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{{Flood}}
{{Flood}}
[[Category:Flood forms]]
[[Category:Flood forms]]
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At the end of ''Halo 2'', we thought it would be a really cool idea if we got a lot of people involved with making small multiplayer maps.
People spend most time on multiplayer maps, not in the single player ones
the importance of all the different things you can do is wildly changing
it's easy to get the concept I'm here to defend the space
so we split into four groups
fresh ideas
non-stop action
bang bang bang
frantic game of whack-a-mole
a lot of new eyes
definitely see stuff that you're like how the hell did they do that
think you're exaggerating
swing
just like everybody else we were getting a little bit tired of playing some of the same maps over and over so it was a great opportunity to get more maps out there
double kill triple he'll killtacularx
containment is a big map
it's definitely the biggest map in the downloadable content
two team capture the flag eight on eight
this map is so big the xbox can't even hold it we are visiting the quarantine zone. these zones were created
by the sentinels in order to prevent the flood from escaping further and infecting even more of the halo structure
it was supposed to be just a straight-up conversion of timberland from halo pc
the bases are more intricate
because they're basically the sidewinder basis
make it more interesting
change it even further
more dynamic
just change it altogether
two rocket launchers
there's also two sniper rifles
two warthogs a banshee and an outside of your wall is a tank
we tried to do some things the other big maps didn't: incorporate the tank hopefully effectively this time
this sort of flesh out their ideas with Max or riding shotgun over all of them making sure that they're not getting too crazy
if we were going to have what we call boo bags they would just be these clusters of these boogers all over the level thatwould explode and harm you max decided that they bounced too much so he made them pretty static
if they're gonna make a change for artistic reasons it's really helpful when they also can think if it will affect gameplay
whenever you ask cotton or Paul about it they get pretty upset because they like them but really works
you wonder why this map took three months to make
there wasn't really impress event for for bossing testicles of deaths I hate video games what
backwash is a humid environment. In all our other multiplayer maps you can see another player from a quarter mile away. Here you cant
we knew we had to make small like four player Slayer style map[ the idea came up to use the halo 1 swamp is this foggy arena
old and crusty forerunner
we're saying this is on the Delta halo and it's actually an area very similar to the place on the alpha halo where the chief met Guilty Spark in fact we actually have monitor of the
Delta halo he's flying around the environment we definitely were looking to encourage the short game so you'd be more inclined to use weapons like shotguns and the sword it's very easy to spawn and instantly see where everybody's fighting because you see plasma bolts in the fog and you know exactly where everybody is you just go
charging over there
and Nathan's favorite tactics to get up here on this little metal protrusion that he's just lobbing grenades down at people Im kind of the resident greeter I kill everybody on my team laughing the top of my lung
Nathan's griefing is is a well balanced by his lack of skill yeah
no one likes Nathan you know this map will be a success of people love with less Slayer halo at its simplest form it should be one of the places where it's just fun to find the high spots and gain elevation through jumping and when you do that you pull it off um no I feel like a halo God
and we got glow bugs it doesn't get any better than that
terminal is a train terminal exists in New mombasa
supposed to be Zanzibar plus
what if we took sands par to the next level what would that map be
it's completely asymmetrical there are two bases but it's not a mirrored environment or an environment that is rotated so it's identical on both sides the nature of it is it's imbalanced so the attackers have a starting location and the defenders have a base but they're not equal unlike which one is easier to defend or easier to attack
the only real dynamic element is the Train
play too close to the tracks will die
most of our halo 2 maps playing single flag CTF the vehicles are fun but they're not a key component of how you
win or lose that and we wanted to make a vehicle encounter significant you cannot ignore the rave the Wraith is a big deal you need to take out the race if you're an attacker if you're a defender you want to preserve the raid
everything that we're thinking about is balanced put a lot of thought into making sure that a guy on the foot can destroy that vehicle
no rocket model rocket our Akash
this big design issue
I think they've actually just softened on that position\ a little bit there's now a rocket on terminal
okay people who are good with the Wraith we've added the rocket launcher back in the terminal which we didn't want to do in the first place we tread in specifically designed this map so we didn't have to use the rocket
launcher but now because people have gotten so good with the Wraith the rocket launchers back in there
it's pretty rare that you'll get people just sitting in a spot and being cowardly hate cowards
this is a remake of longest one of the maps in halo 1
supposed to be this dirty cargo freighter two parallel hallways with bases at either corner you can see earth
you can see the moon I thought about it I really hated about longest that I wanted to fix ladders really destroy the
realism
I've never seen the ladder right like
you have this vertical motion but you don't see your hands doing that
we got rid of all the ladders
everybody
hated ladders it's a really nice thing about this map is that there's total mobility it's a fairly simple map so
that it's easy to navigate easy to understand
one of the ways that you can get to the second floor from the ground for is to take advantage of these boxes
that are moving around
gameplay-wise the crates of her huge change because they create this jumping path that you can get between the two levels on the map from any point
one of the interesting things that just kind of fell out of this design and this is not intentional
if you are on the conveyor belt even though you're moving faster than the motion sensor if you're standing still
don't show up it has like this one thing that we've never had before which is you can hide and actually end up with a different spot than you were and the whole time will be on the motion sensor
I wanted to put the ladders back in but make them slanted so that you didn't have the same horrible problems that you did they never expressed that though
I never expressed that when
he were to get shot
it would have been a problem
Relic Big Island the original idea came from the very first halo multiplayer map back on the pc 44 that's kind of the sweet spot for that map
the more people that gets a little more chaotic we were looking for a asymmetric one flag CTF map that played differently than any of the others
it's designed specifically to have a unique experience for capture the flag
it's set up and have the side that is protecting the flag so there's always an attacker and defender keeping the entire map in play at all times
it totally changes the way the two side behave one of the smart routes to go is down here by the beach
because that's where the rocket launcher is
both sides trying to fight to get that as quickly as possible
you take the quick route and run out me open to get to the base or did you take the longer but safer route I mean there's a trade-off we intentionally make it so that the fastest route is the straight line that's running the gauntlet so it's risk versus reward
scoping out over the entire island is really cool because you can see people coming up through the rocks Gillian's free junk you
there's a contest to go and get the rocket launcher much like there's a contest to get the sniper rifle and you have to make real conscious decisions about what's important to you to win this map
[Music]
it's Gemini
its origin is in marathon
in Marathon infinity there is a map called duality that's the fundamental structure that we took it's not really a
symmetrical or asymmetrical map it's an arena free fall map
we wanted it to feel fully otherworldly this isn't something for the rest of the Covenant this is the prophets antechamber  the two rooms two ramps in the lower lobby
the teleporters that let you rapidly move to another part of the map the door see really\mundane but a door actually lets you play with the person that's what this is
corridors cool moody lighting lots of
artfully well-placed weapons and good
comments so that's the essence of a good
ground powder even walking slowly I can
cover the entire map in about 15 seconds
that makes it very difficult to actually
mount a defense our engine is designed
for a mix of different weapons that work
at different ranges you can only carry
two the reason you pick up to plasma
rifles is not so you can squeeze both
triggers at the same time it so that you
can post them like you can fire one
until it burns and then fire together
while the other ones cooling off because
if you need to reload them in your dual
wielding that you're basically screwed
I really wanted to have a lot of small
maps warlock had a characteristic me for
wasting interval radially symmetrical
it's designed to be completely equal
warlock is uh is based on the original
halo one map a wizard and for those that
played halo 1 multiplayer this is gonna
be like an old friend they're gonna
immediately walk into this map and be
like oh I know what's happening I'd be
fairly easy to get more lock up to speed
considering that the geometry already
existed we had to mark off each base
with a different color so that you
wouldn't get lost and it's pretty easy
to get lost in a place where every four
of the coroner's look identical the game
is really giving you something that you
look at is something that you here we
have almost 36 styles and pieces of
audio that went into halo 2 territory
with 64 surround sound voices and if
you're playing multiplayer and you have
a big battle going on around you you are
probably more than likely hitting that
62 64 voice limit pretty easily lost the
lead if you look at it and you think it
should make sound we try to make it mix
them I put some things like there's bats
up no bed so I think there have been
there somewhere I'm sure yeah I mean I I
know that we don't have any so that's no
no bad
[Music]
sanctuary is about battle that takes
place on the Delta halo you can envision
Delta temple being in the distance
behind the cliff behind the waterfall it
should look like a single player man but
play like a multiplayer map it sold for
runner architecture supported by some
newer forerunner metal structures it's
really important to us that people
believe that they are real places in our
universe first is just a high-level
strategy just a plan from there we go to
paper design which is the designer and
the artist working together it actually
is a symmetrical map symmetrical is
mirrored in some fashion and it's an
attempted to try to make things balanced
a map confuse but there's a subtle like
sniper advantage to one side or the
other what it was designed for a CTF
might take the medium range weapons like
the battle rifle and the carbine SMG you
got a needler those are all
symmetrically placed to give each team
even playing field every time they take
on one of those weapons are taking on a
role that's kind of mentality I take you
know designing spaces are there good
places for a player to assume those
roles and be effective in are there
places for players to fight against that
role as well
[Music]
turf turf is a medium to small map
setting old Mombasa sort of early in the
invasion before this stuff really starts
hitting the fan
Oh busted us on my favorite part in the
single-player inhaler to seeing certain
landmarks from a single player game in
the distance the bridge just gives it
such a great feel
it's got lots of cover lots of very
small scale interconnections more close
quarters combat it's meant for a match
between two small teams we really wanted
to work on a map that really featured a
new game type that we had hail with two
called territories territory server
requires a map that is designed for the
game territories is the game where the
objective is to capture and control the
territories territory control as you
control them you gain time and you win
the game by having the most time the
more control you have the more tenuous
that control is as you're controlling a
larger area than that you have to divide
your attention over a much greater space
so that it's easier for the underdog to
come in jarrett ori lost we have a
street territorial which is being themed
as a marine headquarters the opposite
corner we have a warehouse territory and
then at the third quarter we have a
scare although in Halo linga lot they
called plots no they're just territories
in the UI doesnt say plots well it's
called three plots for the three
retailers therefore yes and hannah am I
being too verbose
this is going to be the easiest map to
navigate and learn so everyone always
wants to do a little bit more than they
probably can we always overshoot and
then come back put it in rip it out this
map has probably had the most work done
on of all the maps
[Music]
saying the detail that's on here this is
probably my favorite halo map thus far
it's awesome I love his mouth I like it
it's fun Matt and I did no work as a
game developer you really get to enjoy
two games one is the game of creating
the systems in the art itself and then
the other one is to actually play test
it the rest of the staff is working on
all these maps what was the animation
team gonna be the only part of this
process was getting everybody to take on
a new challenge and even expand those
skills in new ways that they hadn't
thought of before so that was a great
opportunity to get a cinematic together
we looked at the way we combined
animation and sound and everything else
into the cinematics and halo 2 and how
we can make that process better we
didn't feel like our pipeline was really
well thought out and we wanted to go
through it again and come up with new
tools they're all like well let's do a
short film
status I wanted to do something that
kind of paralleled what happened in the
game Marines at the beginning birth city
is one of those kind of tangents that
you see the beginning of and you see the
end of but you never really hear what
happened the third Pelican kind of flies
by and halfway through that level youth
see that same Pelican crashing on the
beach and you meet up with the Marines
that were in it but you never really
found out what happened to them felt
like a good place where you can tie in
both the beginning and the end actual
gameplay just placing the master chief
in the scene and this shot that I'm
working on right now is the very first
shot this shot right here is where the
Pelican is just crashed you see phones
checking checking the corpse of O'Brien
we're actually gonna be able to fly the
Pelican around in a space and capture
five got one audio of it be able to
embed that the cinematic in a way that
we weren't able to in the game engine
that's actually me I'm the one with the
plasma and that's Jeremy over here and
bells dead of course of the jackal is a
good character we killed bill up pretty
quickly anything hollywood it is going
to be free rendered so it's a little bit
different than the cinematics that occur
in game we're still using the game
engine to render it but since it's not
rendering in real time we're able to do
a lip feel there are effects and more
lighting stuff Oh everybody is really
getting to do the things that they love
to do to work on the things that they
love working on because it was something
that we were doing for fun it was a
learning exercise it was all just a lot
of really good experience for everybody
on the team we have a long road ahead of
us I won't lie but yeah it's pretty cool
it's actually really fun time to be
working here I would definitely say this
is wet the whistle for for what comes
next we better get moving agreed
-->

Revision as of 10:20, July 25, 2024

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Pod infector
A render of Blur Studio's model of a Pod infector for Halo 2: Anniversary's cutscenes.
Biological overview

Classification:

Infection form

Species:

Flood

Physical information

Avg. height:

89.6 centimeters (2 ft 11.3 in)-131.4 centimeters (4 ft 3.7 in)[1]

Avg. weight:

16.8 kilograms (37 lb)-28.6 kilograms (63 lb)[1]

Distinctions:

Small, sac-like creatures with many tentacles for probing.

 

The pod infector,[2] often ubiquitously called the Flood infection form,[3][4] is a stage of the virulent Flood xenoform. It serves as the primary form for spreading the Flood infection due to its effectiveness compared to mere Flood spores when deployed in large numbers. Subsequently, it is usually the first Flood forms to be produced as well as the most commonly encountered Flood form.[2]

Overview

Physical characteristics

Pod infectors have soft, pod-shaped bodies; they are characterized by a small, sagging brown lobe rising from the top of its back,[3] while its frontal surface has numerous tentacle-like appendages and a frond-like array, which acts as the creature's sensory system.[5][4] Their tendrils are multi-purpose locomotion systems and insidious methods of control.[5][4] Used for attacking and infecting organisms,[6] each tendril ends in nano-scale barbs, which can latch onto a target's body, slice open bare skin,[7] and even cut through armor or environmental suits.[5][4] The pod infector's bulbous body is filled with noxious gases,[4] while its numerous tentacles allow them to travel at high rates of speed and leap surprising distances in pursuit of a host.[1]

The pod infector does not feel pain or fear.[8] Though barely intelligent on their own, once an infection form infiltrates a sentient creature, they turn the victim's cognitive power to the furtherance of Flood goals. Each pod infector able to sift through memories of any sentient creature to learn of military countermeasures, security access codes, and the location of population centers. This information is then shared with other Flood through their connection with the key minds.[5]

Function

Pod infectors develop from a form vaguely resembling a larva or tadpole but bearing the basic superficial characteristics of a Pod infector. A number of Flood forms in this stage of their life cycle were kept in stasis by the Forerunners in Flood research facilities, such as the one in the Threshold gas mine.[9]

Serving as the primary vector for the Flood infection, pod infectors usually attack en masse, overwhelming and overpowering their prey, until one is able to burrow into the victim's flesh,[1] As with other infection forms, the pod infector has an array of "penetrators", which are barbed tentacles that can cut through flesh and armor.[5][4] When a pod infector attacks a victim, its tentacles insert into the spine,[10] with the goal of invading the target's central nervous system,[11] which then initiates a violent transformation.[1] Once the target is compromised, the pod infector injects Flood cells to suborn the victim's nervous system while the pod infector itself bores into the host body to hollow out a nest, quickly twisting the remains of its victim into a combat or carrier form.[4]

Due to the balloon-like qualities of the pod infector, it could deflate itself to fit inside the victim's body.[12] Even if the infection form is quickly removed, Flood cells in the wounds will slowly consume the victim and turn them into quivering, spore-packed blisters. Against unprepared victims the infection form bores into the body, quickly mutating it into a combat form.[5] If the infected host has sufficient biomass for self-sustenance, it will mutate neurologically and physiologically into a combat form.[13] The pod infector is capable of augmenting its new body and repair minor damage;[8] as such, combat forms typically possess unnatural physical strength, perhaps gained through the mutation of the host's musculoskeletal structures.[13] Otherwise, sections of the host's body are consumed and converted into FSC, with much of their internal organs being consumed and replaced with FSC accretions that function as support lattices. Some limbs and sensory organs are retained on the combat form to enable use of tools, weapons, or vehicles; though the pod infector sees the environment using its own sensory organs—often the flexible fronds or antennae on the end of narrow tendrils—and whatever remains of the host's native senses are usually redundant and ignored.[8] In some circumstance, the pod infector is unable to completely dominate the original personality and the victim remains fully aware of their irrevocable transformation and their being used as a tool of the Flood. Though their bodies are bent to the Flood's will, occasionally the victim can still whisper for mercy or cry out in pain. More often, the parasite will speak on their behalf, using stolen thoughts and memories as a psychological weapon, terrorizing both the host and anyone unfortunate enough to be within earshot.[8][14] This was the fate of Wallace Jenkins during the Battle of Installation 04; a pod infector had been severely weakened during long periods of hibernation, and while strong enough to take over and transform Jenkins' body, it lacked the force and clarity to completely control Jenkins.[15] With the Flood mind weakened, Jenkins survived infection, and even remained conscious, with short periods of time where he could exert control over his mutated body.[16][17]

A Pod infector may abandon its host if the corpse has been heavily damaged, and look for a new one. If the Pod infector inside a combat form has been destroyed, but the combat form itself is intact enough to continue serving its purpose, loose Pod infector may burrow inside the body and take the place of the one that mutated it, effectively "re-animating" the combat form.

Once the parasite can establish a hive, it can begin to produce massive numbers of infection forms that spread out in search of new sentients to infect, and non-sapient animals on which to feed. Both ground and airborne infection forms are used as living weapons, hurling themselves at the enemy to overwhelm defenses and assimilate the unprepared.[4] The Flood blister itself is an infection form, incubating spores as well as carrying pod infectors; when ruptured, the blister releases the pod infectors.[18][19] Carrier forms serve as mobile incubators of pod infectors; when they are in close range of enemies, or when their sacs are perforated, they rapidly swell and then detonate,[13] releasing pod infectors being held within.[20] Flood pure forms, including the spawner form and the tank form, are known to gestate pod infectors to spread the Flood infection.[21][22]

Once this is accomplished, the form rewrites the neural pathways of the victim's brain with its tendrils, forcing a resonant frequency match between its neural signals and the host's.[citation needed] At this point, the Pod infector has complete control over the body's motor functions.

As the Pod infector hacks into the host's nervous system, it releases encapsulated Flood Super Cells into the body. These cells interface with the host's cells, "digest" them and convert their components into new Flood cells.[citation needed] At this point, the Pod infector burrows into the host body, moving aside the internal organs and taking up residence within the chest cavity (or any approximate equivalent). Having achieved total control over the host, the Pod infector reshapes the body into a form more suitable for attacking enemies - a combat form.


While an effective vector of infection against armored and shielded organisms as well as those equipped with atmospheric filters, a Pod infector is not necessary for the Flood to infect a host; merely ingesting Flood spores or inserting them via a wound is sufficient to initiate Flood conversion. Such infection may occur several seconds or perhaps minutes later, yet the transformation will occur almost instantaneously once it has begun.[23][24]

Effects on host forms

A carrier form spawning Pod infectors aboard the UNSC Spirit of Fire in 2537.

While any large life form with some level of awareness and/or sentience can be infected by a Pod infector, not all of them are suitable to serve the function of Combat Forms, the Flood's signature and preferred mobile form utilized during the Feral Stage. While these hosts are transformed in a similar fashion to the traditional combat forms, these forms are not often employed in front line combat for several reasons.

The first of these would be the fact that such life forms, despite their sophisticated nervous systems and adequate levels of sentience, simply lack the necessary biomass, calcium reserves, and physical strength to make first-choice combat units. More specifically, when a host life form is transformed, the activities of the Pod infector require not only the aforementioned levels of biomass, calcium content, and strength (Though humans become combat forms more often than the much larger and stronger unggoy for whatever reason.) but that the host has the physical endurance and stamina to withstand the process. Species such as humans, Forerunners, Sangheili, and the Jiralhanae are almost always turned into combat forms because their biology and physical properties enable them to withstand the Pod infectors' abilities, which are violent and resource-intensive.

In contrast, other life forms, such as the Kig-Yar, and perhaps the Yanme'e, lack these important qualities, or in the case of the Unggoy have other limitations due to their physique despite their perfectly adequate levels of sentience and neural complexity. Because of these factors, these hosts are primarily used for other but equally important purposes. These involve multiple mission profiles that are essential to the development of Flood outgrowth: establishment of mobile incubators, biomass and calcium reserves, hive structures, and the components of a coordinating and controlling intelligence.

When utilized for the creation of the hive and the central intelligence, the weaker hosts gather together and merge into single mass or a collection of masses spread around whatever environment the Flood have established themselves in. In this way, the weaker host forms serve as 'building blocks' for the creation of a Flood Hive, which if all goes according to its logical conclusion, will spawn a fully-developed collective and the next stage of the Flood's development: the Coordinated Stage and its crowning achievement, a Gravemind. Surrounding life forms such as significantly smaller animals as well as the full range of plants, microbes, lichens, and fungi, are seized by the growing Flood collective and digested as raw material to create more generic Flood biomass.

The next vital use for lesser hosts is to serve as the second signature form of the Feral Stage, the mobile Pod infector incubator known as a Carrier Form. While these are usually formed from weakened, damaged, and/or aged Combat Forms, weaker host forms are just as frequently employed for this purpose. The first step in the creation of a Carrier Form by this method involves a single appropriate host to function as a nucleus, which is then followed by one or more other weaker forms attaching themselves to the leading unit. The congregated hosts then fuse, with the external host forms being rapidly digested by the central form, with the result being that the other hosts have been reduced to extra, generic biomass, contributing to the structure of the now significantly distorted, bloated incubator.[25]

While this complex methodology is largely standard procedure for the Flood, there are occasionally exceptions to these rules due to the Flood's adaptive nature. In at least one notable campaign[26] early in the Human-Covenant War, this mode of operation was contradicted by the Flood. The outbreak present on this installation employed Kig-Yar and Unggoy quite frequently as front line combat units despite their inadequate status, and was also distinct from other outbreaks with the fact that it was predominantly formed out of life forms lacking sentience such as plants, fungi, etc., or those possessing lower levels of sentience, such as the wide range of animals living there.

Immunities and defenses

Energy shielding destroys Pod infectors on contact, causing them to explode in a small burst of gas and flesh. Conventional body armor is generally ineffective against Pod infectors; they can easily squeeze through gaps in armor plating, and their grasping tentacles can burrow through rubber, fabric or polymer (including MJLONIR MK V undersuits) in order to reach the flesh underneath.

Staff Sergeant Avery Johnson was thought by Dr. Catherine Halsey to be incompatible with Flood Pod infectors due to the fictitious "Boren's Syndrome"[27] — in reality a cover for the augmentations he received as part of the ORION Project.[28] However, it is apparent that Johnson's augmentations did not make him truly immune to the Flood conversion process itself, instead granting him the ability to fight off and escape the parasite more effectively than the baseline humans alongside him.[29][30][31]

The Mgalekgolo's lack of a central nervous system and nature as an invertebrate colony consisting of multiple worms likely make them immune to Flood infection.[32] The invertebrate nature of the Yanme'e, along with their hard, chitinous exoskeleton, would seem to make them immune as well. However, while their unique physiologies make standard infection difficult, it is likely that the Flood are still capable of consuming and converting Lekgolo and Yanme'e into Flood biomass.

Trivia

  • In Halo: Combat Evolved, if a Pod infector latches itself onto a Marine or one of the Covenant, instead of mutating the host, it will become irrevocably attached until the host is dead. If at least one Pod infector manages to leap onto an unshielded player in this game, it will deal a noticeable amount of damage (this will increase depending on difficulty and number of Pod infectors attached), fall off, and attempt to strike the player again. This effect on the player also appears in Halo 3.
  • An energy sword will not lose energy by killing Pod infectors in Halo 2 and Halo 3, but this method is highly ineffective as Pod infectors are extremely hard to hit with an Energy Sword.
  • Pod infectors do not add points to the player's meta-score when the campaign scoring is activated in Halo 3 and Halo: The Master Chief Collection. This is most likely because Pod infectors come in swarms, and could be used to rack up points with almost no effort.
  • Unlike in Halo: Combat Evolved and Halo 2, the Pod infectors in Halo 3 float in water. Thus, they cannot infect corpses that are in water ponds because of this animation.
  • In Halo Wars, when Sergeant Forge shoots the Flood Pod infectors that are attacking Professor Anders, they do not pop like all other Pod infectors. Instead, they simply fall lifelessly to the ground.
  • In Halo 3, code exists for a deleted "banger" variant of Pod infector, which would explode like a plasma grenade when destroyed.[33]
  • In Halo: Combat Evolved, Pod infectors are not affected by fall damage, most likely due to the script or slow speed during freefall.

Gallery

List of appearances

Sources

  1. ^ a b c d e Halo: Combat Evolved Anniversary, Library: Infection Form
  2. ^ a b Halo Wars 2, Phoenix Logs: Pod Infectors
  3. ^ a b Halo Encyclopedia (2011 edition), page 164
  4. ^ a b c d e f g h Halo Encyclopedia (2022 edition), page 406
  5. ^ a b c d e f Halo Wars 2, Phoenix Logs: Infection Forms
  6. ^ Halo Encyclopedia (2011 edition), page 180
  7. ^ Halo: The Flood, chapter 12: "The Spartan gave a cry of pain, felt the tentacle slide down toward his spine, and knew it was over."
  8. ^ a b c d Halo Encyclopedia (2022 edition), page 408
  9. ^ Bungie.net: One Final Effort (4/16/2010)
  10. ^ Halo: The Flood, chapter 9: "...because ever since the infection form had inserted its penetrator into his spine, Private Wallace A. Jenkins had been sharing his physical form with something he thought of as "the other.""
  11. ^ Halo: The Flood, chapter 10: "...it has tentacles in place of legs, plus a couple of extremely sharp penetrators, which they use to invade the victim's central nervous system and take control of it."
  12. ^ Halo: The Flood, chapter 10: "If you peek through the hole in her chest you can see the remains of the infection form that deflated itself enough to fit in around her heart and lungs."
  13. ^ a b c Halo Encyclopedia (2011 edition), page 165
  14. ^ Halo Wars 2, Phoenix Logs: Infected
  15. ^ Halo: The Flood, chapter 6: "Due to some fluke, some random toss of the galactic dice, the mind that invaded his body had been severely weakened during the long period of hibernation, and while strong enough to take over and begin the work necessary to create a combat form, it lacked the force and clarity required to completely dominate its host the way it was supposed to."
  16. ^ Halo: The Flood, chapter 10: "Jenkins had used pantomime to request a mirror. A well-meaning Corporal brought one in, held it up in front of the soldier's devastated face, and was frightened when he tried to scream."
  17. ^ Halo: The Flood, chapter 12: "Jenkins, still unable to speak, managed to mouth the words “thank you.”"
  18. ^ Halo 3, campaign level Cortana
  19. ^ Halo Encyclopedia (2022 edition), page 407
  20. ^ Halo Encyclopedia (2022 edition), page 409
  21. ^ Halo Encyclopedia (2011 edition), page 166
  22. ^ Halo Wars 2, Phoenix Logs: Spawners
  23. ^ Halo Wars, campaign level Anders' Signal
  24. ^ Halo: Evolutions"The Mona Lisa"
  25. ^ 'Halo: The Flood', page 291
  26. ^ Halo Wars
  27. ^ Halo: First Strike, page 244
  28. ^ Halo Graphic Novel, page 122
  29. ^ Halo Waypoint: Catalog Interaction - Page 14 ("No known biological [scaffolding] augmentation impedes efficacy of parasite conversion process.")
  30. ^ Halo Graphic Novel, Breaking Quarantine
  31. ^ See Avery Johnson#Notes
  32. ^ Halo: First Strike
  33. ^ YouTube: Halo 3 - Cut Enemy: Flood Infection "Banger"