE: Complete every level of the game on Easy difficulty.
Halo CE: Complete every level of the game on Legendary difficulty.
If you remembered to view every level in both classic and remastered mode at least once, you'll unlock Before and After.
Before and After
Halo CE: Complete every level of the game having seen it in both classic and remastered mode.
HALO: CE - PAR TIME RUNS
As you should be aware by now, I have endeavored to structure the step-by-step guides for each level above according to the route taken by Nak3d Eli in his speed run videos for each level. But as I've said before, a picture is worth a thousand words, and a video is dozens of pictures per second, so it's worth... well, you get the idea. I won't embed Eli's videos for every single mission in these Par Time sections. Rather, I will link you to his playlist, which contains Legendary speed run guides for every mission in Halo CE, 2, 3, and 4. You'll also note, as mentioned above in my guide for The Maw, that Eli's videos are speed runner purist style, meaning they are done solo and without any skulls that can potentially skirt the systems in play.
If all you want is the achievements, I suggest playing with a co-op partner, preferably one who is an experienced speed runner. Also, take advantage of skulls like Black Eye when you can to allow you to run past, or through, fights you would have otherwise had to complete. You can get all of the Par Time achievements below playing on any difficulty, but since you have to play on Legendary for the 3-hour speed run achievement, you may as well go for that right off the bat. Personally, I missed the Par Time by a significant margin in a couple of missions throughout TMCC, but still managed to get the 3-hour Legendary run done. Then I just went back on easy and mopped up the few Par Times that I missed initially. Keep in mind that you cannot get the Par Time, Par Score, or Legendary speed run achievements if you use any of the 0.00x multiplier skulls, such as Bandana.
Nak3d Eli's Legendary speed run Guide for Halo CEA, Halo 2A, Halo 3, and Halo 4
Hit The Beach
Halo CE: Beat the par time on The Silent Cartographer.
Halo CE: Beat the par time on The Library.
And for all of the above you'll nab:
And the super speedy speed run achievement for Halo CE Legendary (with which Eli's playlist should assist you):
Halo CE: Halo CE: Complete all Halo: CE Legendary campaign missions in under 3 hours.
HALO: CE - PAR SCORE RUNS
The devs have patched the collection to make nearly all the Par Scores easier (with the exception of most of Halo 4's levels). For big points on CE you can do what I did back when they were at 25k, which is to play Heroic at a minimum, with at least 4 or 5 multiplier skulls activated. Don't forget that how fast you finish has a huge impact to your overall score multiplier, so don't waste too long tracking down stragglers. For Halo: CE I wound up doing Heroic with Black Eye, Famine, Fog, Recession for multipliers, Pinata for nearly infinite grenades (punching enemies drops grenades and Black Eye makes you punch everything) and then one or two other skulls (Iron or Mythic) depending on the mission to knock out the Par Scores. Pinata is only available at the moment for a certain preorder, but it should be unlocked for everyone soon (current target is Dec 12th according to rumor).
However, due to the score requirement reductions, this should be super easy now. The new requirements are as follows:
Pillar of Autumn - 17,000, Halo – 12,000, Truth and Reconciliation – 19,000, Silent Cartographer – 18,000, Assault on the Control Room – 18,000, 343 Guilty Spark – 17,000, The Library – 25,000, Two Betrayals – 16,000, Keyes – 18,000, The Maw – 18,000
Halo CE: Beat the par score on The Silent Cartographer.
Halo CE: Beat the par score on Assault on the Control Room.
Halo CE: Beat the par score on all Halo: CE levels.
Halo: CE Anniversary LASO Playlist - Black Eye, Boom, Eye Patch, Famine, Fog, Foreign, Grunt Birthday Party, Grunt Funeral, Iron, Malfunction, Mythic, Recession
There is a youtube playlist made for all missions that can be found here: SilverAxisKiwi's LASO Playlist.
This one is self-explanatory. Just load up Halo: CE and play a match/mission on the 15th of any month.
Playlists are available from the main menu. There are several to choose from, but any Halo: CE-specific one will do. You may not want to tackle the LASO playlist for these achievements though, unless you’re a masochist. Granted it is a playlist, and the most efficient way to the 6000gs would be to do it as one of your three, but you can knock out 3 playlists rather quickly and save those LASO runs for a later date when you're in no rush to finish the playlist. It's entirely up to you. This goes for all four games in the collection. Tackle 3 different playlists in Halo: CE to unlock these two achievements.
Mystery Achievement - For this one just load up Halo: CE custom games menu and change a game type or setting. Then save your custom setting by clicking the right thumbstick and name the file .fortune (that's fortune with a period in front of it). This is a throwback to an old CE egg and will unlock the achievement.
This next miscellaneous achievement is a nod to days gone by when most of us only experienced multiplayer via split-screen couch play. Even though the OG Xbox pioneered online gaming, and even had a broadband internet port built-in (an oddity among consoles in 2001), the vast majority of OG Xbox owners did their share of split-screen and LAN play. Load up Blood Gulch CTF in a customs lobby, and grab four controllers (might have to get a couple geographically nearby friends for this unless you own 4 controllers already). Complete the match and you’ll get your nostalgia on.
Back In The Day
Halo CE: Play a CTF custom game on Blood Gulch with 4 players on the same console. Tri-tip optional.
For Airborne, load up Death Island in Halo CE customs with 3 players. There are other methods for this one but this worked for my group. This may be possible with 3 controllers but it would be very difficult trying to drive the Warthog and throw a grenade/shoot a rocket with the other, not to mention moving the 3rd as you fall...
Settings - slayer, no time limit, infinite grenades, rocket launcher starting weapon, friendly fire turned off, banshee spawns turned off. One person drives the hog over the ghost at red base. One throws a grenade right in front of the ghost (timed to launch the hog as it ramps off the ghost), and fires a rocket right under the rear of the hog as he hits the ghost. Player 3 (and any above 3) on the beach below red base to get splattered (they walk under the hog as it falls). If the hog launches end-over-end you've done it proper and just need to tweak your timing if you're not getting the achievement. The hog should land close to, or on, the sandy part of the beach usually if it's a good 5+ second launch.
The video linked below shows this method but without the rockets or disabling friendly fire. Those two additions will make it even easier to get the required height. Just make sure the person going for the achievement a) is host and b) splatters the opponent before hitting the ground. Do not have the person below jump up into the hog, just make sure the hog lands ON them and doesn't land and bounce into them. Check out THIS VIDEO for a visual of this method.
Halo CE: Launch a Warthog for at least 5 seconds and have it splatter an enemy.
While still in customs, you can knock these next two out. You just need to play on 8 different maps, and play four unique game types, in Halo CE. Just go into customs and start a game on any map then end the game as soon as it starts. Do this for 4 modes and 8 different maps to knock out these achievements. A title update may prevent it from counting if you choose 'end match', but you can creatively edit the match settings so they end quickly.
Halo CE: Complete a match on at least 8 different classic multiplayer maps.
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