Halo 4

*Halo 4*

*This page is about the official 343i game. For Bungie's cancelled version, see Halo 4 (Bungie Proposed Game).*

## *Halo 4*

### US date released

* November 6, 2012
* October 8, 2013 (Game of the Year edition)

### Game modes

* Campaign
* Infinity
	+ War Games
	+ Custom Games
	+ Forge
	+ Spartan Ops
	+ Theater

### ESRB rating

* ESRB: Mature for Blood and Violence (M)
* CERO: Ages 17 and up (D)
* PEGI: 16+

### Platform(s)

* Xbox 360
* Xbox One Halo MCC)

### Composer(s)

* Neil Davidge
* Kazuma Jinnouchi

### Website

**Xbox Marketplace** - *Halo 4*

*“Wake up, John.”*— Halo 4's initial tagline.
*“An ancient evil awakens.”*— Halo 4's tagline.
***Halo 4*** is a first person shooter science fiction video game developed by 343 Industries and published by Microsoft Game Studios for Xbox 360. However, due to Xbox One's lack of backwards compatibility, it cannot  be played on its successor console. It is the first of the Reclaimer Saga, and the first *Halo* made (from scratch) by 343 Industries since Bungie resigned from the franchise. It is the official sequel to *Halo 3*.

*Halo 4* was released on November 6, 2012, and was announced alongside *Halo: Combat Evolved Anniversary* a year before. *Halo 4* smashed the sales record made by *Halo Reach*, making $220 million dollars upon launch, and grossing $300 million within the first week. It contains almost all of the content found in previous games, save Firefight, which has been removed entirely.

On November 9, 2014, *Halo 4* would be released within *Halo: The Master Chief Collection* for Xbox One. Nothing changed for the game, aside from upgraded specs, including the game running at sixty frames per second and 1080 pixel resolution.

## Story

### Campaign Plot

*Halo 4's* campaign is unique in that it takes the old linear formula in *Halo: Combat Evolved* and adds to it with newer gaming ideas used during the turn of the decade for FPS games. Cutscenes retain their usual importance to the story, but the campaign gameplay is much more streamlined, with simpler gameplay. It also borrows aspects from other games, like armor abilities from *Halo Reach*. The game, being a direct sequel to the main trilogy, returns to having John-117 as the primary protagonist, with Cortana also returning as a result.

The game opens up in a secret ONI facility, with an unnamed ONI agent interrogating Dr. Halsey. He questions her on her use of the Spartans, and their controversial origins. When she claims that her Spartans defeated the Covenant, especially John-117, the agent states that the Spartans were created to deal with human rebellion, not the Covenant. Halsey goes on to say that her Spartans weren't just military hardware, but the next evolutionary step for humanity, and that they shouldn't underestimate them; especially John-117.

The game cuts to four years after the events of *Halo 3*, with the wreckage of the UNSC *Forward Unto Dawn* coming into orbit of Requiem. Inside, Cortana comes to life as she detects that the ship is being scanned by an alien source. Confused, she hurriedly begins the thaw process on John-117's cryo tube, waking him up. Once woken up, John-117 immediately asks why he was woken, to which she tells him that she has detected numerous intrusions within the ship, and is skeptical towards them being a rescue team. Exploring the ship, John-117 eventually climbs up a crumbling elevator shaft, where he encounters an Elite at the top, to which he promptly throws into the shaft, confused at why the Covenant were hostile again.

    Moving inside the Observation Deck, John-117 deals with the Covenant forces there and opens the shutters, Cortana hopes of it being a mere scavenging flotilla rendered moot when it the *Dawn* is revealed to be surrounded by an entire fleet of CRS-Class Light Cruisers. After repelling additional Covenant boarding units, Cortana informs him that one of the cruisers is moving to intercept them, and that it must be taken out. John-117 asks what defenses the ship has, and Cortana tells him that they only have Hyperion nuclear missiles, which she believes will be enough. Fighting through Covenant forces, he arrives outside. Repelling numerous waves, he eventually activates and fires one of the missiles, which successfully destroys the intercepting cruiser. However, shortly after, Requiem's portal opens, and a gravity well begins sucking everything inside, including the *Dawn* and all the cruisers around it. John-117 frantically attempts to escape the crumbling vessel, but is ultimately sucked out of the ship, and later knocked out by flying debris. The logo for *Halo 4* appears on screen.
Inside Requiem, the wreckage of the *Dawn* crashes onto the surface. Later, John-117 wakes up, and asks for a status report, to which Cortana begins to show signs of rampancy. When confronted about it, Cortana reveals that she has been in service for eight years, but Smart AIs of her class have a life of only seven, and she is entering the rampant stage; she is dying. John-117, looking to be in denial, believes that if he can get her to Halsey, he can save her. Cortana remains skeptical, but in the mean time, they leave the area, thinking of ways to escape Requiem.

    Eventually, the idea to hijack a CRS-Class Light Cruiser comes up, and after finding a Warthog, begin to put the plan into action by fighting through Covenant forces scattered throughout the area.

Finding the Shield World's cartographer, Cortana successfully identifies the name of the Shield World as being Requiem, and they continue throughout the installation. During this time, they hear scattered transmissions from the UNSC *Infinity*, which is apparently entering orbit of the planet. Reaching the Terminus, Cortana believes she is activating the portal, but instead unleashes the Prometheans; ancient Forerunner defensive constructs. Suddenly, out of nowhere, a portal appears, one Cortana admits was not of her doing. With more Prometheans appearing, John-117 retrieves Cortana and they both escape through the portal, which closes behind them.

The portal teleports them closer to the signal, where it is revealed that the UNSC *Infinity* has responded to their distress call and is asking them to respond. Afterwards, John-117 engages in combat with the Prometheans for the first time as he moves to take down one of the jamming towers. He is successful in disabling it, but when he prepares to take down the second, a Covenant fleet of CRS-Class Light Cruisers arrive, moving for the second tower. Teleporting there, John-117 witnesses the Prometheans fighting the Covenant, obviously trying to fight them off.

    Fighting through both, John-117 manages to disable the second tower, just as he discovers that the *Infinity* isn't actually in Requiem, and is still trying to find its way inside. Cortana, frantic to stop them from suffering the same fate, orders John-117 to reach the central signal and shut it off. Moving through and battling more Prometheans and Covenant, John-117 deactivates the final signal, using it to boost his own to the *Infinity*. However, the signal bounces back at him, and it is revealed the central signal is actually a Cryptum, which had been holding a Forerunner general named the Didact imprisoned for hundreds of thousands of years. John-117, having now opened it, is confronted by the Didact, who quickly takes control of the Prometheans, and manages to make the Covenant bow to his will. Flinging John-117 away, the Didact escapes in his Cryptum, leading his new forces. Just as a slipspace rupture commences, John-117 escapes through a nearby portal.

Arriving in another area, John-117 quickly grabs a Ghost as the area around him begins to fall apart. He begins to speed along the area as it begins to further deteriorate, before finally reaching a portal and leaping through it. The portal takes him to an outside area, where he manages to exit the Ghost just as it tumbles over a cliff. He looks up just in time to watch the *Infinity* being sucked into Requiem, and continues to watch it as it crash lands in the distance. Shortly after, the Didact's Cryptum appears, hovering above him, before immediately taking off in the direction of the *Infinity*. His mission set, John-117 makes his way towards it.

A while later, John-117 arrives near the *Infinity* crash site. Managing to evade a Covenant recon sortie, he notices the Cryptum besieging the

     downed human warship. John-117 proceeds to fight through the jungle against Promethean forces in search of scattered UNSC marine recon units. After finding nothing but bodies, John-117 continues to investigate until he runs into a squad of Spartan-IVs and marines, lead by Commander Palmer, a Spartan-IV herself, and executive officer Lasky, who John-117 knows personally from his past. Cortana questions why Captain Del Rio would send out scouting parties during an attack on the ship, but Lasky states that Rio believed the ship could provide support and hold off the attack simultaneously. Afterwards, John-117 moves through the jungle aiding scattered marine squads in flushing out Promethean troops while also securing a landing zone for a CASEVAC. Meanwhile, Cortana shows more signs of her developing rampancy, even snapping at John-117 during one point.
Eventually reaching a clearing, Cortana is shocked to discover the Covenant and Prometheans now working together. Single-handedly, John-117 clears the landing zone of Prometheans and Covenant, allowing the Pelican to pick them up. Just as this occurs however, Captain Del Rio

     orders all forces to return to the *Infinity* immediately, as it is coming under heavy enemy attack. Lasky gives John-117 command of the forward assault force, and orders him to take back the ship. Arriving at the landing zone, John-117 rallies the UNSC forces and uses a Scorpion tank to push back the Covenant assault, which is successful, allowing John-117 to reach and enter the downed vessel through one of its hangars. Clearing the hangar, John-117 proceeds to confiscate a Mantis mech, and moves through the ship, using the mech to blow a hole through the immense amount of Promethean and Covenant forces they have overrun the ship. Eventually, he reaches the top of the ship, where several CRS-Class Light Cruisers and the Cryptum can be seen attacking the *Infinity.* Quickly destroying the Covenant jammers, the *Infinity* is able to return fire, and quickly dispatches the surrounding cruisers. Bringing the MAC gun online, the combined firepower forces the Didact's Cryptum to retreat, and finally breaks the siege. With the Covenant and Promethean forces in retreat, all forces stand down.

Later, on the bridge, Captain Del Rio, Lasky, Palmer, John-117 and Cortana discuss the new Promethean threat, and exactly how Del Rio just happened to chance upon Requiem. After a few explanations, Del Rio orders Palmer and Lasky to prepare for redeployment, and announces his plans to attempt to escape Requiem. Cortana and John-117, baffled, question this decision, stating that the Didact is a threat they can't ignore. Del Rio remains adamant however, and John-117 and Cortana are left to ponder the captain's decision.

    Later, moving through a desert area, John-117, leading a squad of marines and Spartan-IVs, deploy in a Pelican into the area to disable Forerunner Particle Cannons, which are preventing the *Infinity* from reaching the portal. Once on the ground, John-117 and Lasky board a Mammoth, and quickly proceed through the region with a flight of three Pelicans in support. However, the Pelicans get too close to the first particle cannon, and two are instantly vaporized, and the third shot down. Proceeding on foot, John-117 fights back against Covenant forces to retrieve the target designator for the Mammoth's mini-MAC. Once recovered, he falls back to the Mammoth and uses its mini-MAC to destroy the Covenant Phantom dropships, forcing the Covenant to withdraw. Once cleared, John-117 uses the designator again, this time on the first particle cannon, which is destroyed in a single shot. Their objective completed, the Mammoth moves forward.

The Covenant launch repeated waves of attacks, but all are repelled. However, the Mammoth is finally forced to stop as they are confronted by an energy field blocking their path. John-117 quickly deploys with other UNSC elements and battles Covenant forces, while destroying the field's multiple power sources. Eventually, the field is dropped, and the Mammoth is permitted to push on. However, not long after, they are ambushed by a Phantom and a Lich, the latter of which disables the Mammoth, immobilizing it. With Covenant forces deploying all over the area, John-117 takes Gypsy Company and leads an assault on the parked Lich. He quickly decimates the Covenant troops around it, boards the Lich, and destroys its power core, causing the Lich to crash into the ground and explode. Returning to the Mammoth, they once again continue forward. Meanwhile, Cortana once again suffers more of the effects of rampancy, which causes her to increasingly question her ability to help John-117. Soon, they reach a Forerunner structure, and it is clear the Mammoth cannot continue. Disembarking, John-117 proceeds alone into the structure.

Once inside, John-117 is forced to fight through swaths of Promethean forces, but

    eventually reaches the Particle Cannon operation control, while, oddly, aided by Sentinels, making Cortana wander if it is a trap. Cortana deactivates the particle cannons, but shortly after, Cortana suddenly disappears, and John-117 is frantic. He searches for her and eventually finds what looks to be her, but is then suddenly approached by a Forerunner being, one named the Librarian. She reveals herself to have been the Didact's wife, and states she is only a collection of the Librarian's memories, and not the Librarian herself. She warns him that the Didact seeks the Composer, a Forerunner device capable of breaking down organic matter into its simplest form, and combining it with digitized technology; the Didact once used it to create the Prometheans, and they were used as a large ditch option to win the Forerunner-Flood War. She explains that the Prometheans are actually composed prehistoric humans, who the Didact cast down in the Human-Forerunner War, which resulted in human civilization being downgraded to its most basic form. She states the war was a mistake, of which only occurred because the humans were aggressively pushing into Forerunner space in an attempt to escape the Flood. She explains that the Composers were supposed to make the Forerunners immortal, but instead corrupted them, resulting in the abandonment of the weapons. The Didact would have composed all of humanity if the Librarian and her followers had not seized the last Composer from him, hidden it and then imprisoned the Didact on Requiem. She reveals that she secretly endured John-117 would become a Spartan, and that his existence was a culmination of hundreds of thousands of years of planning. Before they can continue, the Didact appears, along with his Prometheans, ordering the Librarian to stop her meddling. Instead, she explains that John-117's genesong will make him immune to the Composer, but his evolution must be acellerated. She does this, before disappearing.

Soon after, John-117 recovers Cortana and moves outside, where they link up with UNSC forces. With the *Infinity* unable to get a good lock on the gravity well, Cortana proposes using the target designator. Moving forward, they break through the Promethean and Covenant lines and paint the gravity well with the designator, allowing the *Infinity* to move in and use its MAC to destroy the gravity well. Later, back on the bridge of the *Infinity*, John-117 and Cortana once again try to warn Captain Del Rio of the risk the Didact poses, but Del Rio remains totally ignorant. Lasky however begins to think John-117 is right, and that they should try to do something, but Del Rio is unwilling to budge. Eventually, Cortana has a violent outburst, which causes Del Rio to order Lasky to take Cortana's AI chip for final retirement. John-117 takes her instead though, and when Del Rio orders him to surrender it, he refuses. Del Rio enters a blind rage, even going to the length of ordering Palmer to arrest John-117 for insubordination. John-117 ignores him, telling Lasky of his plan to stay on Requiem to delay the Didact while Lasky returns to Earth to warn the UNSC of the possible attack. Lasky agrees, and Palmer seems hesitant in trying to stop John-117, eventually letting him go.

Later, in the *Infinity'*s hangar bay, Lasky confronts John-117, telling him that he went

     out of his way to prep a Pelican gunship for him, and wishing him luck on his mission. He also tells him that the Didact seems to have located a Forerunner warship parked in the area, and is planning to dock his Cryptum with it. Shortly after, John-117 and Cortana depart on the Pelican, while the *Infinity* leaves Requiem through the portal, back to Earth. Entering the area, they find the Didact's Cryptum in a stationary orbit, and numerous Covenant CRS-Class Light Cruisers patrolling the area. However, the Didact is protected by energy shields, and John-117 is forced to board multiple towers in the area to disable them. Using the gunship, John-117 breaks through the aerial defenses protecting the towers, and defeats the Promethean and Covenant forces inside, and successfully disables the towers. However, the Didact begins altering the final tower, trying to delay John-117 long enough for Mantle's Approach to take off. Cortana comes up with a plan to use the alterations to encase the Cryptum and imprison it, but her rampancy quickly peaks, causing the building blocks to fall harmlessly into the abyss below. Quickly adapting, John-117 leaps onto a passing Lich, grabbing ahold of it as a formation of Liches and a Covenant fleet move into an escort formation next to the Mantle's Approach. Entering the massive behemoth, the Didact immediately takes off, entering slipspace with the rest of the Covenant fleet, leaving Requiem behind.
The Mantle's Approach and the Covenant fleet exit slipspace over Gamma Halo, where the human Ivanoff Research Station is sitting in orbit. The Covenant fleet immediately attacks the station, while John-117 boards and kills the crew of the Lich he is on. Cortana takes control and guides the ship towards the station, but her rampancy once again resurfaces, and despite John-117's repeated warnings, the Lich crashes into the

     station. Not long after, John-117 recovers and makes his way through the station, battling Covenant along the way while the Didact searches the station for the Composer. Linking up with a scientist named Tillson, they examine the Composer. John-117 insists on having it moved to another location, but Tillson states it took the UNSC's largest starship just to tow it, so it isn't going anywhere. Accessing the station's manifest, Cortana states that the station has seven HAVOK mines, and that only one is required to annihilate the station and hopefully the Composer with it. John-117 quickly departs, aiding the evacuation while Tillson and her scientists rig one of the mines for detonation.
Moving through the station, he aids in the evacuation of the facility by activating the station's defense turrets, which provide support for the evac shuttles while keeping the Covenant fleet at bay. Eventually, John-117 reaches the central area, where he repels a massive Covenant ground force with the help of UNSC security teams, defending the Composer until the nuke is ready. With the Composer's position compromised, John-117 urges Tillson to hurry before the Didact moves in. Meanwhile, John-117 uses a Mantis mech to hold off enormous waves of Covenant troops. Once the Covenant have fallen back, John-117 retreats in search of Tillson, who has fallen out of contact. Just as he leaves however, the Didact locates the Composer's and uses a 'tractor beam' to suck it out of the facility, which results in severe damage to the station, and a large section of it being torn away. With hope of stopping the Didact from taking the Composer gone, John-117 links up with Tillson, hoping to get on one of the evac shuttles. However, before they can, the Didact decides to test the Composer, and fires it on the station. Every living being on the station is composed and turned into ashes, including Tillson. However, John-117 survives, but is knocked out.

Later, waking up on the now empty station, John-117 finds the Mantle's Approach leaving the station, with the Composer in its possession, the Covenant fleet nowhere to be found. John-117 states his intent to stop the Didact, and Cortana informs him that a Broadsword fighter is ready for use in the hangar, to which he immediately departs for, determined to reach the Mantle's Approach before it departs for Earth.

Later, John-117 departs on the Broadsword, with the HAVOK nuke attached to it. He makes best speed for the Didact, and quickly catches up with the Mantle's Approach as it enters slipspace, moving alongside the vessel. John-117 quickly moves along the ship's hull, using the Broadsword's weapons to destroy numerous defensive turrets. Not long after entering it,

    the Mantle's Approach exits slipspace, now in orbit over Earth, where a large UNSC fleet, specificallyBattlegroup Dekota, spearheaded by the *Infinity*, is waiting for it. They immediately engage the Mantle's Approach. John-117 tries to contact Captain Del Rio, but instead ends up contacting Lasky, who states that FLEETCOM wasn't happy about Del Rio abandoning John-117 on Requiem, and relieved him of command. With Lasky in command of the *Infinity*, they agree to delay the Mantle's Approach while John-117 moves to destroy the Composer. Eventually, with help from the *Infinity*, John-117 manages to gain access to the ship's interior, crashing inside.

Inside, John-117 retrieves the nuke from the fighter's wreckage, and attaches it to his back, before proceeding inside. He moves throughout the vessel towards the Composer, battling Promethean troops along the way. Eventually, they reach the Composer, but are too late, as the Mantle's Approach has moved into orbit over Earth, and the Composer is powering up. Cortana reveals that the Didact had sealed himself within the Composer, and the nuke won't be any good unless the barrier is disabled. Finding her a terminal, Cortana does something drastic, and splits her rampant code into multiple segments, spreading it throughout the ship's systems, essentially cloning herself multiple times, hoping to overwhelm the Composer's shielding. After battling more Prometheans and repeating the process at other terminals, the Composer's shielding fails, leaving it vulnerable. However, they are too late, and the Composer activates, firing its beam down onto the planet surface below. John-117 eventually reaches the Composer, but is confronted by the Didact himself. Dropping the bomb, John-117 tries to activate it but, seeing his plan, the Didact telekinetically grabs him, pulling the Spartan towards him. John-117 seems moments from death when Cortana's multiple personalities appear, confronting the Didact. They then assault him all at once, causing him to drop John-117 and wreathe in pain.

Taking advantage, John-117 leaps forward, grabs a pulse grenade and sticks it to the Didact's side, before being battered aside. The grenade detonates, the explosion sending the Didact plummeting off the

    edge of the light bridge, and towards Earth's surface, presumably dead. Crawling towards the bomb, John-117 realizes he has no chance of escape, and slams the detonator on the bomb. It explodes with a massive flash, and all goes black.
Later, John-117 seems to wake up, confused, and finds Cortana standing before him. He finds himself inside a purple bubble, somekind of shield, inside a large debris field, looming over Earth. John-117 asks how he survived, but Cortana simply asks him if that's the weirdest thing he's seen all day. He asks how they'll get out, but Cortana gravely states

    that she won't be coming with him this time, stating that most of her died with the ship when it was destroyed, and that only a small fragment survived long enough to say goodbye to him. Sadly, she says goodbye to him, despite his pleas for her to not leave him, and disappears.

Later, John-117's body is shown floating through space, and a Pelican from the *Infinity* finds him and picks him up, although he is still unconscious when they bring him onboard. The scene then cuts back to *Infinity*, where the Pelican has arrived, and John-117 is greeted by an entourage of Spartan-IVs and marines. The scene cuts again to the *Infinity'*s observation deck, where John-117 observes Earth below. Lasky joins him, at first trying to strike up conversation, but then offering condolences for Cortana's death. Lasky says goodbye, departing as he promises to let John-117 have some privacy. John-117 muses on his words, questioning whether or not he really was human, or just an emotionless machine. He then continues to watch Earth's surface as the scene fades to black. The game then ends, and the credits roll.

In an after credits scene, the cityscape of New Phoenix, Arizona is shown, in the United Republic of North America. The Didact begins to narrate the scene, revealing that he may, perhaps, have survived the confrontation over Earth. It cuts to inside the city, showing the streets empty. It then cuts further to a Pelican landing, where clumps of ash are seen coating the ground, revealing that the Composer had

    targetted New Phoenix, and that all life in the city had been composed in a mass murder. The scene then cuts to John-117 back on the *Infinity*, with the Didact still narrating, as he has his armor removed. Just as his helmet is lifted off, the scene fades to black.

In a Legendary ending, when the helmet is lifted, John-117's actual face can be seen for a second, although its only the area around his eyes.

### Spartan Ops Plot

Seperate from the main campaign, Spartan Ops is a new mode introduced in *Halo 4* that acts a mini-campaign alongside the main one. However, instead of playing as John-117, the story assumes control of numerous nameless Spartan-IVs (a total of four) that make up a team known as Fireteam Crimson. Spartan Ops contains its own story that is seperate from the campaign, but is also a direct result of it. All the events that occur are just as canonical as the campaign.

*Halo 4'*s Season 1 of Spartan Ops begins approximately six months after the events ofthe *Halo 4* main campaign. Still in orbit over Earth, the UNSC *Infinity* recalls its entire Spartan-IV contingent, with Lasky now fully in command, and announces its intent to lead a fleet back to Requiem to claim it in the name of the UNSC for research on Forerunner technology. The teams are introduced to the ship's AI, Roland, and their commanding officer, Commander Palmer. Later, the *Infinity* and the rest of the fleet entire slipspace before arriving in orbit over Requiem, where they quickly ambush the Covenant Remnant fleet in orbit, which consists mostly of CRS-Class Light Cruisers. Releasing ten Strident-Class heavy frigates, the *Infinity* joins the engagement, and before long, most of the Covenant fleet is decimated and in full retreat. Without hesitation, the *Infinity* immediately begins deploying Spartan-IV teams to the surface, including Fireteams Crimson and Majestic.

Once on the ground, Crimson, Majestic and the other UNSC forces immediately set to work mopping up Covenant entrenchments, camps and bases throughout Requiem, and enact a heavy toll on the enemy. The Covenant are eventually joined by the Prometheans, but despite this minor setback, the UNSC forces are able to secure the area sufficiently. Later however, Majestic is ambushed by Promethean forces, and Hoya is severely injured, and Madsen has taken a shot to the shoulder. However, they manage to return to *Infinity* in one piece, but in a sorry state. However, Crimson comes back with better news, having retrieved a mysterious Forerunner artifact. However, when brought aboard the ship, the device disables the *Infinity'*s power grid, and begins pulling it towards Requiem. However, when the chief scientist of the ship, Dr. Glassman, interacts with it, he is teleported to an unknown location.

Back on Requiem, Crimson aids the UNSC in taking down a Covenant stronghold. They manage to succeed, even when the Covenant troops are bolstered by Promethean infantry. Afterwards, Crimson is redeployed to the Cauldron, where a UNSC science team has sent a distress call. After finding them, Crimson eliminates the Covenant forces in the area, allowing the science team to be rescued. They once again redeploy to the Fortress, helping Hacksaw Squad repel Covenant Remnant troops from the vicinity, allowing Hacksaw to evac. Crimson, once again attempting to redeploy to The Refuge to locate science team Gagarin, but their Pelican is shot down over Sniper Alley by Covenant anti-aircraft emplacements. Wasting no time, they move in and destroy the AA guns, secure the area, and then use the Shield World's portal system to continue to the Refuge to locate Gagarin. Upon arriving however, they find Gagarin missing, but two consoles activated, which pose a serious threat. Crimson, as they go about deactivating the consoles, are engaged by Prometheans, but succeed in their task. They continue to deactivate dangerous Forerunner artifacts in the area before reporting back, with Miller hypothesizing that whatever happened to Glassman probably happened to Gagarin.

Back on *Infinity*, a prisoner exchange is revealed to be occurring, with the UNSC *Aladdin* transferring Dr. Halsey over onto the ship. Palmer advises Lasky not to go through with it, but Lasky states that Halsey is their only real expert on Forerunner technology. Once onboard, Halsey, freshly imprisoned after the events transpiring on Onyx, is ordered to investigate the artifact. She explains that, given that most of the technology on the *Infinity* is reverse-engineered from Forerunner tech, similiar to how the Covenant reverse-engineered the same technology, the artifact is simply communicating with that technology and reacting to its presence. Palmer states that only the engines are Forerunner technology, but Halsey simply states that the artifact is extracting information about the ship and transmitting to Requiem, meaning that someone is studying them from the planet surface.

On Requiem, Covenant Remnant Sangheili are being ordered around by Jul 'Mdama's lieutenant, Gek 'Lhar. Not long after, Jul 'Mdama, leader of the Covenant Remnant himself, arrives. Gek states that the "shrine" is not yet ready, but Jul 'Mdama insists that they are, revealing that the Covenant are holding Glassman prisoner, the latter of which promises his knowledge and expertise in exchange for his life. Meanwhile, Crimson returns to the Quarry, where they are tasked with eliminating Parg Vol, a Sangheili terrorist and high-ranking official in the Covenant Remnant, and directly responsible for the attack on Draetheus V that broke the Treaty of 2552. Before they can eliminate him however, he escapes on a Phantom, and Crimson is forced to remain behind to destroy the remaining Covenant forces. Just about to extract, Palmer receives a distress call from Galileo Base, and Crimson immediately moves to assist in its defense.

Arriving at Galileo, Crimson manages to assist UNSC forces in repelling the initial Covenant

    push. During this, it is revealed that the Covenant are after the signal data that Crimson recovered earlier. Parg Vol joins the initial fighting, but then quickly withdraws, annoying Palmer to no end. Eventually, Crimson manages to activate the base's defenses, which completely devastates the main bulk of the Covenant assault, repelling them completely. After investigating what the Covenant were after, Crimson is sent to locate Mountain Squad, a military/science unit that went missing at Two Giants, and Crimson helps Mountain complete their task, guided by Halsey from the *Infinity*. Activating one of the towers, it taps into Requiem's navigation data, which allows a large Covenant force to locate them. In the ensuing attack, the rest of Mountain Squad is killed, and Crimson is forced to bunker down and whether the assault.
A CRS-Class Light Cruiser arrives in the area, and begins dispatching swarms of Phantoms to eliminate Crimson. Using automated defense turrets, Crimson manages to hold off the first wave, and many others, until Palmer brings in four Mantises for the team to use. Using these vehicles, Crimson successfully holds back a swarm of Covenant aircraft, consisting of Banshees and Phantoms, until *Infinity* is able to target and destroy the light cruiser with its MAC, allowing Crimson to safely evac the area. However, after receiving intel on Parg Vol's whereabouts, Crimson is dispatched back to the Gate to investigate. Arriving, Crimson rapidly eliminates Vol's forces, eventually killing Parg Vol. However, a massive Covenant counterattack attempts to eliminate them, forcing Crimson to bunker down once more. Miller manages to call in a Broadsword airstrike though, and the Covenant counterattack is quickly thwarted, allowing Crimson to extract.

Back on the *Infinity*, Spartan Thorne is sent to escort Halsey to her lab to work on the artifact, where he begins asking her questions about her brain child, the Spartan-II Program and her unethical methods of creating it, especially the use of abducting children. Halsey justifies herself, stating her decision saved the human race. Halsey however, unbetknownst to the crew, is in contact with an unknown affiliate, of which she is secretly in contact with. Meanwhile, on the bridge, Palmer informs Lasky that Fireteam Castle's Pelican has been shot down trying to get supplies to Copernicus Base, stating that they discovered Jul 'Mdama was present on Requiem. Back in the lab, Halsey has discovered something, and continues to suffer Thorne's constant unintentional interrogation. On Requiem, Glassman is put to work, with plasma explosives wrapped around his chest to prevent him escaping, and constantly watched by Gek. Glassman requests more equipment, and wonders whether or not Jul actually believes a Forerunner is hidden inside. Jul 'Mdama states that there is, and the Librarian will give him all the secrets of the Forerunners, including weapons to destroy humanity with.

Discovering that the Covenant are using Requiem's communications network to communicate, Crimson is deployed to Sniper Alley to gain access to that network. Successful in their

    mission, Crimson repels a Covenant counterattack and extracts, quickly redeploying to Two Giants to deal with a jammer, with Majestic sent to another location with a similiar goal. Upon arriving, Crimson is informed that Jul 'Mdama is in the waterfront tower. However, when they get there, he is missing. Majestic reports similiar activity at their location, where Covenant forces have completely disappeared. Crimson manages to fight back Promethean and Covenant forces. Afterwards, Miller informs them that Jul 'Mdama and his troops must have used Requiem's translocation grid to escape. Managing to tap into the grid, Crimson jump through the portal, only for Palmer and Miller to lose track of them.
The portal takes them to the Fortress, where they are immediately engaged by Covenant troops. During the battle, Crimson is able to regain contact with *Infinity*, and while they defend the area from waves of Covenant, Miller works hard to locate Jul 'Mdama. Roland reveals that what they previously believed to be a communications network was actually the translocation grid itself. Miller manages to identify the portal Jul 'Mdama used, and Crimson continue their pursuit of him by jumping through it.

The portal takes Crimson to the Cauldron. Following the escape route used by Jul 'Mdama, Crimson pursues the Covenant Remant leader, battling Prometheans and Covenant along the way. With enemy resistance growing, Palmer tries to cut off Mdama's escape by sending in a Suppressive Fire Drone in an airstrike. Jul 'Mdama manages to evade the strike however, and escapes through another slipspace portal, but leaves behind an artifact called the "Didact's Gift." Palmer then orders Crimson to break off pursuit of Jul 'Mdama, and to bring the artifact back to Galileo Base. However, when Crimson arrives, the base comes under attack from the Covenant, and because the scientists deactivated the defenses to run a mini-reactor, Crimson is forced to bring them back online. After doing so, Crimson is forced to bring the reactor back online, or it will go critical and destroy the base. After reactivating the reactor, Prometheans join the fight and attack Crimson, while Palmer sends Majestic to the base to retrieve the artifact. Just as Crimson finishes clearing the base, Majestic arrives.

Retrieving the asset, Majestic prepares to leave, but is ambushed by Covenant forces. To help them escape, Thorne hijacks a Banshee, and the group board their Pelican and escape while Thorne provides air support. Gek informs 'Mdama of his failure to retrieve it, but the leader is unfazed, revealing that it was his intension for the UNSC to retrieve the Gift, and for them to bring it to the *Infinity*. Meanwhile, back in Halsey's lab on *Infinity*, she manages to gain access to the Gift, which turns out to be the soul of a Promethean Knight. Roland puts the "memories" on the monitors, where it is discovered that the Prometheans they are fighting on Requiem are in fact the same humans who were composed in the New Phoenix Incident. Thorne, angry that Lasky knew what the Prometheans were but didn't tell him, storms from the room, ignoring Palmer's plea for him to stop. Halsey tells her secret benefactor of her latest achievement, and returns to work.

Later, Jul 'Mdama is seen communicating with his informant, revealing that Halsey's secret benefactor was Jul 'Mdama. Palmer, suspicious of Halsey's intent, confiscates her datapad. She passes it to Lasky who, after scrolling through its contents, orders Palmer to take Halsey into custody under the accusation of treason. Jul 'Mdama is digruntled by Halsey's discovery, but is soon distracted when Glassman announces that he has managed to activate the artifact. Down in the hangar, Thorne touches the translocation artifact, and suffers the same fate as Glassman, ending up in the Cauldron, and finds himself surrounded by seven Elites.

Meanwhile, Crimson is deployed back to the Gate to investigate power fluctuations that forced the scientists there to evacuate. Crimson defends the scientists while they struggle to open a slipspace portal to the Refuge, while holding off waves of Prometheans. Eventually, the scientists succeed, and they all jump through the portal, exiting in the Refuge. Shortly after their arrival though, the UNSC security team comes under attack from more Prometheans. After fighting back wave after wave of their forces, Crimson locates and destroys the device allowing the Prometheans to translocate into the Refuge, ending the threat they posed. Crimson bunkers down long enough for Warbird Company moves in to secure the region. Before Crimson can leave however, the Covenant assault the facility. With a CRS-Class Light Cruiser moving into position above them, Crimson and Warbird fight off the oncoming waves, while Fireteam Shadow is ordered to infiltrate and destroy the cruiser. Their mission is successful, and the cruiser is destroyed, allowing Crimson and Warbird to mop up the enemy forces. With

    Magma Base at the Cauldron now under siege, Crimson is quickly redeployed to assist.

Arriving the Cauldron, and with the aid of local UNSC forces and automated turrets, Crimson manages to defend the base successfully from the Covenant onslaught. When the battle is over, Roland informs Miller that Thorne's IFF tag has been detected in the area. When Crimson investigates however, they find no sign of Thorne himself, only signs of a struggle. However, with enough information to garner where Thorne was going, Roland allows Crimson to follow. Crimson's search takes them to the Quarry, where they look for Thorne, but find no sign of him. Just as they are about to be extracted, their Pelican is shot down, and they discover that they were lead into a trap just as a swarm of Banshees and Phantoms, as well as a CRS-Class Light Cruiser, enter the area.

Back on the *Infinity*, Palmer and Lasky confront Halsey in custody about her treason when Roland contacts Lasky, informing him that Thorne has been found alive on Requiem. Meanwhile, on Requiem, Thorne wakes to find himself beaten up and being dragged towards Sniper Alley by two Elites. He closes his eyes, pretending to be unconscious, while thinking of an escape plan. Meanwhile, Glassman insists that he doesn't know whether it works or not, and when Jul 'Mdama and his Elites are distracted, he flees the scene. Furious, Jul 'Mdama orders Gek and his fellow Elites to pursue him. Just as Glassman reaches the entrance however, the two Elites dragging Thorne arrive, and one of them grabs Glassman by the neck. Taking the opportunity, Thorne breaks free and kills both Elites. Just as they are about to leave, Gek arrives and activates the bomb on Glassman's chest. Thorne tears it off and throws it back at Gek, and the two of them flee as it detonates. Gek, emerging from the blast, finds Glassman and Thorne gone.

At an area known as the Lockup, Crimson is found to be alive, but prisoners of the enemy. Miller and Dalton locate them however, and quickly distract the Covenant, giving Crimson time to escape. Unable to get extraction due to their positioning behind enemy lines, Crimson fight their way out, freeing a squad of UNSC Marine POWs as well. Together, they continue to fight against the Covenant and proceed to hijack a Phantom, using it to escape.

While in transit, the Phantom receives orders to land at Control, which Roland interprets as the Covenant believing the Phantom still belongs to them. Going along with it, Crimson and the marines surprise the oblivious Covenant defenders, storming the facility and allowing Roland to hack into their computers. Holding off reinforcements, Crimson gain Roland enough time to tap into the Covenant communications network. Their mission complete, Crimson return to the Phantom and extract from the area, much to Palmer's impression.

The data having revealed a Covenant data center, Palmer redeploys Crimson to the Warrens to infiltrate the facility. After dealing with a Covenant camp outside the facility, Crimson attempt access to the structure, but are unable to, and are forced to take an alternate route. After dealing with Covenant forces inside (and the Promethean counterattack), Crimson extracts intel on a Covenant archaelogical dig, as well as a Covenant supply depot. Sending Fireteam Switchback to deal with the dig, Palmer sends Crimson to deal with the supply depot.

Arriving at Cyclone, the location of the supply depot, Crimson immediately dispatches the guards and destroys all three plasma stockpiles. However, they also discover stolen UNSC equipment. What's more, Miller detects unusual readings from within the structure. Going inside, Crimson discover a cache of stolen nuclear weapons, all with their warheads removed. Just then, Palmer receives a distress call from Switchback stating they are facing heavy resistance at the dig site, and sends Crimson to assist.

Arriving at the dig site, where a massive Harvester is located, and defeat Promethean forces located there. However, they find no sign of Switchback, only IFF tags. With the fireteam missing, Crimson continues their mission and infiltrates the Harvester, killing its crew. With the Harvester out of commission, Crimson attempt an exfil, only to be forced to fight more Prometheans. Getting picked up in the captured Phantom once more, Crimson leaves, but the fate of Switchback remains unknown.

Back on the *Infinity*, Roland asks why Halsey lied, only for her to use an override code on him, tricking him into making her marine guards think Lasky had requested her presence, before leaving. Entering Lasky's office, Halsey further orders Roland to give her full access to his

    terminal, and orders Roland to send her everything the UNSC has on the Librarian. Continuing to rifle through information, she discovers that John-117 was actually alive, and had survived theBattle of Installation 00. She orders Roland to prep her a Pelican for immediate departure. She then contacts 'Mdama again, only to have her communication cut off as Roland overrides her hack, informing Lasky of her attempt to escape. Just as Lasky is about to confine her to a cryo-tube, the ship shudders as the vessel comes under attack from Prometheans and the Covenant fleet. Lasky and Palmer move quickly through the ship, hoping to get Halsey to safety as the ship steadily becomes overrun.

Back in the Apex, Crimson manage to shut down a portal that the Prometheans and Covenant have been using. Not long after, they receive orders from Lasky that all ground units are to return to the *Infinity* immediately to repel the enemy attack. Fighting through waves of Prometheans and Covenant, Crimson manage to board a Phantom, which takes them up to the *Infinity*. However, due to the *Infinity's* inability to differentiate between targets, the Phantom is shot down, and crash lands in the ship's hangar bay. Crimson survives, and quickly secures the bay from Covenant forces, before pushing on. They try to close off the hangar, but the doors won't close, and so are forced to fight off more waves of Covenant troops. Crimson proceeds to the server room to initiate the power cycle, and manage to hold off a Promethean assault. Returning to the hangar, Crimson repel yet another Covenant invasion of the hangar, and manage to seal the doors. Roland then contacts them, with orders to secure the ship's engine room.

On their way to the engine room, Crimson is forced to divert again to secure the server room, which has come under attack again. During this, they manage to disarm one of the stolen HAVOK nuclear warheads. They then proceed and reach the engine room, clear it of hostile forces, and disarm another stolen nuke. Roland surmizes they brought them onboard using active camo, and manages to locate five more stolen warheads. With this information, Crimson locates and disarms the nukes, before bunkering down to repel a Covenant counterattack.

Crimson fights off wave after wave of Covenant troops, and manages to seal off the engine room and secure it, saving it for good. Miller then orders them to Aft Weapons Control to deal with Covenant technology that is overriding their weapons' cooling systems, and making them vulnerable to the Covenant fleet around them. Crimson destroys the override devices, but the guns still don't fire. While Roland works around the problem, Crimson holds off a further assault by Promethean and Covenant troops. Roland, finally locating the problem, shows Crimson where to activate the guns, and they do. The ensuing barrage destroys a nearby cruiser, and likely cuts through numerous other Covenant ships.

With victory certain, Crimson is dispatched to clean up any remaining enemy forces onboard the ship. They return to the server room once more, clearing out a group of Prometheans. They then return to the hangar bay and take it back from Covenant forces, securing the *Infinity* completely. The battle over, and the Covenant and Prometheans in retreat, the ship's security stands down.

Back on Requiem, Thorne and Glassman are tracking through an area near the Quarry when Glassman asks for time to rest, which Thorne grants. However, Thorne is suspicious of someone following them, and tells Glassman to run just as Gek uncloaks, and attacks Thorne. While this is going on, Prometheans renew their offensive on the *Infinity*, while Lasky and Palmer continue to try and get Halsey to safely. Thorne continues to battle Gek. Just when it looks like Gek will kill Thorne, Majestic turns up, and kills Gek, saving both Thorne and Glassman.

Back on *Infinity*, Lasky orders the ship taken out of orbit, but finds that they are tethered to the planet via a slipspace anchor. Just as Palmer and Halsey are about to break out into argument, a Promethean Knight translocates onto the bridge, takes Halsey, and teleports away. Meanwhile, Majestic take different pieces of equipment from Gek, one of which is a map of Requiem, acquired by Madsen, who is unaware of its importance.

After the attack, Lasky is contacted Vice Admiral Osman, the head of ONI. Deciding to follow her predecessor's advice, Osman orders Lasky to locate and assassinate Halsey. Back on Requiem, Jul 'Mdama meets with the abducted Halsey, and she tells him that the shrine is surrounded by a protective shield, and she claims that Forerunner technology only reacts to human interaction. With this in mind, she rushes forward, despite 'Mdama's objection, and the beam of light projects her upwards.

Resuming usual operations, Crimson returns to the Apex to deal with Covenant forces, destroying numerous portals in the region to stop the transportation of Covenant troops. Once the region is secured, Fireteam Lancer is called in to keep it secure while Crimson moves to assist Majestic. Redeploying to Cyclone, Crimson, along with Fireteam Kodiak, move to help Majestic, who are under attack from three Covenant artillery batteries. Kodiak's Pelican is shot down, and is forced to withdraw. Crimson deploy and after some time, manage to destroy the first battery. They follow this pattern, and destroy the other two guns. Once the area is secured, Crimson is called in to assist Lancer, who have discovered the location of a Covenant base.

Lancer and Crimson assault the base in the Warrens, taking down a shield wall protecting it in the process. Moving inside, Crimson encounters an SOS signal on the Covenant comm network, and Palmer's Poker Squad come across an Elite willing to give up the location of a listening post in exchange for his life. While Poker investigates, Crimson moves in on the SOS signal, and discover Fireteam Switchback, imprisoned by the Covenant but their leader dead. Releasing them, both fireteams fight their way out, and safely extract from the area.

Crimson is then sent back to Lockup to destroy the Covenant listening post. After destroying numerous jammers, Crimson discover that the Covenant were using a captured Pelican to listen in on UNSC communications. After eliminating all Covenant forces in the area, Dalton orders in an airstrike to destroy the Pelican.

Glassman, confused by the map retrieved from Gek, has Crimson sent to Control to investigate. Crimson quickly secures the area, using a cache of Promethean heavy weaponry and Forerunner defensive turrets to rout the oncoming Covenant reinforcements. With the area secured, Crimson is then extracted from the area.

Back on *Infinity*, Lasky debates the morality of executing Halsey, while Palmer seems all too eager to carry it out. With that in mind, Palmer deploys to the surface to find and kill Halsey, while Lasky asks about the location of Majestic, a plan in his mind. Back on Majestic's Pelican, after retrieving Glassman, Lasky contacts them, asking them for a personal favor in regards to Halsey's abduction. Meanwhile, inside the Shrine, Halsey is greeted by the Librarian, who reveals that she has a gift, but it is for Halsey, not 'Mdama. The scene cuts to Palmer, who has snuck up on a Covenant patrol, and goes about killing them. In Sniper Alley, Fireteam Majestic ambushes a Covenant patrol of their own. Meanwhile, the Librarian reveals to Halsey the Janus Key, which displays the real time location of every piece of Forerunner technology in the galaxy. She reveals that the Key only works when put together (there are two pieces), and offers both to Halsey. She tells Halsey to take it the Absolute Record, and laments that Requiem's time is almost over. When Halsey is

    released, 'Mdama catches her, and takes the other half of the key, marveling at it, oblivious to the fact that Halsey has the other half. Suddenly, one of 'Mdama's guards is killed, and Thorne appears. Halsey tosses the Spartan the other half of the key, which he catches. Palmer then arrives, about to kill Halsey, but 'Mdama summons Promethean Knights to protect him, which attack the Spartans. Palmer's aim is thrown off, and instead hits Halsey in the shoulder. 'Mdama snatches her up in his arms and a Knight teleports them away, much to Palmer's fury. She demands to know Majestic is here, who states Lasky ordered them to rescue Halsey. Palmer insists she is a traitor, but Thorne disagrees, revealing the piece of the key Halsey threw to him.

In the wake of 'Mdama's abduction of Halsey, all fireteams are dispatched to find her, with Crimson sent back to Cyclone as part of the search. Crimson investigate a Covenant comm terminal, and discovers that 'Mdama ordered all Covenant Remnant forces to meet at an area called "Librarian's Rest." Prometheans attack their position, but suddenly, Sentinels come to their aid, an unknown presence helps decrypt Halsey's transmission, and defense turrets randomly activate and attack the Prometheans, repelling their assault. Afterwards, Crimson is sent to where Roland believes Halsey's transmission originated from.

By the time Crimson reaches Control, Boa Squad has been wiped out by Covenant forces. Crimson clears the Covenant out, while Roland tracks Halsey's transmissions. Crimson comes under massive Promethean assault in the mean time, and Crimson wethers the assault long enough for an airstrike to wipe the rest out. Afterwards, Crimson is redeployed to Apex, where the signal is said to have been routed to.

Arriving at Apex, Crimson uses Scorpion tanks to clear out the Covenant and Promethean forces in the area. Successful in their mission, Roland confirms Halsey's transmission origin was Lockup, and Crimson is immediately redeployed there.

Crimson arrives at Lockup with a squad of marines and immediately begins clearing Lockup out of Covenant forces. They push through to the center, securing the area and bunkering down in preparation to deal with inbound Covenant reinforcements. Crimson, with the help of Poker Squad, manage to hold off the Covenant counterattack, which is supplemented by Promethean Crawlers. Afterwards, the location of Hawk Squad's IFF tags is detected, and Crimson is sent to investigate. They find Hawk missing, but confirmed dead, as they were captured by the Covenant to access Forerunner technology, and then killed afterwards. Accessing this, they discover a map of Requiem, which Glassman believes could help free the *Infinity* from the slipspace anchor.

Jul 'Mdama sets his final plan into motion and initiates a complete evacuation of his forces from Requiem, before moving to follow himself, an injured Halsey with him. Back on *Infinity*, Glassman explains that there are two more artifacts just like the one in the hangar that is keeping the *Infinity* anchored to Requiem. With this in mind, Lasky sends Palmer and Majestic to deal with the first artifact, and Crimson with the second. After, a massive Covenant Remnant fleet emerges from Requiem, composed of CRS-Class light cruisers, Liches and a single RCS-Class Armoured Cruiser. Lasky orders battlestations, but it becomes quickly apparent that the Covenant aren't interested in a fight, as they all enter slipspace. Suddenly, the ship begins to move, but Glassman explains that it

    isn't *Infinity* moving, its Requiem, which is simply dragging *Infinity* with it. Calculating its course, they find Requiem heading directly into the solar system's sun. Back on Requiem, Palmer orders Majestic to move, with time running out.

Crimson arrives at the dig site, where the Harvester still remains, to find the second artifact. When all they find is a wall, Glassman explains that it is somewhere behind said wall. They discover that the artifact had been the point of the entire dig site in the first place, and decide to use the Harvester to break through the wall, only to find the entrance shielded. Before they can break through it, they first eliminate the Forerunner AA guns in the area, allowing Dalton to send a Pelican loaded with the ordnance needed to bring the shield down. Using the Pelican's weaponry, the shield is downed, allowing Crimson to move inside after defeating Covenant reinforcements. Moving inside, Crimson clears the Harvester of Covenant troops, while also rescuing captured scientists, who the Covenant were using to try and repair the Harvester. The scientists state that the Harvester's power supply is destroyed, but that Roland has an idea on where to find a new one.

Unable to reach Apex due to the heavy Covenant presence, Crimson is instead dropped off at Warrens, where it is hoped that a way to Apex can be found. Immediately upon landing, Crimson besiege and destroy a Covenant camp, and with some help from Dalton, demolish the outpost. Roland hacks the entrance into the caves, allowing Crimson to pass through. As they pass through, violent tremors begin to occur as Requiem gets closer to Epoloch. They find a door leading to Apex, but it is locked. Roland proposes overloading it, and gives Crimson waypoints to three switches that can do that. After fighting through Promethean troops, Crimson manages to do this, overload the door, and then continue on towards Apex.

Arriving at Apex, Crimson continues their search for a replacement power supply. They link up with Fireteam Forest who were shot down over Apex, and head up the mountain where, according to Roland, they can find the replacement power source. They manage to infiltrate a Forerunner facility at the top, defeating the Promethean security inside. Instead of a power source, they find a Covenant comm terminal, which, when Crimson interacts with it, triggers an alarm that draws the attention of a Lich. Roland reveals that this is what he meant; he intends for Crimson to board the Lich and use its power core as a power source. After boarding and killing the crew, they steal the core and escape just as the Lich explodes. With the power core in their possession, Crimson races back to the Warrens, with Requiem falling apart all around them.

Now having returned to the Warrens, Crimson moves to exit the cavern, retrieving useful UNSC equipment along the way, as well as a working Mantis. They destroy a Covenant Shield Wall blocking their way, and use their recovered Mantis to lay waste to the Covenant armor waiting for them outside. A Pelican then picks them up to take them back to the Harvester.

Returning to the Harvester, Crimson find it reoccupied by the Covenant, and clear them out once more before inserting the new power core into the Harvester. Using its mining laser, they blast through the wall, giving them access to the artifact. Entering the cave, Crimson encounters huge resistance from the Prometheans, but fight their way through regardless. After that, they locate the artifact and deactivate it, which causes the area to begin collapsing. As they escape, they experience gravitational fluctuations as they get closer to Epoloch. They encounter a final group of Covenant, but manage to escape onboard a Pelican.

Back on the *Infinity*, it is shown that Requiem is now very close to the sun. Palmer reports that Crimson deactivated their artifact, but theirs is proving more difficult. However, after dealing with one final squad of Covenant soldiers, they reach and deactivate the final artifact, which frees *Infinity* from Requiem. They then escape on a Pelican, and once both Majestic and Crimson are onboard the *Infinity*, Lasky orders them to enter slipspace. Just as it does, the artifact can be seen tumbling in space, and Requiem is consumed by the sun.

Later, with the *Infinity* returning to Earth, Palmer and Lasky argue over their differing opinions on Halsey and enter her old lab, finding Glassman observing their half of the Janus Key. He explains that on a molecular level, the key is incomplete, and its other half is missing. Meanwhile, back on Jul 'Mdama's flagship, 'Mdama seems to mistrust Halsey, as he saw her give the other half of the key to Thorne, but she explains that that was before she knew they were trying to kill her, not rescue her. Halsey is then revealed to have her left arm amputated, now placed in a tourniquet. When 'Mdama asks what she wants exactly, she says that she only wants one thing: revenge.

Season 1 then ends. Credits roll.

### Campaign

On average, a player will take 8 hours to complete the *Halo 4* campaign, and an additional 9 to complete Spartan Ops Season 1. In the game, there are a total of ten levels, eight of which are playable. The campaign progresses the game and story, following up from the ending of *Halo 3* and showing the player what happened to John-117 and Cortana. It details Cortana's degeneration into rampancy; the AI version of insanity. It details John-117's emotional trauma, which culminates with Cortana wandering if he is more machine than human. By the end of the game, John-117 is emotionally divided.

Like previous games, cutscenes are rendered using the game's in-game graphics engine.

The ten levels of the game:

### Campaign Characters

* UNSC
* Covenant Remnant
* Forerunner
* Ancient Humanity

### Main characters

* John-117
* Cortana
* Sarah Palmer
* Tom Lasky
* Andrew Del Rio

### Minor characters

* Armstrong (Mentioned only)
* Avery Johnson (Mentioned only)
* Carlo Scudieri (Mentioned only)
* Catherine Halsey (Prologue only)
* Cox
* Edwards
* Elena Bobrov
* Franklin Mendez (Mentioned only)
* Frederic-104 (Mentioned only)
* French
* Jesse (Mentioned only)
* Kelly-087 (Mentioned only)
* Linda-058 (Mentioned only)
* Marcus Stacker
* Paolo Jiminez
* Peters
* Phillips
* Sandra Tillson
* Tim Pherson
* Warner

### Main characters

* Ur-Didact
* The Librarian

### Spartan Ops Characters

* UNSC
* Covenant Remnant
* Forerunner

### Main characters

* Fireteam Crimson
* Carlo Hoya
* Gabriel Thorne
* Paul DeMarco
* Anthony Madsen
* Tedra Grant
* Roland
* Sarah Palmer
* Tom Lasky
* Jared Miller
* Robert Dalton
* TJ Murphy
* Henry Glassman
* Catherine Halsey
* Lani Truman
* Serin Osman

### Minor characters

* Aasif Olsen
* Antoine Lum
* Bradford Gale
* Cara Costabile
* Cameron Alexander
* Casillas
* Carmichael
* Cyrus Shaw
* Dennis Russell
* Dunlap
* Ernst Deming
* Estey-Bethel
* Fredric Zurenia
* Gordon Smith
* Gustavo Esposito
* Horatio Fry
* Leslie Boyd
* Lincoln
* Margaret Orlenda Parangosky (Mentioned only)
* Morgan Rivera
* Ruiz
* Ryan Frank
* Scott Macrae
* Shannon Owen
* Tashi
* Terry Ledge
* Tucker Corleone

### Main characters

* Jul 'Mdama
* Gek 'Lhar

## Features

### Summary

*Halo 4* is different from previous Halo games in not just that 343 Industries developed it, but because of its change in pace, both in terms of story, and

    gameplay. *Halo 4*, for instance, has John-117 talking during gameplay aside from cutscenes, which, up until this point, had never happened before. It also shows a more emotional side of John-117 that has not been depicted until this point. In terms of multiplayer, 343 has changed it to make it more canon; the multiplayer scenarios are actually "War Games" simulations set up by the UNSC, which gives players the feeling of playing the *Halo* story, even when in multiplayer. Gameplay is more fast-paced, more intense and features more elements that are adopted from previous titles, or brand new altogether.

* **Storyline Execution**: *Halo 4* is different to the main trilogy because it focuses more on the development of the characters then the story establishment itself. For example, John-117, for the first time in the series, speaks during gameplay, and also communicates more overall. A good portion of the game also focuses on the subplot of Cortana's rampancy. It is also the first game in the series to feature a Forerunner as a character, let alone an antagonist.
* **Vehicular Incorporation**: As with all first-person *Halo*games, vehicle implementation involves third-person view when driving said vehicle. There is also a new range of Covenant and UNSC vehicles introduced in the game.
* **Weapon System**: As with all first-person *Halo*games, weapon implementation involves first-person view when using weapons, with the exception of plasma cannons or heavy machine guns, in which case the player is switched into third-person, as is the case with *Halo*games since *Halo 2*. These cannons can also be ripped off their stands, as is the case with *Halo*games since *Halo 3*.
* **Artificial Intelligence**: AI in the game appears to be largely the same in terms of the Covenant. The introduction of Prometheans as a new enemy has made the AI more challenging, as crawlers are fast and deadly, watchers can take tossed grenades and throw them back, as well as revive dead knights, and knights can teleport, as well as spawn watchers. In many ways, this makes the AI far more challenging, even on lower difficulty levels.

    Movement in *Halo 4*is relatively simple, and the same as every other shooter of its time period. The player can move backwards and forwards, left and right. They can look up and down, side to side, or in circles. On the Xbox 360, this is done through the use of the analogue sticks (left stick to move, right to look). Also, like *Halo 3*, *Halo 4*does not have a fall damage system, which means jumping from any height to land (with the exception of kill barriers) will not deal any damage to the player.

### Health System

*Halo 4'*s is similar, if not the same, as that found in *Halo 3*. As in *Halo 3*, the shield bar is located at the middle of the top of the HUD, but is shaped more like a long, rectangular trapezium than the simple rectangle found in *Halo 3*. It also lacks a health bar, but it is unknown if it possesses the "hidden" health that *Halo 2* and *Halo 3*had, although it can be presumed that it does. When shields are depleted, they make the same beeping sound and red flashes from the previous games, but possess a different recharge sound.

The shield bar itself is shorter than the *Halo 3*shield bar, but longer than the one in *Halo 2.* However, it is unknown how many hit points, health points and shield points exist in the game at this time.

### Difficulty

The four difficulty levels from the previous games return, and are largely unchanged.

There are four difficulties in *Halo 4*:

* Easy

*"Laugh as helpless victims flee in terror from their inevitable slaughter."*
* Normal

*"Face firm resistance from determined enemies. Fight hard and you will triumph."*
* Heroic

*"Fight against foes that will truly test your skill - this is the way Halo is meant to be played!*
* Legendary

*"Tremble as teeming hordes of invincible alien monsters punish the slightest error with instant death...again and again."*
### Enemies

AI in *Halo 4*is largely improved over that of its predecessors, especially with the introduction of the Prometheans, who utilize an array of abilities just as teleporting, spawning enemies, or stopping incoming grenades, making them a much more lethal foe than any enemy faced in the series previously. The AI can also hijack vehicles and taunt the player just as they did in *Halo Reach*. This is incorporated well into the game, along with a wider variety of enemy types and factions.

Two factions of enemies are encountered in the game:

* **The Covenant Remnant**: Unlike in previous games, the Covenant Remnant are no longer as powerful or influential in the game's storyline as they used to be, and have been "demoted" to a more secondary role; however, their presence is still quite prominent, especially in the Spartan Ops mode. They appear in every level of the game except Midnight. The Remnant are a splinter of the collapsed Covenant Empire, led by Jul 'Mdama, composed largely of species during the post-war era who wish to continue worship of the Forerunners , but without following the doctrine of the San'Shyuum and believe humanity should be destroyed.  *Halo 4*returns to the original *Halo: Combat Evolved*species list of four: Grunts, Jackals, Elites and Hunters. The Remnant also possesses much of its original arsenal, along with some new weapons, vehicles and turrets.
* **The Prometheans**: New to the series, the Prometheans are highly-advanced Forerunner AI constructs developed from the composed remains of humans manufactured by the Composer. They first appear on the level Forerunner, and afterwards, appear on every level except Composer. Midnight features no Covenant, so the Prometheans dominate the level. Prometheans in the game come in three varieties: Crawlers, Watchers and Knights. Prometheans are considered some of the most challenging enemies in the series, and in some ways surpass the Flood in difficulty: Where Knights can teleport around the battlefield, Watchers can seize any grenades thrown by the player and toss them back. Prometheans are also featured in the Spartan Ops mode.

### Allies

Unlike the enemy AI, the allied AI aid you in missions, fighting beside you and giving fire support. Although the AI isn't exactly the most intelligent
 (most of their actions are scripted), it still has its uses, especially on higher difficulties as a distraction or reinforcement.

* **UNSC Marines**: Just like in previous games, you will have UNSC Marines fighting beside you on the field, but their role has been largely downplayed. They only appear on the levels Infinity and Reclaimer, and in a non-combat role briefly during the beginning of Shutdown. They do appear more heavily in the Spartan Ops mode, however. While they can be useful in combat, they are essentially useless against Prometheans, especially on higher difficulties. Like in previous games, marines can also drive vehicles, but despite advances in AI, they are still considered "poor drivers."
* **Spartan-IVs**: Largely replacing marines as allies are the new Spartan-IVs; the next generation of human supersoldiers. Whereas Spartan-IIs used children to produce viable supersoldiers and were costly to produce, and Spartan-IIIs were cheap and mere cannon fodder, the Spartan-IVs are the Spartan program perfected; ranging from veteran ODSTs to ex-Spartan-IIs and IIIs, the IVs possess both the augmentation and healthy outset needed to create the ultimate supersoldier. Spartan-IVs first appear as allies on the level Infinity, but their last appearance is Reclaimer. However, they are not only featured prominently in the Spartan Ops mode, but can be played as well. They are much harder to kill than standard marines, as they possess energy shielding and better AI. They can also drive but, like marines, are terrible drivers.
* **Sentinels**: Sentinels reappear as minor allies within the game. They are considered minor as their appearances are quick and usually brief, and aside from engaging enemy Covenant on the level Requiem, they do not interact with the player or influence their situation much at all. Their sentinel beams can longer be recovered from them, and instead of exploding when they die, a slipspace portal opens around them and seemingly teleports them somewhere else upon death.

​

### Weapons

*Halo 4*does not bring many new weapons to the series, although it does bring back some familiar favourites, albeit with sound and graphical changes. Many, especially UNSC, weapons appear to have more realistic sounds when firing now, and many weapons are updated to look more like science fiction weapons. Some old weapons are removed however, with the iconic Plasma Rifle being removed and replaced by the Storm Rifle (a decision that angered many fans). Like in *Reach*, dual-wielding has been removed, even amongst enemies and allies. However, the ability to tear off turrets from their stands remains possible within the game, as well as the 'overheat' system.

The 'assassination animation' feature that was introduced in *Halo Reach*has also returned, with new animations introduced; but the combat knife is still used. These animations will initiate when the melee button is held down whilst behind your enemy or beside them. You will then enter third-person and be able to view as a certain animation occurs where you kill the player; assassination animations also guarantee an instant kill, and cannot be escaped once initiated unless another player either kills the intended target, or the one performing the assassination before the knife impacts the player's body.

There are many different assassination moves, all of which will activate according to which direction you attack from (from the side, sprinting, from above, from below, etc.).

* UNSC
* Covenant Remnant
* Forerunner

### Usable

* Railgun
* BR85HB Battle Rifle
* Combat Knife (Used by assassination animation only)
* H-295 FOM (Campaign only)
* Heavy Machine Gun mounted turret (detachable)
* Sticky Detonator
* Scorpion Main Gun
* Scorpion machine gun turret
* DMR
* M41 Rocket Launcher
* Pelican flank gun
* M45D Shotgun
* M46 Vulcan LAAG
* Mantis missile launcher
* Spartan Laser
* Broadsword missile
* Broadsword main guns
* Mantis main gun
* M68 Gauss Cannon
* M6H Magnum
* SAW
* M79 Mounted Missile Launcher
* Pelican spartan laser
* MA5D Assault Rifle
* Mammoth Mini-MAC
* SRS 99-S5 Sniper Rifle
* M9 Frag Grenade

### Unusable

* Deployable turret (Spartan Ops only)
* Pelican main gun
* Hyperion nuclear missile (Campaign only)
* Scythe turret (Campaign only)
* Lance SAM battery (Campaign only)
* Onager (Campaign only)
* HAVOK nuclear missile (Campaign only)
* Landmine (Can be placed in Forge) (multiplayer only)

### Usable

* Energy Sword
* Gravity Hammer
* Plasma Pistol
* Particle Beam Rifle
* Needler
* Fuel Rod Gun
* Concussion Rifle
* Covenant Carbine
* Plasma turret
* Shade turret
* Storm Rifle
* Plasma Grenade
* Wraith main gun
* Ghost main guns
* Fuel Rod Cannon
* Vehicle-mounted plasma turret

### Unusable

* Plasma Rifle (Cutscene only)
* Harvester drill (Spartan Ops only)
* Lich autocannon
* Assault Cannon
* Phantom autocannon

### Usable

* Boltshot
* Suppressor
* Scattershot
* Light Rifle
* Incineration Cannon
* Binary Rifle
* Pulse Grenade

### Unusable

* Focus turret
* Particle Cannon (Campaign only)
* Light Artillery
* Heavy Artillery
* Sentinel Beam (Campaign only)
* Hardlight Blade

### Vehicles

Vehicles, much like the weapons of the game, do not feature many new additions unlike previous *Halo*games. However, many vehicles from previous installments reappear, and like the weapons, go through sound and graphical design overhauls, and their appearance is modified to look more realistic and science fiction like. Like all *Halo*games since *Halo: Combat Evolved*, all vehicles retain their destructibility, with the exceptance of some for gameplay purposes. And while their are not many new vehicles, there are some not previously in the series.

For the first time in the franchise's history, the level Shutdown allows the player to pilot a Pelican dropship (not counting the Pelican/Phantom easter egg in *Halo Reach*). Also, for the first time since its appearance in *Halo 2*, the Scarab is not present in the game. The Spirit dropship also does not make a return from *Halo Reach*, but the Phantom does.

* UNSC
* Covenant Remnant
* Forerunner
* Ships

### Drivable

* Mantis
* Warthog
* Gauss Warthog
* Rocket Warthog
* Mongoose
* Scorpion
* Pelican Gunship (Campaign, on the level Shutdown, only).
* Broadsword (Campaign, on the level Midnight, only)

### Undrivable

* Hornet (Flies around outside the map Skyline )
* Pelican
* Darter (Flies around outside the map Outcast)
* Cyclops Mark II (Scenery on the map Adrift)
* Mammoth (Campaign, on the level Reclaimer, only)

### Drivable

* Wraith
* Banshee
* Ghost

### Undrivable

* Seraph (Cutscenes only).
* Phantom
* Covenant drop pod
* Covenant drop pod
* Covenant drop pod
* Lich
* Harvester (Spartan Ops only)

### Drivable

* Escort ship (Campaign, on the level Midnight, only)

### UNSC

* *Autumn*-class heavy cruiser
	+ UNSC *Song of the East*
* *Strident*-class heavy frigate
* *Charon*-class light frigate
	+ UNSC *Forward Unto Dawn*
* *Springhill*-class mining ship
	+ CAA *Heavy Burden* (multiplayer only)
* *Infinity*-class supercarrier
	+ UNSC *Infinity*
* *Poseidon*-class light cruiser
* Unidentified Civilian Transport Aircraft (multiplayer only)
* *Vindication*-class light battleship

### Covenant Remnant

* CRS-class light cruiser
* CAS-class assault carrier
	+ *Song of Retribution* (Spartan Ops only)

### Powerups

Powerups can only be found in multiplayer. There are a total of three powerups in the game, and each one enhances gameplay aspects, giving the player advanced abilities. These are:

* **Active Camouflage**: Drastically reduces the player's visibility and makes them invisible; this can be found in campaign and multiplayer. This effect lasts for a total of 45 seconds. This effect is made null and void when the player is carrying: a skull, flag, hit by weapons fire, fires their weapon, fires their weapon or when time runs out.
* **Overshield**: Adds an additional two layers (three on enemies) of shielding. When it is active, your shield bar turns from blue to gold, and your normal shields do not take damage. Unlike Active Camo, it does not deplete over time, and only depletes once both layers have been removed by damage. However during multiplayer, it depletes over time. During this time, you can take direct hits from explosive ordinance. The player is essentially invincible to all kinds of damage, and the overshield can only be overridden by a plasma pistol overcharge bolt, or by assassination.
* **Custom Powerup**: This powerup can be placed in Forge. The powerup is 'custom' because it can be modified to give the player whatever trait they give to it. This can be an increase/decrease in speed, increase/decrease health, etc.

### Armor Abilities

Returning from *Halo Reach*are armor abilities. Like in *Reach*, when an armor ability is picked up during gameplay (or picked from pre-set loadouts at the beginning of a match), the player has it for unlimited amount of time until they

    switch it for another (or choose another loadout containing a different ability). However, like in *Reach*, these abilities must cool down after use, and cannot be used again until the ability has recharged. Armor abilities once again assume their role as defensive technology, just like in *Reach*.

Armor Abilities can be found and used in campaign, Spartan Ops and multiplayer. Depending on the one chosen, the player will gain certain advantages based or a kind of tactical superiority. If a player does not have an armor ability equipped, they will automatically equip one if they walk over one. When equipped, its icon will appear just above the motion tracker on the bottom left of the HUD. If not, and the player has one and wishes to switch, the player must press the 'action' button (enter vehicle, activate console, pick up weapon, etc.) to swap. When an ability is used, it will act like the boost feature on Covenant vehicles, and once used up, will need time to recharge.

The amount of time it can be used depends on the ability and its effectiveness, with the more effective ones needing a recharge much more often, to balance gameplay.

* Active Camouflage
* Autosentry
* Hardlight Shield
* Holographic Decoy
* Jet Pack
* Promethean Vision
* Regeneration Field
* Thruster Pack

### Custom Games

Returning from *Halo 3*and *Halo Reach*is Custom Games. Just as its previous incarnations, it is a seperate lobby meant to host private games between friends or other people in the gaming community. When a player is done editing a map in Forge, they can then open up the game in Custom Games, and play on the map using whatever gametypes are compatible or modified to be used on the edited map. Just like previous *Halo*games, you can use the Custom Games options to create a subtype of the selected gametype, effectively allowing the player to create their own gametypes and use them on edited maps, or pre-designed maps constructed by 343.

This option allows the fanbase the ability to manipulate *Halo*and play it how they want to play it. Through

     this, you can decide if you want vehicles/weapons to be present, or equipment to vanish, or what gametype you will play on that map. And when finished, you can invite your friends to play it with you, with a total of twelve being allowed during in-game play.

Not much has changed for Custom Games from *Halo Reach*. Initially, on release, there was a lack of a File Share system, but upon complaints from the fanbase, 343 later added it.  File Share was also present in *Halo 3*and *Halo Reach*, and allows players to upload their content online for the community to download and play around with.

### Forge

Also returning from *Halo Reach*is the Forge mode introduced in *Halo 3.* Forge, simplified, is an object manipulation service that allows the player the ability to load a pre-designed map and edit it by either deleting objects, adding them or moving them around. On some maps, this is limited, while others are designed to allow more larger manipulation and rearrangement. Like previous games, its use is limited to multiplayer maps, and cannot be used on maps used for campaign and Spartan Ops modes. Forge was an idea inspired by *Halo: Custom Edition* and *Halo 2 Vista Editing Kit*, which eventually led to the creation of Forge in *Halo 3.* It was also inspired by the much more expansive Forge editing tool present in Bungie's previous game, *Marathon*. Unlike the functions it was inspired by, Forge is severely limited, and does not allow the freedom of the previous functions.

Originally, *Halo 3*possessed a very basic Forge mode, which was massively improved in *Halo Reach*, with players even dubbing it 'Forge 2.0.' In *Halo 4*, the Forge is once again improved, although not as massively, although fans still call it 'Forge 3.0.' Like previous games, basic parts of the map can be edited, but not parts that are programmed to be solid parts of the said map (For example, you cannot remove the buildings or the ground on Vortex, because it is coding that 343 has deliberately hard-locked to prevent corruption of the map in the event that the Forge editor could cause that). You can add, delete or move turrets, weapons, vehicles, crates, containers, and more. You can also add spawn points for when the map is loaded in Custom Games. New things can also be added, with new object features being introduced called 'active objects.' These are objects or buildings that have some aspect of them active (for example, a power core could have its central power source spinning). Teleporters have also made a return, mostly the same as they were in *Halo Reach.*You can also manipulate the properties of that object such as rotation, angle, etc. On some maps, you can add structural objects, such as buildings, walls, windows, etc, allowing you to create superstructures like you could in *Reach.*

    Just like before, when you enter Forge mode, you start off as your normal chosen character. To begin editing the map, you must enter 'Editor Mode.' To do this, simply press up on your D pad. When this happens, your player will turn into a Forerunner Monitor, much like 343 Guilty Spark. In this mode, and only in this mode, you will be able to add things, delete them, manipulate the map and all the other things the editor allows. While in this mode, you can fly, allowing you to reach normally unreachable areas, and making editing easier. Unlike in *Reach*however, you can no longer use a speed boost whilst in this mode, and neither can you zoom in. Unlike in *Halo 3*and *Halo Reach*, when a player exits editor mode into player mode, momentum no longer carries into the change; previously, if the player is boosting or moving in editor mode and then exits back into player mode, the momentum continues, and the player will continue moving until they decellerate (if you are flying, the player will continue to fly until hitting the ground). In *Halo 4*, once you exit editor mode, the player simply remains in place (if in the air, they remain in place, but fall to the ground). Also, when switching back to player mode, the game must generate lighting before switching you back, meaning the transition between player and editor is no longer instantaneous. Also returning is the budget system, although it has been significantly increased from *Halo Reach*to allow the addition of more items, and uses the *Reach*system of having a restriction on the number of a certain item that can be placed on the map at one time.

In *Halo 4*, most of the object manipulation features in *Halo 3*and *Halo Reach*have returned, with 343's own improvements. Unfortunately, the precision movement feature (which allowed the player to make precision editing) has been removed, and has been substituted with the new magnet system. 'Magnets', if turned on, will cause objects to instantly align with each other once in range, and will stick together, making them hard to move. The player can turn the strength of this magnet from low to medium to high, which increases the strength of the magnet and decreases the range at which it takes effect. Fan response to this new feature is mixed, with some saying it makes Forge much faster and simpler, while others say it makes Forging needlessly annoying and hard. Another feature is the lock system. If activated, objects will become 'locked' in place, meaning that even if a player selects it, they will not be able to move the object until it is 'unlocked.' This has been seen as a welcome improvement as it fixes old problems of player's accidentally grabbing items they didn't want, moving it and ruining minutes/hours of work.

Another new feature is that objects will become highlighted when players hover their cursor over them, allowing them to know which object they are about to select. Players can also 'duplicate' objects now, saving them the trouble of having to reopen the menu continuously just to spawn the same item. Gravity volumes and trait zones have also been added as new items, allowing players to manipulate physics or abilties within an area (for example, a player can emulate a space like environment but lowering the gravity in a certain area, like a door. So if a player goes through that door in Custom Games, the gravity will be reduced, and their jumping will cause them to float further than normal). Also, dynamic lighting has been added, meaning that when an object is placed, it will place its own shadow, making for a more realistic addition to the game.

    In *Reach*, all of the structural based items were Forerunner themed. Every single item from *Reach*that was originally Forerunner themed has returned in the game exactly as they were, except this time all the items are now UNSC themed. Also, 343 has added three new maps designed solely for Forge, much like the Forge World map in *Reach*, and the Foundry and Sandbox maps in *Halo 3.*Another additional Forge only map was added post release, which was a spiritual successor to Forge World.

These three maps, individually, are not the same size as Forge World however; they are largely a quarter of the size. However, collectively, these maps are the same size. These maps are designed solely for Forge however, meaning that the budget on them is the biggest out of all the maps, and all items are available in them.

For more information, see the official page on Forge.

### Spartan Ops

A new feature in the *Halo*series, and replacing Firefight from *Halo 3 ODST*and *Halo Reach*, is the Spartan Ops mode. Unlike Firefight, where the player fought against oncoming waves of Covenant forces for as long as they could survive, Spartan Ops serves as a mini-campaign mode after the main campaign. All the events that take place in it are official canon, and take place six months after the main campaign. The player assumes control of an unnamed Spartan-IV member of Fireteam Crimson, and will play through numerous levels, and these levels make up one episode. These episodes were released weekly until Season 1 was completed, with a total of 10 episodes making up the season. Accompanying each episode is a introductory cutscene, which helps advance the story. The player must complete all levels within the episode before completing said episode.

Because Spartan Ops serves as a mini-campaign, the rules for it are the same: its maps cannot be edited in Forge, difficulty levels can be applied, and AI enemies are involved. Each level serves as a mini-Firefight (as you must fight off waves of enemy and complete certain objectives to complete the level), meaning that Spartan Ops can be considered a spiritual sequel to Firefight itself. Throughout Spartan Ops, you will fight beside other allies, and enemies included are the Covenant and Prometheans. Some characters from the campaign return, as well as new ones not in the campaign.

The player's character is not ever named, and uses the same system that *Reach'*s campaign used; all armor permutations used on the player's multiplayer character will carry over to their character in Spartan Ops. Spartan Ops can also be done in co-op, with the other players assuming the place of the other members of Fireteam Crimson.

For reasons unknown, only one season of Spartan Ops was ever developed. Plans for Season 2 have not been revealed to the public and as far as is known, is not being considered.

Episodes and their corresponding levels are:

#### Season 1

* Episode 1: Departure
	+ Land Grab
	+ Sniper Alley
	+ The Challenge
	+ Sacred
	+ Core
* Episode 2: Artifact
	+ Clean Up
	+ For Science
	+ Hacksaw
	+ Pelican Down
	+ Gagarin
* Episode 3: Catherine
	+ The VIP
	+ Galileo
	+ Spartan Mountain
	+ Shootout in Valhalla
	+ Hunting Trip
* Episode 4: Didact's Hand
	+ Hairy Call
	+ Rally Point
	+ Random Transport
	+ The Chase
	+ The Didact's Gift
* Episode 5: Momento Mori
	+ Spartan Miller
	+ Nothing Can Go Wrong
	+ Everything Has Gone Wrong
	+ The Cauldron Base
	+ Spartan Thorne
* Episode 6: Scattered
	+ Escape Plan
	+ All The Secrets
	+ Need To Know
	+ Shut Down
	+ Switchback
* Episode 7: Invasion
	+ Backup
	+ Home Field
	+ Engine of Destruction
	+ The Guns of Infinity
	+ Victory Lap
* Episode 8: Expendable
	+ Unfinished Business
	+ Majestic Rescue
	+ Lancer
	+ Crystal Ball
	+ Glassman
* Episode 9: Key
	+ The Search for Halsey
	+ Clean Up
	+ Science Mountain
	+ Revenge
	+ The Hammer
* Episode 10: Exodus
	+ Artifact
	+ In One Way
	+ Seize the Power
	+ Out the Other
	+ One Last Time

### Theater

The last mode to return from *Halo 3, Halo 3 ODST*and *Halo Reach*is Theater. This allows the player to play campaign, War Games, Spartan Ops or Forge, and then play back the footage of them playing it in Theater. You can then choose whether or not to record the footage and save it to your archive, or to discard it. You can also detach from the main player, using the camera to pan across and explore the map, and they can even use a Pan Cam mode that allows them to exit the map boundaries, and see things the player is not supposed to see normally. This allows them to see easter eggs only possible to see in Theater. This is helpful when recording machinimas.

Nothing has changed in the Theater mode from *Reach*. The system has the same features, except in *Halo 4*, and with the addition of filming Spartan Ops.

### Environment

Most of the events of *Halo 4*take place on Requiem, right up until the end of Shutdown. The level Composer takes place on Ivanoff Research Station, in orbit over Gamma Halo. The last level of the game, Midnight, takes place on the Didact 's flagship, *Mantle's Approach*, which takes place over Earth. The events of Spartan Ops take place solely on Requiem, with only the episode 'Invasion' being based on the *Infinity*. *Halo 4*is also the second game in the series where space becomes accessible by the player.

The first level, *Prologue*, takes place on an unknown ONI facility. However, this facility is largely non-descript. The next level, *Dawn*, takes place on the wreckage of the UNSC *Forward Unto Dawn*, so as a result, the environment entirely consists of human architecture. Most areas are corridors, with one major area being exposed to space, allowing you a view of Requiem and the Covenant fleet surrounding you. Towards the end of the level, the ship begins to get sucked into Requiem, so the vessel begins to disintegrate around the player.

*Requiem*is, as the name suggests, based on the surface of Requiem itself. The initial environment is within the debris of the *Dawn*, but as the player begins to explore, the area features more greenery, along with Forerunner structures in the background. The area is rocky and mountainous, and at the end, the player will begin to enter a Forerunner facility, which remains prominent for the rest of the level, right to the end. *Forerunner*takes place in a large, rocky canyon-like area, once again with Forerunner structures.

*Infinity*is based largely in a jungle area. As the level progresses however, the player enters the interior of the UNSC *Infinity*, where the architecture becomes UNSC and you traverse the corridors of the ship. Eventually, the level transfers to the ship's hull, with the jungle in the background. *Reclaimer*is based in a desert-like area, once again with canyons and rocks in the area, with a Forerunner particle cannon in the background. At the end, the level changes to a Forerunner structure.

*Shutdown*is based high in the sky, within the interior of numerous floating, Forerunner structures. *Composer*is based in the interior of an ONI research facility, so with human architecture. This level is formed by corridors and large open areas, along with the odd view of space and the Halo below. In *Midnight*, the opening part is spent flying in space over the *Mantle's Approach*, before transfering to the interior of the ship, which is made of Forerunner-designed corridors. The last part is spent in a vast, open area.

*Epilogue*is first on the UNSC *Infinity*, before transferring to the empty, abandoned ruins of New Phoenix, Arizona.

## Multiplayer

*Halo 4'*s incorporates many elements from the multiplayer of previous games, specifically *Halo 3*and *Halo Reach*. Like

     those games, it uses a playlist system, where a player can choose the playlist they wish to play in. A playlist will specialize in a certain gametype(s), and when selected, the player will have to wait while the game searches for other players also wanting to play that playlist. Once players have been found, the players will able to vote on what map to play on, and once a map is selected, the game will start. *Halo 4*however uses a different system to *Halo 3*and *Halo Reach*in how maps are voted. In *Halo Reach*, players had the option of choosing from a list of maps and their gametypes and placing a vote on it, or if they wanted none, to vote on 'none of the above.' If this had been chosen, a new list of maps and gametypes would be generated, and the process would begin again. Many within the fanbase complained about this system, as sometimes its attempt to be democratic could lead to extended times with nothing being selected, so this was changed. Instead, when a player chooses a map and its gametype, they cannot change that decision; in *Reach*, a player could change their vote at the last minute. In *Halo 4*, once you have voted for something, you cannot change that vote; it is set and unchangable.

Once a game is finished, the player's stats from the level will be calculated, as well as XP earned from the match. The game will calculate how much XP the player earned from what, as well as the completion of challenges, and sums up all the XP earned. This will then be added to the player's progress bar. When the progress bar is completed, the player will rank up, and the bar will start over. Ranked playlists make a return, with the same overall system of ranking. Continuing with Bungie's decision to add community-made Forge maps into matchmaking, 343 elected, upon release, to allow the community to submit their own Forge-made maps to be added to matchmaking.

Just like in *Reach*, the Clan System is once again embraced, with Service Tags remaining like they were in *Reach*to reflect this. The service tag allows you to add four letters and/or numbers, while in *Halo 3*, it was three, and it HAD to be a mixture of both numbers and letters. If you're lucky, and you're playing Team Slayer, and you have three friends invited into the game, the team limit will make it so your team is made up of only your friends and, either through using game chat (an Xbox LIVE option that allows you to talk through your mic with the players in the game and be able to hear them) or party chat (an Xbox LIVE option that allows you to open a private party, invite your friends, and talk with only them) you can coordinate and use teamwork to win the match. In unranked playlists, you can even add a second, third or fourth player on your console, entering a split-screen mode. This can also be done with multiplayer, and all players except the first will be marked as 'guests' (their gamertag will contain the main player's Xbox gamertag, but with whatever number they are on the console. Eg. The gamertag of the console is FlamingNinja117. The second would be listed as FlamingNinja117(1). The third player would be listed as FlamingNinja117(2), etc). However, guests can only participate in unranked playlists, as ranked playlists are specifically designed for ranking up, and are for the more skilled players (guests cannot rank up; they do not even possess a rank).

Just like in *Halo 2*, *Halo 3* and *Halo Reach*, the player can log-in online to check their player stats in *Halo 4*. However, with Bungie having handed over the license of the franchise to 343, these can no longer be checked on Bungie.net, and can only be found on the Halo official website . The statistics include an image of the player, their current gamerscore, what their preferred weapon is, preferred vehicle, etc.

### War Games

*Main Article: War Games*
In *Halo 3*and *Halo Reach*, the multiplayer was referred to as Matchmaking, and while the system has remained the same, the actual name has been changed to War Games. This change is due to 343's new motion to provide a canonical link between *Halo*multiplayer and *Halo*canon. To do this, 343 has explained that the multiplayer games you play (War Games) are actual real-time combat simulations held by the UNSC onboard the UNSC *Infinity*. The maps you play on (simulated environments) are used by the UNSC to test their Spartan-IV soldiers (the players) by pitting them against each other (Slayer and other gametypes), or in theoretical scenarios involving the Flood (Infection). These simulations are referred to as War Games.

In *Reach*, players earned credits (the canonical currency of the UNSC) which they then used to purchase armor and rank up. In *Halo 4*, the experience system from *Halo 3*returns, replacing the credits system. XP is now earned to rank up. However, instead of having to buy armor and weapons, the player simply needs to rank up to unlock certain armor and weapons. The Armory does not reappear in *Halo 4*, and a new system in the game means that players are able to customize their own personal loadouts for use in certain gametypes; meaning they must purchase weapons. However, not all weapons can be bought, and can only be found on the map themselves or through ordnance drops.

#### Personal Loadouts

*Main Article: Loadouts (Halo 4)*
In *Halo 4*, the player is able to customize their own personal loadout for use in certain gametypes, such as slayer. When the game opens, they will able to select this loadout before the match starts. Featured in this loadout, you can choose/purchase a primary weapon, secondary weapon, armor ability and two perks. Primary weapons include assault rifle-type weapons and marksman weapons (you can choose the Assault Rifle, Storm Rifle, Light Rifle, Covenant Carbine, etc.). Secondary weapons include pistol-type weapons, shotgun-type weapons and sniper rifle-type weapons (you can choose the Pistol, Shotgun, Scattershot, Boltshot, etc.). Armor abilities include any of the available armor abilities, but you can only have one. Perks include player-centric abilities that either effect gameplay or your loadout. For example, choosing the Dexterity perk causes you to reload faster. Another perk allows you to have a primary weapon in the secondary weapon slot.

These weapons must be purchased with XP. Heavy ordnance, such as rocket launchers, can only be acquired through ordnance drops in-game.

#### Ordnance Drops

*Main Article: Ordnance*
Ordnance, called-in or otherwise, will deploy power weapons and powerups onto the battlefield for players to acquire. They are deployed from orbit or the air onto the map, and players must race to acquire them. Their usage will either turn the tide of the battle in your favour, or devastate the enemy team. When an ordnance drops, a waypoint will be displayed on the player's HUD to help them locate it as long as they are within 75 meters of it when it lands.

There are four types of ordnance:

* **Personal Ordnance**: A player can call-in their own ordnance drop after earning a certain amount of points in a match. A total of five drops can be called-in during a match, and a player can choose from a randomly generated list of power weapons/powerups what it will contain.
* **Random Ordnance**: Ordnance drops that randomly occur across the match and contain random power weapons/power-ups.
* **Initial Ordnance**: Ordnance drops that deploy upon the beginning of the match.
* **Objective Ordnance**: Only appears in the Dominion gametype. It will drop a random item at a base when it is resupplied.

#### Challenges

*Main Article: Challenges*
Another feature returning from *Halo Reach*is Daily and Weekly challenges, along with the addition of the brand-new Monthly challenges. Every week, a new set of challenges will be presented to the player, and completing them will earn them additional XP at the end of a match. These 'challenges' are little tasks assigned to the player that vary in difficulty, and can only be completed once. Daily challenges are reset at the end of every day, and are usually the easiest challenges, while weekly challenges are reset at the end of every week, and are usually the hardest or longest to complete. New to *Halo 4*however are monthly challenges, which reset at the end of every month, and contain some of the hardest and longest challenges.

Daily challenges usually involve killing a certain amount of players in one match, or with a certain weapon, or obtaining headshots, etc. Weekly challenges usually involve completing a certain mission of the campaign on a certain difficulty with a certain skull on, etc. Monthly challenges mostly involve a task that is impossible to complete in one day, or even a week. For example, one monthly challenge could be something like winning 117 matchmaking games.

#### Waypoint

*Main Article: Halo Waypoint*
Like in *Halo Reach*, *Halo Waypoint*can be accessed through the pause menu on the main menu. Waypoint is an individual app which acts as a central hub for *Halo*-related content. The app is updated regularly, and features trailers, announcements for new games or DLC, concept art, documentaries, lore explanations, etc. It can also be accessed to view the player's stats.

### Maps

*Halo 4*comes with its own assortment of maps within the game, with a total of 17 (13 if the Ravine, Impact and Erosion variants are not included, and 10 if Ravine, Impact and Erosion aren't included at all). Also, unlike *Halo Reach*, *Halo 4*returns to the old formula of having maps made from the ground up, and are not copy-and-pasted sections of the campaign or Spartan Ops (Two Giants and Galileo Base are the only exceptions, as Two Giants is a copy-and-paste of the multiplayer map Ragnarok, and Galileo Base is a copy-and-paste of the multiplayer Complex).

*Halo 4*also continues the tradition of map packs, which began in *Halo 2.* It also continues the tradition of at least having one remake of the map Blood Gulch from *Halo: Combat Evolved.*Map packs come in the form of DLC, which can be downloaded from the Xbox LIVE Marketplace.

* Standard
* Forge Update
* Crimson
* Majestic
* Castle
* Bullseye

Forge Island is downloadable through Xbox LIVE Marketplace. It was originally slated for release on April 11, 2013, but for unknown reasons was released early on March 29, 2013. It was added as an additional Forge environment after fanbase complaints about the lack of a new Forge World.

The Crimson map pack is downloadable through Xbox LIVE Marketplace. It was released on December 10, 2012. The maps included in the map pack are:

The Majestic map pack is downloadable through Xbox LIVE Marketplace. It was released on February 25, 2013. The maps included in the map pack are:

The Castle map pack is downloadable through Xbox LIVE Marketplace. It was released on April 8, 2013. The maps included in the map pack are:

The Bullseye Pack is downloadable through Xbox LIVE Marketplace, but only to players who have played *Halo: Spartan Assault.*Amongst new armor sets and achievements, the pack also came with two new maps. It was released on August 20, 2013. The maps included in the pack are:

### Customization

Returning from *Halo 3*and *Halo Reach*is armor permutations, with an even broader range of armor configurations to choose from, allowing the player alot more freedom of choice in terms of player customization. The player configuration is just as expansive and complex as that found in *Reach*, just with more armor types to choose from. Unfortunately, Elites, who had become playable in *Halo 2*, and continued to be so right up to *Reach*, are no longer playable in *Halo 4*, and the player can only be a Spartan-IV.

In *Halo 4*, the default armor configuration is the RECRUIT-class armor. The player can still choose primary and secondary colors for their character, as well as primary and secondary colors for their emblem, and their service tag retains the *Reach*concept of four letters or numbers, instead of the restrictive 'numbers AND letters' system of *Halo 3*. Emblems once again appear in gameplay, and will appear on the player card.

The option of choosing a gender returns, and the physique of the player is once again changed depending on the gender (males are bulkier, while females are slimmer).

#### Armor Permutations

*Main Article: Armor Permutations (Halo 4)*
Most, if not all, of the armor permutation options from *Halo Reach*have transitioned successfully into *Halo 4.*In *Halo 4*, unlike *Halo 3*and *Halo Reach*, to gain access to newer and better armor configurations, the player must reach a certain rank. To earn XP and rank up, one need only play War Games, Spartan Ops, Campaign and/or Forge. Like in *Reach*, almost every conceivable part of the player's armor can be configured, allowing you to change the helmet, left shoulderpad, right shoulderpad, chest, wrist, kneepads, utilities and visor color. Due to the absence of Firefight, Firefight voices do not return, and armor effects are absent from the game.

Most of the armor types from *Halo 3*and *Halo Reach*have returned, but like the weapons and vehicles, have been changed and reconfigured to reflect the new *Halo*style. Along with the return of old ones, there is also new armor types, in an extremely large, and wide, variety.

### Rank System

*Main Article: Rank (Halo 4)*
Unlike previous games, there are actually two, seperate ranking systems in *Halo 4*.

Unlike *Halo 3*and *Halo Reach*, *Halo 4'*s rank system does not use actual military ranks, but uses a new system called Spartan Rank, which is abbreviated in-game as SR. Like in *Halo 3*however, the player must earn XP to rank up, but they will not lose their rank once it is earned; essentially, the XP does not work like it did in *Halo 3*, and performs more like the credits from *Reach*.

A player will start as SR-1, and will be able to rank up as they go. Once they reach SR-50 however, they will be able to choose a Specialization. Choosing a certain specialization will give the player access to new armor types, and the player will stick with that specialization for another ten SR ranks before having to choose another. By the time the player has gone through all of them, they will have reached the maximum rank; SR-130. When a player chooses a specialization, the abbreviation of that specialization will replace the 'SR' on their player card (Eg. If the player chooses the Wetwork specialization, the initials 'WK' will replace 'SR' on the player card. If you are an SR-61 at the time, it will say 'WK-61' instead). Also, when a specialization is chosen, the player will automatically rank up once (Eg. If you are SR-60 at the time you choose the specialization, you automatically rank up to SR-61).

The second rank system is called the Competitive Skill Rank (CSR). This system measures a player's skill in a playlist on a scale of 1 to 50. Players start at 1 and rank up or down depending on their performance and rank relative to other players in the match. This system is extremely similar to the system used in both *Halo 2*and *Halo 3.*This system, however, was not implemented upon release; it was added after further fanbase complaints at the lack of a professional ranking system. It was then added on April 8, 2013. However, it is not officially part of the game, and can only be viewed on *Waypoint*.

There is also two types of CSR: Individual and Team-based. For more information, see the official page on *Halo 4*ranks.

### Gametypes

*Halo 4*sports a range of gamemodes to enhance multiplayer gameplay and make it more fun than simply 'gunning people down.' With this comes gametypes specific to killing, while others are more objective based, and revolve around teamwork and colloboration with other players to take another down. The gametypes available are as shown:

* Capture the Flag
* Dominion
* Extraction
* Flood
* Grifball
* King of the Hill
* Oddball
* Regicide
* Infinity Rumble
* Infinity Slayer
* Team SWAT
* Slayer Pro

## Retail Editions

### Standard Edition

The standard edition of the game includes the disc and manual, and has remained unchanged since release. It has since stopped production.

### Limited Edition

When preorders were announced for *Halo 4*, the Limited Edition became a preorderable version of the game for an extra $10.99. The game disc is housed in a stencilized, silver UNSC-themed metal case, and contains *Infinity*briefing packets, information on different armor permutations, a redeemable code for use in watching *Halo 4: Forward Unto Dawn*on *Waypoint,*and additional digital content available only in this edition. It has since stopped production.

### Game of the Year Edition

On October 8, 2013, the Game of the Year Edition for *Halo 4*became available. It contained content originally only available in copies of *Halo 4*that were preordered. It contains all of the War Games map packs, every episode of Season 1 of Spartan Ops, the Champions Bundle, six new armor configurations, four new helmets, eight new emblems, three new weapon skins as well as bonus digital content such as a Longbow and Haven background for Xbox LIVE, as well as three new avatar items; a *Halo 5 Guardians* inspired cloaked Master Chief, UNSC Avatar shirt and Ghost avatar prop.

## Marketing Promotions and Release

### Trailers

#### Announcement

*Main Article: Halo 4 Announcement Trailer*
*Halo 4*was first announced at E3 2011, alongside *Halo: Combat Evolved Anniversary*, in a teaser trailer. The trailer was pre-rendered, meaning it was not made out of gameplay. The trailer depicts Cortana hastily awakening John-117 from cryo sleep aboard the *Forward Unto Dawn*. After a few moments, he bursts awake, opening his cryo pod and retrieving Cortana. As the ship begins to crumble, John-117 drifts through the ship, avoiding flying debris. He then grabs a Sticky Detonator, using it to blow open a hole in the ship's hull. Arriving outside, he stands on the ship's exposed hull as the camera swivels to reveal the *Dawn*being sucked into the open gravity well of an unknown planet (later confirmed to be Requiem).

A "Director's Cut" version was released at GamesCom 2011, and features a few differences. The background melody is different. When John-117 exits his pod, he does not talk to Cortana. At the end, after blowing open a hole in the hull, he tosses the Sticky Detonator away instead of reloading it. These differences are minute, but present regardless.

#### 2012 Stage Demo

*Main Article: Halo 4 E3 2012 Stage Demo*
*Main Article: The Commissioning*

A stage demo for *Halo 4* released was announced at E3 2012.  The demo starts off with a live action trailer called The Commissioning, which depicts the christening and launch of the UNSC *Infinity*, followed by it getting pulled into Requiem. The stage demo (which is represented using a demo-variant of the finished level Infinity) then starts, showing John-117 as he watches the *Infinity*crash onto the shield world. He then arrives and begins to scout the area. He encounters a Covenant patrol, who he kills, but an Elite charges him, only to be disintegrated by an unseen enemy. Proceeding, John-117 eventually runs into those responsible; Prometheans, who are Forerunner AI defense constructs. The demo then ends with John-117 getting surrounded by knights, followed by one knocking him out. What follows are then random shots of the game, with the trailer officially ending with the Forerunner symbol for Reclaimer spinning on screen, with the words "An Ancient Evil Awakens" appearing on screen, followed by the Didact stating that he has "long awaited this day."

#### Scanned Trailer

*Main Article: Scanned*
On October 19, 2012, a hybrid live-action/CGI trailer for *Halo 4*was released called Scanned. Blur Studios, who also created the cutscenes for *Halo Wars* and *Halo 2 Anniversary*, developed the CGI aspects of the trailer. The trailer alternates betweens John-117's past and scenes of him battling Prometheans.

#### Launch Gameplay Trailer

*Main Article: Halo 4 Launch Gameplay Trailer*
A gameplay trailer, showing off both campaign and multiplayer, was released two weeks before *Halo 4'*s release.

## Reception

*Halo 4* received generally positive reviews upon its release. On aggregate review GameRankings and Metacritic, the game holds scores of 87.42% and 87 out of 100 respectively. Ryan McCaffrey of IGN gave a score of 9.8, calling *Halo 4* "a bar-raising triumph for the entire first-person shooter genre." The lighting, movements, and animations were well-praised, as well as Neil Davidge's work as the composer for *Halo 4*, noting it as a "bold shift," but stating that the music is "complementary rather than additive." McCaffrey lauded the campaign for its pacing, as well as "deftly mixing on-foot combat, vehicle sequences, quiet story moments, and key Chief-and-Cortana interactions."

*Forbes* writer Erik Kain gave high praise to the story, writing that *Halo 4* had the "most stunning cutscenes I’ve seen in a video game" contributing to a "beautiful, tragic love story" between Cortana and Master Chief. Mike Mahardy of *Game Informer* complimented the characterization improvements of Chief and Cortana, calling their evolved love story more "focused" and "relatable" to the player, in comparison to the "cloudy and impersonal" stories from the prior games of the franchise. Despite high sales and good reviews Halo 4's multiplayer population has been declining rapidly since its release date all the way through 2013 with daily peaks barely reaching over 30,000.

* **GameRankings**: 88%
* **Metacritic**: 87/100.
* **1UP.com**: A-
* **CVG**: 8/10.
* **Edge**: 8/10.
* **G4**: 4.5/5.
* **Game Informer**: 9.25/10.
* **GameSpot**: 9.0/10.
* **GamesRadar**: 4.5/5 stars.
* **IGN**: 9.8/10.
* **OXM**: 9.5/10.
* **Polygon**: 9.5/10.

## Halo 4 Original Soundtrack

The Halo 4 Original Soundtrack was composed for the game, *Halo 4*, and was composed by Neil Davidge

     and Kazuma Jinnouchi,  with limited help from Martin O'Donnell and Michael Salvatori, and is split into two volumes on two CDs. Altogether, there are 35 tracks, including the extra 14 in the special edition (which are just remixes of tracks from the first volume of tracks). Most of the music from *Halo 4* is present on the CDs, but some tracks are missing entirely, and some are only shortened versions of the actual tracks in-game.

Volume 1 of the soundtrack was released on October 22, 2012. Volume 2 was released on April 9, 2013. Both volumes were primarily composed by Neil Davidge, with help from Kazuma Jinnouchi, and inspiration and suggestions provided by ex-*Halo*soundtrack composers Marty O'Donnell and Michael Salvatori, both of whom are credited in the *Halo 4*credits.

## Cut Content

*Main Article: Cut Content from the Halo Games*
*Halo 4,*while not having as much as its predecessors, has alot of content that didn't make it into the final product. Amongst this cut content is missing campaign levels, scripts, characters, weapons, vehicles, maps and more. For more information, see the main article.

## Trivia

* *Halo 4*is the first full *Halo*game developed by 343 Industries that isn't a re-release.
* When recording dialogue as Sergeant Major Avery Johnson in *Halo 2*, David Scully humorously said, "In *Halo 4*, I get a woman!"
* In *Halo 4*, the number of Covenant species featured is not only back to the four of *Halo: Combat Evolved*, but the four are the exact same species as those featured in that game: Grunts, Jackals, Elites and Hunters.
	+ Ironically, as *Halo: Combat Evolved* was the first ever *Halo*game, *Halo 4*is also 343 Industries first complete *Halo*game (not including *Halo: Combat Evolved Anniversary)*.
* After *Halo 3*was completed, Bungie considered making *Halo 4*, but made *Halo 3 ODST* and *Halo Reach* instead.
	+ During *Reach'*s development, the game's placeholder name was "Halo 4." It was also advertised as much early on, until Bungie decided to reveal the game's actual name.
* In Spartan Ops' pre-rendered cutscenes, some weapons use models from older builds of the game as seen in early in-game screenshots. For example, the BR85HB SR is erroneously labeled as the BR55HB SR and the M395 DMR lacks a front sight.
* *Halo 4*marks the first time in the *Halo*franchise where the Plasma Rifle is not present. *Halo 3 ODST*does not count, as the Brute Plasma Rifle was present. In *Halo 4*, no Plasma Rifle is present aside from pre-rendered cutscenes, and is officially replaced by the newer Storm Rifle.
* *Halo 4*is the second *Halo*game since *Halo 2*to not feature dual-wielding.
* This is the first *Halo*game to show the face of a Forerunner. It is also the first *Halo*game where one is phyiscally present.
	+ By extent, *Halo 4*is also the first to show fightable Forerunner-esque enemies. While not quite Forerunners themselves, Prometheans were the highest rank within the Warrior-Servant caste of Forerunner society.
* *Halo 4* is the first *Halo*game to connect the multiplayer with the *Halo*canon in the official sense. It not only provides a reason for why Red and Blue teams fight each other, but also how the player is able to use Forge, Custom Games, Theater, etc. (they are all part of War Games simulations run by the UNSC onboard the UNSC *Infinity*).
* *Halo 4*is the first game to not feature Firefight since *Halo 3 ODST*.
* *Halo 4*is the first and only *Halo*game thusfar to feature Spartan Ops.
* *Halo 4*released on November 6, 2012: the same day as the United States presidential election.
* *Halo 4*is the second game to feature voice overs from Rooster Teeth productions staff. The first was *Halo 3*.
* *Halo 4'*s announcement trailer was leaked early, before E3 2011, on www.xbox.com, along with *Halo: Combat Evolved Anniversary.*
* Despite the Prologue combat scenes having occurred during the Human-Covenant War, John-117, as well as the Spartan-IIs he fights beside, all wear the Spartan-II armor from *Halo 4*, and the Elites seem to wear post-war Storm Elite armor.
	+ It was later explained by 343 Industries that they had no time to design seperate models just for that cutscene, and they decided to go with the models they already had.
		- This explanation is odd, given that 343 Industries had time to design one model for a Brute Chieftain, which is clearly based off the *Halo 3*model, but with *Halo 4*graphics. This model is only used in the cutscene, and is never used again in the game, given that Brutes do not appear.
* *Halo 4*is the first *Halo*game to have less than 10 missions.
	+ However, if the Prologue and Epilogue are to be counted (which, according to the campaign list, they are), then *Halo 4*does in fact have 10 missions.
* *Halo 4*does not have usable flashlights in-game, despite John-117 using them in the announcement trailer.
* *Halo 4*is the last main *Halo*game to be released on Xbox 360.
* *Halo 4*is the first *Halo*game to not feature integrated lighting equipment (flashlight, night vision, VISR, etc.).
* *Halo 4*is the first *Halo*game since *Halo: Combat Evolved*to not feature playable Elites in multiplayer.
* *Halo 4'*s storyline is very similar to *Halo: Combat Evolved*. The game starts with John-117 waking up from cryo-sleep aboard a UNSC warship (*The Pillar of Autumn/Forward Unto Dawn*), subsequently landing on a Forerunner installation (Installation 04*/*Requiem*)*, only to be forced to stop an ancient evil (The Flood/Ur-Didact and Prometheans), and having to destroy a Forerunner object of some kind whilst stopping said ancient evil (Destruction of Installation 04/Detonating Havok nuke on *Mantle's Approach*).
* *Halo 4*is the first *Halo*game to feature two different generations of Spartans in the same game, and have them both be playable as well. While you play as a Spartan-II in the campaign, you play as a Spartan-IV in multiplayer and Spartan Ops.
* With 12 UNSC weapons, 10 Covenant weapons and 7 Forerunner weapons (29 weapons in total), *Halo 4*has the most weapons in a *Halo*game to date.
* *Halo 4*is the second *Halo*game to feature space combat.
* *Halo 4*continues the *Halo*tradition of remaking the map Blood Gulch from *Halo: Combat Evolved*. However, it does this differently by remaking Valhalla from *Halo 3*, which by itself was a remake of Blood Gulch.
* 343 used many of the in-game models from *Halo Reach*when making *Halo 4*as foundations for their own models. The evidence pointing to this comes in the form of numerous pre-release screenshots and in-game code. If one can access the in-game code, they can spawn Noble Team. The reason for this is likely that 343 needed a foundation to base their new models off of, and decided to use the last *Halo*game to do this. It is probable that Noble Team was used to model the new Spartan-IVs, and were accidentally left in the code of the game.
	+ It is also interesting to note that if one continues to access in-game code, they'll find a Space Banshee in Spartan Ops. Whether or not this is once again a case of example models, or 343 genuinely intended to place Space Banshees in a space combat section, or simply as background units, is unknown. However, the Space Banshee itself is not complete; it has no texture, and does not have a proper destruction animation, meaning that once destroyed, it will simply implode in a manner similar to a plasma grenade blast. The banshee also makes no sounds in flight, and while it does seem to have a firable weapon, it does not make a sound when firing, and the impact is instantaneous, causing almost total destruction of its target. This can be seen here.

## Gallery

Halo 4 Promotional PosterHalo 4 Promotional PosterHalo 4 WallpaperHalo 4 WallpaperHalo 4 LogoHalo 4 title artLandscape shot of the level InfinityPromethean Knight under Librarian's control about to kill an Elite on the level Forerunner

## Links

### Internal Links

* Halo 4 Credits
* Halo 4: The Essential Visual Guide
* Awakening

### External Links

* 1.0 1.1 **IGN** – *Halo 4 Release Date Confirmed*
* 2.0 2.1 2.2 **Xbox.com** - *Halo 4*
* 3.0 3.1 3.2 **Halo Waypoint** - *Halo 4*
* **Xbox Magazine** – *343 Industries: Halo 4 will "re-inject some new life" into Halo multiplayer*
* 5.0 5.1 5.2 **Halo Waypoint** - *The Halo Bulletin: 5.2.12*
* **Gamespot** - The new Halo "Reclaimer" trilogy is no longer a trilogy. Now a "saga."
* 7.0 7.1 **Halo Waypoint** - *The Halo Bulletin: 10.3.12*
* **Videogamer** - *Halo 4 development is complete*
* **YouTube** - *Eurogamer Expo 2012: Halo 4 Developer Session with Frank O'Connor*
* **Xbox-360.nowgamer.com** - *Halo 4 confirmed*
* **YouTube** - *Halo 4 Teaser Trailer*
* **Washingtonpost.com** - *Halo 4 voice control and the cloud*
* 13.0 13.1 **Halo 4 ViDoc**
* [1]
* 15.0 15.1 15.2 15.3 **Halo Waypoint** - *The Halo Bulletin: 08.22.12*
* 16.0 16.1 16.2 16.3 16.4 **Halo Waypoint** - *The Halo Bulletin: 3.07.12*.
* **Halo Waypoint** *343 Sparkcast 11*
* 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 18.15 *Halo 4: The Essential Visual Guide*
* 19.0 19.1 **YouTube** - *Halo 4 News : Enemies Leaked, E3, & Elites Replaced in Mutliplayer! - FT. Chris*
* **Halo Wypoint** - *E3 2012: HALO 4 RENDERS*
* 21.00 21.01 21.02 21.03 21.04 21.05 21.06 21.07 21.08 21.09 21.10 21.11 21.12 21.13 21.14 21.15 21.16 21.17 21.18 21.19 21.2021.21 21.22 21.23 21.24 21.25 21.26 21.27 21.28 21.29 21.30 21.31 21.32 21.33 21.34 21.35 21.36 21.37 **Halo Waypoint** - *Halo 4 Interactive Guide*
* **YouTube** - *"Halo 4 Spartan Ops Gameplay"* (Briefly Seen at 1:08)
* **Xbox.com**: *Halo 4 Maps + Missions*
* **GameTrailers**: *E3 2011: Halo Returns Interview*
* **IGN** - *Abandon*
* 26.0 26.1 26.2 **Halo Waypoint** - *Halo Evolved: Game Types*
* 27.0 27.1 **Halo Waypoint** - *The Halo Bulletin: 9.5.12*
* **IGN** - *Halo 4 Specializations Will Change Halo Multiplayer Forever*
* **GameSpot** - *Exclusive Halo 4 Forge Mode Details*
* [2]
* 31.0 31.1 31.2 **Halo Waypoint** - *The Halo Bulletin: 10.25.12*
* **Halo Waypoint** – *Welcome to Forge Island*
* 33.0 33.1 33.2 33.3 **GameInformer** - *The Arsenal Of Halo 4*
* 34.0 34.1 *Awakening*
* 35.00 35.01 35.02 35.03 35.04 35.05 35.06 35.07 35.08 35.09 35.10 35.11 35.12 35.13 35.14 Halo 4 Official Site: ORDINANCE + ARMOR
* **Halo Waypoint Forums**: *March 343 Sparkcast up* (**Jay S094**: *"They didn't say that the DMR was in the game."* **Total Sellout**: *"Yes we did."*)
* **Halo4News.com** - *Assault Rifle in Halo 4*
* 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 38.8 **Halo Waypoint** - *The Halo Bulletin: 9.19.12*
* **YouTube** *Halo 4 Exile PAX 2012 - Beam Rifle, Banshee, Jetpack Gameplay & More! (Commentary)*
* **YouTube** *Halo 4 - Fuel Rod & Binary Rifle Leak*
* [3]
* 42.0 42.1 http://halo.xbox.com/halo4#!images/screenshots/ce74650a-bfc6-4126-a02d-d7db778eff25
* **IGN.com** – *Halo 4 Game of the Year Edition Outed*
* **The Halo Bulletin**: 9.4.13
* **Halo 4: Game of the Year Edition**
* 46.0 46.1 46.2 46.3 46.4 46.5 46.6 46.7 46.8 **Halo Waypoint** - *Xbox 360 Limited Edition Halo 4 Console Bundle and Accessories Revealed at San Diego Comic Con*
* 47.0 47.1 47.2 47.3 **Mighty Ape** - *Bonus Content*
* 48.0 48.1 48.2 **Amazon** - *Bonus Content*
* 49.0 49.1 49.2 49.3 **EB Games** - *Bonus Content*
* 50.0 50.1 **GAME** - *Bonus Content*
* 51.0 51.1 **Best Buy** - *Bonus Content*
* **Play** - *Bonus Content*
* 53.0 53.1 **HMV** - *Bonus Content*
* **Microsoft Store** - *Bonus Content*
* **Walmart** - *Bonus Content*
* 56.0 56.1 **Youtube** - *NEW Armor Abilities in Halo 4!*
* **Youtube:** *Halo 4 - Cut Space Banshee*
* 59.0 59.1 **Youtube:** *Halo 4 - The Revenant and Disintegrator*
* 60.0 60.1 60.2 **Youtube:** *Halo 4 - Unused Weapons Compilation*
* *SMG Concept art for*Halo 4*.*
* **Youtube:** *Halo 4 - Burst Pistol Unused Weapon*
* 63.0 63.1 63.2 63.3 63.4 63.5 63.6 63.7 63.8 **Youtube:** *Halo 4 Beta - Overview*
* **Youtube:** *Halo 4 - Fighting Noble Team*
* **Youtube:** *Halo 4 - Leftover Reach Energy Sword*
* **Halo Multiplayer Population Chart** - *Halo 4 Multiplayer Population Statistics*
* **YouTube:** Halo 4 ViDoc: First Look
* *Halo at Gamescom Panel 2014*