Editing 343 Guilty Spark (level)
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There was an idea for the Paranoid Marine earlier in the development of this level in which he will stay alive, and when the player walks a distance away from him there was going to be a loud bang. If the player comes back, he would be found dead on the floor.{{Ref/Film|Id=Commentary|[[Halo 3 Legendary Edition|''Halo 3'' Legendary Edition]], Halo: Combat Evolved developer commentary}} | There was an idea for the Paranoid Marine earlier in the development of this level in which he will stay alive, and when the player walks a distance away from him there was going to be a loud bang. If the player comes back, he would be found dead on the floor.{{Ref/Film|Id=Commentary|[[Halo 3 Legendary Edition|''Halo 3'' Legendary Edition]], Halo: Combat Evolved developer commentary}} | ||
According to Director of Cinematics [[Joseph Staten]], the creation of the mid-level cinematic was very time-consuming, as he needed to record every character's movement separately. The music playing during the Pelican ride with Sergeant Johnson and the Marines known as " | According to Director of Cinematics [[Joseph Staten]], the creation of the mid-level cinematic was very time-consuming, as he needed to record every character's movement separately. The music playing during the Pelican ride with Sergeant Johnson and the Marines is known as "flip music", titled [[Shreddin']], from the game ''Marathon: Durandal'', another Bungie creation rather than their previously planned licensed song which was going to be "Paint it Black" by the Rolling Stones. The pilot of the Pelican was voiced by [[Lorraine McLees]].{{Ref/Reuse|Commentary}} The dead Sangheili seen in the recording was specifically made for the cutscene due to it having its own file and model. Similarly, there is a unique Flood Pod infector used for Jenkin's recording cutscene. In the game's code, it is called a "nopop" and is specifically designed not to pop in the cutscene. | ||
The events of the level were later expanded in the novel ''[[Halo: The Flood]]'': | The events of the level were later expanded in the novel ''[[Halo: The Flood]]'': | ||
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==Trivia== | ==Trivia== | ||
===Glitches=== | ===Glitches=== | ||
{{Main|Glitches}} | {{Main|Glitches}} | ||
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*It is possible to skip the entire Flood reveal and progress through the level directly from the first room after the first elevator. To do this when the player first enters the room they must drop down to the lower level and go left to the column with a light past the locked door. There the player must grenade jump and move back but stop moving just in time; this allows the player to end up in the floor above and if done correctly the player should land on the beam. The player must then move past a bit of geometry (there is a line in the floor) but taking care not to move too far towards the wall or else the player will fall back down. From here the player must crouch, quickly release crouch and jump forward, then time the release of forward and crouch again; done correctly the player will land on another beam. The player must then move straight towards the back wall (where the door that later allows the player to progress is). Finally near the wall the player needs to jump diagonally through the wall and possibly crouch, avoiding the glass window at the right but not going too far left. From here the level can be continued as normal as despite the door to get in being locked the door to the electric room and the door after are not. | *It is possible to skip the entire Flood reveal and progress through the level directly from the first room after the first elevator. To do this when the player first enters the room they must drop down to the lower level and go left to the column with a light past the locked door. There the player must grenade jump and move back but stop moving just in time; this allows the player to end up in the floor above and if done correctly the player should land on the beam. The player must then move past a bit of geometry (there is a line in the floor) but taking care not to move too far towards the wall or else the player will fall back down. From here the player must crouch, quickly release crouch and jump forward, then time the release of forward and crouch again; done correctly the player will land on another beam. The player must then move straight towards the back wall (where the door that later allows the player to progress is). Finally near the wall the player needs to jump diagonally through the wall and possibly crouch, avoiding the glass window at the right but not going too far left. From here the level can be continued as normal as despite the door to get in being locked the door to the electric room and the door after are not. | ||
*It is possible to return to the room where the Paranoid Marine was after watching Jenkin's helmet recording.{{Ref/YouTube|S1fm41ouBfI&t=700s|Generalkidd|Secret Mangled Elite Bodies}} | *It is possible to return to the room where the Paranoid Marine was after watching Jenkin's helmet recording.{{Ref/YouTube|S1fm41ouBfI&t=700s|Generalkidd|Secret Mangled Elite Bodies}} | ||
*Sometimes, if the player moves through the swamp at the end of the mission too quickly, the Marines will get stuck near the exit of | *Sometimes, if the player moves through the swamp at the end of the mission too quickly, the Marines will get stuck near the exit of thr containment facility and not follow any further. | ||
===Mistakes=== | ===Mistakes=== | ||
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*The door that the Flood breaks open during the helmet camera cutscene is closed before triggering that cutscene. This can be seen through a window from the room before the cutscene triggers. If the player skips the cutscene before it gets to the part where the infection forms burst out, it will still be intact. | *The door that the Flood breaks open during the helmet camera cutscene is closed before triggering that cutscene. This can be seen through a window from the room before the cutscene triggers. If the player skips the cutscene before it gets to the part where the infection forms burst out, it will still be intact. | ||
*The dead Marine in the recording cutscene has a boonie hat on during the cutscene, though during gameplay he doesn't. | *The dead Marine in the recording cutscene has a boonie hat on during the cutscene, though during gameplay he doesn't. | ||
*The date on the timestamp of [[Private Jenkins]]' footage is May 27, 2552; months before the game actually takes place, which is September. This is due to the Private not calibrating his helmet cam. | *The date on the timestamp of [[Private Jenkins]]' footage is May 27, 2552; months before the game actually takes place, which is September. This is due to the Private not calibrating his helmet cam. | ||
*In Jenkins' helmet cam, the Marines exit the Pelican from at least 10 feet off the ground. | *In Jenkins' helmet cam, the Marines exit the Pelican from at least 10 feet off the ground. | ||
*The spoofer, which the Master Chief uses to open the door, only appears in the cutscene and not during actual gameplay. | *The spoofer, which the Master Chief uses to open the door, only appears in the cutscene and not during actual gameplay. | ||
*Sometimes, Sergeant Johnson will be in the surviving second squad, even though he escaped the structure by himself.{{Ref/Comic|HGN|Story=Breaking Quarantine}} | *Sometimes, Sergeant Johnson will be in the surviving second squad, even though he escaped the structure by himself.{{Ref/Comic|HGN|Story=Breaking Quarantine}} | ||
*During the ending cutscene, the Monitor can be seen flying around the tower as well as talking to the Chief. Similar to the previous error, this is because the Monitor is in the level before the cutscene, but isn't removed when the cutscene starts. | *During the ending cutscene, the Monitor can be seen flying around the tower as well as talking to the Chief. Similar to the previous error, this is because the Monitor is in the level before the cutscene, but isn't removed when the cutscene starts. | ||
*A flashing red light can be seen attached to one of the trees surrounding the tower where the mission ends at. It is identical to the same red lights on the tower itself. This appears to be a placement mistake. | *A flashing red light can be seen attached to one of the trees surrounding the tower where the mission ends at. It is identical to the same red lights on the tower, itself. This appears to be a placement mistake. | ||
===Easter eggs=== | ===Easter eggs=== | ||
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*This level is one of the few rare campaign levels with red team and blue team [[List of Forerunner Symbols|symbols]]. They can be found near the first Flood encounter area and at any similar areas in the level. | *This level is one of the few rare campaign levels with red team and blue team [[List of Forerunner Symbols|symbols]]. They can be found near the first Flood encounter area and at any similar areas in the level. | ||
*If the player returns to the elevator they entered the structure after meeting the Flood, looking up to where the elevator is, the player can clearly observe that it is on fire and damaged. Activating it will result in debris of it falling down to the shaft, and the Halo soundtrack [[Lament for Pvt. Jenkins]] will play again. | *If the player returns to the elevator they entered the structure after meeting the Flood, looking up to where the elevator is, the player can clearly observe that it is on fire and damaged. Activating it will result in debris of it falling down to the shaft, and the Halo soundtrack [[Lament for Pvt. Jenkins]] will play again. | ||
*It is possible to save the marines at the facility's bottom level from being killed. However, they will not follow the player any further. Instead, they will run in circles, occasionally dropping to one knee for a moment, and repeat the phrases: "I'm not sticking around to get killed.", "I'm gone, man!", "I'm out of here!", "You can't stop them!", "Forget this!", "Later, dude." and "This is suicide, man!" These lines are said by the Crewmen on {{UNSCShip|Pillar of Autumn}}. On a rare occasion, the surviving Marines will follow the player into the next room, but immediately retreat following a brief moment. | *It is possible to save the marines at the facility's bottom level from being killed. However, they will not follow the player any further. Instead, they will run in circles, occasionally dropping to one knee for a moment, and repeat the phrases: "I'm not sticking around to get killed.", "I'm gone, man!", "I'm out of here!", "You can't stop them!", "Forget this!", "Later, dude." and "This is suicide, man!" These lines are said by the Crewmen on {{UNSCShip|Pillar of Autumn}}. On a rare occasion, the surviving Marines will follow the player into the next room, but immediately retreat following a brief moment. | ||
*This is the final level of ''Halo: Combat Evolved'' in which Marines are seen alive (with the exception of the non-canon Legendary ending on [[The Maw]] featuring [[Avery Junior Johnson|Johnson]]). | *This is the final level of ''Halo: Combat Evolved'' in which Marines are seen alive (with the exception of the non-canon Legendary ending on [[The Maw]] featuring [[Avery Junior Johnson|Johnson]]). | ||
*The swamp area in the end of the level was later re-used for the multiplayer map ''[[Backwash]]'' in ''Halo 2''. | *The swamp area in the end of the level was later re-used for the multiplayer map ''[[Backwash]]'' in ''Halo 2''. | ||
*Playing the level with the [[Halo: Combat Evolved Anniversary skulls#Grunt Funeral skull|Grunt Funeral Skull]] active in ''Halo Anniversary'' causes the Grunt corpses to detonate immediately after they spawn. This results in the player hearing explosions as they proceed further into the complex. | *Playing the level with the [[Halo: Combat Evolved Anniversary skulls#Grunt Funeral skull|Grunt Funeral Skull]] active in ''Halo Anniversary'' causes the Grunt corpses to detonate immediately after they spawn. This results in the player hearing explosions as they proceed further into the complex. | ||
*This, and the subsequent level | *This, and the subsequent level The Library, are the only levels where the player will not encounter any Covenant Elites. | ||
==Gallery== | ==Gallery== | ||
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<gallery> | <gallery> | ||
File:HCE Menu 06 343 Guilty Spark.png|Preview of the level in ''Halo: Combat Evolved'' menu. | File:HCE Menu 06 343 Guilty Spark.png|Preview of the level in ''Halo: Combat Evolved'' menu. | ||
File:Fleeing.jpg|Kig-Yar and Unggoy fleeing from the Flood. | File:Fleeing.jpg|[[Kig-Yar]] and [[Unggoy]] fleeing from [[the Flood]]. | ||
File:Swamps.jpg|John standing in the swamps of Installation 04 | File:Swamps.jpg|[[John-117]] standing in the swamps of [[Installation 04]]. | ||
File:Crazed Marine.jpg|John-117 being attacked by the [[Paranoid Marine]]. | |||
File:Crazed Marine.jpg|John | |||
File:Jackal blooshed.png|A corridor of the facility, drenched with Unggoy and Kig-Yar blood. | File:Jackal blooshed.png|A corridor of the facility, drenched with Unggoy and Kig-Yar blood. | ||
File:HCE Marines Attacked by Flood.png|Marines being attacked by [[Pod infector|Flood infection forms]]. | File:HCE Marines Attacked by Flood.png|Marines being attacked by [[Pod infector|Flood infection forms]]. | ||
File:Flood attack.jpg|John-117 being attacked by [[Flood combat form]]s. | File:Flood attack.jpg|John-117 being attacked by [[Flood combat form]]s. | ||
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File:HCEA-Concept-Chief-Flood.jpg|Concept art of the level for ''[[Halo: Combat Evolved Anniversary]]''. | File:HCEA-Concept-Chief-Flood.jpg|Concept art of the level for ''[[Halo: Combat Evolved Anniversary]]''. | ||
File:HCEA-pavel-belov-343gs-concept.jpg|Concept art of the containment facility's interior. | File:HCEA-pavel-belov-343gs-concept.jpg|Concept art of the containment facility's interior. | ||
File:Anniversary 343GS.png|The swamps of Installation 04. | File:Anniversary 343GS.png|The swamps of Installation 04. | ||
File:343Anniversary.png|The swamps seen from the player's view. | File:343Anniversary.png|The swamps seen from the player's view. |