The Silent Cartographer (Level): Difference between revisions
From Halopedia, the Halo wiki
General5 7 (talk | contribs) mNo edit summary |
(→Trivia) |
||
Line 332: | Line 332: | ||
*It is possible to skip the security override by parking a Warthog next to the locked door, facing the main shaft. When you get out, you will sometimes glitch through the door. | *It is possible to skip the security override by parking a Warthog next to the locked door, facing the main shaft. When you get out, you will sometimes glitch through the door. | ||
*In the X-box version of [[Halo: Combat Evolved]], the hologram in the security control complex vanishes after being deactivated. However, in the [[Halo PC]] version, the hologram will simply stand still idling after the panel is deactivated. | *In the X-box version of [[Halo: Combat Evolved]], the hologram in the security control complex vanishes after being deactivated. However, in the [[Halo PC]] version, the hologram will simply stand still idling after the panel is deactivated. | ||
*Despite the fact that the 2 Pelicans are different (Echo 419, Bravo 022) both pelicans have "E419" printed on them! | *Despite the fact that the 2 Pelicans are different (Echo 419, Bravo 022) both pelicans have "E419" printed on them! This may have just been a quick shortcut or most likely a mistake made by Bungie. | ||
===References=== | ===References=== |
Revision as of 21:59, April 25, 2009
Prev: |
|
Next: |
|
The Silent Cartographer | |
---|---|
File:Silentcart.jpg | |
Game: |
|
Player: |
|
Date: |
|
Location: |
On the surface of Installation 04 |
|
Halopedia has a walkthrough guide for this level; see The Silent Cartographer (Level)/Walkthrough. |
The Silent Cartographer is the fourth campaign level in Halo: Combat Evolved. The Covenant believe that The Silent Cartographer is somewhere under an island, with multiple structures concealing an installation. As John-117 you must lead about ten (depending on the difficulty setting) UNSC Marines in an assault on an island that contains the map room for the Halo Installation. Foehammer drops Spartan 117 off at the island and later on in the level Foehammer drops off a Warthog. Also, another Pelican flies more marines next to her. You must discover the location of the Control Room and then make your way back alive.
Allies
Weapons
- M6D Pistol
- Assault Rifle
- Rocket Launcher
- M41 Light Anti-Aircraft Gun
- Frag Grenade
- Plasma Pistol
- Plasma Rifle
- Needler
- Energy Sword (non-usable)
- Plasma Grenade
- Shade (attached to Spirit dropship)
Vehicles
Equipment
Transcript
Part 01: The Silent Cartographer
(Two Pelican dropships, Echo 419 and Bravo 022, approach an island, low over the water. You are inside the leading dropship, Echo 419)
{Gameplay}
Cortana: "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."
Flight Captain Carol "Foehammer" Rawley (O.S.): "We're approaching the LZ, it's gonna be hot! Get set to come out swingin'. Touchdown! Hit it, marines!"
Marine ODST Sergeant (Stacker or Waller: "GO GO GO!"
and/or
Marine Sergeant (Stacker or Waller): "Pile out people, let's move!"
Marine ODST: "Pile out!"
{Once the beach is cleared of Covenant hostiles}
Marine ODST: "Area's secure. All hostiles have been eliminated."
or
Cortana: "Area's secure."
Foehammer (O.S.): "Affirmative. Echo 419 inbound. Somebody order a Warthog?"
Marine ODST Sergeant (Stacker or Waller) (O.S.): "Hey, I didn't know you made house calls, Foehammer!"
or
Marine ODST (O.S.): "Music to my ears, Foehammer!"
Foehammer (O.S.): "You know our motto: We Deliver."
{As the Chief boards the driver seat of Warthog, two Marines occupy the passenger seat and the turret}
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 the team approaches the main building}
Cortana: "There, in the cliff wall; I'll bet the Silent Cartographer is somewhere inside that facility." (On Heroic / Legendary): "They're already inside! We need to get in there quick, before they discover the location of Halo's control centre!"
Private First Class Hosky {If he's on the Warthog looking at the passing Covenant Dropship}: "Anyone else see what I see? How are we supposed to get around that, huh?"
{As the Master Chief shoots his way into the facility}
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 the Chief sees the open door leading to the shaft. A group of Covenant stand guard at a door, with a Zealot blocking the way in.
Cortana: "Don't let them lock the doors!"
The doors close. After all the Covenant troops in the nearby area 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 them."
Cortana (O.S.): "Cortana to Keyes."
Captain Keyes (O.S.): "Go ahead, Cortana. Have you found the control centre?"
Cortana (O.S.): "Negative, Captain. The Covenant have impeded our progress. We can't proceed unless we can disable this installation's security system."
Captain Keyes (O.S.):{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 centre. We have to get to the centre before the Covenant, and failure, people, is not an option."
Foehammer (O.S.): "Echo 419 to ground teams. I'll stay on station and keep an eye out for Covenant bogies."
Marine ODST 1 (O.S.): "Second squad! Ready to roll, soon as everybody's topside!"
Marine ODST 2 (O.S.): "LZ looks secure Sir, nothing moving.'
Captain Keyes (O.S.): "Good luck, people. Keyes out."
Cortana: "We need to find the security override to get this door open."
As the Chief approaches the path leading up into the island.
Cortana: "It looks like there is a path leading to the interior of the island."
If the Chief passes 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.
Once the Chief shuts the system down...
Once the Chief gets inside the substation and reach the security override, the "Normal" way.
Cortana: Use the holo panel to shut down the security system.
The previously locked door opens to reveal a Zealot Elite.
Cortana: "Good. That should open the door that leads into the main shaft."
It's Quiet...
{Gameplay}
As the Chief moves down the hall from the security substation, towards the exit.
Bravo 022 Pilot (O.S.): "Mayday, mayday! Dropship Bravo 022 taking enemy fire! Repeat! We are under heavy fire and are losing altitude!"
Cortana (O.S.): Understood. We're on our way.
As the Chief exits the substation, and finds Bravo 022's wreckage. Marine bodies and Covenant forces are seen.
Cortana: "Chief, Bravo 022 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 the Chief approaches the now-unlocked door leading to the shaft.
Shafted
Master Chief walks out onto the platform overlooking the shaft and kicks a loose piece of debris down it. It falls down the seemingly endless shaft.
{Gameplay}
As the Chief moves farther down into the facility, into the third of four levels.
Foehammer (O.S.): "Foehammer to ground teams, you got two enemy dropships coming in fast!"
Marine ODST Sergeant (Stacker or Waller) (O.S.): "Dammit! Okay, people, we got company comin', let's set the table. Engage enemy forces on sight!"
Cortana (O.S.): "It'll be easier to hold them off from inside the structure. Can you get inside? '
Marine ODST Sergeant (Stacker or Waller) (O.S.): "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 (O.S.): "Give 'em hell, Marine."
Cortana: '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 the Chief finally reaches the Cartographer.
Cortana: "There. That holo panel should activate the map."
The Silent Cartographer holo display begins to spin, and the diagram of Halo 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.
{Gameplay}
Cortana (O.S.): "Cortana to Captain Keyes."
Foehammer (O.S.): "The Captain has dropped out of contact, Cortana. His ship may be out of range or having equipment problems."
Cortana (O.S.): "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."
Foehammer (O.S.): "Affirmative. Foehammer out."
Once the Chief reaches to the exit of the facility.
Cortana (O.S.): "Cortana to Echo 419. The Chief and I are topside, requesting pickup."
Foehammer (O.S.): "Roger. On my way."
As the Chief boards the Pelican.
Echo 419 lifts off from the platform and rises quickly, circling the centre of the island.
Cortana (O.S.): "Let's get moving. Foehammer. Here are coordinates and a flight plan I've worked out."
Foehammer (O.S.): "But, Cortana...these coordinates are underground."
Cortana (O.S.): "The Covenant did a thorough seismic scan. My analysis shows that Halo is honeycombed with deep tunnels, which circle the whole ring."
The structure where the first pair of Hunters appeared, lifts up, revealing an underground tunnel; Echo 419 lowers into it as the structure comes back up again.
Foehammer (O.S.): "I hope your analysis is on-the-money, Cortana. This Pelican won't turn on a dime."
Cortana (O.S.): "Look on the bright side, Foehammer. The last thing the Covenant will expect is an aerial insertion from underground."
Echo 419 continues to lower through the structure, the top closes with a bang before everything goes dark.
Walkthroughs
Normal Walkthrough
Part 1: The Silent Cartographer
Two Pelicans will fly you to an island. Predictably, Echo 419 will drop you off. The LZ is hot, which means what little ammo you have will run dry very quickly. Pull your pistol and snipe the Grunts. Once there are no more, then swap to your trusty MA5B and polish off the Minor Elite and any remaining grunts. There are a few Elites and jackals up back. A few grenades should suffice but save 1 frag for the alternate method below.
Once you have eliminated the covenant, Foehammer will drop off a Warthog. Now you have two choices. You can save some time and go clockwise, and only go to the Cartographer once, or you can use the Covenant as target practice. If you chose the first one, you should see a warning in bold. Skip to that part, as the next part won't concern you. If not, read on and follow the walkthrough.
So, follow Foehammer counterclockwise and keep driving. Ignore the Jackal, he won't do anything, and plow through the grunts and the elite, then move up. You'll see a dropship. There are about 5 jackals there, with an overshield. Take it if you want, but you don't need it. Kill the jackals and then move up the facility. There are four elites and a pack of grunts up there. Eliminate them any way you wish. Plow through them and watch out for grenades. Drive the 'hog down the ramps and kill the Covenant. The doors will lock anyway, so don't worry. If you want you can stick the elite before the doors close and hear him die on the other side. He will miraculously revive later on. Drive up again and go left. You should be unopposed until you come across a path.
ALTERNATIVE METHOD WALKTHROUGH BEGINS HERE
Drive up that ramp and straight into the group of jackals. or you can drive the warthog up the ramp but not so much that the covenant can see it. Then slowly walk up the ramp to the top and throw a fragmentation grenade in the middle of the group of jackals, killing them all [note: you must have a frag for this, plasma does not have a big enough radius but will still work fine] Kill anything the remaining Grunts and elite. You may try to take your warthog with you into the interior of the island via the path with the large tree partially obscuring the entrance. If so, accelerate to full speed and drive through the gap and slowly turn right. Leave the warthog and polish off the Covenant. Then move up the path with the 'hog.
Hope that you have marines, but if you don't there is a massive ammo cache ahead. There are also two hunters. When the 'hog gets through, drive round the hatch, the slow-moving fuel rods can't touch you. Let the Light Anti-Aircraft Gun do the work. If you didn't bring the Warthog, the pistol is best for use against the Hunters. After you have killed the Hunters, a small group of Jackals will appear over the hill on the opposite side of this small canyon. Once you have killed them, proceed up the path from which they came. There is one elite, two jackals and a few grunts down there, eliminate them as you see fit. When you reach the security facility, there will be grunt. Head down the ramp. You can take the warthog, but i find that i doesn't do much good. Walk forward until your Motion Tracker scans two large blobs. Let the hunters see you, then walk back up the ramp. Wait until things quiet down, then go back. Those hunters should be standing in non-combat position. Fire a quick volley of shots from your pistol. You can use the Needler, but chances are they’ll bounce off the hunter’s shield. Once one is down, the other will open fire so repeat what you did before. Give him another volley from either weapon and proceed down the hallway to deactivate the security system.
Part 2: It’s Quiet
Proceed down the hall you just came from and enter the room that previously held Hunters. You will be met by Elites with Active Camo. They are unshielded so simply find them and kill them with a flurry of bullets. If you are playing on a harder difficulty, you may wish to try and just run through the room to the ramp. They will not follow you into the room but will stand at the doorway. You can then shoot them down or stick them if you wish. If you would rather, just ignore them. Head up the ramp and to your right there will be three overshields. Pick one of these up. Now take your pistol and snipe the grunts off of the mini island on the beach. You now have two options. You can go back the way you came, kill a number of Jackals and make your way to the Warthog, (assuming you left it behind) and proceed around the island. The other option is to look two your left of the cliff you are standing on next to the overshields and find a small narrow slope. Position yourself looking at the slope with the lower part below you and the higher part in front of you. Walk onto it being careful to hug the wall. Turn around and walk down the slope and off the end and fall the remaining distance to the beach. You can kill the Jackals or ignore them. Grab the Warthog and drop your MA5B for the Rocket launcher if you choose. Drive the Warthog around the island the same way you have been for the duration of the level until you get back to the structure with the locked door. There will be a small party of Jackals waiting nearby the facility, just run them over. In front of it will be two Hunters. You can use the Rocket Launcher on them or my personal choice, the pistol. Drive the Warthog into the hallways of the facility as far as you can go and to the right down the ramp. You'll need it later. Proceed down the corridor and back to the locked door. You should see that it is now unlocked and open.
Part 3: Shafted
You can take a right and see a short movie clip or just proceed to the left and down the hall. Melee the Elite in the back who was standing with his back turned to the door. Now carefully get a idea of your surroundings. There is a Elite out of the door right next to the dead Elite with a column almost immediately. Around that is an Elite and a Grunt. There will be other grunts circling the floor and a couple on a balcony circling the top of the room. Eliminate these anyway you wish. To your left is a door that immediately on the other side of there are jackals. Kill them and proceed down the ramps. In the next room there will be Jackals on Patrol in a long U-shaped hallway. Here is also a weapon stash. In the adjoining room are a pair of Hunters and sometimes a Jackal. Kill them and proceed down the ramps just behind them. In the next room there will be a door on the floor level which you can enter and immediately turn left. Sitting there just for you will be your very own active camo. Grab it and jump off of the platform you are standing on. Melee all of the grunts and Elites and proceed down the ramps to another control room. Activate the map (the Silent Cartographer). Head back upstairs. On your way upstairs you may notice a Overshield. Grab it. There is a Catwalk in the room where all the Grunts and the elite were. Walk up the ramp and follow the Catwalk to some ramps at the end. Kill the Jackals on the ramps and proceed up it. On the other side of the door you will face about eight to ten Jackals and directly above you but unable to hit you are a group of Grunts and an Elite. I suggest that you kill the jackals with your pistol from a distance if at all possible. Then move quickly to the ramp on the opposite side of the room. You should climb this and see the Elite and grunts on opposite side. You may snipe them or walk around the hallway to engage in close quarters. When you have eliminated all opposition in this area, proceed down the hallways to meet several Jackals. Kill them and proceed up the ramp to the room which originally had the Hunters in it. There is a group of Jackals on the left side of the adjoining room and a party of Grunts and an elite on the right. Eliminate them and stock up on ammo. It is entirely your choice as to whether you keep you rocket launcher or not, but I suggest that for now, you do if you still have any rockets. Proceed to the upper level and remove the Covenant in that first room you encounter after the "Shafted" text that appeared on your screen. Then proceed very cautiously into the hallway that leads back to the originally "locked" door. In that doorway there is a Golden Elite with an overshield and an energy sword. I suggest that you pop around the corner and stick him with a Plasma Grenade and run. If you were successful in sticking him, your work is short. If you didn't, remember that he is faster, better shields, and the Energy is pretty close to a one-hit-kill if it isn't exactly. But, if you were careful, you still have some rocket ammo! Once you have killed him head to your Warthog. Drive your men to the top of the ramp and prepare for Elites with active camo. Once they are killed, Echo 419 will come and give you a ride. Hop in, you're done!
Legendary Walkthrough
Part 1: The Silent Cartographer
Normal way: When you get dropped off, quickly look to the left, switch to your pistol, and headshot the two Grunts who are trying to flank you. Switch your Assault Rifle for the Plasma Pistol one of them drops, and clear the remaining Covenant using the Noob Combo that you just picked up. There will be plenty of Plasma Pistols, so don't worry about running out of ammo. If you prefer, you can use the Needler, but the Jackals will be a problem. Use grenades as appropriate. Most of the time, all of your Marines will die.
E419 will drop a Hog when all of the Covenant are killed; you'll need it. At this point, you can turn around and drive back to the point where you were deployed; see the alternative way. If you choose to continue the normal way, you will encounter several Jackals. One is hiding in the rocks by the shore; do not let him flank you. Splattering will not work for all of them because some are on the large rock; you must get out if you want to kill them. You can use the nOOb Combo or the LAAG. If you choose the latter, be prepared to get out when you see an overcharged shot; these are frequent on Legendary. Continue around the island, and deal with the squad of Grunts and Elites on the hill.
After the sharp turn, you will find a few Jackals. Splatter them, then drive onto the platform. There will be a large squad of Grunts and Elites at the entrance to the main shaft; you can deal with them using splattering, the nOOb Combo, or the .50 caliber turret. There are 4-5 Elites inside the first floor of the structure, 2-3 of which are Majors. If you step out into the main hallway, you will die in seconds. Use Plasma Grenades to kill them, then drive (or walk) down the ramp. Kill the Covenant in the room by the locked door on the second floor (don't worry about the Zealot yet) and return outside. If you want instead, you can park the Warthog so that it faces the shaft and the driver's seat is essentially in contact with the locked door. When you get out, you will glitch through it.
If you are completing the level without glitching, kill the Jackals near the beach (splattering works well), then continue counterclockwise. Save the overshield. Drive up the ramp, but stop before you jump off.
Quick way: After being dropped off, or at any point along the normal way, turn around and go clockwise around the island. You will not encounter any resistance until you reach the path to the interior of the island.
Normal way resumes here
There will be about eight Jackals; you can use a frag or your Warthog. If you came here without a Warthog, you will find one overturned in plain sight near the shore. If you are running low on pistol ammo, there is some next to the overturned Warthog. There is also a health pack. There will also be several Grunts and two Elites; kill them however you would like.
Go past the tree into the pathway. Look to your left for Covenant, or you will be ambushed. Many of them carry Needlers, so be ready to take cover. Kill the Covenant here; grenades work well.
You will have come to the center of the island. There is an ammo cache and two health packs slightly ahead. You will now have to deal with two Hunters, but if you're lucky, you can take one out before they notice you. Get close and sidestep their melee attacks. Quickly shoot them in the back before they turn around for a one-shot kill. Although you are on Legendary, it still takes a direct hit to deplete full shields. The two overshields can be useful. Do not use grenades because the eight you are carrying are simply not enough to kill both Hunters.
After the Hunters are defeated, you will encounter several Jackals, then a field of Grunts, Jackals, and Elites. Kill them as you would like, then continue to the entrance to the security substation. Kill the Grunts, then enter the substation. There are two Hunters in the room full of Covenant drop pods; it is possible, although difficult, to kill them without alerting them. If you do alert them, kill them the same way you killed the two in the center of the island. There are three overshield powerups just outside the substation; they can be useful here. Deactivate the security system behind the Hunters.
Part 2: It's Quiet
As you leave the substation, you will have a rough-in with 5-6 stealth Elites. They don't have shields, even on Legendary, so they will die to headshots. Alternatively, you can stick them, and if you have an overshield, you can simply run past them.
You can leave the way you came, but you will encounter Covenant resistance. You can simply drop to the beach at the expense of an overshield. But the best way to leave is to look down from across the overshields. The cliff is broken by a sloping face; by sliding down, you can skip the Covenant resistance and the fall damage. Before you leave, you may want to pistol-snipe the Grunts on the rock by B022. You will not be able to kill all of them. There are several Jackals, but trying to nOOb-Combo them from where you are is pointless because they will sidestep the overcharged plasma shots. Be wary; they will shoot overcharged shots of their own, and these will take out overshields. After the Covenant are dead, you can pick up the rockets that Cortana mentioned. I recommend it. If you have picked all of them up, you will have a fully loaded rocket launcher and 7 spare rockets. But from now on, Jackals will be a problem. Use grenades against them. If you left your Warthog by the path to the substation, flip the one that B022 was carrying when it crashed and use it.
When you get back to the entrance to the main shaft, you will find two Hunters. If you skipped this part, the original squad will still be here. Splatter the Hunters to save ammo. Then go back to the second floor. I recommend driving to it. The door is now unlocked.
Part 3: Shafted
At the end of the first tunnel, you will find a Major Elite working with a drop pod; use this opportunity to assassinate him. Note the location of the door, but do not use it. Instead, go up the ramp to the “balcony”, quietly, and kill the sleeping Grunts. You will not be able to kill all of the enemies in this room without alerting them, so be ready for a fight.
After you clear this room, go down the ramp to the third floor. There are a few Jackals and a pair of Hunters. Kill them, but save your rockets if you have them. Next to the main shaft, you will find yet another ammo cache. This is where you drop if you glitched earlier. It is possible to drop from this cache onto the overshield powerup on the sixth floor without dealing with the Hunters; the few seconds of invincibility you have while your overshield charges will negate the fall damage.
If you do not choose to do so, go down the ramp onto the balcony of the fourth floor. There will be no resistance here, but the area from here to the bottom is somewhat labyrinthine. There is another ramp, although you may drop if you prefer, to the floor. There are two doors; take either one, but if you take the one on the left, you will see an Active Camo. It is best to save this powerup. The door on the right leads to the fifth floor balcony. You will be ambushed by a Covenant squad; kill it. You can either go to the main shaft, and there will be a ramp onto the sixth floor and an overshield (this is where you land if you choose to drop), or you can go down another ramp. Either way, you will deal with a Major and a Minor Elite. Try to remember a way to get back up.
Activate the Cartographer and watch the cinematic. When it is finished, head back up to the fifth floor. Get to the balcony and head toward the fourth floor. You will encounter some Jackals on your way up. You can shoot your way out, but it is recommended that you leave to the fourth floor, turn right, and then head back to the fifth floor through the door on the left that I mentioned earlier. You will meet two Jackals; lay waste to them. Now is the time to grab the Active Camo. Then rush back up the way that you memorized. Try not to bump any enemies; they will notice you if you do. Depending on what route you choose and how quickly you run it, your Active Camo should expire somewhere on the third floor. If you are quick, you will have just passed the hunter room. Leave the hunter room to the right, and you will encounter a squad of Unggoy led by a Major Elite. Blast them with a rocket if you have one; aim for the Major's feet, and it will kill the Elite and most of the Grunts. If you do not have rockets, throw a few frags. Those that remain should not be a problem. Go back to the second floor, and walk directly out through the door. Kill the Major and Minor Elite near the one you assassinated earlier with a rocket. Go back through the tunnel just after the Shafted cinematic. Be very careful; there is a Zealot. His energy sword does 151 plasma damage, which is a one-hit kill. Kill him with a rocket, then get back in your Warthog.
Drive back up to the first floor and get out. There are too many Stealth Elites to rush past in your Warthog, so you must switch to the .50 caliber turret or blast them with rockets. Wait for E419 to show up, then get on board. You're done!
Trivia
Pelican]]Glitches===
- It is possible to save up to 6 of the Marines by transporting them away from the beach with the 3 warthogs you encounter. But if you somehow get all 6 surviving marines inside the structure. They will all die for no particular reason.
- The Engineer is hidden in the map's code, and can be spawned with the help of Halo Mapping Tools. Apparently, the Engineers were supposed to be on this level, but were removed from gameplay, but not from the map's code.
- It is possible, (but very difficult) if you drive the Warthog in to the building to jam the security doors open and then by leaving the Warthog you end up inside the passage and can go straight to the Silent Cartographer, bypassing the Hunters etc. If you do this, Cortana will continue to talk as if you had not.
- If you enter the security terminal without killing off the Grunts and Elites first, they will be dead and blood will be spurted all over them when you come out. The same works for the Cartographer, and if you get out fast enough, the normal Elites and Grunts you left behind will die spontaneously while shooting you right as the stealth ones spawn.
- You can go through the whole level by going in reverse. When you get dropped off, go backwards until you reach the path into the security override. You can go through about mid through, a marine will say "LZ clear", kill everything, and activate the panel. Cortana will say " Chief, this isn't the map room" The cinematic will start and then Cortana will say " good, now the Covenant won't be able to lock us out." Then go outside, get the Warthog and rockets. Go to where you were dropped off and the Pelicans will leave and start battling. You can bring the Warthog in and get the marines in turrets. Then the Warthog Foehammer drops off will be there. The Hunters will be there and nobody will be in the installation.
- The Elite who closes the door to the cartographer can be killed either by throwing grenades before the door closes, or shooting a human weapon through the glass on the door. The only use of doing this is he will drop his grenades giving you more than you might have had, but you will still have to fight him in the end.
- If you are having difficulty killing the elite with the energy sword there is an easier way. When he locks the door, drive your warthog into the facility and park it about a foot in front of the door. When the door is unlocked you will be able to get through while still blocking the elite from killing your marines. Then when you get to his hiding spot he will focus on killing the marines,which he will be unable to do, giving you an easy shot.
- It is possible to skip the security override by parking a Warthog next to the locked door, facing the main shaft. When you get out, you will sometimes glitch through the door.
- In the X-box version of Halo: Combat Evolved, the hologram in the security control complex vanishes after being deactivated. However, in the Halo PC version, the hologram will simply stand still idling after the panel is deactivated.
- Despite the fact that the 2 Pelicans are different (Echo 419, Bravo 022) both pelicans have "E419" printed on them! This may have just been a quick shortcut or most likely a mistake made by Bungie.
References
- The two Hunters that are found in front of the main facility after the security override is deactivated are named Igido Nosa Hurru and Ogada Nosa Fasu.Template:Fact
- At the flipped Warthog at the interior path there are 4 dead marines, one more than the Hog can carry, although Corporal Harland had one of his soldiers lie under the LAAG gun in ‘‘Halo: The Fall of Reach’’.
- The map Death Island somewhat resembles the Silent Cartographer.
- If you look closely at the interior room for the Cartographer, you might notice that it has a striking resemblance to the Cartographer in Halo 3 except with fewer details and slightly downsized.
- The architecture used for the interior of the Cartographer is based off of the architecture used for the Forerunner structure seen in the Halo E3 2000 trailer.
Miscellaneous
- More than likely, all of the Marines deployed on the island were KIA. The Marine that contacted Cortana said that they were going to hold off the Covenant reinforcements for as long as they could. However, after you found the map and got about 25% of the way up, you run into the reinforcements. Obviously, the Marines all died trying to defend John-117 while he explored the Cartographer, due to the Covenant overrunning their perimeter.
- 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.
- Bungie stated that the Silent Cartographer was a sort of sandbox where they just threw a lot of things in to have tested, like lighting, graphics, weapons or vehicles. It was never intended to be a level for players to play in, until it later became a memorable, official level.
- The original objective of this mission was to assassinate a Prophet who was trying to find the Silent Cartographer. This can be heard in the commentary in the Halo 3 Legendary Edition DVD's commentary for cutscenes.
- The Marines you left on the surface are not even mentioned as you return for extraction, and Foehammer does not inform you of their status, even if they are KIA.
- In Halo: The Flood, the Sergeant on the beach was Sergeant Waller. But in Halo: Combat Evolved, it's Sergeant Stacker.
- The single-player portion of the Halo Trial consisted of this level.
- A similar shaped island can be found in Halo 3, or more specifically, an unfinished island is a major feature of the landscape as you drive along the collapsing Halo in the final level; Halo. The island, like the rest of the visible landscape, is still snowy, surrounded by metal structures and unfinished, but from above it is nearly identicle in shape. You drive around it just before the jump.
Related Links