The Silent Cartographer (Level): Difference between revisions
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*[[Needler]] | *[[Needler]] | ||
*[[Plasma Grenade]] | *[[Plasma Grenade]] | ||
==Enemies Encountered in [[Easy]] difficulty and the hand-held weapons that they are known to use== | |||
'''Grunts''' | |||
*Minor- Plasma Pistol, Needler | |||
*Major- Plasma Pistol, Needler | |||
'''Elites''' | |||
*Minor- Plasma Rifle, Needler | |||
*Major- Plasma Rifle, Needler | |||
*Stealth- Plasma Rifle | |||
*Zealot- Plasma Sword (A.K.A Energy Sword. Not wieldable by player) | |||
'''Jackals''' | |||
*Minor- Plasma Pistol | |||
*Major- Plasma Pistol | |||
'''Hunters''' | |||
*Rank N/A: Fuel Rod Gun (Attached to their armor) | |||
'''Note: The enemies encountered in this level along with the weapons that they wield is the same throughout all difficulty levels.''' | |||
== Drivable Vehicles == | == Drivable Vehicles == |
Revision as of 13:05, August 8, 2007
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On the surface of Installation 04 |
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Halopedia has a walkthrough guide for this level; see The Silent Cartographer (Level)/Walkthrough. |
Summary
The Covenant believe that what they call The Silent Cartographer is somewhere under an island. The Cartographer is a map room that will lead your forces to Halo's control center. The island has multiple structures and installations. One of them contains the map room. Locate the map for Halo's control center.
Usable Weapons
- Pistol
- MA5B ICWS Assault Rifle
- Rocket Launcher
- Frag Grenade
- Plasma Pistol
- Plasma Rifle
- Needler
- Plasma Grenade
Enemies Encountered in Easy difficulty and the hand-held weapons that they are known to use
Grunts
- Minor- Plasma Pistol, Needler
- Major- Plasma Pistol, Needler
Elites
- Minor- Plasma Rifle, Needler
- Major- Plasma Rifle, Needler
- Stealth- Plasma Rifle
- Zealot- Plasma Sword (A.K.A Energy Sword. Not wieldable by player)
Jackals
- Minor- Plasma Pistol
- Major- Plasma Pistol
Hunters
- Rank N/A: Fuel Rod Gun (Attached to their armor)
Note: The enemies encountered in this level along with the weapons that they wield is the same throughout all difficulty levels.
Drivable Vehicles
Transcript
Part 01: The Silent Cartographer
(Opening cinematic. Two dropships approach an island, low over the water. You are inside the lead dropship)
Cortana (radio): The Covenant believe that what they call "The Silent Cartographer," is somewhere under this island. The Cartographer is a map room that will lead us to Halo's control center. The island has multiple structures and installations. One of them contains the map room.
Foe Hammer (radio): We're approaching the LZ. It's gonna be hot. Get set to come out swinging. Touchdown! Hit it, Marines!
Gunnery Sergeant Waller: GO GO GO! and/or Marine: Kick ass! and/or Marine: Fire loud! (Once you clear the beach of Covenant)
Marine: Area secure. All hostiles have been eliminated.
Foe Hammer (radio): Affirmative. Echo 419 inbound. Somebody order a Warthog?
Gunnery Sergeant Waller (radio): Hey, I didn't know you made house calls, Foe Hammer!
(Alternative)
Marine (radio): Music to my ears, Foe Hammer!
Foe Hammer (radio): You know our motto: We Deliver.
(As you approach the Warthog)
Cortana: Okay. Let's move out. Let's go find the map room that will show us the location of Halo's control center.
(As you approach the main building)
Cortana: There, in the cliff wall; I'll bet the Silent Cartographer is somewhere inside that facility. (On legendary:) They're already inside! We need to get in there quick, before they discover the location of Halo's control centre!
PFC Hosky: Anyone else see what I see? How're we supposed to get around THAT, huh?
(As you push your way into the building)
Cortana: The Covenant are putting up a real fight. The Cartographer must be here. My analysis indicates that the map room should be at the bottom floor of this facility. Let's keep going inside.
(As you see the open door leading to The Shaft)
Cortana: Don't let them lock the doors!
NOTE: Even if you manage to kill the Zealot with the energy sword behind the door, It will come back to life afterwards.
(After all enemies have been killed)
Cortana: Interesting. I underestimated the Covenant's understanding of Halo's subsystems. They've locked the doors, and we don't have enough firepower to get through. (Radio) Cortana to Keyes.
Captain Keyes (radio): Go ahead, Cortana. Have you found the control center?
Cortana (radio): Negative, Captain. The Covenant have impeded our progress. We can't proceed unless we can disable this installation's security system.
Captain Keyes (radio):{after slight pause} Understood. We're still en route to the objective. I may be out of contact when we get there. {pause} Here are your orders. I want you to use any means necessary to force your way into the facility and find Halo's control center. We have to get to the center before the Covenant. Failure, people, is not an option.
Foe Hammer (radio): Echo 419 to ground teams. I'll stay on station and keep an eye out for Covenant bogies.
Sergeant Stacker (radio): Second squad! Ready to roll, soon as everybody's topside!
Marine (radio): LZ looks secure Sir, nothing moving.
Captain Keyes (radio): Good luck, people. Keyes out.
Cortana: We need to find the security override to get this door open.
(As you approach the path leading up into the island)
Cortana: It looks like there is a path leading to the interior of the island.
(As you pass the substation, which juts out of the cliffs)
Cortana: Well, there's the entrance to the security substation, but it looks like we'll have to look for another way up.
(Alternative Dialogue: If the Security Station is entered before going to the auto-locking door to the map room.)
Cortana: This isn't the map room. Analyzing... (Pause) This is a security override station for the main facility, located somewhere else on this island. Shut the system down so the Covenant won't be able to lock us out.
(Holo-panel is activated, cutscene of Gold Elite)
Cortana: We should now have access to the main facility, let's find the map room.
(Once you get inside the substation and reach the security override, the "normal" way)
Cortana: Use the holo panel to shut down the security system.
(Holo-panel is activated, cutscene of Gold Elite)
Cortana: Good. That should open the door that leads into the main shaft.
Part 02: It's Quiet...
(As you move down the hall from the security substation, towards the exit)
Dropship Pilot (radio): Mayday, mayday! Dropship Bravo 022 taking enemy fire! Repeat! We are under heavy fire and are losing altitude!
Cortana (radio): Understood. We're on on our way.
(As you exit the substation)
Cortana: Chief, Bravo 22 was bringing us some heavy weapons. After I saw we were up against Hunters, I thought you could use them. Let's move down the beach. Keep an eye out for any cargo we can salvage.
(As you approach the now-unlocked door leading to The Shaft)
Part 03: Shafted
(Cinematic-Chief walks out onto the platform overlooking the shaft and kicks a loose piece of debris down it)
(As you move farther down into the facility, into the third of four levels)
Foe Hammer (radio): Foe Hammer to ground teams, you got two enemy dropships coming in fast!
Gunnery Sergeant Waller (radio): Dammit! Okay, people, we got company comin', let's set the table. Engage enemy forces on sight!
Cortana (radio): It'll be easier to hold them off from inside the structure. Can you get inside?
Gunnery Sergeant Waller (radio): Negative! They're closin' in too fast. Negative! (Pause) Chief! You gotta find the Cartographer! We'll keep 'em busy as long as we can!
Cortana (radio): Give 'em hell, Marine. (to you) We'll be in a tight spot if we don't get out of here before additional reinforcements arrive. Let's find that map.
(when you finally reach the Cartographer)
Cortana: There. That holo panel should activate the map.
(Cinematic-the Cartographer holo display begins to spin, and the diagram of the ring begins to break into sections)
Cortana: Analyzing. Halo's control center is located there. That structure appears to be some sort of temple or shrine, if I've interpreted this correctly. (Pause) Interesting. A shrine is an unlikely place to put such a significant installation. (radio) Cortana to Captain Keyes.
Foe Hammer (radio): The Captain has dropped out of contact, Cortana. His ship may be out of range or having equipment problems.
Cortana (radio): Keep trying. Let me know when you've reestablished contact, and then tell him that the Master Chief and I have determined the location of the control center. We'll be heading there as soon as we're topside.
Foe Hammer (radio): Affirmative. Foe Hammer out.
(As you near the exit of the facility, just before you meet the squad of cloaked Elites)
Cortana (radio): Cortana to Echo 419. The Chief and I are topside, requesting pickup.
Foe Hammer (radio): Roger. On my way.
(As you dive into the dropship)
(Cinematic-the dropship lifts off from the platform and rises quickly, circling the center of the island.)
Cortana (radio): Let's get moving. Foe Hammer. Here are coordinates and a flight plan I've worked out.
Foe Hammer (radio): But, Cortana...these coordinates are underground.
Cortana (radio): The Covenant did a thorough seismic scan. My analysis shows that Halo is honeycombed with deep tunnels, which circle the whole ring.
(Cinematic (continued): The structure where the first pair of Hunters appeared lifts up, revealing a tunnel; the Pelican lowers into it as the structure comes back down again.)
Foe Hammer (radio): I hope your analysis is on the money, Cortana. This Pelican won't turn on a dime.
Cortana (radio): Look on the bright side, Foe Hammer. The last thing the Covenant will expect is an aerial insertion...from underground.
Walkthroughs
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General Walkthrough
As the level begins, just before the entire HUD becomes visible, press Y. That way, you'll start with your Pistol. Zoom in immediately and snipe any Grunt you see.(Note:Don't worry about burning through most of your ammo, health, and grenades in this first battle. Supplies will become available soon.) Switch to your Assault Rifle, and go at the Elite, firing and meleeing until he goes down. If there are any Grunts that survived your onslaught, either eliminate them or leave them for your Marines, and go forward. Unleash the rest of your Assault Rifle clip on the enemies that come through the arch, then either use your Assault Rifle and shoot and melee the elites, or take out your Pistol and try to get some headshots, which will compensate the slower rate of fire with higher damage. Go in and kill anything else(except Marines, of course) thats still alive, and when the coast is clear, take the opportunity to reload your weapons. You can keep your Pistol and Assault Rifle, or switch one or both out for a Plasma Rifle, Needler, or Plasma Pistol. Also pick up any Plasma grenades that the Covenant might have dropped, as they will be useful later.
When Foe Hammer drops off the Warthog, get into the drivers seat, wait for a passenger and a gunner, then get a move on. There will be a squad of Grunts with one Elite, plus some Jackals, and that makes up your next opposition. You can either get out of the 'Hog and take out all of your opposition, or just drive through, run over anything that you can, and the leave the rest to your gunner.
When you get to the entrance of the structure, you should see a squad of Grunts directly in front of you. Get out your Pistol and fire at them, getting some headshots if you can. When the Covies retreat to the hallway, move your Hog in and start tossing grenades while your gunner clears the rest out. Once you've cleared the area, go down the hallway, and switch out your Assault Rifle or Pistol for a Covenant weapon if you wish.
A small squad of Grunts and Elites is waiting in ambush on the bottom floor, and a Zealot is standing with an Energy Sword behind them. If you're quick, you can throw a plasma grenade at the Zealot, killing him before the door closes. If not, forget about it and concentrate on clearing out the room.
In the next area there is a big ridge in the center. Behind this is a group of Jackals. Park your 'Hog on the left side, then go up the ridge. There should be a squad of Jackals in a circle right in front of you. Toss a grenade to clear them out, then let your gunner take care of everything else.
There are two lances of Covenant coming down that hill. If you still have your Pistol, shoot at the Grunts, as only one headshot is needed to take them out. You can use your Pistol to headshot the Elites as well, but if not use the Assault Rifle and shoot nonstop until he's down. Use the same strategy if you have a Plasma Rifle, pausing for a short bit every now and then to prevent it from overheating, or use an overcharge from a Plasma Pistol and melee until they're down.
Right about now, you should see a couple of larger than normal red blips on your sensor. It's a Hunter pair. Fortunately, the wide open area gives you space to maneuver. If you can, crouch and sneak behind a rock, and if the Hunter has its back turned you can kill it by shooting the orange patch of its back. Be careful though. Hunters have very sharp vision, even if they appear unintelligent.
Continuing, just stay on the outer edge of this "bowl" area. Hopefully, those Hunters won't notice you, so right now you should be behind of the first Hunter. Pull the trigger, and watch him fall.
There is nothing more soul satisfying than beating a Halo 1 Hunter to death with your Assault Rifle. Do so, because the Hunters melee is easy to dodge. Once he's down, celebrate with a sandwich or something.
Grab an overshield (6 of them in this level, yea) then start firing Pistol rounds at the squad of Jackals that are coming for you. When most of them are down, switch to your AR and hose them down in close range.Pick up one of their PPs and move one.
Another wooded area, another Lance of methane breathing pain in the asses. Start carpeting the area with Plasma Overcharges.Once you used up that Pistol, go back for a fresh one and repeat till the grunts and Jackals are dead, then go back for your AR and cleanse the Elite with a shower of AP rounds. Once hes dead, move forward and switch to your Pistol. Each Grunt that comes around the corner gets a Headshot, and when they stop coming, grab your AR and dispatch any one that remains.
Go down that hallway and switch back to your Pistol. Aw damn, more worms in a can. Luckily, the first one is standing foolishly with his stomach exposed. Sing him a lullaby in the form of a .50 cal HE round, then melee the other to death (you can do it!) Move down the hall and deactivate the security system.
Part 2: Its quiet...
Why do I have a bad feeling about the 8'6 sword wielding S-O-Eliteb**ch? Easy, he wants to kill me. Get moving, because you need to save Bravo 22, who should be calling Mayday just about...now.
Crap, I know that I saw something moving. Here is where lugging that heavy AR pays off. Pour as much ammo as you want into those Stealth Elites, then move to the surface.
Damn, we never seem to be fast enough to save the Good Guys. Ah well, avenge their deaths by killing those Grunts and Jacks that made sure they were dead.
Some damn good supplies were left at the crash site, complements of your late gentlemen comrades. The most important of these is the M19 SSM Rocket Launcher. This is the first time you get to use it, so grab it and fill up on Rockets (9 rockets is Maximum). Grab some Pistol ammo, and a health pack if you need it. Now flip the 'Hog and get back to your previous comrades (they should still be alive) and drive back to the Silent Cartographer.
When you get there, get out of your ride and move quietly forward. A pair of Hunters have come to replace the weaker guard. Time to use the ultimate Hunter killing device- the SSM SPNKr. Go ahead and 'plode the first one with it, then proceed to slay the second Hunter any way you want (the Rocket Launcher has a long melee attack, so try that) then proceed downward.
Part 3: Shafted
NOTE: If you leave 2 marines in a Warthog outside the entrance they will keep the Elite that will appear later busy so you can sneak up on it and melée it in the back.
Now seriously, I am slightly scared here. Where did that Zealot go?
Ah well, don't worry about it for now. Move down the hall to find an Elite tapping on his purple box. Probably playing Minesweeper on company time! Do his boss a favor and snap his lazy spine with a melée attack. If your Overshield is on, turn right. After the brief cutscene of Chief observing the platform, turn around and jump down towards the lower levels. Your Overshields will be gone, but you skipped half the level.
The next area has a couple of workable strategies: there's three Grunts on the upper level, two awake and one snoring; three Grunts on the lower level, two patrolling and one asleep, an Elite, and two Grunts on a ledge above him. With that knowledge you have a couple options. You can simply pick them off one by one with your pistol from the doorway, but the Elite could prove a bit of a challenge. You could try and catch them all in a couple of rocket blasts; after all, it's not like you're gonna run out of rockets any time soon. My personal favorite is to kill them all without any of them seeing you, so I'll detail that, as it's the only strategy that requires a whole lot of thought.
From the purple box, take a right turn. Head about halfway up the ramp and crouch. You should see a couple of Grunts patrolling. Wait for both of them to come to about your position and turn around. Then, once they're both headed the other way, crouch-walk up the ramp, sneak up on them and hit both of them in the back. I'd recommend the pistol melee, as it's faster. Odds are, there'll be another Grunt dreaming his little Grunty dreams up there. Whop him over the head too. If you stayed crouched through all of this, you are probably still hidden to the other Covenant. Just remember, if they see you, haul back to the doorway and use cover to kill them all—less classy, but also more alive.
Now for the ground level. Head back down the ramp, remembering to crouch. Go through the little door-not the big, open gate, but the tiny little one next to the ramp. Walk just through it and crouch. The Grunts are patrolling around the central structure. Wait until they are both facing away from you, then quickly run out and hit the Grunt in back. Then duck behind the central structure so that the other Grunt doesn't see you. The sleeping Grunt should be right there. Melee him and head back to the door. When the last Grunt is headed away from you again, sneak up on him and assassinate him too. Then, head around back up to where the first three Grunts are, and look above the Elite. There are two Grunts there, neither of whom can see you. Plug them in the head, one bullet each. You'll want to do this very quickly, as the other Grunt will panic and run away if he's left for too long. That leaves just the Elite, who won't have any idea where you are and will be facing the dead Grunts. Drop down, run over, and introduce him to the magic of the pistol-whip. Job done without a single trouble.
There are three Jackals in the hall ahead. Drop a plasma grenade into their midst and wait for the screams to stop. Corridor cleared. Down below, however, is a room with two Hunters and a crapload of Jackals. The room has an outer ring, with the Jackals, and an inner ring with the Hunters. Near the place where you come in, there is a tiny corridor from the outer ring to the inner ring. This corridor can be very handy. The Hunters won't shoot into it, and the Jackals won't go in there—sometimes they don't even see you there. In fact, you can sometimes lure each and every Jackal into its entrance and then plug them with you M6D. Once they're done, it's Hunter time. No need to waste rockets on 'em—this is where your pistol comes into play.
Follow the path down to a completely empty space. Take a few seconds to have a look around, check cover, etc. You'll be having a good scrap here later. Also, know the two doors. The one on the left leads to an active camo, which you shouldn't take yet. The one on the right leads down to another hallway. There are three oblivious Grunts at the end. Headshot them all. The next room has six Grunts and an Elite. Get as many headshots on the Grunts as you can, then let the rest flee down the shaft. Drop the rocket for a second and grab a needler. Send shots down after the Grunts until they're all dead. The Elite, of course, won't be coming out to play, so find out where he's hiding, grab your rocket launcher, and drop an SSM on him. Nice and clean.
NOTE:If you ram the 'Hog into the doorway you won't fight the 2 elites or the 6 infiltrator elites but when you make it back to your hog-in-the-door the gold elite will be looking at it... probably admiring the detailing... just stick him and hell blowup then drive out and get to the place where a covie dropship is waiting. hide behind one of those door things and wait for Foe Hammer to come. The end!--198.109.48.188 15:46, 22 April 2007 (UTC)
Next comes the Silent Cartographer itself, along with an overshield—and two Elites who have been the bane of many overconfident Master Chiefs. Rockets work well here, but standard gunplay doesn't—these guys are careful, and they cover each other well. It's all too easy to be overwhelmed by one while you take on the other. Explosives are your friend, anyway. Once they're dead, move in, grab the overshield, and turn on the Cartographer.
Whew. Now that's over with, it's time to get back to Echo 419. Turn around, head back over the two Elites (who are now dead) and head straight up the ramp. This should take you to the camouflage room, where the Jackals have taken up residence. Dislodge them with a grenade or rocket, but for the sake of saving ammo, melée them if you want. Now, by jumping at the corner just right, you can get the active camouflage from the upper level. Cool. Now, time to make use of your invisibility. Run quickly out of this room and under the catwalk in the next room. There might be some Jackals on the ramp up, but as you're invisible, you have two options. One: you can assassinate them easily. Hopefully, that leaves about four or five of them. Conserve ammo; just beat them all to death and move up as fast as you can. There are five more Jackals in this room, and by now your camo is probably gone. Use the pistol to snipe these guys from cover, or your rocket launcher if thy bunch up. That'll teach them. And two: You can sneak past them all, and that'll get you all the way to the room with the Hunters. But try not to brush into any of them, as they'll open fire on you randomly.
On the ledge leading up, however, is a pack of five Grunts and an Elite. Since the pistol isn't that effective in this situation, grab a plasma pistol and methodically kill them all. You're in no hurry, and there are five plasma pistols lying around. Hell, you could even go back down a ways and grab about ten more if you felt like it. But one or two should do the trick just as well. Once all six Covenant are dead, get the M6D back and head up the ramp, out of this godforsaken pit.
On the next ramp leading up are no less than four Jackals. Take a moment to make them into Jackal paté with the rocket launcher. Don't worry if you're running low on rockets; there's a big stash up in the next room. Unfortunately, an Elite, four Grunts and three Jackals are challenging you for it. Use your last few rockets to scatter them and the pistol to pick off the stragglers. Stock up on ammo and health.
The next room up has, again, three Jackals, four Grunts and an Elite. Oh well. You don't have much time to use up all that lovely ammo, so unleash it on these buggers. Try to save two rockets, preferably four, though. The Jackals are on the upper level, with the Grunts and Elite down below. Once you kill a few of the Covies, the Grunts will panic and run. Sometimes the Jackals even join them. Be sure they're all dead before you move on, because this next bit can be very unfun.
Head back up the way you came, very, very carefully. That Zealot has returned from his lunch break (I assume), and boy, is he pissed. Well, he'll be even more pissed when you introduce him to Mr. Assault-Rifle. Mr. Assault-Rifle is our friend. However, he'll soon find his relationship with the lovable Mr. A.S at an end when you finish him off (Rockets probably wouldn't be so good in such tight quarters, but you can lure him off into the room for more stretched action). If you have a plasma grenade, that'll work even better, but he'll have time to charge you before he goes off (If you left the marines outside the entrance as instructed earlier, you can assassinate the Zealot).
Ok. Now he's dead, the path is clear, right? Well, no, actually. There are no less than six Infiltrator Elites up top, and they can really take you by surprise. Luckily, that's all that's left, so you can spam rockets, grenades and even the Warthog turret on them. Or you could do it the professional hitman's way—six expertly aimed headshots with the pistol. As the Infiltrators don't have shields, this is an ideal opportunity for the M6D. Whatever. Just so as they die, you're fine. If you really find yourself in a mess, you have pretty much every kind of weapon in the game somewhere down the shaft to choose from. When there are six corpses littering the hall, you're done here. Assuming that yours is not one of them.
Yay! All gone! Congratulate yourself. You've just scoured an island clean of alien scum. On to the Control Room!
Oh, yes of course. There is the death of nine marines to mourn (seven if you brought two into the Cartographer), but you win some you lost some, hey?
NOTE: After you're topside, you can head back to the Hunters' ring, and you'll find some Jackals there with a Covenant Spirit. Crush some Jack skulls and, if you can, try to board the Spirit. It will take you somewhere odd.
Legendary Walkthrough
{{Done by Asmodeus}}
If you manage to finish Truth and Reconciliation on Legendary, The Silent Cartographer will seem like basic training. Not only is this level relatively short and easy, but you can also skip whole sections of it. That said, it's one of my favorite levels to play. It has a beautiful island setting contrasted nicely with intricate alien architecture. You get seven overshields, an active camouflage, three warthogs, and even a rocket launcher to play with. It sure beats scrounging for plasma pistols on the purple people eater. But enough digression. Here's how to beat it.
The Silent Cartographer
The first battle of the level is totally optional. If you don't like the way your fellow marines smell, just leave them to die. Turn around, go the opposite direction as everyone else, and follow the beach half way around the island, keeping the ocean on your left. Stop when you see a flipped warthog in front of you and skip the next few pages of this walkthrough. If you decide to stay, you're safest bet is probably to hang back and let the marines stir up trouble while you snipe with your pistol. But you're not going to leave and you're not going to play it safe. You're going to personally kill as many Covenant as possible and save those marines! There are two grunts to your left, two in the middle, and two on the right as you hit the beach. Lob a grenade at the ones in the middle, switch to your pistol, and go for the ones on the left. Zoom in and mercilessly gun down these two grunts. Don't worry about ammo, there's plenty of it around. Reload while you run towards their position. Switch out your assault rifle for the plasma pistol one of them just dropped. Charge it up and head back towards the carnage. Behind the first line of grunts is a single elite. He should be concentrating on marines so hit him with that charged plasma shot. Follow up with your pistol. Aim for the head and keep shooting until he's beyond dead. Reload. Use the energy shield as cover and lob a grenade into the next group of Covenant. There's an elite and three grunts here that need to go down. Send a charged plasma shot at the elite, then follow up with the pistol as usual. Help the marines out with the remaining grunts. When you're sure they're all dead, throw every grenade you have at the next group of Covies. You may need to switch out plasma pistols before moving on. There are two elites and two jackals left to kill, and they're the nastiest foes out here. Send as many charged plasma shots as you can towards them. Approach on the left and try to stay ahead of the marines. Run around behind the Covenant. Try to trap them between you and the marines. If they go after the marines, bash them from behind. If they go after you, send a charged plasma shot into them and follow up with a melee attack. Keep hitting until they're all very, very dead. Using this strategy (and with a lot of luck), I have saved all six marines. Hopefully you will have saved two to accompany you in your new warthog. And remember to come back here whenever your gunner and passenger die to pick up new ones. Why Foe Hammer didn't wait for a warthog before dropping you off in hostile territory I'll never know. At least you have one now. Head out, keeping the ocean on your right.
Again you have an optional battle ahead of you. It's not really necessary to stop and smell the flowers on the upcoming side of the island. You could just speed past these guys, but that won't stop us from taking a moment to kill everything we can find here. There are seven jackals to face at first. Plow into them as fast as you can. Make one pass, swinging the back end around into a couple of them, then take off back towards safety. Now stay just on the edge of their range. Let the gunner work if he's firing. If he's not, swing back in for another pass or just snipe with your pistol. Once all the jackals on the ground are history, ditch the hog and sneak up on foot. The guys on the rock can be tricky. Keep moving around until you can get a good shot. Be patient and keep sneaking around the base of the rock until they've been eliminated.
In the distance ahead of you, two elites and six grunts are waiting. Again you want to drive in and run over a few Covenant while your passengers dispatch a few more. Quickly drive away before they can organize themselves and fight back. Give yourself time to recharge then hit them again. The elites will tend to head for cover since your gunner has been spraying the area with bullets. After the grunts are paste, you may have trouble hitting these guys with the hog. Try using the rocks as cover to sneak a plasma grenade onto one or unload a needler on them.
Past these goons is the entrance to the tunnels where the cartographer is located. You'll have to deal with these Covenant eventually. It might as well be now. The path splits here. One way continues against the cliff towards the structure. You can go that way later. We want to take the path on the right. It leads back to the beach. Take out the three jackals down here on the ground. They're near the overshield. Let your gunner go to town, or just run them over if you don't have one.
There are three elites and five grunts waiting just outside the entrance. You can access the platform they're on three different ways. If you're on the beach facing inland, the first way is to the left. You can go back up the path you just came from and take the other fork. You can also walk up the side of the hill on the right and get up that way as well. The last way is through a tunnel far around to the right. The easiest way to take them out is to drive your warthog up there and make roadkill out of the lot of them. Or if you prefer a method that's gentler on the marines that are hopefully still riding with you, try this. Go up on the left and find some nice cover to snipe from. Take out any grunts you can. Head back down below the platform and come up on the right. Snipe any you couldn't get to before. Once all the grunts are taken care of, you have to be sneakier. Pop up on the left and get the attention of the elites. Quickly, sneak back down and come up on the right. If you're really slick, you can catch them with their backs turned and melee one of them. A bit safer tactic instead of meleeing is to stick a plasma grenade to them. As soon as you hit one, drop back down below the platform. Repeat as necessary if this tactic is working out for you. If not needlers also work well here. Whatever. As long as they die.
Moving further in you'll find the entrance itself guarded by four more elites. That's a lot of elites, so you may need the overshield here. A couple of them will wander around patrolling. Keep hidden right beside the entrance and melee them in the back when the opportunity presents itself. Send several grenades in towards the back of the hall. That should take care of another one or two. Keep moving further in the hall. Needlers and charged plasma shots will both work well here, but keep your pistol as the back-up weapon to finish them off. If you're having a real tough time, try driving in with your warthog. The gunner will tear these guys up at close range. Of course they'll tear you up to, but it's a lot of fun.
The last group down here consists of an elite and four grunts. The elite commander quickly slips behind the closing security door. They're in a tight corridor, so peek in and throw a grenade or two. These guys should be easy. Since you can proceed no further, you'd better head back out, grab your warthog, and drive around to the next side of the island.
If you turned around at the beginning and left your comrades to the carrion birds, you can tune back in now. Either way you go, you'll soon see a flipped warthog and some dead soldiers in front of you. Head to this warthog and look towards the center of the island. You should see a pack of Covenant behind a fallen tree. There are seven jackals, with an elite and four grunts to back them up. It may be tempting to drive over the cliff to the left of the Covenant possition and land on the jackals, but there is a better way to take care of them. Drive your warthog to the right of the fallen tree and drive toward the group of jackals. Skillfully manuver your vehicle so that the back end flies outward causing the vehicle to slide sideways. Doing this correctly will turn every last jackal into roadkill. It is one of the most satisfying moments in Halo! You may then retreat back to the beach and mow down the grunts with the turret. Stop when there is only the one elite left. He'll often be found hiding behind the tree blocking your route to the next area. Park near him and your gunner will keep him nicely pinned behind cover. Throw a grenade around behind him or fill him with needles or shoot him with whatever is handy.
You don't actually have to leave your warthog and gunner behind now. If you head to the left of the tree at just the right angle and with a lot of speed, you'll pop right through. I'm going to assume though that you don't have the warthog at your disposal from here on though. There are two little groups here consisting of an elite and four or five grunts. They should be pretty easy. Send a lot of charged plasma shots their way. Plasma pistols should be littering the ground near your previous engagement. Take on the elites after the grunts are gone and after you hit them with a good shot to take out their shields. They'll hide behind cover allowing you to get close enough to stick a grenade to them. Grab a good full plasma pistol after you're done and move on to the hunters.
You should be familiar with these guys from Truth and Reconciliation. Just run right up to them, but try to keep them in a line so you only have to deal with one at a time. Their shots are infrequent and easy to dodge, so it shouldn't be a problem getting close. Once they charge, quickly back up and shoot them in the gut once it's exposed. There are two overshields here. Go ahead and grab one. There isn't anything too nasty ahead, but they'll just go to waste otherwise. Oh, and try to save one of the health packs to pick up on the way out.
As soon as you dispatch these guys, hurry to the other side of this area where five jackals will be moving in to attack you. If you're quick you can catch them all in a bunch and take them out with a grenade or two. If not, use a charged plasma shot to take out their shield, then shoot them with whatever is handy.
Past them is yet another fight. Plasma pistols should again be readily available, so use them up. There are three jackals hiding in the rocks on the right and an elite with five grunts out in the open. Find some good cover and pour on the plasma. You've probably noticed by now that the trunks of the trees on this island extend out farther than they seem. You have to peek far out sometimes to get your shots around the edge. Eliminate the grunts first. Then move in after giving the elite a good shot in the kisser. Finish him off with a few shots and a melee attack. The remaining jackals should be easy enough. Drop their shields with a charged shot, then beat them to death or gun them down.
Further around the building six or seven grunts will stumble out into the open in two groups. You know what to do. Peek out and shoot till they all be dead. Just past them are three, yes, three overshields tucked away in this inconvenient little corner of the island. Really makes me wish you could kick them down to the ground below. It's not really worth trekking all the way back here to get them later. Leave them for now.
Move into the structure and down the ramp. As you move into the next room, two hunters will come out to greet you. Quickly run and hide in one of the little cubicles to the side. If you're fast, they will fail to notice you and one at least should be easy pickings. Be careful of the cramped quarters, but run up and deal with the other as usual. Shoot him in the gut after he swings his shield at you and misses.
Now would be a good time to pick up one of those overshields. Then go shut off the security system to move on to the next phase of the level.
It's Quiet
There are five stealth elites now in the room where you killed the hunters and they can be very nasty. The easiest way to eliminate them is to run as fast as possible straight through this room. Your overshield should keep you alive. Once you're safely on the ramp leading out of here, you can peek in and pick them off much more easily. They'll bunch up together just inside the door. Take a moment if you wish to gloat over the pile of bodies.
Once you're back in the fresh air you'll see a friendly dropship has crashed below you. You could just drop down here. There's a good spot off to the right near the overshields. But I go the long way around so I can kill everything. One fun thing to do here before you go is to pick up a needler and get as close to those far away grunts as possible. The structure you just exited extends out over the beach and you can walk out pretty far onto it. From here you can do some maximum range needling and take out most of the grunts.
Wandering back to where you first met hunters on this level, you'll see a Covenant ship dropping off a present for you. Five jackals. Carefully shield yourself from the bulk of them while you work on one at a time. Drop his shield with a charged plasma shot, switch to the pistol, zoom in, and put half a clip into him. When there's only one left, just run up and smash his head in. Fill up on goodies here then go back to the warthog you left behind.
Cruise back to the beach and take a left around the island to find the crashed dropship. If you just fell down here, you can sneak up and make off with the goods pretty easily. You might have to kill a few jackals on the way out, but you don't really have to fight these guys. If you drive in you'll have to do a little more work. There are four jackals in a group in front of you and four more on the other side of the hill. On top there are five grunts. If you're a good driver, you can make roadkill out of both groups of jackals on the ground. One will probably retreat up the hill, so get out and go beat him down in person. If you're not such a good driver, your chaingunner and passenger will do most of the work for you. If you've used up all your marines, you can use the chaingun yourself from long range to take these guys out. Use short bursts, aim for the hole in their shields, and get down whenever a plasma shot comes at you. The grunts on top could be ignored, but I hate these guys so move up the hill and look for their little heads peeking out. Zoom in with your pistol and pop 'em. The jackals on the far side are easier to eliminate from the top of the hill. Rain charged plasma shots down on them until their bodies litter the ground.
Now you can claim your prize. The M19 SSM Rocket Launcher! Fill up on goodies here. You should have a full pistol, full health, and be just one rocket shy of a full SPNKR. There's even another warthog for you if you dropped down from the ledge. Move out. We're headed back around the island to the security door we opened to find the cartographer.
As a side note, I keep the rocket launcher throughout this walkthrough, but rarely use it. I will detail strategies that do not require it so that you may use it whenever you get to a spot that's tough for you. Basically if these tactics aren't working, try blowing everything up. You do have nine rockets to work with, and you'll only need a few of them following this walkthrough. The rest are your playthings.
Now turn around so the ocean is on your left and follow the beach back around until you see a couple of purple Covenant boxes littering the beach. This is where you must enter to find the cartographer. If you dealt with these folks already, there will only be three more jackals up the path on the left, which should be easy to run over or smack around, and two hunters on the platform. The rockets you've just been given were meant for these guys, but by now you know a much less wasteful way to eliminate this threat. Save the rockets for later. It's especially important here to keep both hunters in a line so they can't both shoot at you. They have a lot of open space to work with and can be very annoying. Get them to swing their shields out of the way and plug 'em in the gut.
If you took the short route then you haven't been here yet. There will be a ton of Covenant waiting for you. Interestingly enough you won't have to face all the original Covenant that were here plus the new batch. Evidently a few from the first group go on their lunch break before you arrive, but it's still a hell of a battle. Just keep barreling through with your warthog to whittle down their numbers. Then follow the same strategy I outlined above for the folks who came here first.
Move into the complex and through the security door. Head to the right and gaze upon the depths of the shaft.
Shafted
Moving along, you'll come across an elite hard at work on his big purple box thingy. Hit him from behind then head half way up the ramp to your right.
One or two grunts will be patrolling the upper floor. If you wait patiently on the ramp, they will wander over near you, turn around and expose their backside to you as they walk away. Make sure to wait for the second one if there are two, then run up and hit them from behind. There's also often a sleeping grunt up here so take him out while he's snoozing.
Head back down the ramp and take an immediate right through the door. Again there are one or two patrolling grunts and often one sleeping. Peek around the corner and wait for the second one to pass. They patrol around the central structure in the room. They also like to turn when they reach the corner nearest to you and look in your direction before proceeding, so be careful. Run out and bash the second one after it turns away. The first will turn around after it reaches the next corner so move fast. Duck behind the central structure after you strike so it doesn't see you. Use your motion tracker to notice when he moves on, then go for the sleeping grunt. Retreat to the door and wait for the first grunt to return. He should be easy to sneak up on this time. He uses the same pattern as before.
Now you should be left with one elite down below, one grunt on the ledge above him, and possibly another near him. Find a good sniping spot out of view of the elite and send one round through each grunt's head in turn. The elite will be alerted, but will have no idea where you are. You should be able to use the upstairs catwalk to sneak around and pistol-whip him.
Now that the area is yours, switch out your rocket launcher for a plasma pistol. There are three jackals in the hall ahead. Empty a plasma pistol on them. Just keep sending charged shots down the ramp. Throw a grenade down too. If they get into the room with you, run up and smack them then go back to gunning down the ones in the hall. After they're toast, pick up a more fully charged plasma pistol.
The next area has two pairs of jackals roaming about and two hunters blocking the way forward. As you enter the room, you'll see a hall extending to your left and one in front of you overlooking the shaft. Move into the one ahead of you and look to your left. You should see a narrow corridor that leads to the interior of this room. This short, narrow corridor is a beautiful place. Only very rarely will Covenant follow you in here. You'll use it now on the way down and again on the way back out. Send charged plasma shots at the jackals from a distance then follow up with your pistol. Grenades as well work wonders against jackals. Hang out near the corridor and use it for cover whenever necessary. There's a pile of goodies here, but save it for after you face the hunters. These guys should be easy. Try to get the two of them in a line so they can't both fire at you. Dodge up to them then backpedal and shoot them in the gut when they charge. Go fill up on good stuff and retrieve your rocket launcher.
Follow the path down to a mysteriously vacant area. As you enter this place, the exits are directly beneath you. You could just hop down, but wander around for a moment to familiarize yourself with your surroundings. This place will be crawling with jackals later.
There are two doors out of this room. The one on the left leads to an active camouflage. Go down and take a look. Memorize where it is. We'll be getting it later. The one on the right leads down a ramp to a long hallway with three grunts at the end. Zoom in right at head level for these shorties and nail them. There are six more grunts and an elite on the lower floor. Move ahead and look down. Just before you expose yourself on the ledge ahead, you should see little triangular openings next to the floor. Through the one on the left you'll see several grunts milling about. Crouch down, zoom in, and start shooting. After you've sent many of them to an early grave, the rest will retreat down a ramp overlooking the shaft. This leaves the room they were in nicely vacant for you. Notice there are four ways in and out of this room. If you're still standing on the catwalk facing the center of the room, there's one behind you, the one you came from. The Covenant retreated through another. It's to your left, and you can see the shaft through it. To your right and in front of you there's a ramp that leads down to two more elites. And to your right behind you another ramp leads up to the room with the active camouflage. Take a moment to look around the theater and familiarize yourself with the location of all emergency exits.
Drop down and go to the fallen bodies of the most recently deceased grunts. Grab a needler and drop the rocket launcher for now. Peek out into the shaft and unload your needler on the elite and grunts that retreated. Keep firing until the grunts at least are all definitely dead. The elite might be trickier. A charged plasma shot will send him behind cover. While he's hidden you can creep up next to him and drop a grenade or run around and blow his head off. There's an overshield here behind cover, but wait until after you've dealt with the next two elites before snatching it.
These guys cover each other very well. You could always get their attention from one direction then run back into the previous room and use another exit to get around behind them and stick a grenade to their back. Or you can just toss several grenades into the hall with them. Unloading a couple of clips of needles works well too. You have many options. Try them all. Just as long as they die.
Whew. At last you can activate the cartographer, grab that overshield and your rocket launcher and get ready to blast your way out of here.
From the cartographer, turn around and head back over the bodies of the two elites. Follow the ramp and head straight through the next room. The next ramp up should lead you to the room with the active camouflage. It's on the ledge above you with a few jackals. Lob a couple of frag grenades up there to dislodge them. They should run screaming. Take a moment to read ahead and plot your course back out of here. You don't want to get lost while you're invisible.
Now comes the fun part. You can get the active camouflage from down here. Walk into the middle of the room and face the exit. Since you dutifully memorized where the active camouflage is, you'll know the spot to jump to. The idea here is to grab it through the wall. Run up and hit the peak of your jump as your left side is bumping into the corner of the wall. If you're lucky, you'll become invisible.
Make the most of your time while invisible. Run as fast as you can back out of here. Head to the far side of the next room and go under the catwalk. Turn around and head back up the ramp and down the long hall. There might be some jackals on ramp spiraling up to the previously vacant room. Try to get behind them and smack them silly.
Before you grenaded the guys squatting on the active camouflage, there were seven jackals in this group. Hopefully you got at least two with the blast. That leaves five to take out now. They should all be hanging out near the door where you emerge. Hit them from behind or stick grenades to them. On the other side of the room are another five jackals. These guys suck. Use a rocket if you can get two with one shot. Just hitting them from behind is still the preferred method of execution, but you'll be running out of time very soon. Hopefully when you become visible, only stragglers will remain. Switch out your rocket launcher for a plasma pistol and take them out as usual.
On the ledge leading out of this godforsaken pit is an elite and five more grunts. These guys have a clear shot and will nail you if you dawdle down below them. With the abundance of plasma pistols nearby, your choice should be obvious. Charged plasma shots for the lot of them. Save the elite for last. Drop his shields then run around and fill him full of lead.
Remember you always have that rocket launcher if any of these goons are giving you a particularly hard time.
The next foes you will encounter are four more jackals on the next ramp leading up. Peek out and down them with charged plasma shots as usual. Take a moment to move your rocket launcher to your current location and grab a new plasma pistol. I know. It's tedious lugging it around. But you never know when you'll need it.
Move on up the ramp and across the interior of the next room. Hide yourself in that wonderful little hallway located in the far right corner of the wall. Use it and abuse it. There are three jackals (you're probably really starting to hate these guys), four grunts, and one elite. Take out the jackals on the inside first with a barrage of charged shots. Then use their pistols on the grunts roaming about in the exterior of the room. The elite shouldn't be a problem. Drop his shields with some charged plasma and he'll go hide. You can then sneak behind him or just run around and dump a clip of bullets into him. Scavenge the pile of goodies nearby and go retrieve your rocket launcher.
The next room again has around three jackals, four grunts, and an elite to offer. Open the door into the room and look through. You should see jackals on the upper floor and grunts down below. Zoom in with your pistol and give 'em hell. You should be full of ammo and don't have much left to use it on. And since you're nearing the end of the level, you can start to use those rockets you've been conserving. As long as you save one for the last fight.
Once a number of grunts and jackals have perished, they will retreat into the smaller room to the side. Move on in, head up the ramp to the upper floor, and follow it around. If there are any jackals left, run up and punch them or toss a grenade at their feet. Ahead to the right, you'll get a good view of the remaining Covenant. Rain bullets and grenades down on them until only the elite remains. Retreat, hop down, run around, and sneak up behind him. You may have to run back and forth a few times, but you should be able to sneak up behind him or at least stick a plasma grenade to him.
Now all that stands between you and sunshine is the elite commander. This guy is actually very easy to kill. Peek around the corner and stick a plasma grenade to him. That's it. Oh, and run like hell. He's gonna be pretty ticked off.
Once he's reduced to a smoldering carcass, you're seemingly free to waltz out of the building. Stay vigilant though. There's one last fight and they'll catch you totally off guard if you forget about them. Six stealth elites block your way to the Pelican. Peek out down the last hall to freedom and fire off a couple of bullets to get their attention. Quickly retreat and they'll pile up in the hall just around the corner. If you saved any rockets this is a load of fun. Sidestep out and shoot one right at their feet. With any luck, you'll catch almost all of them in the blast. They go flying. Any leftovers should be easy to gun down. If you have no rockets left, there are always grenades. But they aren't quite as satisfying.
Hop into the dropship and congratulate yourself. You just decimated an entire island full of Covenant inside and out.
Speed Run Walkthrough
As soon as you begin, go the opposite way around the island, until you reach the Warthog. Flip it over and get in it. Drive forward, and go to where the Covenant Dropship is dropping off the Jackals. Kill them and grab the Overshield.It is easier to kill the Hunters if you go to the wrecked pelican somewhere on the island and get the rocket launcher, just look around on the ground and you will find it.
Now drive up the ramp, the same direction you were going in the Warthog. Turn around to go into the structure. Drive through, and turn right, down the ramp, and left. It's hard for the Warthog to get through this passage, but it's possible. Slow down near the end, and turn into the door. Don't worry about killing the Covenant there, just ram the Warthog through the door. If you do it fast enough, you can get the Warthog stuck, and the door won't close.
Now get out, and turn right. You'll go to the Shafted platform. If you are facing out, like a diving board, stand on the bottom-right corner. Walk straight off at an angle. You'll land on the very corner of where you can activate the map. Make sure to grab the Overshield, it is helpful because your health is so low.
Activate the map room and then advance up like in the guide above. Some ways into the path back to the surface, it is possible to grenade jump to an Active Camouflage in a room with Jackals on an elevated platform, which can be used to bypass a large number of enemies, including at least one pair of Hunters. When you get into the Warthog at the end, make sure not to try to drive it out--you can't. Walk outside and get aboard the dropship.
It should be noted that if you check the beach you will find all of your marines dead.
Trivia
- It is possible to save at least 4 of the Marines (besides the two you take with you in your Warthog) by transporting them away from the beach with the two other Warthogs you encounter. But if you somehow get all of the surviving marines inside of the structure (yes, it is possible) they will ALL die for no reason.
- On Easy and Normal difficulties, you sit next to Sergeant Stacker on Echo 419; however, on Heroic and Legendary difficulties, you sit next to an Asian Marine.
- This level was featured in the Halo PC Demo.
- Bungie stated that the Silent Cartographer was sort of a sandbox where they just threw alot of things in. Then it later became a memorable, official level.
Glitches
- It is possible to pick up two,probably three, of the overshields.Simply run through them as fast as you can.
- If you hang around the Pelicans when you are first dropped off, they will not move. On the lower difficulty you can wait for your marines to wipe out the covenant and a second Foehammer will fly in to give you the warthog. Note Foehammer is supposed to be flying the dropship Master Chief came in on.
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