Halo 3: wat moet er allemaal in komen, hoe,...?

Discussie in 'Algemeen' gestart door boss, 1 jul 2005.

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  1. Victor

    Victor Guest

    Elites hebben een shild, net als de MC, zijn moeten namelijk de grootste dreiging vormen voor de MC. Zij zijn namelijk het antwoord van de Cocenant op de MC.
     
  2. Matrix

    Matrix Semi-Définie Positive XBW.nl VIP

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    Hoe kunnen ze nou het antwoord op de MC zijn als ze al veel langer vochten voor de Covenant dan de MasterChief leefde. ;)

    Ik wil in Halo 3 iets dat ik in Halo 2 al wilde. Gewoon een hele menselijke stad (of covenant stad:cool:) in oorlog en jij staat aan de rand met de kaart en je mag zelf bepalen hoe je aan de kant komt waar je moet zijn. Niet zo lineair als New Mombasa in Halo 2. Maar in de zin van dat je met mariniers in een warthog over pleinen kan aanvallen. Of dat je juist stiekeme steegjes neemt en snipet vanuit gebouwen of vanaf daken.
     
  3. Daz

    Daz

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    Precies dat zou zeker erg vet zijn! _O_
     
  4. baszs

    baszs Active Member

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    jah en voor halo4 is het verhaal dat er ergens een ander architectuur gevaarte van de beholders ( weet de naam niet meer vond dit wel toepasselijk ) in de ruimte is gevonden.. en dan de flood deze x is gemerged met een bepaald soort zodat ze nu niet meer zombies en hersenloos zijn maar enorm krachtig en geavanceert zijn.. 8)

    Verder d8t ik dat het verhaal van halo3 ging dat er stiekem een voorwerp in de aarde was verstopt en daarom de covenant een suicide missie ondergaat om de aarde in te nemen... Zou wel vet zijn als er een onderwaterlab zou zijn van de marnine.. en dat de vliegtuigen dan via een buis die uit het waterkomt het lab in vliegen ( beetje decepticon style van transformer _O_ )
     
  5. Murdock

    Murdock Metal Up Your Ass!!!

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    Ik wil het oude Assault Rifle terug 8)!!!
     
  6. Willem

    Willem Obi-Willem XBW.nl Bestuur

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    En hoe gaat dat van je beeld af? Of krijgt de MC ruitenwissers zoals de Clone-commando's á la Star Wars?
     
  7. madmaxensnow

    madmaxensnow bier bier meer bier

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    grote maps. meer besteurbare voertuigen en nieuwe wapens.
    meschin ook campain met hunters.
     
  8. Daz

    Daz

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    @ Basz: Nou dat lijkt mij dan geen leuk spel worden..:+
    @madmaxensnow: Campaign met Hunters? Nee man je moet juist tegen de Hunters spelen en niet hunzelf zijn.
     
  9. Alex RS

    Alex RS Green HJ Pub DJ

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    Nee, inderdaad. Niet met Hunters spelen. Hunters kunnen zelf niet veel en het speelt nooit lekker wed ik. Ze hebben een schild en hun eigen standaard wapen. Meer voertuigen ja en een grotere mooiere campain met b.v. zoals al voorgesteld was zo'n supergrootte stad die je moet doorkruisen en een boel vijanden uitmoorden.
     
  10. Bonbridge

    Bonbridge Hi!

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    Ze moeten alles terug halen naar halo 1! Halo 2 is zo'n verschrikkelijk slecht spel als je geen live hebt! Ze moeten ook al die wapens eruit laten en terug gaan naar Halo en dan wat mooier en groter. En een paar verbeteringen aanbrengen waar het nodig is.
     
  11. boss

    boss Stay frosty people!

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    Ik hoop inderdaad ook dat halo3 voor de xbox 360 is, wat halo 1 voor de xbox was(en nog steeds is!)
     
  12. masterspy

    masterspy Active Member

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    er komt geen halo 4 want bji halo 3 is het verhaal afgelopen
     
  13. tomdamasker

    tomdamasker wachten duurt lang

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    ik hoop ook dat ze eindelijk uitvinden dat de camo en de overshield gewoon dom zijn en de balans uit een spel weg haalt. Als ze gewoon alle maps van halo 1 en 2 een beetje oppoetsen en erin gooien en dan nog 10 à 20 maps maken, dan heb je er gelijk genoeg en begint niemand te zijken dat ze die moeten remaken. Er moet ook een optimatch functie in naast matchmaking, want wat nu optimatch is is eigenlijk gewoon quickmatch. Voor de rest gewoon veel meer vrijheid en geen lineair verhaal, zodat het op verschillende manieren kan aflopen, alhoewel dat heel moeilijk te maken is.
     
  14. xboxmaster 2

    xboxmaster 2 McSparky

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    Juistum! Idd b.v. Blood Gulch/Coagulation mag cker niet weg gehaald worden dat is zo een vet level... En ook dat optimatch moet gewoon weer komen gewoon lkkr een room maken en mensen kunnen die room joinen en dan ook gewoon voor een cijfertje spelen. Dat matchmaking mag wel blijven maar ik weet niet tog vind ik het ook weer kut. :{
     
  15. boss

    boss Stay frosty people!

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    Mmm, van het online gedeelte weet ik niks, dus weet ik ook niet wat er moet blijven of komen. Maar de single player moet wel meer dan halo 1 worden , dat zeker!
     
  16. elite warrior

    elite warrior Legendary Italiano

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    Mission I: "The Brute Forge"

    Part I - "The Brute Forge"

    Beginning as the Arbiter, you make your way up to the cruiser (seen at the end of The Great Journey) in a Phantom. You dock in its underbelly, and the Spec Ops Leader, who already has control of this part of the ship, suits you up. Now that the Elites, Hunters and Grunts have broken from the Covenant, he has instills a new command, which he calls the 'True Covenant.' The Elites and the Engineers (now creatures which appear in-game, helping to repair vehicles and blow open doors) have even modified an old Zealot suit for you.

    After suiting up with the Zealot suit, you prepare to push deeper into the ship. Some Marines aid you here, though the alliance between the Covenant and the humans is uneasy. Johnson circles outside the ship, ready to send in reinforcements if you can get a hangar bay open.

    Part II - "The Blade of the True Covenant"

    The Engineers blow a door open and enemy Jackals and Brutes rush out. You and your allies move into the corridors to engage them; they respond by sending more reinforcements to the area, and fortifying strategic positions.

    From this point you spread into the ship, breaking into prison cells and freeing trapped Marines, Elites, Grunts and Engineers. After taking out a couple of hangars, Johnson sends in a full squad full of reinforcements. These Marines aid you as you push deeper into the ship.

    To gain control of the Brute Forge, you need to seize the bridge. Your forces head there and ambush it, playing king of the hill until the doors are sealed and Covenant forces cannot get inside. The mission ends here.

    Allies

    Elites
    Grunts
    Marines
    Engineers

    Enemies

    Brutes
    Jackals
    Drones
    Engineers

    * * *

    Mission II - "Mortalle City"

    During the fight for Earth, a UNSC ship called Prospect was caught up in the swarm of incoming Covenant ships. To prevent itself from being destroyed, it latched onto the Forerunner ship. The Master Chief took the opportunity to get on board, and after debriefing Lord Hood on the events of Delta Halo, he moved into a Pelican with a bayload of Marines (including Lieutenant Archer) and dropped into Mortalle City, where Regret's forces resided after realising the battle for the sky was lost. Since Truth's fleet arrived, Brutes, Jackals, Drones and even new Covenant 'Spiders' dropped in as well. Furthermore, the enemy has deployed giant cannons - and even two Scarabs - into the city. The Spartan's mission is to reach Truth's ship, which landed in a desert not far from the city.

    The Master Chief drops into a UNSC-controlled area of the city. He watches an airstrike made on one of the gun turrents, then fights into the streets, first on foot, then by vehicle. He liberates several Marine camps and optionally takes out one of the Scarabs (which now, instead of being a moving building, is an actual vehicle which moves and fires at its own accord.) He gets closer to the Forerunner ship in the background, before getting clear of the city and preparing an offensive against the ship.

    Allies

    ODSTs
    Marines

    Pelicans
    Longswords
    Arrows (Not Pilotable)
    Gauss Hogs
    Warthogs
    Troop Hogs

    Enemies

    Brutes
    Spiders
    Jackals
    Drones

    Scarab
    Phantoms
    Seraphs
    Banshees (Not Pilotable)
    Creeps
    Specters
    Ghosts

    Elites
    Hunters
    Grunts

    Phantoms
    Banshees (Not Pilotable)
    Creeps
    Ghosts

    Mission III - "Truth"

    Part I - "The Desert Front"

    Intent on capturing Truth and possibly causing a ceasefire, the Chief gets a group of Marines together and prepares to raid the ship. First, he needs to cross the desert and get underneath it. From there, he can get inside the ship.

    After fighting across a long and wide desert canyon with the aid of tanks and Warthogs, he and reinforcement Marines are flown up to the ship.

    Part II - "Truth"

    The Chief moves through the corridors and eventually reaches Truth, who is guarded by numerous Brutes, Spiders and Jackals. The Elites, is seems, also want him. A large three-way battle occurs here and Truth takes the opportunity to escape, but not before Lieutenant Archer tracks his movement.

    Allies

    ODSTs
    Marines

    Pelicans
    Longswords
    Scorpion Tanks
    Arrows
    Desert Hogs

    Enemies

    Brutes
    Spiders
    Jackals
    Engineers

    Phantoms
    Seraphs
    Wraiths
    Banshees
    Creeps
    Ghosts

    Elites
    Hunters
    Grunts

    Phantoms
    Wraiths
    Banshees
    Ghosts

    Mission IV - "Cortana"

    Part I - "Cortana"

    After capturing the Brute Forge, the Arbiter reveals to the True Covenant the true purpose of Halo. Many regard the Oracle's words as heracy and deny it, but the Spec Ops Leader supports the Arbiter and quells a riot.

    They decide to move to High Charity next, to rescue any Elites or humans still alive there, and destroy it to prevent the Flood from escaping.

    The Arbiter moves into the lower districts of the city, fighting the numerous Flood forms that have taken residence - and the vehicles - there. A last bastion of Brutes, Jackals and Drones also remain alive here, and are spread out throughout the city. Once Johnson recovers Cortana, they learn that the Gravemind has already assembled a vessel with which to leave. Owing to his interrogation of her, his next destination is Earth. Unfortunately, he also disables In Amber Clad's reactors, so they have to be destroyed manually.

    The Arbiter takes a Banshee and flies up there. Landing, he moves inside the Flood-infested ship.

    Part II - "In Amber Clad"

    The human ship is now under Flood control, with a few Brutes hiding there as well. The Arbiter fights through both of them, then detonates the fusion core, orders all TC forces to evacuate to the Brute Forge, and runs back to the Banshee. Flying back to the Forge, he - and the rest of his forces - escape as High Charity is destroyed behind them, causing it to destroy Delta Halo as well.

    Allies

    Elites
    Hunters
    Marines
    Grunts

    Phantoms
    Banshees

    Enemies

    The Flood

    Pelicans
    Phantoms
    Scorpions
    Wraiths
    Arrows
    Banshees
    Warthogs
    Specters
    Ghosts

    Brutes
    Jackals
    Drones

    Wraiths
    Ghosts

    Mission V - "The Ark"

    The Master Chief tracks Truth to the Arctic regions, where he claims the Forerunner 'Ark' is buried. From there, Halo can still be activated! So, the Marine and Elite forces move in to follow him.

    The battle over the snowy regions is long, arduous and not unlike Halo: CE's 'Assault on the Control Room.' In the middle of the mission, the Chief runs into a small human city controlled by the Covenant, and helps Marine forces gain control of it. From there he proceeds to an excavation site.

    The Brutes have control of the lift leading down the the 'Ark,' so he kills them and fight his way down. Reaching the bottom, he sees frozen pods lying in the hallway around him, and opens the door to find a large room where Truth is trying to activate it. The Prophet reveals that the humans were once part of the Forerunner, which consisted of three other races. But the humans betrayed them, though he isn't specific on how. They only survived by using this Ark to get to Earth. It is possible, he claims, that some of the OTHER races survived on one of the Halo rings. The hibernation chambers used by the Flood on both visited Halo rings were originally designed for the Forerunner... but they were overrun by starving Flood forms. However, an equal number of either race may still be alive on Alpha Halo.

    With that, he uses the Ark's technology to teleport to Alpha Halo.

    At this point the Arbiter enters. This long cutscene results in an alliance between the humans and the True Covenant... and a splitting of the True Covenant as the Elites hear Guilty Spark's words. Many of them call him a heretic and refuse to believe him, instead following six of the surviving eleven Counselors, who turn against him.

    With Covenant reinforcements at Earth, the fight to keep it alive won't be quite so hard, though it will probably go on for a while. Lord Hood orders the Chief to track Truth and kill him. First, he is reunited with Cortana.

    So, with Lieutenant Archer and Sergeant Johnson behind him, he steps into the teleportation grid and ends up on Alpha Halo. The Arbiter, Miranda and a small portion of the UNSC fleet take the long way: splipspace.

    Allies

    ODSTs
    Marines

    Pelicans
    Longswords
    Scorpions
    Arrows
    Gauss Hogs
    Warthogs
    Troop Hogs

    Enemies

    Brutes
    Spiders
    Jackals
    Drones

    Scarabs
    Phantoms
    Seraphs
    Wraiths
    Banshees
    Ghosts

    Elites
    Hunters
    Grunts

    Phantoms
    Wraiths
    Banshees
    Creeps
    Specters
    Ghosts

    Mission VI - "Alpha Halo"

    Part I - "The Temple Walls"

    By the time the strike team is organised, the Elite Rebellion (lead by the anti-Arbiter Counselors) has already reached Alpha Halo. Through the jungle up ahead, and across a moat of types, they fight for control of a temple. Unfortunately it seems the Forerunner machines have already taken up residence there, so they're fighting for control.

    The Chief and the hundred Marines behind him get in their vehicles and join the fray, fighting across the field and getting inside the walls first. After reaching the other end, they emerge to find themselves at the field surrounding the temple.

    Part II - "The Temple"

    After fighting the Covenant/Forerunner forces outside it, the Chief, Archer and Johnson get inside the temple. They gain control of it by killing the two Counselors in charge, allowing the UNSC/TC ships in the air to drop down and secure it as their base of operations.

    Allies

    Marines

    Scorpions
    Gauss Hogs
    Warthogs

    Enemies

    Elites
    Hunters
    Grunts

    Phantoms
    Banshees (Not Pilotable)
    Creeps
    Ghosts

    Forerunner Tanks
    Enforcers
    Sentinels

    Mission VII - "The Elite Rebellion"

    When the Arbiter reaches orbit of Alpha Halo, he and a few squads of Elites drop down to another known TC position. This region is already under attack by Brutes, who want it as well. Moving through the rainforest, the Arbiter and his squads slip past Brutes and Elites to reach its centre, which contains a small structure. He gets inside, kills the Counselor, holds the position and waits for reinforcements to arrive.

    Allies

    Elites
    ODSTs

    Enemies

    Brutes
    Spiders
    Jackals
    Drones

    Wraiths
    Ghosts

    Elites
    Hunters
    Grunts

    Wraiths
    Banshees (Not Pilotable)
    Ghosts

    Mission VIII - "The Open Fort"

    Part I - "Beach Assault"

    Finally learning of Truth's mission, the Chief sets out to the 'Open Fort,' where the Prophet claims the surviving Forerunner are located. This means that not only do Truth's forces want to get inside, but so does the Elite Rebellion.

    Landing on the beach, he and several Marine squads get closer to the structure, which is heavily guarded by Forerunner machines. Cortana picks up transmissions about the 'unleashing of the Forerunner,' which probably can't be good.

    After fighting through twenty minutes of beach/jungle warfare, he gets inside the structure to find the Brutes are meeting heavy resistance from the defenses. He tracks Truth to a large hall.

    Part II - "Forerunner"

    Inside, Truth has a little chat with the Master Chief, finishing with the words, "Would you try our faith, demon?" He then turns and leaves, locking the Chief into the room.

    The pods around him break open, and he finds himself fighting for his life against Cardinals, Guardians and Administrators, who've just come out of millions of years in hibernation and are pissed off to see another traitorous human.

    Surviving the room, the Chief discovers the Forerunner are being released everywhere. They man control of their old vehicles, take whatever weapons they can and turn against EVERYONE, including Truth.

    The Chief is hopelessly outnumbered. Lieutenant Archer orders him to retreat, so he falls out and back onto the beach, where it's getting really nasty. Johnson picks him up in a Pelican and he takes off.

    Allies

    Marines
    Elites

    Pelicans
    Warthogs

    Enemies

    Brutes
    Spiders
    Jackals
    Drones
    Engineers

    Phantoms
    Specters
    Ghosts

    Elites
    Grunts

    Phantoms
    Ghosts

    Administrators
    Guardians
    Cardinals
    Sentinels

    Forerunner Tanks
    Enforcers

    Mission IX - "Research Station 01"

    Now under control of his own section of Alpha Halo, the Arbiter is confronted with human demands on the death of Truth, the triple splitting of the Covenant, and most intruiging of all, the reports of one of Halo's research stations.

    According to a captured Brute Chief, the seven Halo rings were designed to study and contain the Flood. When it was decided that they should be activated, the Flood were left to roam the universe while the Forerunner encased themselves in hibernation chambers. Unfortunately the Flood was able to break into many of them, killing the Forerunner inside and using the cells for their own purposes, waiting for the next host to come wandering by.

    The rings were activated hastily. The Forerunner empire was crumbling all around them as the Flood decimated everything; soon enough they were forced onto a few small planets and even the Halo rings. As a result only a few Forerunner survived, buried in the structures of Halo. One of the research stations sent confirmed reports that they were still alive.

    So, as the Master Chief sets off to the Open Fort, the Arbiter engages on a mission to find the primary research station on Alpha Halo - Research Station 01 - and recover the Forerunner inside.

    He and his Covenant allies fight across the snowy landscape surrounding it. It seems Truth has also sent his best Brutes after the station and, though they both have the same intentions, the conflicting sides clash alongside with the Forerunner machines left to guard it.

    After a few kilometres of fighting towards the structure, the Arbiter gets inside to recover them. Fighting across the Lockout-style rooftops of the structure, he eventually gets inside one of the hibernation chambers... and as the mission ends, he is captured by hostile Forerunner forces.

    Allies

    Elites

    Specters
    Ghosts

    Enemies

    Brutes
    Spiders

    Phantoms
    Wraiths
    Ghosts

    Forerunner Tanks
    Enforcers
    Sentinels

    Mission X - "The Control Room"

    Part I - "Exterior Defenses"

    The Covenant have released Forerunner all over the ring and - to their shock - the Forerunner have begun not only turning on everyone, but releasing the Flood! The hibernation chambers were sealed shortly thereafter.

    Back at the Marine base, it was decided that this new coalition of alien races was after one thing: the activation of the Halo rings. When they realised the Flood was still alive, they realised it needed to be destroyed, so they set out to retrieve the Index and activate Halo again, after blocking off the hibernation cells. Since their machines were on their side, they would meet no resistance on the way to the Library.

    Cortana decides it's too late to stop them from retrieving the Index, but if they get to the Control Room now, they can stop the Forerunner from activating the ring. In orbit, Miranda has already located the Control Room. This particular version is located underwater - possibly because of flooding since the Forerunner went into hibernation. It seems the Covenant are already there.

    The Chief fights his way onto the land surrounding the Control Room, which is covered in a variety of landscapes - rainforest and beach alike. The Forerunner is fighting the Covenant for control of the Control Room, and now they're using human and Covenant vehicles and weapons as well.

    The Master Chief gets inside one of the Forerunner structures and uses its lifts to descend down to the Control Room. He steps out and fights towards its centre.

    Part II - "The Control Room"

    This Control Room is quite large. They delve into its depths, fighting through patrols and corridors until they reach the room itself. There, he holds off for no more than two minutes when Forerunner forces, armed with the Index and 343 Guilty Spark, arrive on scene. Holding the room, he kills them all, grabs the Index and runs.

    Once back on the surface, Lieutenant Archer picks him up and they take off.

    Allies

    ODSTs
    Marines

    Pelicans
    Arrows
    Warthogs

    Enemies

    Brutes
    Spiders
    Jackals
    Drones
    Engineers

    Phantoms
    Banshees
    Specters
    Ghosts

    Elites
    Grunts

    Administrators
    Guardians
    Cardinals

    Phantoms
    Forerunner Tanks
    Specters
    Ghosts

    Mission XI - "Outbreak"

    The Index is safe inside Alpha Base, but that doesn't erase other problems, such as the Flood outbreak, and the capture of the Arbiter. Once again, the Chief sets after Truth's last known position, but with all the problems the Prophet has caused, this time he's intent on taking him out.

    The wasteland outside Research Centre 01 is now full of Flood, after they escaped from the structure in the centre of the area. As panicked Covenant/Rebel forces scatter, Truth and his top Brutes secure themselves inside the structure.

    The Chief breaks in, fighting through waves of Flood and even running into a tentacle which Cortana deduces seems to come from another Gravemind. This sparks some odd behaviour from her. They get deeper into the structure until coming across Truth, who once again relays messages to the Covenant, spurring them on.

    As the Spartan watches from an overhead, Truth reveals to the Arbiter, who is slowly regaining consciousness, that not only was the Great Journey a lie, but so was the reunition with the Forerunner. Tartarus was meant to fail at Delta Halo, because he had it assured that it would not activate, and would instead go to standby. Therefore it could only be activated from the Ark, and by the time anyone realised that, the Flood would have control of the planet it landed on.

    Truth would lead the Covenant to Earth and wipe the humans out from there. The last surviving Forerunner would be released and destroyed. It was the Covenant who made the first move against them.

    Gravemind would go from High Charity to Earth, seizing the entire planet's population. Then they would spread to the rest of the galaxy. All races existing there would suffer at the hands of the Flood, submitting to their will.

    The Arbiter demands to know why Truth would just hand the galaxy over to the Flood like that. Truth replies that he has long since ceased to exist, and that when he encountered Installation 04 years ago, he had a little encounter with the resident Gravemind... and he dies as a Flood 'pilot' spore leaps from his chest.

    The Chief snipes it and liberates the Arbiter, then fights out of the facility with him side-by-side.

    Allies

    The Arbiter

    Enemies

    Brutes
    Spiders
    Jackals

    Elites
    Hunters
    Grunts

    Guardians
    Cardinals

    The Flood

    * * *

    Mission XII - "The Pilot Colony"

    Part I - "Retreat"

    The situation on Alpha Halo is rapidly declining. Though Major Eisley still holds the UNSC-controlled temple, the True Covenant camp is less fortunate. Retaliating in response to the death of Truth, the current leader of the Brutes has massed a force against them. Furthermore, some damaged Covenant ships start landing on the ring, providing the Flood with the means they need to get off Halo, and onto Earth.

    This mission takes place at the Covenant camp seen in the seventh mission, but it occurs on the other side of it, so you don't just fight backwards through the mission (as you did with AotCR and Two Betrayals.) As the Brutes, Jackals and Spiders storm the position, you (as the Arbiter) help your forces retreat back to the landing pads, and try to hold off enemy forces.

    To further complicate the problem, the Flood finds their way into the main structure and leaks into the rest of the region. The Spec Ops Leader assembles a strike team to get inside the structure and destroy it, preventing their escape, and of course you join.

    Part II - "The Nest"

    Dropping down the lifts and into the far depths of the structure, you discover a breeding place for the 'pilot' Flood forms, the same of which grew inside Truth, and the same of which killed Captain Keyes back on Installation 04.

    One of the enemy Counselors is just in the process of having one drilled into his chest. The Leader kills him and arms a bomb as the rest of you retreat. He deduces that now there is only one rebel Counselor left... and it seems that since he's already ordering Covenant ships to land, giving the Flood a ticket off the ring, he's probably been infected as well.

    Johnson picks the survivors up and drops them off at the UNSC temple before the bomb explodes. From there, the humans and the remaining True Covenant decide on what to do next.

    Allies

    Elites
    Hunters
    Grunts

    Phantoms
    Seraphs
    Specters
    Ghosts

    Enemies

    Brutes
    Spiders
    Jackals

    Phantoms
    Seraphs
    Creeps
    Ghosts

    The Flood

    Creeps
    Ghosts

    Mission XIII - "Arbitration"

    One thing is for certain - the flood-controlled Counselor must be killed before he can relay any further orders to the rebels. Miranda, who fights in orbit of the ring, locates the ship she thinks the Counselor may be on. Johnson takes a squad of ODSTs to enter through the grav lift and distract them, while the Arbiter steals an enemy Banshee and flies up.

    The Flood is rampant onboard the ship and they'll probably end up capturing it. The Gravemind of Alpha Halo is also onboard the ship, judging by the constant transmissions throughout the ship in which he and the Counselor have a set-up argument with each other.

    Moving through the ship's corridors and fighting enemy Elites, Hunters, Grunts, Flood and even a crack team of Forerunner soldiers, the Arbiter reaches the bridge, in which there is a cutscene. Johnson has also reached the bridge and his entire teams lies wasted around him, but he managed to disable the controls.

    The Arbiter glances at the controls, then responds by raising his gun and shooting Johnson through the head.

    Seconds later, one of the pilot forms leaps out and worms towards the Arbiter, who shoots it.

    The Counselor enters shortly thereafter and gameplay resumes as the Arbiter fights him to the death. This Counselor is given extra combat abilities by its Flood qualities, making him more like a boss than any of the previous ones. After defeating him the Arbiter sabotages the reactors and leaves the ship.

    Allies

    None

    Enemies

    Elites
    Hunters
    Grunts

    Banshees

    Guardians
    Cardinals

    The Flood

    Mission XIV - "The Reactor"

    Picking up enemy chatter from the base, Cortana says the Forerunner realise the rings are on standby, and having found the location of Earth, they're preparing to leave to activate the Ark. Though they didn't leave any of their own ships behind, several of the landed cruisers have been captured, and once the appropriate repairs are made, they will take off. There are too many to destroy before one of them launches.

    In the air, the Covenant is mopping up the remaining Earth ships and even Miranda lost the one she was in charge of. Detonating a UNSC ship's reactors is out of the question.

    So, Cortana proposes destroying Halo from the inside.

    While Major Eisley and Miranda lead a strike team responsible for capturing a Covenant ship to prepare for their escape, Lieutenant Archer helps the Chief get inside the ring and destroy it. Entering the underground and descending into its mazelike structure, fighting through swarms of Flood and more waking Forerunner, they reach one of Alpha Halo's primary plasma reactors. Using the appropriate explosives, they arm the bombs and set Alpha Halo's destruction for three hours, then leave and bolt back to the surface, ordering all UNSC/TC forces to fall back to the captured ship and escape.

    Allies

    ODSTs
    Marines

    Enemies

    Administrators
    Guardians
    Cardinals

    The Flood

    Mission XV - "The Tenth Age Of Reclamation"

    Part I - "MJOLNIR"

    Reaching the surface and securing all entrances and exits to the plasma reactor, the Chief, Archer and the surviving Marines call for extraction. However, they've emerged into the middle of a warzone, and the dropship can't land too close. They set up an LZ and all forces bolt towards it.

    This final battlezone consists of everything. The last remaining rebels combat the Forerunner, who fight Truth's Covenant, who fight the Flood. The grasslands, deserts and snowy plains contain Scarabs, dropships, tanks and hundreds of enemy soldiers all around. Proceeding on foot and by vehicle, constantly pressured by the timer, the Chief and Archer dash for the LZ.

    The final mission is huge in scale and length, consisting of massive battles on all sides - as far as the XBox 2 can be pushed. As they come within a few clicks of the LZ, the viewpoint switches over to the Arbiter.

    Part II - "Alpha Gravemind"

    Repairs are almost complete, but Flood is persistent in their attempts to escape. The Forerunner have taken all Flood-controlled vessels and will leave the ring imminently. To keep itself alive, as well as all the Flood under its control, the Gravemind of Alpha Halo is trying to get onboard the ship.

    Flood pour into the bays and as the Arbiter, you try to stave them off. As the massive creature approaches the gravity lift, you fight towards it to deactivate it. Unfortunately, this cuts off ground escape for the Chief, so the landing zone is their ONLY hope.

    Part III - "The Landing Zone"

    Cortana confirms that one of the Covenant ships is repaired - the Forerunner are about to take off. Archer orders one of his soldiers to cut the countdown timer down to fifteen minutes, and everyone moves for the landing zone triple time.

    The last part of the mission is a ten-minute countdown (with five minutes required to get back to the ship and take off) and plays out somewhat similarly to the Maw, only over open areas, with huge battles waging all around. Reaching the LZ, the Arbiter picks them up in a Pelican, and they escape.

    Allies

    Marines
    ODSTs

    Scorpion Tanks
    Gauss Hogs
    Troop Hogs
    Warthogs
    Wraiths
    Ghosts

    Elites
    Hunters
    Grunts

    Enemies

    Elites
    Hunters
    Grunts

    Scarabs
    Phantoms
    Seraphs
    Wraiths
    Ghosts

    Brutes
    Spiders
    Jackals
    Drones

    Scarabs
    Phantoms
    Seraphs
    Wraiths
    Ghosts

    Administrators
    Guardians
    Cardinals

    Forerunner Tanks
    Scorpion Tanks
    Wraith Tanks
    Gauss Hogs
    Warthogs
    Ghosts

    The Flood

    Pelicans
    Longswords
    Phantoms
    Seraphs
    Scorpions
    Wraiths
    Warthogs
    Ghosts

    * * *

    The captured Covenant ship takes off as Alpha Halo and all its residents are destroyed behind them.

    The last of the Flood is swept up on the ship during an extra Heroic difficulty ending.

    In Legendary, Miranda engages the Forerunner-controlled ship that escaped the ring, destroying it in an epic ship-on-ship space battle.

    Back at Earth, the Arbiter orders the destruction of all the Halo rings before the Flood are released on them. Over the next few decades the last of the Covenant will be hunted down and converted or destroyed, while the True Covenant allies with the humans and helps them rebuild on other planets.

    A Tenth Age of Reclamation is declared as the final fulfillment of the Covenant occurs, considering the humans have become part of this alliance.

    Any other loose ends I forgot about are patched up.

    Credits roll.
     
  17. elite warrior

    elite warrior Legendary Italiano

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    ik weet nie of het al geplaatst is:9 had geen zin om die 7 pagina's te gaan bekijke, ja ik ben lui :9 ik weet :9 , srry dat het te lang is had het gevonde op highimpacthalo.org iemand heeft het verzonne vond he wel een keigoed verhaal
     
  18. boss

    boss Stay frosty people!

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    Woooww, what the hell is dat, damn dat is lang, mm, dat lees ik morgen ofzo wel, ben te moe nu, heb dees week niet veel geslapen, slaap wel everybody!:)
     
  19. Vigil

    Vigil Active Member

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    Heel verhaal! Ziekelijk vet :D. Moet het laatste stukje nog lezen maar klinkt erg goed. Denk niet dat het zo zal lopen eigenlijk.
     
  20. Centurion

    Centurion Survivor

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    Goed verhaal, alles wordt ingevuld. Creatieve geest die dat bedacht heeft.
     
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