Halo 4 Walkthrough
As a first-person shooter, Halo 4 is pretty linear for the most part. But even with a linear game, it’s not uncommon to get stuck at certain parts, so I’ve made a video walkthrough for each of the 8 missions in Halo 4. If you’re looking for a particular mission, skip down to it’s listing below and click through for the video walkthrough. If you’re just getting started, you might want to take a moment to review some general tips for Halo 4.
Video Walkthrough for Halo 4
Mission 1: Dawn
After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn.
Mission 2: Requiem
Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet.
Mission 3: Forerunner
Master Chief tracks the Infinity’s signal to Requiem’s core in the hopes of returning Cortana to Earth to address her rampancy.
Mission 4: Infinity
Following the Didact to Infinity’s crash site, Chief and Cortana descend into the surrounding swamp to rescue UNSC survivors.
Mission 5: Reclaimer
Infinity sends the Master Chief and Gypsy Company to neutralize the gravity well keeping them on Requiem.
Mission 6: Shutdown
As Infinity flees Requiem and Cortana’s rampancy worsens, Master Chief struggles to stop the Didact from pursuing the Composer.
Mission 7: Composer
The Master Chief’s pursuit of the Didact leads him to a UNSC science station orbiting Halo Installation 03.
Mission 8: Midnight
With the Composer in the Didact’s possession, Chief and Cortana must destroy the device before he turns it on his next target.
Halo 4 PC: Master Chief Collection release date, characters, flight testing, maps, missions, and system requirements
Halo 3: ODST arrives on PC with the Master Chief Collection’s September 22 update, so it stands to reason that Halo 4’s next in line. With one of the most underrated campaign stories in the series, and plenty of weird weapons and lore tidbits to set it apart, 343’s first proper Halo game is anything but forgettable.
So when can PC players get their hands on it?
Halo 4 PC flight testing
Halo 4’s PC port is one step closer to joining the Master Chief Collection. Developer 343 Industries has hinted that live playtests through the Halo Insider program will begin very soon.
“Interested in joining the upcoming Halo 4 PC flight?” 343 tweeted on Tuesday.
“Today’s the last day to get your Halo Insider profile up to date in order to lock in your spot.”
Halo 4 PC release date
Microsoft and 343 haven’t announced a release date for Halo 4 on PC yet, but it’ll likely hit the Master Chief Collection in late 2020 or early next year.
“We haven’t spoken much about Halo 4 yet,” the developer said in a blog post dated August 31.
“But it is also progressing well. We are currently moving toward a Beta candidate and have entered the major bug fixing phase of its development. We are also starting to put our flight plans together for H4 and all these other potential features coming online during that timeline.”
Characters and story
Halo 4’s story begins with Master Chief awakening from a long cryosleep and deals with Cortana’s worsening “rampancy” (when an AI thinks itself to death), ancient world-killing weapons, and fighting an evil alien warlord.
So, for Halo, the usual. But it’s a great time.
Adrienne Barbeau makes an appearance as Dr. Tillson, Steve Downes reprises his role as the iconic Master Chief, Jen Taylor gives a career-defining performance as Cortana, and Keith Szarabajka voices the sinister Didact.
Halo 4’s multiplayer maps are a mixed bag in terms of gameplay, but they’re second to none in the eye-candy department. At least one of them carried over into Halo 5’s arena modes. A couple of the best Halo 4 maps are actually refined versions of ones from Halo 3.
This game includes Abandon, Adrift, Complex, Daybreak, Erosion, Exile, Forge Island, Harvest, Haven, Impact, Landfall, Longbow, Meltdown, Monolith, Outcast, Perdition, Pitfall, Ragnarok, Ravine, Shatter, Skyline, Solace, Vertigo, Vortex, Wreckage.
Here are the names of Halo 4’s campaign missions.
These come directly from Steam (checked September 21, 2020).
- Requires a 64-bit processor and operating system
- OS: Windows 7
- Processor: AMD Phenom II X4 960T; Intel i3550
- Graphics: AMD HD 6850; NVIDIA GeForce GTS 450
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 43 GB available space
- Additional Notes: Direct3D feature Level 11.1
The 10 Best Halo Missions Ever Made, Ranked
The original Halo trilogy was unquestionably a phenomenon, the flagship series of the Xbox consoles for years. Since 343 Industries acquired the franchise, each subsequent installment has been far more divisive, incorporating features and mechanics from outside influences like Call of Duty.
However, even without all the extra reading material, the internal universe of Halo developed very endearing characters with little dialogue. Their brave actions and likable attitudes speak for themselves, led by the quintessential hero, the Master Chief. Combined with such a grand mythology, we’ve had a lot of memorable moments across nearly two decades. Let’s have a look back at ten of the best levels that ever thrilled us, challenged us, and captured our imagination.
10 Halo 4 - Reclaimer
The first entry in the 343 Industries run isn’t exactly famous for doing anything particularly iconic. The level that introduces the Mantis is kind of neat, although the novelty wears off quickly. Reclaimer, however, is a charming convoy mission with the appealing Mammoth vehicle, similar to the final mission in Halo 3: ODST.
RELATED: 10 Greatest Halo Vehicles, Ranked
However, although this one is significantly slower, you’re given a constant supply of turrets with rockets to combat a series of flying vehicles. This level is filled to the brim with vehicles. Also, protection-based missions always make you feel unstoppable, and the whole thing culminates with a fun stroll in a Scorpion.
9 Halo 3: ODST - Coastal Highway
If you’re a fan of the Mad Max franchise, then this level makes you happy. It’s a convoy mission that absolutely throws down the gauntlet. Firstly, there’s the inclusion of the Olifant, a variation on the Elephant, which you already don’t see a whole lot of. This mission is completely non-stop action, throwing endless swarms upon you as you race down the highway.
We could probably do without the poor dialogue of the cutscenes, but all in all, this is yet another great finale in the franchise. It does a great job of making you feel overwhelmed without losing stability altogether.
8 Halo: Reach - Exodus
Halo: Reach always got undue judgment. Missing the Master Chief, and with frequent assistance from allies, it didn’t let you feel like a one-man army. Reach also has a different aesthetic, but it is a prequel. However, Reach absolutely succeeds in making you feel like part of a larger world, which is strongly immersive with its variety.
Exodus is the mission that really capitalizes on the entire concept of the game—with humans being eradicated by Covenant forces like you’ve never seen. You serve a more responsive role than those crucial, grandiose adventures of the Chief. It’s a more intimate story, and unlike many other installments, this is a great example of how Reach really makes you feel the Covenant invasion.
7 Halo 2 - Regret
A lot of people would rather go for Delta Halo, but after that ODST drop, the ruins are basically all you get for a while. The Scorpion run is definitely fun, but that level just needs a bit more variety.
And Regret delivers exactly that, in addition to that appealing temple-based aesthetic. At one point, you literally take a Wonkavator completely underwater. The firefight on the floating platforms is also great—but best of all, you get to infiltrate the Prophet of Regret’s temple. After killing his Honor Guards, you get to jump on him and actually punch him in the face, repeatedly. It doesn’t get more rewarding than that.
6 Halo: CE - Assault On The Control Room
Alright, so maybe all of the copy-paste interiors are an absolute drag. However, this mission otherwise allowed for a great variety of combat. The snowy environment is unique, and almost functions as a sandbox, refusing to hold your hand regarding where to go next.
It’s the one time we got to wield the Scorpion, and we wield it for a while. This is one lengthy level. You even get to use the tank indoors. And don’t forget that incredible grand theft auto we all pulled with that Banshee on the bridge. This level features nearly every single weapon and vehicle the game had to offer!
5 Halo 2 - The Great Journey
Sergeant Johnson pilots a Scarab. That should be reason enough for this selection to be here, but there’s plenty more that the level has to offer. The Brutes are a tough enemy, and the Bastion of the Brutes is a lot of fun to infiltrate. Fighting alongside Hunters is disconcerting, but neat.
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The showdown with Tartarus sounds a lot more successful on paper than the actual execution was, but it was still a memorable confrontation that is effective enough. The cinematics are certainly top notch, wherein Tartarus refuses the truth of the ring’s purpose. Johnson gets some great one-liners, and in the end, Master Chief delivers one of the most tantalizing cliffhangers imaginable.
4 Halo: CE - The Silent Cartographer
Sure, 343 Guilty Spark established the Flood—but the majority of it is rather repetitive. The same goes for The Maw, tossing grenades into four separate pipes. Halo fires on all cylinders when you experience both innovation and variety. The beachfront battles in Silent Cartographer are undeniably memorable, and the island also has a surprising sandbox-style design that bolsters the feeling you are uncovering a mystery.
However, it doesn’t get out of hand, like the second mission “Halo," with those redundant Marine rescues. Silent Cartographer forces you to come face-to-face with an Energy Sword, countless Hunters, and invisible Elites. It’s a well balanced mission, which can’t be said for many of the levels in Combat Evolved.
3 Halo 2 - Outskirts
This was the first time we got a glimpse of what Earth looks like in the future, and it isn’t pretty. But it does have an incredible war-torn environment that makes you feel like you’re on the front lines. That opening cinematic is certainly unforgettable, introducing the Scarab, the largest ground-based Covenant weapon you’ve ever seen. If that wasn’t enough, the famous Sniper Alley is practically impossible on Legendary difficulty, because it boasts more Sniper Jackals than any other mission in the game.
RELATED: Every Halo Game Ever Made, Ranked
And just when all of that footwork starts to feel a bit like a chore, you race through an underground highway in pursuit of Shadows. The creativity and urban environment make it an incredible addition to the franchise that can’t be ignored.
2 Halo 3 - Halo
The Halo franchise always knows how to go out with a bang. Spoiler warning, for this selection. This level contains one of the most memorable moments in the entire series’ history, featuring Sergeant Johnson’s abrupt death at the “hands” of 343 Guilty Spark, no less.
It is a striking end for a beloved character, and although he goes out with a one-liner, we would expect nothing less. Aside from successfully concluding the entire Halo trilogy with a bow, it features a gripping race across suspended platforms that pays homage to The Maw with equal creativity and fun.
1 Halo 3 - The Covenant
This is probably the most comprehensive Halo mission ever made. So, spoilers! This level has an incredible pace, with a lot of vehicular action. You end up in a Warthog twice, first in a lush and green environment, and later driving right into a snowy atmosphere with a Gauss Cannon—battling two Scarabs at once.
In between, you push through some great indoor skirmishes against improved Brutes, and afterwards, you get to fly a hornet. It’s the Covenant’s final stand, and Arbiter himself executes the Prophet to end our longtime war. It’s also the level where Miranda Keyes dies heroically, and it’s even the longest level in Halo 3. This is the definitive Halo experience.
Next: Halo Infinite Guide: Everything We Know So Far
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I am an author, screenwriter, gamer, and certified CAD Technician residing in Southern California.
The 12 Most Difficult Levels In The Halo Franchise, Ranked
Halo is one of the most revolutionary franchises in gaming history, and shaped the FPS genre forever. It has both shown excellent design with its single-player and multiplayer offerings. It has also shown uncompromising difficulty on its higher difficulties.
RELATED: Halo: Every Game In The Master Chief Collection, Ranked Worst To Best
Indeed, the Halo franchise has some of the hardest missions in gaming – they aren't just the hardest Halo missions. Some fans have even made these levels harder by playing on Legendary with all Skulls on, which players refer to as a LASO run. If you're looking for an extra challenge before Halo Infinite, or are just wondering what the hardest Halo missions are, think about jumping into some of these levels on Legendary settings.
Updated 04/30/2021 by Erik Petrovich: The Halo series has some of the most difficult missions of all time, including missions that seem deceptively simple at first. Driving missions like The Silent Cartographer in the original Halo and its thematically-inspired sequel in the Halo 3 mission Halo can even be tough to beat, partially for the series' driving mechanics. With that in mind, this list has expanded to include even more of Halo's hardest missions.
12 Halo: The Silent Cartographer
The Silent Cartographer is the fourth mission of the original Halo. While much of the game feels easy nowadays thanks to ever-growing trends in FPS gaming, the fourth mission nonetheless throws a curveball at the player. Much of the game focuses on combat, but this sequence focuses on driving.
Driving a Warthog in the original Halo game is a much more challenging experience than in later entries to the series. It was a new way to drive in games at the time, so some jankiness is to be expected. Be prepared for a long drive around a Covenant-infested island. The player might not have total control of where they're going.
11 Halo 3: Halo
The final mission of Halo 3, Halo, is an infamous mission that killed many a first-time player over and over again. The end of the game features an extended driving sequence past a series of obstacles. These range from the floor collapsing to Wraiths to explosions going off all around the player.
The series' eponymous mission is not one of the most complex, nor is it full of challenging enemies. This mission is difficult for its randomness and unreliable environment. It takes some real finesse to make it through the entire mission without dying once.
10 Halo 5: The Breaking
Halo 5 is a much easier game than previous entries due to its enhanced movement and overall increased variety of the weapon sandbox. Taking down foes is much easier in this game, even on Legendary, but that still doesn't excuse the level, "The Breaking."
This is an infamous level that spawns not one, not two, but three Wardens simultaneously. Besides this tough encounter, players essentially go up one long hallway fighting waves of Prometheans one after the other. Even though this level can be downright frustrating at times, it is nowhere near as bad as some of the hardest Halo levels in previous games.
9 Halo 4: Midnight
While there's a case to be made for most of Halo 4's levels being the hardest of any title in the Halo series, the game's final level titled "Nightfall" is considered to be one of the most difficult in this entry. Unlike every other Halo 4 missions, "Nightfall" is fought solely against Prometheans.
Be prepared to fight dozens of Crawlers and the toughest Knights in the game for just about the entire mission. Some Knights even come equipped with Incinerator Cannons that can one-shot Chief. Players have found methods of skipping most of this level, but those that play through it legitimately on Legendary will have an exceedingly challenging experience.
8 Halo 3: Cortana
Out of all of Bungie's Halo titles, Halo 3 is arguably the most balanced campaign to beat on Legendary. Aside from the dual Scarab encounter on the "Covenant" level, the campaign is filled with fair encounters that punish players who overextend themselves. "Cortana" is the pinnacle of this difficulty.
RELATED: Halo Infinite: 10 Classic Maps We Need To See
Veteran Halo players might be surprised that this is on the list. Yet, those that haven't mastered Halo 3's mechanics will fail in this level. Players need to take the mission slow and not allow the Flood to overwhelm them. Crafty players can sneak by most of the enemies on higher difficulties, but the randomness of the Flood's AI makes this an inconsistent strategy.
7 Halo: Assault On The Control Room
Halo: Combat Evolved is no stranger to tough levels, as many games from the early days of PC gaming weren't. Many fans talk about "Truth and Reconciliation" and "The Library" as the hardest levels from the original game. Fewer people mention "Assault on the Control Room". To say this level has non-stop action is putting it lightly.
Right from the get-go, players will fight wave after wave of Covenant forces as they carve a path to the control room towards the end of the level. Rationing ammo for the Magnum and using vehicles is essential to evading and, sparingly, destroying the various Ghosts, Wraiths, and Banshees that dot the open areas of this level. On the Anniversary edition, completing this mission with all skulls on is one of the hardest Halo levels players will face.
6 Halo Wars: Arcadia City
While Halo Wars might not be a traditional Halo title, as it's an RTS instead of an FPS, it carries the same spirit and story as the main titles. Completing Halo Wars on Legendary with all Gold medals can be a daunting task. In "Arcadia City", civilians need to be escorted out of the city during a Covenant invasion.
Players must support multiple Cargo Ships as they escort civilians out of the level. Losing one of these ships is scripted, but losing a second ship is practically game-over on Legendary. A mix of good luck and excellent unit management are needed to complete this mission. Even the most skilled of Halo Warsplayers can struggle with this task due to the randomness involved in the game's AI.
5 Halo Reach: Pillar Of Autumn
Technically speaking, the Halo Reach level "Lone Wolf" is more deadly than this level, as it's impossible to survive as the player must die for the level to end. Since that seems unfair to the rest of Reach's levels, a close second to "Lone Wolf" is "Pillar of Autumn."
How can "Pillar of Autumn" top the likes of Halo 3's "Cortana"? Ammo is considerably sparse in this mission. If players don't land all of their shots, they will be forced to use the Assault Rifle towards the later stages where the Covenant will swarm the player. If players don't have a precision weapon ready for the final fight, it's sometimes worth restarting the level. On LASO, this becomes even worse.
4 Halo: Two Betrayals
Take what made "Assault on the Control Room" hard and add even more elements of danger. The end result is "Two Betrayals". This level is so determined to kill the player that most skip this level by stealing a Banshee and flying through most of the encounters.
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For those who decide to not use this strategy, prepare for an experience that is far harder than the level that inspired it. Rocket Launcher Flood in close-quarters are a nightmare to fight. Additionally, vehicles such as Banshees and Wraiths lie in wait. Combined with this mission's overall length, "Two Betrayals" is one of the most frustrating and difficult missions of any Halo title.
3 Halo 2: Regret
Isn't it fun getting one-shot by Sniper Jackals in Halo 2? Bungie must have thought so. Most of "Regret" involves fighting Sniper Jackals, Hunters, and swarms of Covenant forces in tight corridors with little cover. The moving gondola portions are particularly painful. It's nigh impossible to clear this level without dying at least once.
This level isn't completely unfair in its design. However, the incredible difficulty ramp-up that Legendary or LASO adds takes this level from enjoyable to downright masochistic. Being shot over and over again by snipers the player can barely see is one thing. Being killed instantly by those same snipers is another.
2 Halo: Truth And Reconciliation
That's right, a Combat Evolved level ranks higher than a Halo 2 mission. It's true that Combat Evolved's overall balance on Legendary is much better than Halo 2's. However, the former was never balanced around escort sections nor Skulls. Even just getting to the ship itself is a pain on Legendary, considering how many Golden Elites can spawn near the gravity lift to the ship.
Once inside, players need to prepare for an onslaught of Covenant protecting Keyes. Once players pick up Keyes, it's up to RNG if he stays back or charges into enemies and dies, reverting to the most recent checkpoint. In the case of "Truth and Reconciliation," adding Skulls on top of these pain points creates a level that is close to impossible.
1 Halo 2: Gravemind
Halo 2's "Gravemind" is one of the hardest halo missions for just how unfair it is on Legendary. Before the title crawl fades away in the first few seconds of the mission, there's a good chance the player is already dead. If they can survive the two Brutes in the opening, they must fight through waves of tough Covenant forces in arenas that offer little cover.
Sections of this level rely on players getting lucky with the enemy AI and getting lucky with their shots. Completing "Gravemind" on Legendary difficulty with skulls turned on is one of the most difficult accomplishments, as it's bar none one of the hardest Halo levels of all time.
NEXT: 10 Things We Want To See In Halo Infinite
After a decade of cross-team banter, League of Legends decides to disable the all-chat feature in favor of lowering community toxicity.
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Missions halo 4 all
- "An Ancient Evil Awakens"
- — Official tagline
Halo 4 is the seventh installment in the Halo franchise. Set four and a half years after the events of Halo 3, Halo 4 continues the story of John-117 and Cortana, left abandoned on the remains of the UNSC Forward Unto Dawn. The two survivors drift toward the mysterious world of Requiem and the ancient evil within. Halo 4 is the first game developed by 343 Industries, the management team in charge of the Halo franchise, and was published by Microsoft Studios. The first in a new series of Halo titles dubbed the Reclaimer Trilogy, Halo 4 was released exclusively on the Xbox 360, worldwide on November 6, 2012.
Halo 4 was first revealed by a teaser trailer shown at Microsoft's E3 Media Briefing on June 6, 2011, set to arrive in the holiday of 2012. In the months leading into E3 2012, multiplayer for Halo 4 would be unveiled. The game would then get proper coverage during E3 2012, where a stage demo would be shown off, along with a trailer dubbed "The Commissioning", and the game's new co-operative experience, Spartan Ops.
Upon the first day of release, Halo 4 grossed $220 million, surpassing Halo: Reach's record of $200 million, and $300 million in its opening week.
Along with Halo: Combat Evolved Anniversary, Halo 2: Anniversary and Halo 3, Halo 4 was released on the Xbox One as part of Halo: The Master Chief Collection on November 11, 2014. A sequel, Halo 5: Guardians, was released for the Xbox One on October 27, 2015.
- "The Master Chief returns to battle an ancient evil bent on vengeance and annihilation. Shipwrecked on a mysterious world, faced with new enemies and deadly technology... the universe will never be the same."
- — Official summary
Halo 4 marks the return of John-117 as a playable protagonist after three Halo games focusing on different sets of characters. Having been lost in space for five years after the finale of Halo 3, John-117 and Cortana, adrift aboard the wreckage of the aft section of the UNSCfrigateForward Unto Dawn, find themselves near Requiem, the Forerunnershield world first glimpsed in the Legendary ending of Halo 3.
The story of Halo 4 was described as being heavily focused on mystery, exploration and discovery, as well as being grand in scope and scale. Forerunner elements are featured extensively. The game also shows how humanity and the UNSC have adapted to the post-war world, particularly how they have co-opted Forerunner technology into their military devices and assets. Member species of the former Covenant return in the game, in the form of Jul 'Mdama's Covenant faction, consisting of Elites and most of their former subordinate species, including Grunts and Jackals, still loyal to the tenets of the Covenant religion. However, the Covenant remnants are taking a backseat to an entirely new antagonist, the Prometheans, an elite class of ForerunnerWarriors and their legendary leader known as the Didact; this new antagonist has been described as a "threat beyond anything that Master Chief has faced before." The subject of Cortana's ongoing rampancy, a year beyond her ideal functional lifespan, is also thoroughly and prominently detailed in Halo 4.
Unlike Halo: Combat Evolved, Halo 4 was originally stated to have been designed to be part of a three-game arc from the beginning; however, the scope of the then-Reclaimer Trilogy (now known as the Reclaimer Saga) has since been expanded to encompass an undefined number of games. In addition, 343 Industries is aiming for more complete connectivity among all of their future media than that of the original trilogy; the Forerunner Saga and Kilo-Five Trilogy novels, and the Halo: Combat Evolved Anniversaryterminals all have connections to Halo 4's story. The third and final Forerunner Saga novel, Silentium, was released on March 19th, 2013. Frank O'Connor noted that Silentium would be released after Halo 4 for "specific strategic reasons", likely referring to the connectivity of the game and the novel. A live action series, Halo 4: Forward Unto Dawn, provides a backstory for Thomas Lasky, a major character in the game; this series consists of five episodes totaling 75 minutes. The Halo 4 Collector's Edition includes a 90 minute extended cut of the series.
Like Halo: Combat Evolved Anniversary, the Halo 4 campaign contains animated terminals accessible to the player. These depict the events of the Human-Forerunner War and Forerunner-Flood war from the perspective of the Ur-Didact and the Librarian, and chronicle his descent into madness.
Spoiler warning: Plot and/or ending details follow.
Halo 4 begins on July 21, 2557, four years, seven months and ten days after the armistice ending the Human-Covenant War. Cortana, laying silent for almost five years, notices that the ship's intruder alarms have activated and attempts to wake John-117 from cryo-sleep. Cortana notifies him that in his sleep, she rewrote the firmware of his MJOLNIR Mark VI armor, upgrading the HUD and armor capabilities. With alarms ringing and the intruders spreading to multiple decks, John slips Cortana's chip back into his neural interface and sets off to find the source of the disturbance. Suddenly, a Sangheili swordsman comes charging at the Spartan. After neutralizing the threat, John questions the AI construct on why his once-formidable allies have attacked them, to which she has no answer. After fighting the Sangheili and their "repatriated" Unggoy and Kig-Yar subordinates, John makes his way to the aft observation deck, viewing a large former Covenant fleet, led by Jul 'Mdama, surrounding the Forward Unto Dawn while multiple boarding crafts dock with the heavily damaged aft section of the frigate.
John and Cortana subsequently make a crash-landing on the Forerunner world Requiem, entering the inner planetary shell via an entrance in the Dyson sphere-like superstructure. Recovering a Warthog, Master Chief and Cortana vow to make their way back to Earth in order to find a cure for Cortana's escalating Rampancy. They set out to find a way to contact the UNSC, circumventing the powerful jamming field surrounding the world.
Fighting through numerous Jul 'Mdama's Covenant hunting parties, Master Chief is attacked by advanced Forerunner combat constructs which Cortana identifies as Prometheans. Evading or destroying pursuit, John attempts to warn the approaching UNSC Infinity of the dangerous artificially-induced gravity field that had caused the Forward Unto Dawn to crash.
After disabling two control nodes, it becomes clear to John that a great threat had once been imprisoned within Requiem. The Didact, the Forerunners' greatest warrior, is released from suspended animation within a Cryptum. Easily disabling John with his powerful abilities, he declares the return of the Forerunners as the galaxy's rulers and saviors. Humanity remains weak and unworthy in his eyes of inheriting the Mantle of Responsibility, a view rejected by his wife, the Librarian. Having always revered the Forerunners as gods,Jul 'Mdama's Covenant quickly swears alliance to the Didact and his Prometheans. The Didact views Jul's Covenant as mere "primitives", but permits them to serve his cause, to prevent the ascension of the human race to galactic prominence.
Narrowly escaping the collapsing core facility, the Chief and Cortana return to the planet's surface only to find their warning to the Infinity came too late. The warship crashes more than 70 kilometers away, with a massive force of Jul 'Mdama's Covenant and Prometheans closing on their position.
Evading capture, John is successful in regrouping with a group of SPARTAN-IVs and Marines led by CommanderThomas Lasky. Recognizing the Chief immediately, Lasky asks John and Cortana to clear a landing zone so that Infinity's ground forces can fall back to the ship which has fallen under siege. Commandeering a Scorpion tank, John leads the attack to the crippled vessel alongside Commander Sarah Palmer's Spartans. Using the UNSC's latest weapon, the Mantis exoskeleton, John rallies a force of nearby Marines and regains control of the ship's interior. After reinitializing the secondary MAC guns and missile batteries, the tide turns in the UNSC's favor. Two light cruisers and dozens of dropships are destroyed in the artillery barrage, while the Didact's Cryptum is forced to retreat.
With a momentary lull in the fighting, John is called to a strategy meeting with Andrew Del Rio, Captain of the Infinity. Skeptical of the threat of the Prometheans, Rio orders an immediate attack on a Forerunner gravity well generator preventing the ship from leaving. A strike force of Spartans led by John is deployed along with a Mammoth ultra-heavy ground vehicle supporting the attack. Facing daunting odds, the UNSC is able to defeat a large armored strike force of Jul 'Mdama's Covenant and Prometheans and they disable the gravity beam. Before reaching his objective, John is confronted with a vision from the deceased Librarian, who warns him of the Didact's true plans.
In ancient times, the human race was once a great interstellar empire. Fleeing from the Flood and destroying any world tainted with their presence, they came into contact with the Forerunner ecumene. Ignoring their warnings about the dangers posed by the parasite, the Forerunner warriors led by the Didact defeated and imprisoned humanity upon their homeworld. Weakened by the struggle, the Forerunners were easy prey for the resurgent Flood. Defying the Forerunners' decision to accept the Halo Array as their final resort, the Didact used a device known as the Composer, capable of transferring organic consciousness to software format, to convert his warriors into mechanical Promethean Knights, in order to combat the Flood (which could only infect living tissue) more effectively and without risk of infection. Lacking the sufficient numbers to turn the tide, the Didact used the Composer to "conscript" a large population of humans into his army, leading to the confiscation of the Composer and his imprisonment on Requiem. Opposing the Didact for her own reasons, the Librarian provides John with a gift: a medical treatment to counteract the Forerunner's devolution of the human genome, and a means to resist the effects of the Composer, with which the Didact plans to enslave the human race once again.
Regrouping aboard the Infinity, Captain Del Rio dismisses the threat of the Prometheans and prepares the ship to depart the system. Defying direct orders, John takes the increasingly unstable Cortana and departs the Infinity. Armed with a Pelican gunship provided by Commander Lasky, John launches several attacks on support pillars providing the Didact's Cryptum with shields and power, with the goal of preventing him from leaving the planet and attacking Earth.
This attempt ultimately proves unsuccessful, as the Didact leaves Requiem aboard his massive vessel, the Mantle's Approach, escorted by a flotilla of Jul 'Mdama's Covenant ships. Stowing away aboard a Lich, Master Chief pursues the Forerunner to Ivanoff Station, a UNSC research base orbiting Halo Installation 03 where the Composer is kept. Dr. Sandra Tillson, a lead researcher aboard the base, helps guide John to the artifact amidst a swarm of Jul's Covenant attackers. Despite reaching the artifact first, the Didact is successful in obtaining the Composer, tearing it out of the station's hull with a gravity beam. Testing the weapon, the Composer burns the crew of the station to ash, harvesting their essences to power additional Prometheans. The Master Chief survives, thanks to the genetic enhancements provided by the Librarian.
With the Composer in the Didact's possession, the Forerunner is poised to deal a deathblow to the UNSC, and by extension humanity. Racing back to Earth aboard a Broadsword fighter stowed on the outer hull of the Didact's ship, the Master Chief finds the Infinity and a UNSC battlegroup waiting for him. Flying below the Forerunner vessel's shields, John is able to destroy the ship's point defense guns, allowing Infinity to bombard its hull. Entering through a breach in the armor, John fights his way to the Didact's location.
Despite their best efforts, the Didact is able to fire the Composer at Earth, North America. Armed with a HAVOK portable nuclear device, John confronts the Didact once again. While John is no match for the Forerunner's powerful abilities, Cortana, nearing the end of her life, immobilizes the Didact with hard light shackles. With the last of his strength, John defeats the Didact with a pulse grenade, sending him falling into a slipspace rupture beneath the Composer, and detonates the nuclear bomb manually.
With the last of her power, Cortana is able to teleport John away from the vessel before it was destroyed and meets with John for one last time inside a bubble of hard light. Overcome with emotion, John remarks that he was supposed to have protected her. Cortana insists that they were supposed to protect each other, and did. Using her hard light body, Cortana is able to actually touch John for the first time, which she says that she's been waiting to do for a very long time. Smiling and seeming at peace, Cortana welcomes John home, and then fades away completely. The Master Chief drifts in space amidst the debris of the Didact's ship for a time before being recovered by a UNSC search-and-rescue team. Later, John speaks with (now Captain) Lasky about the loss of his closest friend and companion.
In the battle's aftermath, a UNSC team investigates the city of New Phoenix, where the Composer's energy beam was directed; although the infrastructure of vehicles and buildings are completely untouched, its former human inhabitants are gone. Aboard the Infinity, John rejoins Palmer and the other Spartans, preparing for their inevitable next battle, and his MJOLNIR Mark VI armor is removed for the first time in years. The final scene is overlaid with a speech given by the Didact to his fellow Forerunners, after being accused of attempting to wipe out human life. In this speech, the Didact maintains his belief that only the Forerunners are worthy of the Mantle and that humanity should never be allowed to reclaim the Forerunners' accomplishments.
While their defeat at Earth proved a setback for the Didact's Prometheans and Jul 'Mdama's Covenant, it did not result in their defeat. Months later, the Infinity returns to Requiem with a complement of Spartans, determined to claim the planet. This tour forms the background for the Requiem Campaign covered in the Spartan Ops mode.
Spoilers end here.
The campaign of Halo 4 consists of 10 levels, of which 8 are playable.
- Prologue - "Catherine Halsey is interrogated deep within a secret ONI facility." (Cinematic)
- Dawn - "After four years adrift in space, Cortana awakens the Master Chief to investigate a disturbance on the Forward Unto Dawn."
- Requiem - "Having survived the destruction of the Dawn, Master Chief and Cortana search for a way off of the mysterious Forerunner planet."
- Forerunner - "Master Chief tracks the Infinity's signal to Requiem's core in the hopes of returning Cortana to Earth to address her rampancy."
- Infinity - "Following the Didact to Infinity's crash site, Chief and Cortana descend into the surrounding swamp to rescue UNSC survivors."
- Reclaimer - "Infinity sends the Master Chief and Gypsy Company to neutralize the gravity well keeping them on Requiem."
- Shutdown - "As Infinity flees Requiem and Cortana's rampancy worsens, Master Chief struggles to stop Didact from pursuing the Composer."
- Composer - "The Master Chief's pursuit of the Didact leads him to a UNSC science station orbiting Installation 03."
- Midnight - "With the Composer in the Didact's possession, Chief and Cortana must destroy the device before he turns it on his next target."
- Epilogue - "After the destruction of New Phoenix, and the death of Cortana, Master Chief must carry on." (Cinematic)
Please visit Spartan Ops and Halo 4 Terminals for the dedicated appearance lists of said modes.
Gameplay and design
Halo 4 was developed for the Xbox 360 console. The game's creative team, which comprised nearly 200 individuals who developed the game for nearly three years, was led by creative director Josh Holmes. The game has been stated to continue the Halo series' tradition of inspiring wonder in the player while providing engaging, visceral gameplay. The game utilizes much of the "sandbox" that has been featured across all six prior Halo games and other media, in addition to introducing new characters, weapons, vehicles, and other elements. The game's "sandbox" and overall style are meant to be evocative of Halo: Combat Evolved moreso than of later installments.Dual wielding is not accessible in the game. During production, Halo 4 was given the codename "Halo Onyx".
The narrative design team of Halo 4 was headed by Armando Troisi, who previously worked on Mass Effect and its sequel, along with an in-house team of writers. The original draft of the Halo 4 script was written by Chris Schlerf, who has also had major influence on the script since then. Brian Reed, who wrote the 2010-2012 graphic novel adaptation Halo: Fall of Reach, was also part of the writing team and made significant contributions on the story.
The art director for Halo 4 was Kenneth Scott. He described the visual style of Halo 4 as being more ingrained in the expanded universe fiction, and more "mature" than before. With the game's increased focus on the Forerunners, the artists invested heavily on the look and feel of Forerunner technology, including the incorporation of more "active" Forerunner technology as opposed to the mostly inert and abandoned structures seen in the earlier games.
John-117's experience and the player's experience are meant to be intertwined, with the Master Chief essentially serving as the player's avatar within the Halo universe. John's character is explored and developed in more depth than in the prior games, and the relationship between John and Cortana is heavily featured and expanded. Halo 4 also features more athleticism, as the background of Master Chief and the Spartan supersoldiers in general promise a feeling of "a super hero", a feeling 343 Industries wanted to convey to the player.
As with many other art assets, the Halo 4 art team redesigned the Master Chief's iconic MJOLNIR armor from the ground up. The first look into the redefined armor, which differs considerably from the suit seen in Halo 3, was seen in the announcement trailer, generating a considerable amount of confusion and speculation among fans. 343 Industries later stated that the design seen in the trailer was not the final version. The final iteration was later seen alongside the first Halo 4 gameplay reveal following Microsoft Spring Showcase 2012. The changes in the design are mostly cosmetic and were made with the intent of giving the suit a more functional look in order to suit the new art direction of the game. In a fictional context, the difference in the suit's appearance is explained by an extensive overhaul performed by Cortana while John was in cryo-sleep.
Motion capture, first implemented in the series on Halo: Reach, was used during the production of Halo 4. Recording began prior to the release of the Making Halo 4: First Look video in Los Angeles, California, with material for the character Cortana and a man playing an unidentified character filmed; recordings were done as recently as the week of April 29, 2012.Bruce Thomas and Mackenzie Mason would later be confirmed as the cinematic performance capture actors for John-117 and Cortana, respectively.
While most cutscenes in the game are rendered in real-time in the game engine, Halo 4 is the second game in the series (along with Halo Wars) to use pre-rendered cinematics. Except for Spartan Ops, three scenes from the game (along with the introduction of the Infinity mode) were computer animation produced by Digic Pictures and one scene produced by Sequence.
At a London press event for Halo 4, it was announced that development of the game was completed on September 25, 2012 after three years in development. The finished product was then sent to "various certification processes" before mass production of the game began. Coincidentally, the September 25 completion date of Halo 4 also marks the fifth anniversary of the North American release of its predecessor, Halo 3.
Sotaro Tojima, best known for his work on Konami'sCastlevania: Circle of the Moon and Metal Gear Solid 4: Guns of the Patriots, served as Halo 4's audio director. The team has performed many live audio recording sessions, several of which occurred in Tasmania, Australia. Some of these recording sessions took place in generally inhospitable environments, such as underwater, in fire, and in ice, through the use of specially designed microphones; other recording sessions utilized "homemade" explosives. Tojima intended for the game's audio to be clearly grounded in the Halo universe, though to also have a more realistic quality than in past titles. A video was released on February 23rd depicting 343i recording weapon and explosion audio alongside the U.S. Army Special Forces. Weapons such as the M4 carbine, Mk 17 battle rifle, M240 general purpose machine gun, M107 sniper rifle, M2 heavy machine gun, and M72 rocket launcher were used in the recording.
Several voice actors from previous media reprised their roles in the game. Jen Taylor, voicing the AI Cortana, and Jeff Steitzer, the multiplayer and firefight announcer, confirmed on Facebook that they would again be reprising their roles for Halo 4.Steve Downes, the iconic voice of John-117, was confirmed to voice the game's protagonist in the June 9th Halo Bulletin. For the first time in the Halo series, Taylor and Downes recorded the dialog for some of their scenes together in the same voicing booth, whereas previously they had not even met in person. On the April 17th, 2012 episode of the TBS late night comedy show Conan, hosts Conan O'Brien and Andy Richter announced that they'll be voicing Navy deckhands aboard the advanced warship Infinity. Frank O'Connor, replying to a fan's question at the Rooster Teeth Expo, stated that the cast for the episodic cooperative series Spartan Ops would have the "biggest injection" of new voice talent for Halo 4.
On April 11, 2012, the composer for Halo 4 was announced to be Neil Davidge, best known as the co-writer and producer for the British electronica duo Massive Attack. Davidge first started in his role as the future composer in late 2010, eventually having his first meeting with 343i laying out his ideas for the music of the game. After the meeting, Davidge began writing 20 to 30 pieces that would be the base of the Halo 4 score, which he officially began working on in August of 2011. Davidge has since stated that over four hours and an estimated 300 pieces had been written as of May 8, 2012. Composing Halo 4 is noted as being split into four distinct "tiers," each consisting of central themes for a handful of missions. Kazuma Jinnouchi composed a number of additional tracks for the game. Many of the key compositions were recorded and completed in January 2012 ahead of 343i's completion deadline. Though still grounded in the Halo universe, the score for Halo 4 takes a new direction from Martin O'Donnell's composition in previous Halo titles. Orchestral and composition for the score was done at the famed Abbey Road Studios in Westminster, London, England, mostly notably known for their work with The Beatles during the 1960s.
The competitive and cooperative multiplayer modes of Halo 4 are grouped together into a mode known as Infinity, which is tied to the Halo series fiction and runs parallel to the campaign story. In Infinity, players take control of SPARTAN-IV supersoldiers serving aboard the advanced warship, UNSC Infinity. Prior to the beginning of development on Halo 4, 343i General Manager Bonnie Ross and Frank O'Connor set the framework of the new studio's mission which entailed that all pieces of existing and future fiction from the games, novels, comics, etc. would be interwoven and share content from each other. Among this would be the multiplayer component for Halo 4, which would later include the introduction of Spartan Ops; " Wrapping the whole thing together allowed us to make sure that all the fiction in all of those pieces actually mattered – in this case, it connects directly to your career as well as the narrative experience."
- Main article: War Games
Competitive multiplayer, known as "War Games," pits players against one another in adversarial combat training in simulated environments in the advanced combat deck of the Infinity. However, due to the emphasis on the SPARTAN-IV commandos, players do not have the option to use Sangheili for their multiplayer character.
343 Industries aimed to provide a "brand new experience" in Halo 4 multiplayer. This includes a reworking of the series' traditional balance system. For example, the player progression system is more extensive, allowing players to choose between various modifications which have an effect on gameplay, in addition to aesthetic armor permutations similar to the prior games. Players are able to customize their loadouts, being able to choose between various armor abilities as well as new customizable features, known as Support Upgrades and Tactical Packages. Tactical Packages offer a small performance boost to a chosen gameplay feature, such as the player's shield or weapon carrying capacity. Support Upgrades function similarly, and feature such improvements as motion tracker upgrade and an increase in the player's maximum ammunition.Halo 4 also introduces a new gameplay enhancement feature referred to as "Specializations". Specializations unlock different armor sets, emblems, visor colors, weapon and armor skins, and armor mods, which work similar to tactical packages and support upgrades.
343 Industries has described Halo 4's multiplayer gameplay as "much more fast-paced, more intense and visceral" than in the prior games. Weapon pickups on maps are marked on the player's heads-up display, and players are able to call in ordnance drops, containing power-ups or weapons, during War Games or Spartan Ops matches. Some multiplayer gametypes include Slayer, Infinity Slayer, and Regicide. Power-ups available in Infinity Slayer include Overshield, Damage Boost, and Speed Boost.
List of multiplayer maps
Unlike Halo: Reach, where the original multiplayer maps were shared in the campaign as gameplay spaces, all multiplayer maps in Halo 4 were purpose-built for multiplayer alone much like in the first three Halo games (although some multiplayer maps are featured in Spartan Ops). 343 Industries collaborated with Certain Affinity in the production of the multiplayer maps for Halo 4.
- Main article: Armor customization (Halo 4)
The player can only choose from a standard Spartan model. There are several armor permutations which can be combined. All armor permutations do not have any effects on gameplay. They are unlocked by achieving ranks and commendations.
- Main article: Spartan Ops
Spartan Ops is a secondary campaign that replaces the Firefight mode featured in Halo 3: ODST and Halo: Reach. Much like traditional campaign cooperative play, Spartan Ops allows up to four players to participate in weekly objective-based episodic missions. Missions intertwine directly with events in the main Halo 4 campaign, expanding on the story of the UNSC Infinity and her crew; this new mode is being likened to a second full-scale campaign for the game. Compared to a season of a television program, each "episode" of Spartan Ops features a pre-rendered cinematic and five playable missions complete with new events, characters, locations, and gameplay challenges, totaling up to 12 hours of new gameplay. The development of Spartan Ops saw the largest influx of new characters, along with corresponding facial and voice talent, and gameplay/sandbox elements into any property of the Halo franchise since 2001. 343 Industries will be supporting additional Spartan Ops missions for months after launch of the game and unlike Reach
Kisses everywhere. Stand on your knees I got down on my knees, spread my legs and I ask you to take me I covered you with my body, squeezing my breasts with my. Hand.
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Going into her room, she lay down on the bed, tears dry on her cheeks. On the legs there are drawings from blood and semen. Sorry sight. The voice from the corridor brought me back to reality.