9. Halo 4
HALO 4 Campaign Playthrough
Unlike Halo CE, 2, and 3, Halo 4 has an achievement that requires you to complete the game not only on Legendary, but SOLO Legendary. Just don’t combine that with your LASO run, mmmkay? Start off the game on Legendary right off the bat (you should be pretty well practiced after the first 3 games, no?) and make your way through, grabbing the collectibles on the way. I’ll mention the level-specific achievements en route to the end, but you’ll likely want to go back on Heroic where required, or even Easy/Normal if Heroic isn’t required, for those level-specific ones. The choice is yours.
Mission 1 – Dawn
Right near the beginning of the mission, you should cross a metal walkway with stairs leading down on either side. Go down the stairs to find a terminal below the walkway. Activate it to unlock Digging Up the Past.
From the start, run through the first portion of the mission in the corridors, following the scripted prompts until you climb your way up the elevator shaft. You’ll reach a loading bay with an Elite with his back to you. Run up and assassinate him (remember just a back smack for speed), then immediately headshot the Grunts to the left and right below you with your pistol. There should be three on the right and five on the left. As soon as the Grunts are dead, activate the console where the Elite was. Fill your ammo with the box directly below, then head to the left side of the room (the left side as you enter, it will be to your right if you turn around where the Elite was and face the exit).
You should see a weapons box containing four frag grenades beside the stairs that lead down from the mid level to the lower level of the area. Grab a Plasma Pistol from a dead Grunt as your second weapon, keeping your Magnum as primary. Stand on top of that box so that you replenish your frag grenades as you throw them. As soon as enemies start coming out of the docked ship to the left, throw five frag grenades into their midst to wipe them all out. Turn to the right side of the room and throw your sixth frag grenade into that group of Grunts, then Plasma Pistol + Magnum headshot the Elite (noob combo, as a reminder). Grab the one frag grenade from the weapon box on this side of the room, and replace your Plasma Pistol with a fresh one and make sure the Cortana/Chief dialogue begins before exiting.
Hug the left wall around the corner to an elevator. Exit the elevator and run left around two corners. At the 2nd corner, charge your Plasma as you enter the next room and jump to shoot over the Grunts at the Elite. Polish him off with a headshot and continue running around the corner to the right where he was, ignoring the Grunts. As soon as the next door opens, just try to run past the enemies in the next hall. Hug the right side and jump diagonally across the corners. It’s risky and you may die, but if you make it you’ll jump down the stair well before the Elite in the upper hall melts you. In the hall at the base of the starewell, again noob combo the Elite ahead of you and use the Grunts’ confusion at his death to run past them and down the next short flight of stairs.
Continue through the area with the orange/yellow glowing lights and around the corner to the left. Noob combo the Elite in the next group of enemies, once again running past the Grunts after he dies. A bulkhead door will open behind where that last Elite was, revealing a Jackal. Just hang a left into the next hall, ignoring the Jackal and sprinting full speed ahead (remember to use the infinite sprint trick as frequently as you can). In the next large room, there will be a roughly circular center area filled with Grunts. Go around the left side, head shotting the Jackal and noob comboing the Elite behind him. You can either stop to clear the next Elite around the corner to the right and a few of the Grunts to make it safer to continue, or try to sprint past them using ProAceJoker’s method in the speed run video.
From where you enter this room, the exit is on the opposite side, behind the large circular center area. So either clear the room or attempt to sprint through it, but when you enter that next hall you’ll have one more Elite to deal with. You can either noob combo him or punch him to death, as apparently he doesn’t react quickly to being pummeled. (As a note for the 360 version users – that Elite in the next hall doesn’t just take the hits, so you’ll have to clear the previous two Elites and noob combo him as you enter his hall, meaning you need the previous hall with the circular room cleared/safe moreso than in TMCC.) Run through the next few halls and a bulkhead door will open, revealing a large courtyard-like area outside with numerous enemies scattered around it. \
The switch you want to hit is at a 45 degree angle to your left, almost at a perfect diagonal across the ‘courtyard’. Joker does a technique in the video Eli narrates where he gets a concussion rifle and uses it to launch himself directly up over the wall from the middle of the courtyard to the switch rather than going around the back. In an older video, Eli went around the right side of the courtyard to the back side of the platform where the switch is, and used a grenade jump to get up onto the backside and reach that switch. That is the method I prefer, as it is safer and easier to pull off. Either way, you can skip the vast majority of the fighting here and just go straight to the switch. Just watch out for the sniper Jackals.
From there, you’ll need to go straight across the courtyard from the switch to the far side (to a location roughly straight out from where you originally entered) and push a sparking platform into place to trigger the escape sequence by ‘unlocking the missile door’. Once the sequence begins, you’ll receive a new objective waypoint, so sprint your way back to the entrance wall, to a location to the right of where you originally entered, to retreat back into the interior corridors. Sprint your way through the corridors for the escape sequence. There is only one way to go/path to take, so no need for turn-by-turn directions here. You’ll reach the end of the hall and get sucked out into space as everything tears apart, ending the mission.
Halo 4: Complete Dawn.
Mission 2 – Requiem
From the start, sprint straight ahead through the wreckage. You should come across a dead body with a Fuel Rod, so drop the weapon you start with in favor of it. Just after it, turn a slight left down into a sandy-bottomed valley. Continue through the valley until it opens out onto a cliff ledge overlooking a large Forerunner structure in the distance. Turn left along the ledge until you reach a Warthog. Flip it over and hop in, continuing forward along the cliff ledge. You’ll exit the cliffs and begin driving through ‘tunnels’ of wreckage. After passing through a wreckage for a minute or so (driving at full speed) you’ll come out of it and back into a ravine with grass/rocks for the ground surface. A short distance through this ravine and it will open up into a larger/wider valley.
It’s at this point that the mission truly begins in earnest. Drive straight ahead over the hill and you should see a floating platform off to the left and a vertical rock outcropping to the right with a narrow path to the right of it. Drive straight into the valley with that vertical rock outcropping to your right. You’ll pass to the left of another large rocky ledge and see a few Grunts running away in front of you. Splatter through them and turn a slight right into a darkened, narrower area. At the other end of this you should receive a checkpoint and see a Phantom up ahead to the left that has just deployed some Covenant. Drive behind the next rock outcropping to the right and jump out of the hog.
Stepping out from behind these rocks, look to the left just ahead of where the Phantom was and headshot the Jackal sniper atop the floating platform, then sprint ahead, hugging the right wall. You can noob combo the Elite around the corner to the right or attempt to run past him. Running past him has about a 25% chance of success on Legendary, according to ProAceJoker. Turning the corner into the next valley, fire off a few fuel rods at the enemies down the center, then move along the left side, head shotting enemies directly ahead of you as you hug the left wall. Reaching the end the path between the rocks on the left, where it opens out into the field again, make sure to take out the sniper Jackal atop the far structure ahead of you. Continue sprinting along the left wall and you should be able to jump up the rocks and onto the upper level of the central structure.
Up the ramp directly ahead, a sword Elite should come out. Wait for him to come all the way out to the lip of the ramp, then take him out and rush up the ramp, tossing grenades over it to scatter the enemies a bit. Cresting the top of the ramp, you’ll have to be precise with your headshots, otherwise you’ll have to retreat and take cover, as there are several Jackals and Grunts up top that can melt you pretty quick. Make sure to kill the Grunts first, then the Jackals, if possible. If you waited for the Elite to reach the ramp, an active camo will spawn in the rear of the top platform after all the Jackals up top are dead. Grab the active camo and rush to the door, which should open (the trigger having been picking up the camo).
Note - This area before the structure in this valley, as well as the structure itself, is extremely difficult to speedrun via the above path. As I mentioned before, if you are an average skill player, you’ll likely want to simply run this co-op with a friend or three and have one person stay back as a spawn point while the rest rush and clear the enemies as quickly as possible.
Entering the structure, you will reach a very large interior room. Make sure to keep an eye out for weapon crates as you enter and swap your primary for a full Carbine at the first opportunity. Sprint straight across to the far side and activate the Forerunner controls at the waypoint on the far side, which triggers a short in-engine scene. This begins a large fight in this group with loads of enemies, but if you’re quick you can run and activate the next items right now. As soon as the scene finishes, turn roughly to your 2-o’clock position to the right and make a bee line for the far-right corner of the room, where you should see a door opening and a floating key switch across a gap. A light bridge will spawn if you press a nearby button, but you can actually sprint-jump across the gap and activate it to save time if you wish. Make sure to take a peep at Eli’s narrated ProAceJoker run for the positioning if you want to jump across early.
Jump back across the gap (or cross the light bridge) and sprint back out into the main room. Look for a nearby Elite that should be moving in and deal with him asap before running directly across the room, taking the low route under the center. When you kill that first Elite, look for a group of Grunts and Jackals coming in on the left as you move out to the center of the room and headshot as many of them as you can before ducking under the center platform and transitioning to the far side of the room. You can stop directly under the center platform to trigger a checkpoint just in case you die. Crossing the far side, again try and clear enemies as you move across to the door where the other waypoint key is to activate. Activate the bridge and walk out to it or just jump across again. Once it’s triggered, return to the main room and turn to the right along the wall, heading for the first console you interacted with on the far side from where you originally entered from outside.
You’ll have to clear several Jackals, Grunts, and an Elite or two before that central console will turn back on. Once it does, interact with it once more to re-activate it and trigger another scene, which you can skip. You’ll be in a room with an orange-yellow glow and a multi-point laser coming from a large structure hanging down from the roof, focused on a point in the floor. Exit the room and you’ll come out onto a long bridge, which can be a royal pain to try and speed run. This, again, is where playing in 3- or 4-player coop makes the speed run vastly easier. Exiting onto the bridge, jump over the ledge to your right down onto the right side of the bridge below. It’s incredibly risky, but you can simply sprint along this right side for the first portion, jumping over the wall and landing down on a slightly lower ledge at the very edge of the bridge. This will put you behind a low wall to your left, blocking the enemies for a second.
At the end of that low wall, you’ll have to jump over it back onto the bridge itself, exposing yourself to fire again, then quickly move down a ramp on the right to reach the lower level of the central portion of the bridge, where a few Grunts should be congregating. Sneak in behind the Grunts but don’t engage. As soon as they move forward far enough for you to slip past them on the right, do so and head up the ramp back onto the upper portion of the bridge. Move forward and zoom in on the box on the right side of the bridge across the narrow portion ahead and take out the sniper Jackal before he can do the same to you, then move down to the lower level again as you push forward, this time killing the two Grunts down there. In the lower portion, cross over to the left side of the bridge and go up the ramp.
At the top of the ramp, activate your active camo, headshot the Grunt on the nearest turret on the Phantom dropship as it flies in, then quickly jump into the Banshee and make a U-turn to fly toward the far end of the bridge, away from those dropships. Fly straight at the door at the far end of the bridge. Look for an alcove to the left right before the door, which if you’re quick enough arriving should contain two Jackals and an Elite that haven’t had a chance to move out of their spawn. Nose-dive the Banshee right into that alcove and hop out, so that it wedges those enemies in their spawn, not allowing them to come out and attack you. As soon as you get out of the Banshee, make a hasty exit through the door on the right (the one that you were flying toward in the Banshee). Make sure to jump as much as you can as you sprint into that door to throw off the enemies’ fire at you.
At the end of this hall, a door will open revealing a large exterior area with a couple of Grunts directly ahead of you. Sprint forward and assassinate the nearest Grunt. This is primarily to put the small ledges to the left and right between you and the approaching Ghost. Charge an EMP shot with the Plasma Pistol and disable the Ghost as it approaches. Punch the Grunt driver in it to kill him and hop in. Drive the Ghost full speed, boosting, to the far end of the area, up the ramp on the right side and into the central corridor underneath the platform. Try and make sure you splatter the three enemies in this hall as you drive in. Hop out of the Ghost in this corridor and grab the Concussion Rifle from one of the enemies you just splattered. Hug the right wall and leave the corridor, moving to the first vertical support pillar.
Wedge yourself up against the pillar on its left side, against the wall. Aim the Concussion Rifle at your feet and jump while firing it to launch up to the ledge above, activating your camo just as you crest the ledge. You should see a glowing green hologram-type thing on the left here. Move into the corner of the wall against the vertical support pillar just to the right of that thing. This time instead of aiming at your feet, aim at a slight angle (roughly at calf height) and jump, firing three blasts in quick succession. This should launch you to the next higher ledge, and if successful will actually despawn the upcoming fight with the Hunters that you would otherwise have had to do. When you land on this upper ledge, turn right and sprint over to the side-by-side ramps in the center of the structure. Head up the ramps and into the door at the far end of the top platform.
According to ProAceJoker, it even took him a while to master that route and the Concussion Rifle jumps for the despawn. So for sanity’s sake, I will once again reiterate that it is probably easiest to simply bring a group of friends and just blast through these areas with one guy acting as a spawn point out of combat.
Once inside, you’ll be in the orange glow of the Forerunner structure and pass through a doorway into a very long hallway with a see-through orange glowing floor. At the far end of this hallway, underneath the platform with the ramp leading up to it, you will find Terminal 1. This is terminal 1 because the first thing you activate in Dawn isn't considered a proper terminal by the devs for whatever reason.
Halo 4: Activate Terminal 1 on Requiem.
Head up the ramp at the end of the hall above the terminal and wait for the circular platform to come down to you. Once it comes down, just hop on and ride the elevator up to end the mission.
Mission 3 – Forerunner
From the start, sprint forward and out onto the platform to trigger a conversation with Cortana. As soon as it ends, immediately jump down to the left and enter the portal. Once outside, sprint forward and hug the rock wall to the right around the corner. You’ll come out into an open area with an enemy firing at you. Joker does this trick without killing them, but I suggest the average player kill that guy and all the enemies on the wall before trying the trick. Behind where that first Forerunner enemy was you should see a floating button. Jump onto it and turn 90 degrees to your left. Jump up onto the vertical pillar beside the floating button. Jump up onto the upper level of the pillar. Run up the slope and jump directly across to the rock ledge nearest the pillar. Run forward along the rocks a few feet and you’ll drop down into a lower area.
From here, jump back up onto the higher rocks in front of you. You should see the white lights of the Forerunner structures ahead of you in the distance. Turn right and jump up the rocks up onto a higher ‘pillar’ of rock. From here you should be facing across a gap to another rock cliff, with a lower area directly in front of you (all of this is much easier to understand if you watch Joker’s video). Do a late-jump as late as you possibly can, jumping off the rock plateau you’re on, across the gap, and into the rocks on the far side. From where you land, turn left and follow along the rock ledge, keeping the ‘pit’ to your immediate left. You should see an S-shaped structure that isn’t part of the rocks, ahead and to the left. This is the ‘outside’ of the level proper. Jump off the cliff and down onto the bend of the S-curve (again, the video will show you more precisely where to land).
Turn left and move out toward the tip of the “S”. A few feet from the end, jump to load in the level, and fall down into the left corner to get back ‘into’ the actual level. This despawns all the enemies in this area! Just run straight to the far end of this valley, and you’ll see a platform up ahead with rock slopes leading up to it. Look directly underneath this platform for Terminal 2.
Enter the door on the platform and move through the halls to the far end. You’ll have a short conversation with Cortana as you run through. Exiting the far end, you’ll move out into a big outdoor fight versus Forerunner enemies, with a large central structure. Drop off the ledge and turn 45 degrees to the right, angling for the smaller structure on the right side of the base of the larger one. Inside this small structure is a ball of energy you need to ‘destroy’. Just run through and punch it as you pass by. Exiting that small structure on the far side, there will be another small structure up ahead to the right. There is another energy ball inside that needs to be destroyed. Either sprint over there to punch it, or throw a frag grenade into its room if your aim is true (as Joker does in the video).
Continue across underneath the central structure if you use the grenade throwing method on that 2nd ball, or retreat back to it if you ran over there. Underneath the central structure, there is a ramp leading up. Go up this ramp, turning right at the fork at the top of the first portion. You’ll come out onto a ledge overlooking a 3rd small structure below with the 3rd and final energy ball inside. Throw a frag grenade down into its door to destroy that one, then head up the nearby ramp to the top of this central structure. At the top, jump up onto the small lip on your left and up onto a narrow walkway above. Double back on yourself, walking along this narrow walkway out above the past you just came up. You’ll cross over a light bridge and head toward a glowing light. At the end of this narrow path, you’ll find a green button to activate.
Activating it will send you up an elevator of sorts. At the top, sprint forward to the waypoint and interact with it. A short scene will show Chief pulling out a pip and reversing the lock. As soon as it’s done, sprint around directly behind it to where a portal will be opening, which transports you to yet another interior corridor. You’ll now have an orange waypoint ahead as you move forward. Move to the end of the platform and through the portal on the right. From where you spawn, sprint ahead and hug the wall around the corner to the left, so that you’re moving toward the orange waypoint. You’ll go up a short rock incline and drop down to a lower area. Once you drop down, angle to the right out into the open area ahead, away from the waypoint. You should see a large vertical rock structure on the right.
Sprint out to it, keeping it on your right and hugging its left side. Jump onto a small ledge on its left side, and straight out to the top of a vertical rock structure across a short gap. Jump across from there to the far ledge/path, and turn left along the rock wall to move back toward the waypoint. If you miss those jumps, or don’t wish to attempt them, you can just circle around the right side of that exterior area and run up along the path against the rock wall to the right (where you just landed if you made the jumps). An opening in the rock wall on the right will have a few Watchers fly out. Just ignore then and run in. Steal one of the two Ghosts here and boost straight out off the ledge into the open area ahead. You’ll see two orange fusion coils against a rock outcropping directly ahead. Angle to the left of these between the rock they’re against and the nearest rock to the left.
You’ll see another rock outcropping ahead of you as you pass between these two, so angle to the left of it. You should now see some glowing green Forerunner tech on your left, and will likely be taking fire from several directions. Hug that left side, staying to the right of the green things, aiming for a roughly circular cave just ahead. Boost up the ramp in the cave and around the corner, at which point you should be safe, more or less, from all the enemies you just boosted past outside. Continue boosting through the cave and you should go around a bend to the left just before it opens back up to the exterior. As you come out, slide left a little then boost at an angle to the right, heading straight for the doors as they open, and continue up the ramp of the hallway inside. At the far end of the tunnel, you’re going to exit out to a large exterior area with another ‘energy ball’ sequence you would normally have to do.
Instead, you’ll do an amazing skip if you’re quick enough. Again (beating a dead horse), I highly advise looking at ProAceJoker’s video on either his channel or Nak3d Eli’s for the exact path for this. What you want to do is as soon as you exit, boost straight over and steal the Banshee before the nearby Elite can hop in. Immediately angle upward and boost/fly toward the circular portion at the top of the Forerunner structure. Once you reach the same height as the large glowing circle of energy midway up that large structure, fly forward a bit until you’re out over the large energy barrier at the bottom of the pit. This effectively flies ‘over’ an invisible barrier here. From there, you have to fly down into the ‘pit’ surrounding it, until you almost crash your Banshee into the energy at the bottom of the pit, and fly forward a bit more, out to the middle portion of the energy pit. This allows you to fly ‘under’ another invisible barrier.
Once you’ve done that, angle back up and fly back up to the top, flying through the sloped wall just below the circular portion at the top. You’ll fly through the wall and be inside the structure, skipping the entire exterior fight (which is a royal pain to do ‘legit’ due to the Banshees, Ghosts, and other enemies everywhere). Once inside, fly back toward the tip of the walkway at the end where you would have entered (basically doubling back toward the direction where you first entered the area on the Ghost). Walking up to this end of the room, where the elevator would have normally brought you, will trigger the waypoint to spawn at the pipe in front of the large half-sphere. Move to the way point and interact with it to trigger the next short scene. Sprint around behind it and into the portal. Once you spawn in the hall, sprint straight ahead toward the waypoint and into the portal that appears in the center of the walkway.
You’ll reappear on another long walkway with a large sphere with glowing orange lines directly ahead of you. Sprint toward it, head shotting the Grunts and Jackals as they drop to the ground ahead of you. Take an immediate left where they land once they’re dead and activate the button on the left wall. There are five enemies that drop down, and they are actually the only five enemies you HAVE to kill in the entire mission. If you’ve kept your Magnum the whole way, it should make for easy headshots. As soon as you activate the button, move into the room that opens. Joker goes along the right side in this room, but it is actually easier and less risky to hug the left side as you sprint to the far end of the room. At the far end, enter the doors as they open and angle to the right in the short room behind.
You’ll see a high ledge ahead of you and a weapon crate against it. Jump onto the crate and up onto the ledge to avoid having to wait for the elevator platform to raise you up (and possibly die to enemy fire through the previous door). Once on the upper ledge, go through the opening doors into another large area with enemies everywhere. Again in this room Joker goes along the right side (closer to the middle this time) and to the ramp at the far end, but it is safer, according to him, to go along the left side and up/through the small tower-like structure on that side. Although he doesn’t kill any enemies in these rooms, keep in mind that you don’t need world record times. Even 20 minutes on every mission would be enough to make the 3-hour speed run, so if you find yourself struggling with some of these “run past the enemies” tactics, stop and clear an area or two to make your life easier, albeit with a slower run.
Go up the ramp midway across the room, then up another ramp ahead. From there, you’ll need to go around a long path to the right. Joker jumps across the ledges on the edge of this path, effectively cutting out the middle portion of the path. If you do have to take the ‘long’ way around the path, you’ll probably want to kill the enemies so they don’t drill you as you run up these long ramps with very little cover. Once you reach the end at the top of this ramp/path, you’ll activate another console/waypoint for another scene, and will ‘wake up’ in an escape sequence. Sprint a short distance ahead and hop into a Ghost. Cortana will ‘overcharge’ the Ghost, which for some weird reason also means your shields are disabled.
There’s not much to say here. Just continuously boost ahead along the path, dodging the disintegration and explosion of the level around you. You’ll go over a couple of jumps, so make sure to hold the ‘jump’ button on your control scheme to level out the Ghost in the air. This will avoid end-over-end tumbles and crash landings. There aren’t any shortcuts or tricks, so just speed out the last minute or two of the mission and you’ll eventually launch toward a portal in the Ghost and end the mission. If you kept your Magnum the whole way, which there was no reason not to keep it if you were running past all the enemies like Joker, you’ll also unlock This is my Rifle, This is my Gun.
Mission 4 – Infinity
This mission has some difficult to describe shortcuts in the forest area. I will attempt to do so, but I would advise watching the video linked in the speedrun portion below to get a better idea how to do these shortcuts.
From the start, move forward toward the objective. After around 20 seconds of sprinting, you’ll pass through a round opening in the brush and see a couple of Forerunner Knights off to the right in the direction of the objective. Take an immediate left when you see them and run out onto a log that crosses over a pit below. Midway across, sprinting, do a late jump off the right side to jump over the gap below and land on sloped portion of the ground below that passes underneath another portion of the trees above overhanging it. You should begin getting shot by Crawlers to the left as you fall/land. At the top of the dirt slope, angle to the left and you’ll go out onto another tree that makes a sort of Y shape, with the other fork of the Y being directly to your left as you step out onto it.
Turn to the right at the fork and proceed along the main ‘trunk’ of the Y. At the end, move to the left onto the short adjacent trunk and jump forward down into the water below, where more Crawlers await. Hug the left wall around the corner from where you land in the water with the Crawlers. Once you round the corner, immediately jump ‘up’ the foliage to the left until you can’t go any higher, then turn slightly right and jump up/forward into the dark area of foliage ahead of you. Continue jumping through this area of dark foliage and you’ll pass through to the other side and out onto another tree overlooking the valley below. Hop down to the ground below to continue, turning right as you land. You should see a crate/box ahead to the right, at the base of a hill, near a ledge overlooking a large group of Crawlers.
Jump over the ledge and turn right, hugging the right wall. A short distance ahead you’ll see the foliage rise up to your left, so climb up that slope and follow the bend in the path around to the right at the top of the slope of foliage. You should see a waypoint ahead and to your right that almost looks like it is underground from this perspective. Ignore it and continue straight ahead through this valley. You should see a very large tree laying horizontal across the valley directly ahead of you. Run up the slope to the left of it and jump over to the other side, continuing down that left-hand fork of the valley. A short distance ahead you should pass through a water puddle and see a cave-like arch in the terrain ahead of you, for reference. Pass under that arch and follow the path/waterway around the bend to the right.
Further ahead you’ll see the structure you would have eventually reached taking the normal mission path, but by following this path, you despawned a ton of enemies and bypassed a large portion of the walking, shaving many minutes’ time off this first portion of the mission. Head up the slope of the ground to reach the base of the structure, where you’ll need to crouch jump up onto the platform of the structure itself, as some of the geometry hasn’t loaded into this area due to skipping parts of the mission. Run up to the door to trigger a loading point, making sure to swap your Assault Rifle for the DMR nearby. Keep your Magnum as your backup. The loading point will trigger a short scene, which you can skip.
Note**Normally this scene would begin the portion of the mission for the Bros to the Close achievement. However, doing the speed run skip that passes over that interior sequence means that the first to marines here may not actually be with you. I am not 100% sure on this. However, I will still mention the basics of how to go about the achievement, since this next area includes all the fighting you would normally do for that achievement. It can be obtained any time on Heroic or Legendary simply by loading Rallypoint Bravo and continuing through this next segment of the walkthrough below.
What you need to do here is clear the enemies as quickly as you can. This CAN be done solo, but it is best done co-op with 2-4 players (including you), and on Heroic difficulty. I will mention it here simply because we’ll be essentially following the same path for the speed run anyway. You meet up with the first two of the six marines shortly after the cut scene as you move down the hill. Make sure to push ahead of them, keeping them at your back. Clear all the Crawlers first with headshots as fast as you can before mopping up the Knights. A short distance ahead, after the first large group of enemies, you’ll reach a hill with a path that winds up it, doubling back on itself. Clear the enemies along the first section of the path, then let your shields recharge as you take the bend.
From the backside of the hill, you will be looking own into a valley with the other four of six marines. Immediately sprint down the hill to their location, grab the Hologram and Railgun (swapping it for whichever of your two weapons is lowest on ammo). Rush forward up the hill ahead, spitting holograms to the left or right every time it recharges. Kill Watchers first, then Crawlers, then the Knights. Leave the stationary turrets for last, as they will target you before the marines so long as you’re in the lead. Once you reach the top of the hill and see the door in front of you, the marines will take up positions on the stationary turrets. You’ll have to place Cortana on a pedestal to begin the fight, which will give you a chance to see if all the marines are alive.
If you make it to this point without a marine dying, save and quit to ‘save’ that checkpoint in case a marine dies. Move left and right, making sure to target any enemies that look like they’re focused on a particular marine. If you start to get overwhelmed, take over one of the marines’ turrets, as you can shoot far more accurately. If you finish the fight and the achievement doesn’t unlock when the next checkpoint triggers, so long as you did the ‘save and quit’ at the checkpoint by the turrets, you can force-quit the game and resume from that checkpoint to try again. Watching Joker’s video of the mission if nothing else than for this fight is a great idea to see positioning to assassinate the first to Knights that spawn and get a good line of sight on a large group of Crawlers to make quick work of them (and a possible Killionaire).
Bros to the Close
Halo 4: Complete Infinity without one preventable Marine death on Heroic or Legendary.
Once Cortana activates the door from the pedestal after the fight, you’ll have to pick her back up to trigger another conversation with her as you run through the ‘tunnel’ on the other side of the door. At the end of the tunnel you’ll exit out into a large cavern, where you’ll have to do another big fight a number of Forerunners as well as loads of Covenant that come to crash the party. There is no specific path or tact I can give you here. You simply need to clear all the enemies as fast as you can until they’re all dead, at which point a Pelican will bring a Scorpion tank in for your amusement. Once it’s dropped off, intuition would say to hop in, but we won’t. We’re going to do another huge despawn. Again, the video will make much more sense than a verbal description.
Once you regain control after the scene with the tank being dropped off, turn left so you’re facing forward into the next part of the cavern and hug the wall/hill to your left. You should see some wreckage ahead of you. Run up the slope to the left just before the wreckage, then jump onto the rocks nearest it and out onto a metal beam of sorts jutting out from the wreckage. Jump from the beam out onto the flatter top portion of the wreckage itself. Hug the left wall around the corner at the top of the wreckage and climb up along the tree through a gap in the rock. You’ll come out on the other side overlooking a portion of the ravine that you would have driven the tank through. However, you have skipped a loading point, so none of the enemies are spawned here. Jump down into the ravine and turn left, sprinting along it and around the bend to the right.
You’ll soon see a Wraith and two Ghosts ahead of you, which would have been occupied were it not for the despawn. Get into the Wraith, as you’ll need it for a fight coming up. Once you climb into the Wraith, turn 90 degrees to the left and drive past the Ghosts, further down into the tunnel ahead. Continue following the cavern path until you reach a fight against another Wraith as well as a couple of Ghosts and other enemies. You can angle to the right and boost past them into the next portion of the cavern if you wish, or stop to clear them for safety. Just past them a short distance ahead you’ll drive onto a cargo lift, which will raise you up into an interior fight against Hunters, Elites, and their crew. Clear the Fuel Rod Grunts and the Hunters first, then clear the wrest of the enemies.
Once they’re dead, an NPC will begin talking. If you get a checkpoint after he starts talking, pause the game and ‘revert checkpoint’ to skip his dialogue. Either glitch through the door to get to the Mantis quicker by pulling the Warthog up to the door with the driver’s side against it and getting out, or just wait for the door to open. It’s only a few seconds’ time save, so non-world record attempts don’t need to glitch through the door. Make sure to grab the Rocket Launcher in the Mantis’s room. Activate the console to bring up your Mantis and use it to blow open the door. Clear the enemies immediately outside with the Mantis, then exit it for another shortcut. Once you climb out, look for an open doorway just ahead to the right, just about where the nearest enemies where spawned when you came out. Go through that door and up the ramp inside.
Turn left at the top of the ramp, then right at the next corner. Make sure to clear any enemies on this upper catwalk with headshots as fast as you can as you run along. Once you turn right at that second corner and reach the end of that path, cross to the left side. There won’t be a walkway around the left corner here, but you can just jump onto the ledges of the level structure and go around the corner to the left. Jump the gap and continue hugging the left wall around the next corner to the left. At the far end of this path, a large door will open. Have your rockets at the ready and fire into the crowd of enemies inside as soon as the door opens. If you get a Killtacular (five kills), you know they’re all dead. Rush into the room they were in and take cover until the doors close. Once they close, the elevator will bring you up to the final portion of the mission.
Sprint to the next door once you reach the top of the elevator ride, which will open up to an exterior fight, the final one of the mission. As soon as they open, target the far-right signal jammer on the far side of the platform and fire a rocket at it before sprinting over near the Mantis that is directly to your left as you exit. Before getting in, look for the other two signal jammers and fire a rocket at each one, then immediately hop into the Mantis as the rockets do their work destroying them. Once you get in, move to the front-left corner of the platform (to the left of the left-most signal jammer) and take cover against the wall so you don’t get shot from behind. From this vantage, fire at the first two Phantoms as they fly in. Try to take out the Grunt turret gunner on the side as they approach, before unloading on the ship itself to destroy it before it can drop off reinforcements.
There will be a 3rd Phantom on the far side that you probably won’t destroy, but at least try to take out its gunner. If a Banshee flies in during the 1st or 2nd Phantom waves, make sure to destroy it as it can devastate you. A final wave will enter, with one Phantom on your side, and two others on the far side. If you stay in this corner and destroy the near one, the two on the far side despawn and this fight will end. Move back up to the center of the platform, near where you exited the elevator, and activate the console once the waypoint appears on it. This begins a 20-secondish timer until the mission ends.
Reload the mission at Rallypoint Bravo. Turn around and look directly behind where you spawn to get Terminal 3. You have to reload the rally point because the load zone skip you do in the speed run passes over this interior portion where the rally point takes place.
Mission 5 – Reclaimer
Ok so right off the bat a word of warning, there are some huge tricks/skips that require out-of-map exploits in this mission. I’ll do my best to describe them, but as usual, the video linked in the speed run section at the bottom is your best bet for learning these tricks. Some parts are easy even for a novice, but some parts require very precise positioning, movement, and jumping to pull off, and will take loads of practice. You can do this mission in just over 12 minutes if you’re at world-record pace, but it is much simpler to just blast through it and only do one or two of the tricks to get a 20-minute time give or take, which is more than fast enough for a 3-hour speedrun.
Right off the start, sprint through the cave and follow the wall to your left as you exit the far side. Run a short distance down the valley until you see two flatish rocks near each other just at the base of the hill on the left, right on the edge of the path. As soon as you reach these, turn around and run back toward the mammoth. Throw a couple of frag grenades underneath it as you approach to kill an npc that may potentially be underneath it, slowing it down. Jump up inside and grab rockets as your secondary, keeping the pistol as your primary. Also make sure to grab a jetpack. Stay as close to the center of the mammoth as you can so that it doesn’t slow down, which it does if you exit it. After about one minute riding it, jump off to the right after it rounds a bend in the path and the name Commander Thomas J Lasky appears on the top-left of the screen as he speaks to you.
Sprint along this hill on the right side of the path, taking the right fork so you move away from the main path, hugging the right wall. The hill will open up to a wider, more gradual slope ahead of you and you should see a low, sloped boulder that almost makes a perfect ramp-looking formation ahead of you. Sprint at this boulder, aiming at the right-hand side of it. Right when you ‘bump’ into it, jump, activating your jetpack right as you jump. This will do what ProAceJoker calls a ‘super jetpack’, allowing you to rocket up to the top of the rock wall in front of you, where you’ll land on a ledge near the top, on the left-hand slope. Dropping off the far side, you’ll see a Wraith and Ghosts milling about to the left. Go straight forward to the waypoint where the Target Designator is located.
Aim at the large Forerunner Cannon high in the sky in the distance to ‘lase’ it as the target, then jump over the hill directly ahead of you and hide down by the water, rather than dealing with the Wraith and Ghosts. You’ll see ‘objective complete’ up by your health bar, which triggers a loading zone. Move up the crest of the hill in the opposite direction from whence you came to find an empty Ghost. Hop in and speed away to the right before the enemies in the area wreck your day. You’ll only go a very short distance ahead, into a path between a tall rock on the left and a sloped one to the right (only a second or two boosting on the ghost). Here, turn right and go up the slope of the rocks on that side. As you’re doing so, you’ll see another objective come up to locate the 2nd Forerunner Cannon.
Once atop these rocks (the slope makes a perfect ramp to drive up, to ensure you’re on the right one), drive off the far side to fly over the river to the sandy shore on the far side. You may have to boost a little to make it across. Drive ahead down the next valley, hugging the hill to the right around a bend to the right. Stay wide right to minimize damage from the enemies as you go around the next large bend that arcs to the left with a steep ledge dropping off on that side. The path will curve back to the right again and you’ll get a new waypoint just ahead of you at the base of the hill. Here, you’ll have to destroy three power generators inside blue forcefields. You can do as Joker does and just YOLO strat it, driving your Ghost directly through each of the three barriers and destroying the generators one at a time.
That is extremely risky, although you can wait inside each barrier to recharge your shields before destroying its generator and dropping the barrier. Otherwise, just take your time (again, world record isn’t the goal, just a decent time) and clear the enemies first before destroying the three generators. Head around the next bend in the valley and toward the cliff ledge ahead, where you can see the large Forerunner Cannon in the distance. As the path starts to curve to the right again, drive straight toward the large rocky outcropping on the cliff ledge, the one with a sloped path of ground up against it. Hop out of the Ghost at the top of the slope and climb up the rocks. Use your Target Designator to lase the cannon in the sky once more as you crest the top. On the far side of the rocks, there is a lighter-colored, sloped portion. Move out onto this.
Jump out over the nothingness below and arc your way around the rocks to the right, where you should see a Lych cruiser hovering (kinda looks like a Phantom). Land on top of it and move toward the center, looking for a ramp leading down inside. Fire a rocket down the ramp at the far wall below to blow up its core. You’ll get a message to ‘Escape the Ship’ below your shield bar. The ship will start flying around the rock outcropping you just climbed up to reach it. As soon as it does, sprint off the far side of the ship from where you arrived, using your jetpack to control your descent back down onto the slope where you left your Ghost parked. If you stay on the ship too long, you will die. Boost forward out onto center of the ravine path and turn around to keep an eye on the ship, as if you move forward too fast it glitches the mission and you have to restart.
Once the Lych cruiser detonates, the load zone is triggered. You can face forward if you wish, but facing the Lych assures you know when it’s safe to move forward. Move straight forward down the valley and you’ll run smack into another vertical rock outcropping with some ferns at its base, right at the corner where the path curves to the right. Sprint at the base where the ferns are and jump just as you hit it, activating jetpack right when you jump, to reach the top. You should see a sort of depression/dip in the center of the top of the rock ahead of you. Sprint forward, jumping as late as you can at the far ledge, out over the death gorge below. Aim for the plateau on the far side of the pit, and use your jetpack in and on-and-off fashion (hold for 2-3 seconds, release to recharge, hold again, release, etc) and you should make it across to that far plateau.
Try to land on the upper portion to the right, to be safe, as you can slide off the left side. Sprint up to the far-right corner of the plateau, to the wall on the right. You should see a dark spot on the left-most edge of the wall. To the right of that, and where you’re aiming, is a darkish vertical line, a continuation of a dark streak in the textures on the ground. Sprint at that spot on the wall and again jump/activate jetpack right as you ‘bump’ into the wall to jetpack up to the top of it. Once you land above, jump up and to the right onto a higher slope, then jump/jetpack up onto the next higher plateau in front of you. You should now be able to see the valley again where the mission normally takes place. Sprint forward and hug the left wall until you reach the corner, where sniper alley begins. As soon as you see a new objective appear in front of you, sniper alley has loaded in.
Rather than fight your way through (feasible in 3- or 4-player co-op and not that long realistically), you can elect to do a huge, and difficult, skip here. Again, the video will help more than this text guide. Turn back around and hug the wall to your right until you past the first vertical cactus-like thing to your immediate left. Once you pass it, look for a single fern at the base of the rock to the right, just before another vertical cactus thing on the left. Sprint at the wall at that fern and do another jump/jetpack to glide up the wall and land on a small ledge midway up. You should now see a 10-second death timer, because you’re ‘out of bounds’. Turn left and jump/jetpack up the more orange-colored rocks there. Once atop it, turn 90-degrees to the right and jump/jetpack across a gap to a plateau on the far side, making sure to land on the left side of it.
Another 10-second timer will appear here, but just stay on the left side and sprint ahead, jump/jetpacking up onto the next higher rock ledge in front of you (lighter colored on top than your current one). From here, you have to jump out into the air but don’t land on the rock ledge below. Instead, judiciously use your jetpack (again alternating it hold-release-hold) to hover AROUND the vertical, curved rock face to the right. You should be aiming to wedge yourself into the corner between the dark rock wall to the left and the ligher/orange/brown rock wall to the right in this corner as you hover around it. You should be able to land on the rock ledge right before hitting the corner where they meet. Walk THROUGH the corner where they meet, and you’ll actually pass through the level geometry and be ‘inside’ the structure at the end of sniper alley.
This is the tricky part, you have jump out into the blackness and let yourself fall UNDER the ledge with the beam of light on it, then flutter your jetpack again in the on-off-on fashion to hover across the pit of empty blackness underneath it so that you land on the bottom-right ledge at the far side. From there you can turn around (facing back toward the blackness) and jump/jetpack up onto the platform itself that is normally at the end of sniper alley. Run to the door, and it will open for you, triggering the normal course of events for this part of the mission. All of that may sound extremely hard, but it isn’t actually a super difficult trick to pull off once you see it in action in the video.
The next trick… well, for once I am not even going to try to describe it. It’s the hardest trick in Halo 4 Legendary speed running, akin to the shield bump in Halo CE (which honestly I shouldn’t have tried to describe either since it is monitor-dependent). Instead, just watch Joker’s video, co-narrated with Nak3d Eli, from 7:30 to 08:40. Taking the normal path, you would just take the elevator up to the room that this skip takes you to. It saves 40 seconds according to Joker, but 40 seconds in a 3-hour speed run isn’t something you’ll be too concerned about.
Once you activate the structure at the orange waypoint in that room, whether you did the skip or took the normal route, turn around and head about halfway back down the path. You should still see two rows of the round structures between you and the far end (four round structures total, two on each side of the path) to know you’re standing in the right spot. With your back to the structure you just activated, turn right and wait for the door to open and sprint across the glowing path, through the door, and down the hall beyond. At the end of this hall, after a few turns, step into the glowing beam of light to trigger a short scene. As soon as you skip the scene, move up the short ramp to your left and activate the small pillar as soon as it appears as interactive, then jump over to the ledge to the left.
Hug the left wall to make your way back to the room’s entrance, rocketing any enemies that get in your way. Exit the room and cross the hall to the elevator. If you wish, you can look to your immediate right before getting on the elevator to find Terminal 4.
Halo 4: Activate Terminal 4 on Reclaimer.
Turn right after exiting the elevator and sprint to the portal. You’ll exit out into the middle of a huge battle. This is the location for the Mortardom achievement, but of ease purposes I recommend revisiting it on Heroic. Sprint forward and hijack one of the two Ghosts that should be arriving. Quickly angle back toward the way you came (where you spawned), then turn about 90 degrees to the left. You should be heading in the direction that would have been to your right when you spawned in. Don’t let the small ledge ahead of you fool you, as the Ghost can drive up and over it. Remember to hold the jump button as you hit it to angle the nose of the Ghost upward to make this easier. Once over it, boost ahead through the large archway/gap in the stone wall.
You should see a large blue forcefield to the left with a Wraith in front of it. Boost the Ghost straight into the right-hand corner where the forcefield meets the rock wall and hop out. Sprint and boost-jump as you bump into the slope at the base of the rock wall to do another ‘super jetpack’ jump over the forcefield’s right-hand corner and land on the far side. Once on the far side, just sprint to the end of the valley, to the ledge facing out toward the forerunner structure, and lase it with the Target Designator to end the mission.
Now restart the mission on Heroic for the Mortardom achievement. You need to kill the gunner on a Wraith and get into his seat to make the driver exit in Halo 4, as there is no way to directly hijack them. There are only a few early on in the mission, but in the large fight at the mission’s end (after you take the elevator down to the portal), more than 10 Wraiths can spawn in if you don’t advance too far forward too fast. So just get to that fight and hijack the first one you see, then lay waste to all comers until you’ve destroyed four enemy wraiths. Although this is straight forward, you can see it in action HERE if need be. You may be able to skip to the final rally point of the mission to unlock it, although I haven’t confirmed this personally.
Halo 4: On Reclaimer, use a Wraith to kill at least four enemy Wraiths on Heroic or Legendary.
Mission 6 – Shutdown
Wait for the waypoint on the Pelican at the start and jetpack over to it to climb into the cockpit. This mission has a massive skip in it, which we will do very near the start. Once you board the Pelican and launch out of the loading bay, fly forward and you’ll shortly get two objective marker waypoints, one on the left and the other on the right. Ignore them and continue flying straight ahead at the large floating mystery ball. After about 40 seconds to a minute of flying, you’ll approach a vertical structure directly in your path, between you and the ball. There is another vertical structure directly to the right of that. Fly between them and angle down a bit to fly under the orange forcefield around the ball.
You should be flying directly at another vertical structure on the far side of the ball, angling down toward the lower portion of it. On the side facing you, as you pass under the ball, you should start to see a vertical gap between the grey walls, with an orange glow inside it. Angle slightly left, then back to the right as you hit the gap to fly the Pelican through the gap and into the interior gap of these exterior walls of the structure. You should see a ledge to the right on the interior wall with an opening in the wall above the ledge, low enough that you could jump out, land on the ledge, and jetpack up to the opening. Alternatively, you can turn the Pelican sideways and hop out, and simply jetpack through that opening without touching down on the ledge.
Sprint up the ramp inside this gap and through the door. Sprint on up through the hall and take the gravity lift up. There is a launch in the room at the top that requires you to turn right and jump at an angle off the platform you start on, toward the right-hand side of the platform ahead of it, as the floor starts to move and shift. If done precisely, the movements will ‘launch’ you to the far end of the room, saving some time and fighting. It’s difficult to pull off, and I suggest watching the video for the positioning if you want to attempt it. It isn’t necessary, as doing the Pelican skip to this final structure has already skipped 80-90% of the mission. So just fight your way to the far end of the room where the next waypoint is, if you wish.
Cross the light bridge and take the gravity lift up to the next room. Move toward the objective here, hugging the left-most edge of the platform. On the very next platform’s ledge, you’ll find a Banshee. Hop in and fly toward the objective waypoint at the far end of the room. There are a couple of enemy Banshees and tons of ground-based enemies, so attempting to fly directly to the far end can be quite risky, but it is significantly faster than spending 5-10 minutes (or more) fighting all the enemies. If you take a direct path, flying over the left-most edge of the platform across the gap from the Banshee, you should make it to the door at the far end (with a little luck). Turn to the right as you approach the door so that you can jump out of the Banshee with it blocking you from the enemies as you slip through the door while it opens.
Sprint up the ramp inside and interact with the console at the waypoint to place Cortana for a short scene. Move to the right-hand side of the window during the scene. Once the scene ends and the window opens, just jump out into the nothingness to end the mission.
Reload the mission on Heroic starting at rally point Delta. In the room just after the first blue gravity lift when you enter the tower (the room with the huge launch in the speed run above), look on the left-most platform to find Terminal 5. It’s the last platform on the left before the light bridge that leads to the objective waypoint and the next gravity lift up.
Halo 4: Activate Terminal 5 on Shutdown.
In the very next room after Terminal 5, on the last platform of the room (where the next gravity lift is), you’ll encounter two Hunters. Kill one, then stay near the ledge and juke/jive left and right until the 2nd one lunges at you and falls off the ledge. Alternatively, you can keep both alive and dodge around both of them, because they often will fall off the ledge simply when trying to maneuver around each other. Finally, if still struggling, grab the Fuel Rod from the last Elite before reaching them. You can use its blasts to knock them off the ledge when they’re near it. Check out THIS VIDEO for a visual guide.
Explore the Floor
Halo 4: Trick or force a Hunter to fall to its demise on Shutdown on Heroic or Legendary.
Mission 7 – Composer
Note: There are a couple of extremely difficult to describe trick jumps using out-of-map skips in this mission. I’ll be linking to the video there. However, as with all Halo 4 missions, if you simply want the speed run achievement you can just run through the mission 3- or 4-player co-op and destroy everything in sight. The 3-hour speed runs in Halo 3 and 4 are beyond easy even taking the ‘normal’ paths, so don’t feel like you need to spend weeks practicing ProAceJoker’s trick jumps that I’ve linked herein.
Activate the IWHBYD skull before starting this mission for the You’re No Chips achievement. Start out sprinting toward the objective. Kill the marine near the beginning and take his sticky detonator, dropping your rifle. Switch to your pistol as you sprint around the corner to continue. At the end of the hall, crouch down on the right side of the door. As it opens, creep around the corner, looking up to the right to headshot the sniper Jackal with your pistol. Sprint toward the Grunts below him and jump over the left side of the railing. Go up the stairs to the left and jump over the railing on the upper level, out toward the hangar bay where a Covenant dropship should be arriving on the far side. Sprint and jump across the narrow walkways to get underneath it, killing the three enemies as they drop off.
Hit the switch to your left then quickly look up and kill the Grunt on the turret of the ship outside of the hangar (not the one above you) before he melts you. Two pairs of Elites will drop off the ship above you. Deal with them with grenades, pistol headshots, and/or Sticky Detonator shots. Take the sword from one and the Concussion Rifle from another as your two weapons. Turn around and run down the walkway toward the main platform. Turn left when you reach the platform and move to the corner where the railing on the edge of the platform facing you meets the wall. Facing into that corner, jump and use the Concussion Rifle to launch up to the small grey ledge sticking out from the wall. It should only take one concussion blast.
Standing on this, you should have four concussion shots left in the clip. Face away from the direction of the railing below, so that the wall is to your right, and turn into the wall at a 45 degree angle. Then, jump and fire four concussion blasts relatively close together. Think ‘1-2-3-4’ with no “Mississippis” in between. As usual, this is once again easier to see visually than to describe. It’s in the speedrun video for this mission from the 1:00-1:15 mark. If done right, you’ll launch up to the top of the wall to the right. You’ll be able to see the enemies down in a lower area to the right when standing atop the wall. Sprint forward and jump over onto the upper platform ahead and to the right, then over the door (you guessed it, to the right). If you can’t do that concussion jump, check out Joker’s channel for an older run of this mission (around 15 minutes) that uses an easier path, albeit slower.
Sprint through the halls to the door at the end, which opens up to a laboratory where you’ll meet some Hunters. Right before the door, look on the boxes to the right to swap out your Hardlight Shield for a Thruster Pack utility. You can get the Give Him the Stick achievement in here if you aren’t speed running or don’t mind a few extra seconds. Just make sure to kill both hunters with a Sticky Detonator. One can be found within the room where the weapon locker is located. You can weaken them with other weapons/grenades, just make sure the killing blow is from the detonator on both Hunters.
Give Him the Stick
Halo 4: Take out both Hunters using only the Sticky Detonator on Composer.
If you’re aiming to shave seconds, that sword you picked up works wonders. Just boost toward a Hunter, dodge his attack, and smack him in the back with the sword for one-shot kills. Make sure to hit them in the orange squishy spot. Before exiting, if you didn’t already, drop the sword for the Sticky Detonator, keeping your Concussion Rifle as secondary. Wait at the red panel to the right of the large door, and activate it as soon as it turns green. Sprint through the hall to the end where you’ll exit out to a large cavern. Look directly to the right as you enter. There should be the word ATRIUM on the wall, and below this a small cave/crevice where the Terminal 6 is located. This can be seen in the terminals video at the 2:34 mark.
Halo 4: Activate Terminal 6 on Composer.
Also in this room, from where you enter, go directly across to the far side. This is why you turned on the IWHBYD skull. You can also simply load it up later at Rally Point Bravo and advance to this spot. On the far side, look for a ramp to the right. At the top is a Marine talking to a guy in a Mantis. With the IWHBYD skull on, the conversation changes and You’re No Chips will unlock when they finish.
Ok, back to the speed run. When you enter the room, go straight a short distance until you reach the center of the room where the blue force field is between the gaps in the ground. Turn about 45 degrees to the right and look for a platform against the wall with a ramp leading up to it. Sprint toward the right side, and you should find a weapon locker up against the wall where the slope of the ground meets the platform itself. Stand on this weapon locker facing 45 degrees to the right (‘into’ the wall) and look down at/around your feet. Jump and fire the Concussion Rifle to jump out of the map. You’ll be walking parallel/above a narrow light grey ledge below, and if you look to the right, you can see through the wall of the mission to an asteroid belt outside.
From here, I’ll be honest, I’m not even going to try and describe exactly what he does. There’s a specific spot in the distance you have to use the detonator on, and another specific spot you have to look for a concussion jump up to another level of the geometry. Just watch the mission video from 2:20-3:15 where he drops back down INTO the mission proper, skipping a great deal. From where he re-enters the mission, sprint up the ramps and to the far end of the ledge. Wait for a load to occur, then drop off the ledge to the right and go through the door, sprinting through and around the corner to the left because you’ll be getting shot from behind. Down the ramp and around the corner to the right, back smack the Elite and use the detonator on the other two enemies, as well as the next Elite.
Continue left around the corridor and up the ramp. Once again, you’ll need to follow Joker’s video here, as a text explanation of his out-of-map exploits is going to do very little good. At the top of that ramp, he moves to the opposite corner (just a few feet from the ramp) and uses the Concussion Rifle to once again get out of the map. This sequence can be seen from 3:35-3:55. It’s very brief sequence, but it skips some fighting and requires jumping in a very specific spot while outside the map in order to trigger a proper load. Triggering that load when you jump will bring you back inside the map, in a corridor lit by an orange glow. Sprint up to the door and into the next room, using the detonator on a couple of enemies inside before activating the console in the center of the room against the glass windows.
While the talking ensues, turn around and look for a weapon locker directly ahead in a small antechamber. Swap your weapon out so you have a full DMR and as much Sticky Detonator ammo as you can get. Once the talking sequence ends, retrieve Cortana from the console. Turn around and exit the room through the door on the right. Sprint down through the corridors, assassinating a Grunt and Jackal as they walk down the hall ahead of you, followed by a headshot with the DMR on another Jackal just past them as you turn left through the first door you come to. Entering the room beyond the door, you’ll have to deal with several enemies on the ledges above you. Go up the stairs and use your detonator to deal with the large group of enemies in the next hall, then continue sprinting toward the waypoint.
You’ll exit out onto a walkway in another big cavern room, but just sprint around the walkway to the door immediately to the right to reach a Mantis. Here you’ll just need to do some good old fashioned destruction. Deal with a large group of around 12 or 13 enemies immediately in front of you as you enter the Mantis, then work your way around the room killing everything as fast as you can. To trigger the subsequent waves, you need to kill the majority of the existing wave, then take cover so you aren’t being shot at and your shields are recharging. Make sure to prioritize Wraiths and Ghosts as they get dropped off, as well as the Banshees that show up later in the fight.
When the Banshees do show up, try to be near a ramp/ledge you can hide under, and kill exactly three Banshees. No more, no less. Then hide under the ledge so they can’t shoot you to trigger the final checkpoint/sequence. From there, you can just find a safe spot to hide near the exit door (look for the waypoint once it appears) and wait for the door to open. Sprint through the hallways and activate the console in the center of the room at the end. Once that’s done, just sit and watch the fireworks until the red button turns green, then activate it to end the mission.
Mission 8 – Midnight
We’re gonna do a super easy skip here at the beginning. Fly a very short distance down the path, I’d say roughly 15-20 jet lengths. Fly up to the upper-left ledge at the top and look for the part where the light area meets the dark, slanted shadow cast on it by the sloped structure above. Angle left here over this shadow to fly out around the left side of the map. Turn right and fly along the route the mission normally takes (but staying outside the map) and the kill timer will stop. You’ll be out over a grey pit of nothingness, and see the level geometry to your right. Just continue flying forward down low so that you fly underneath any structures in your way. You’ll fly along for about thirty seconds before you have to do anything specific.
Once you fly underneath several support structures during these thirty seconds. When your reach a point where the level geometry to the right gets further away and you see what looks like a broken bridge up ahead/to the right, turn about 45 degrees to the right and fly over underneath the right-hand side of the broken bridge until you see Loading… Done on the left of the screen. Now do a 180 and you should be flying in the opposite direction you just were, with two blue beams of light making a sort of ‘V’ above you, as well as a vertical, elliptical orange glow off in the distance. You should also see more level geometry out there in the distance as well. Fly toward that, angling at its left-most end (the end nearest the orange elliptical glow). You’ll actually fly past that orange glow before you finally reach the left end of that level geometry.
Fly underneath the left-most corner of the geometry. You should see two vertical structures hanging down to the right, glowing. As you approach them, curve to the right so you fly between them and underneath a flat-bottomed structure that hangs down between them more horizontally (whereas they are more vertical). Make sure to fly under the rightmost end of this horizontal structure to trigger another Loading…Done in the left of the screen. You may actually see some of the level load in at that point in the background. You should now be flying out into more grey nothingness, with a large, distorted planet floating above off in the distance. There should also be some more level geometry to the left of the planet, just above the ‘horizon’ of grey mist, that has light glowing on in from the ‘planet’.
Angle to the right of the end of that level geometry, and more will load in on the right end as you approach. As you get near, you should see the ‘roof’ of this geometry sloping above you with a diagonal slope on its right end, the topmost part being the longest. There should be two horizontal beams of orange light on the darker grey sections (probably the same shade as the top, but in shadow, so they appear darker). When you do next… well, I can’t really describe it. Joker flies into a gap at the right end, then turns to the left at a specific spot to trigger a loading screen, followed by some twists and turns through the geometry (literally) in very specific spots to get back into the map. Watch the video from 2:00-2:35 to see this. Although, I’d suggest just watching from the beginning to the 2:45 mark to get the full run-down on this mission’s acrobatic start.
Once you’re back into the map, you’ll be in the circular area that you would have ended up at, had you flown through the corridors at the beginning via the normal route. You’ll have four orange waypoints around the perimeter that direct you to ‘neutralize’ (aka destroy) the power source at their locations. There are turrets around the perimeter that can melt you pretty quick, so take those out for added safety and a slightly slower completion. However, if you stick to the inner ring of the circle and only angle out just long enough to fire at each power source, you shouldn’t have to kill any turrets with some careful flying. Once they’re all taken out, just fly around for a bit until a short scene commences, then skip it to spawn on foot inside the facility.
Sprint up the corridor and into the first room. In here, sprint along the left wall and around the corner. Take out the first turret with your Saw as you approach it, and any Watchers that fly down in front of you. Joker only takes out one watcher in this room. Once you turn the corner to the left, angle to the right through the door and hug the right wall around the corner in the 2nd room. Make sure to turn left slightly and throw your Hologram straight out into the middle of the room before you turn the corner to draw fire. You can stop to fight in these rooms for added safety, as just sprinting past all the enemies will lead to many failures and checkpoint restarts for novice players. Again, 3- or 4-player co-op makes these fighting portions significantly easier and faster.
Once you turn the corner to the right in the second room, sprint through the door and hug the right wall once more around the corner to the right in the 3rd room. Terminal 7, the final terminal is in this room, behind the pillar in the middle. If speed running ignore it.
Halo 4: Activate Terminal 7 on Midnight.
Halo 4: Activate all Halo 4 Terminals.
Once you turn the corner, take out the two Watchers directly in front of you, between you and the door, with your Saw. Looking through the door into the 4th room, throw a Hologram out into the center of the room off to the right a little and wait 1-2 seconds for the enemies to be diverted, then sprint into the room and hug the left wall around the corner. Once around the corner, praying you don’t die from a shot to the back if you’ve been ignoring all the Knights, sprint through the door and drop down off the ledge. You’ll drop down a rather quick gravity lift, and land at the start of another corridor below.
Sprint up the corridor and out onto the platform, where you’ll activate the pillar to the right to place Cortana on it. Wait for the portal to appear and go through, which will spawn you in the first of several fight sequences here. Clear the enemies in this hall and head through the next portal at the end. Here, you can either take the time to clear out the enemies or try to sprint to the far side of the platform and take the first of the two portals on the left. The further one won’t open. You’ll spawn from that portal into an armory room. Grab the Gravity Hammer as your backup, with a BR as your primary, and grab as many grenades as you can before exiting via the portal at the far end of the room from where you entered.
Here, if you choose to run past the enemies, go straight ahead to the end of the platform you spawn on and jump diagonally down to the left onto the lower platform. You’ll see a portal to the left. Run past it and jump over the ledge down to the right, angling for the center portal sticking out from the ledge in the distance. It’s extremely risky running past all the enemies, but it can be done again here as well. Otherwise just clear them out and head to the exit portal. When you spawn into the next room, sprint to the end and kill the Crawlers hanging around as well as the Knight at the far end. Proceed to clear the area of multiple Crawler spawns, moving to the left at the intersection and out along the ‘bridge’.
This bridge area is a great place to get the Chief Smash achievement. Use your Gravity Hammer you got from the munitions room not long ago and allow the Crawlers to swarm you on the bridge or at the far end of it. Once a few are around you, smash around with the hammer. If for some reason you don't get the achievement, you can come back here later by reloading Rally Point Bravo. You will have a marker (not a waypoint) on the central pedestal back near where the Knight was (Cortana) but disregard it and deal with clearing the enemies quickly.
Halo 4: Kill 3 Crawlers in one hit with the Gravity Hammer on Midnight.
Once you’ve killed enough enemies, you’ll get a waypoint at Cortana’s pedestal again. Interact with it to retrieve her and sprint back across the bridge where the Crawlers were coming from, exiting via the portal at the end. In the hall you spawn into, just run forward into the gravity lift and take it up. Sprint ahead and across the man cannon to launch out into a large cathedral-looking room. When you land, head forward to the end of the platform, grabbing a Light Rifle from the boxes to the right in place of the BR as you pass by. At the end, activate the pedestal that rises up to again place Cortana on it. As soon as you can move, sprint down the right-side branch of the platform and across the man cannon at the end. When you land, kill the two crawlers as you approach and hug the right side into the first corner you come to on the platform’s edge.
Turn 90 degrees to the left. You should see a vertical portion of narrow wall in shadows, with a slope at its top. Throw a grenade at its base and grenade-jump up onto the sloped portion above. Run up the slope and jump up to the ledge above. Sprint around the corner to the right and jump over the wall behind the Crawlers to allow you to take cover while you deal with all the enemies around the immediate area. Watch out for a Knight with an Incinerator Cannon that spawns at the opposite end. Once the area is clear, a pedestal will rise up where the Knight was. Interact with it once more. Jump over the ledge to the right and take the man cannon across to the next platform.
When you land, take out a Crawler or two to the right for some breathing room, then use the small ledges to the left to climb up to the upper platform. Restock from the crates here, swapping your Light Rifle out for the Incinerator Cannon before jumping off the far ledge and taking the next man cannon to the final platform. When you land, you have to do the next bit extremely fast before all the enemies arrive. Incinerate the Knight to your right and move into the corner behind where he was. Jump up onto the short ledge and turn 90 degrees to the left so that you’re facing the narrow vertical walls. Grenade jump up onto the one on the right. If you die from enemy fire while you’re grenade jumping, you were too slow upon landing on this platform.
When you land up top, you’ll have to virtually spawn-kill a slew of Knights. If they make it out of their spawn, you’re dead. Just as you land from the grenade jump, run forward and slightly right. Back smack the first spawn, followed by the next one to the right of that. From him, turn left so that you’re facing toward the far end of this upper platform and use the Incinerator Cannon to nail one that should be spawning there. Move toward that area, going along the right ledge and reloading your cannon. Another Knight should come around the corner at about this time, so use your Gravity Hammer to deal with him in two smacks. As soon as he’s gone, sprint to the far end (opposite where the first two spawned, what would have been to the left when you first grenade-jumped up here).
If you get to the far end quick enough, you’ll be behind the next Knight that spawns in, so back smack him. Immediately turn around and use the Gravity Hammer on the next one that should spawn in near the ledge behind you, sending him flying. Finally turn back toward where you first grenade jumped up here and deal with one final Knight that should be in that area by now. This can all be seen in the speedrun of this mission from 10:50-11:30. Move back to the pedestal at the waypoint that shows up after they’re all dead and interact with it to begin a scene with the space vampire. Oh Halo 4, why you so silly.
After the scene, jump down to the right and take the final man cannon across to the final platform. Deal with the few Knights here and move up to the center ledge. You’ll rise up to a light bridge, so just move forward to begin the final quick time event. Just spam the triggers to crawl forward, and keep spamming LT to plant the grenade on space vampire dude. Follow the button prompts to end the mission and complete your playthrough.
At level completion, you’ll unlock all of the below if you’ve been playing on Legendary, and an added bonus if you’ve been playing Solo for Halo 4.
Wake Up, John
Halo 4: Complete every level of the game on Normal difficulty.
I Need a Hero
Halo 4: Complete every level of the game on Heroic difficulty.
And if you solo’d your way through this Legendary run, you’ll unlock the game’s only solo-specific achievement.
Lone Wolf Legend
Halo 4: Complete every level of the game on Legendary difficulty, by yourself.
Quite a few other achievements can unlock during this last mission as well, assuming you’ve gone through from the beginning and finished Halo CE, 2, and 3 and gotten collectibles there. See the cross-game achievements section for details on the added achievement pops that may take place during this final Halo 4 mission.
Par Time Runs
Just as the other games, simply set your difficulty to Easy and rush through the campaign, skipping as many encounters as possible. Here’s a speedrun video just to give you some ideas until I get the individual level videos put up. However, keep in mind that if you're going for the completion there is yet again an achievement for doing the entire campaign in under 3 hours on Legendary (You're Joking achievement). This achievement tracks your best time on each level, so you may just want to try to do your speed runs on Legendary. As with Halo 3, you'll find the 3-hour Legendary speed run easiest if you do it 3- or 4-player co-op. For most of the fighting sections, just have one player stay back out of the fight and function as an instant-spawn point for the others.
The others should push forward together and focus fire, 'team shooting' enemies and calling out targets, attempting to clear each area without needing to hunt down every last enemy unless forced to by game mechanics (ie next door won't open until everything is dead). This, combined with some of the methods found in, you guessed it, Nak3d Eli's handy Halo TMCC Legendary Speedrun playlist HERE should make Halo 4's 3-hour speed run a breeze. Any Par Times you don't get doing your Legendary speed run can be mopped up afterward on Easy.
Halo 4: Beat the par time on Infinity.
Halo 4: Beat the par time on Midnight.
Speed run the entire campaign, on Legendary, in under three hours, round four. If you can do this, you'll likely unlock all of the above en route to it.
Halo 4: Complete all Halo 4 Legendary campaign missions in under 3 hours.
Par Score Runs
I've tested many levels and often times even Heroic with 3 difficulty-increasing skulls (think Fog, Famine, Mythic, etc) wasn't enough to make Par Score even when finishing the level under Par Time. So you'll probably need to play Legendary with 2-3 skulls on and finish relatively quickly. Personally, I did every one of the Par Scores on Halo 4 running Legendary with Fog and Famine only. Unlike CE, 2, and 3, Halo 4's Par Scores haven't been altered much with the 'easier scores' patch. Requiem and Forerunner have been reduced to 22,000, but the rest of the levels remain at 25k.
Halo 4 LASO Playlist - Black Eye, Blind, Catch, Cowbell, Famine, Fog, Grunt Birthday Party, Iron, IWHBYD, Mythic, Thunderstorm, Tilt, Tough Luck
There is a playlist made for all missions that can be found here: RC Master's LASO Playlist.
Halo 4: Complete the Halo 4 LASO Campaign playlist.
Assuming you did Halo CE, 2, and 3 before doing this one, you should now get LASO Master for your trophy case.
Complete each individual game specific LASO playlist for every Halo game.
A Long Time Ago - Once again the obligatory nod to the original release date of the title, this first miscellaneous achievement simply requires that you load up the game and play a of multiplayer or a mission on the 6th of the month, which for most of us will be December 6th.
You can nab these next two achievements in customs. You just need to play on 8 different maps, and play four unique game types. Just go into customs and start a game on a map then end the game as soon as it starts. Do this for 4 modes and 8 different maps to knock out these two achievements.
Halo 4: Complete a match on at least 4 different game types in multiplayer.
Again, we have the duo of playlist achievements. Rock your way through three Halo 4-specific playlists to nab these two achievements.
Halo 4: Complete three Halo 4 playlists.
Spartan Ops Achievements
Spartan Ops, that firefight-esque co-op game mode in Halo 4 with cut scenes and story in the vein of a campaign mode, was added to the collection via a free update. The list is quite a daunting one at first glance due specifically to Smooth Operator - finish all episodes on Legendary, SOLO. Originally, you could get the achievement (as well as all the chapter completion achievements), by just starting each one on Legendary and quitting out immediately. NOTE: This has since been patched. Therefore, you will need to play through 50 chapters (5 episodes, 10 chapters each) on Solo Legendary to get Smooth Operator. The same rules apply as campaign, so refer to the hints and tips page for general strategies for playing on Legendary.
Halo 4: Complete all chapters in Spartan Ops Episode 1.
Halo 4: Complete all chapters in Spartan Ops Episode 2.
Halo 4: Complete all chapters in Spartan Ops Episode 3.
Halo 4: Complete all chapters in Spartan Ops Episode 4.
Halo 4: Complete all chapters in Spartan Ops Episode 5.
Halo 4: Complete all chapters in Spartan Ops Episode 6.
Halo 4: Complete all chapters in Spartan Ops Episode 7.
Halo 4: Complete all chapters in Spartan Ops Episode 8.
Halo 4: Complete all chapters in Spartan Ops Episode 9.
Halo 4: Complete all chapters in Spartan Ops Episode 10.
Halo 4: Complete all Spartan Ops chapters.
Halo 4: Complete all Spartan Ops chapters on Heroic difficulty.
Halo 4: Complete all Spartan Ops chapters on Legendary difficulty.
Halo 4: Complete all Spartan Ops chapters solo on Legendary difficulty.
Along with these standard progression achievements, S.Ops has a few miscellaneous achievements to knock out.
For Roses vs Violets - load up Ep 1 Ch 5 and head down the hill at the start and up the other side. Kill off all the Grunts, Jackals, and Elites in this first area, then look down over the ledge on the far side from where you came to see a small box on the ground near the lava flows. Shoot the box. Couldn't get any simpler.
Knight in White Assassination is pretty self-explanatory and can be obtained anywhere Knights are located in S.Ops, but as most solutions mention, I did it on Ep 1 Ch 4. I just cleared the first room down to the last 2 Knights on Easy difficulty, then simply juked/jived around one of the Knights until his back was to me so I could assassinate him. You may even inadvertently get this one without trying.
For No One Left Behind, play Ep 2 Ch 3 on Heroic. Just complete the mission with at least one Marine left alive. At the start, grab a BR and rockets from the crate ahead and sprint to your right. Clear the Grunts and Elites at the building, along with the next few that drop in after the first few are dead. Then look around the corner from the building to see a Ghost and two Hunters. Use the rockets to take out the Ghost and the Hunters as well if possible, finishing off the Hunters with grenades/BR. Progress counter-clockwise from here around this roughly square-shaped map, clearing out enemies at each building. At one point a Phantom comes in with a Wraith. Learn where it stops and drops the Wraith so you can be standing there waiting to board the Wraith and destroy it right away. When you get to the part where you're on the tower defending against a wave of Elites, just grab rockets from the weapon crates and camp the top of the only ramp leading up into the tower to blow them sky high as they bottleneck on the ramp. Finally spartan-laser the two Phantoms to end the mission and get the achievement if at least one Marine is still standing.
No One Left Behind
Halo 4: Save at least one Marine on Hacksaw (Ep.2 Ch.3) of Spartan Ops on Heroic or Legendary.
For What Power Outage, play Ep 5 Ch 4 (Cauldron) on Heroic. Just load up The Cauldron on Heroic, either solo or 2-player co-op (so you still have Mantis vehicles instead of hogs), and blast everything in sight at the generators. You can hop out of your Mantis to leave it at the choke points to slow enemies down and grab a new one near the generators, but it really isn't necessary. This achievement is actually extremely easy to do, even solo.
What Power Outage?
Halo 4: Complete The Cauldron Base of Spartan Ops without losing a generator on Heroic or Legendary.
For No Easy Way Out, play Ep 5 Ch 1 on Heroic. This is best done with a few friends in co-op. At one point in the mission you'll need to defend 2 generators/terminals. Everyone just needs to play super aggressive and wreck wave after wave of Knights, Watchers, and Crawlers. If at least one of the two doesn't get destroyed, you'll get this achievement at chapter completion.
No Easy Way Out
Halo 4: Survive Spartan Miller (Ep.5 Ch.1) of Spartan Ops on Heroic or Legendary.
No Pain No Gain - This last achievement doesn't really have a good place so I'm putting it here with the S.Ops ones. At first I used the glitch to load up a S.Ops chapter with all skulls on and quit out. The achievement progressed to Done... Unlocking but didn't pop. The next day I just happened to be helping a friend get through The Maw on Halo CE on the LASO playlist to get his achievement, and when we completed The Maw my No Pain No Gain achievement unlocked immediately. It's unusual to be able to force a Done... Unlocking achievement to pop so this may have been a coincidence, but it unlocked the same time his completion achievements were unlocking. So FWIW if you get that glitch run through a playlist LASO mission with someone if you're anxious to get it to unlock.
The easiest way to do this one is just to go to the campaign menus and load up the Epilogue of either Halo 3 or Halo 4 with all of that game's LASO playlist skulls active. See the LASO page in this walkthrough for a list of skulls active in each of the LASO playlists.
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