recursal/Fanatic-Fandom huggingface dataset:
Shock Absorbing Boots

Shock Absorbing Boots is an armor upgrade in SPV3.3 Firefight. This light green upgrade should not be confused with Sprint as Sprint is limegreen in color. The upgrade gives the player resistance against fall damage.

## Overview & Background

Shock Absorbing Boots is an upgrade that is considered to be one of the most useful due to the prevalence of fall damage in Firefight. As its name implies, anyone with Shock Absorbing Boots would be immune to any fall damage for all intents and purposes, allowing for more maneuvers that would have been considered risky without it.

## Trivia

* Shock Absorbing Boots is considered as one of the best upgrade to get in Firefight.
Tsek Vadum

**Tsek Vadum** was a Sangheili Honor Guard Ultra who served on the CAS Seeker of Truth and participated in the Battle for installation 04.

## Biography

As a youngling on Sangheilios, he fought in the dust and dirt to be deemed a worthy warrior of his clan. He was told of legends of the Forerunners such as their cities, temples, and Guardians. He sworn to himself that he would set foot on those worlds be among the first to reach salvation. Tesk participated in putting down heresies on worlds and later on in the Human-Covenant War. He was then promoted to Junior Fieldmaster in the Fleet of Grand Benediction. Seven cycles after the start of the warm, he was offered a chance to served as a Honor Guard to the Prophet of Regret. To serve as a Honor Guard fulfills the truth of the Holy Writ of Union, which states "Thou, in faith, will keep us sale whilst we find the Path." He took the opprotunity and served as one for many cycles, even when the Covenant forces went to a shield world that housed Forerunner Dreadnoughts. At time it would've been the end of the war if it wasn't for the interference of a lone human ship. Due to the risk, the Prophet of Regret decided to depart the plant so Tsek Vadum accompanied him. Even though he doesn't know what happened to the Arbiter, they learned that none of the Covenant forces there returned after the battle. There were Spartans during the battle who destroyed many Covenant forces. Tsek then learns that a demon is present on the ring and is approaching the Cartographer in which he lasts states in his datapad to him "I, Tsek Vadum, Sangheili Honor Guard, defy this human. You shall not possess this site as long as I draw breath."

## Personality

Tsek Vadum is very loyal to the Covenant and their beliefs. This is evident as he participated in taking down numerous heresies and later became a Honor Guard.

## Trivia

* His datapads can be found in The Silent Cartographer and The Silent Cartographer: Evolved.
* On higher difficulties, the player can encounter a Honor Guard Ultra. Since Tsek Vadum isn't mentioned or records any more datapads afterwards, the Honor Guard Ultra is presumed to be him.
* Unlike other Sangheili, he does not have an "ee" in his last name
* Due to the clues given in the datapads, he would've been present during the events of Halo Wars.
The Library

*"Fight your way through the facility in search of the Index"*

**The Library** is the eighth mission (seventh in a straight playthrough) of the Installation 04 Campaign in *Halo SPV3*. Upon discovering that the Flood has been unleashed on the Halo ring, 343 Guilty Spark assigns John-117 to help retrieve the Index. Master Chief is teleported to Installation 04's Library, the keep of the Sacred Icon. The Master Chief must fight through multiple hordes of Flood and Covenant Infantry while being aided by the Sentinels.

## Overview & Background

The Library is a series of long corridors that consists of four floors. The objective is to follow the Monitor to locate the index. However, the hallways are full of Flood combat forms that attack in high numbers and seem to infinitely continue. There are also small groups of Covenant that can be found in certain corners. Throughout the level, you are aided by Sentinels with Incineration Beams that can burn through flesh, but are weak against shields.

## Gameplay Information

The layout of this mission appears exactly as it does in the original Halo CE. However, the Covenant has been added into the level so as to address the common issue with fans that makes The Library a notorious level in terms of its lack of variety, considering that in Halo CE, the only enemy in the level is the Flood. Also, new color lightings for each floor has been added, so that the level doesn't feel the same all the way through.

## Trivia

* There are 9 terminals scattered throughout the level
	+ 3 are from Marvin Mobuto, the first reclaimer that 343 Guilty Spark would use to find the index.
* Human Combat Forms are very uncommon throughout the mission.
* This mission marks the first appearance of the Sentinel Enforcers. It is also the only time they appear as an ally in campaign.
* With the addition of None Left Behind, The Commander and The Commander: Evolved in the SPV3.2 update, this mission, along with 343 Guilty Spark, feature the only level designs in the game that are not reused for another mission.
* At one point during the development of SPV3, an alternate version of this mission was planned, titled The Library: Evolved. Similar to The Silent Cartographer: Evolved, it was to be a complete reimagining of the level, however, the mission has been officially cancelled due to practical and functionality issues.

## Walkthrough

None Left Behind • The Commander • The Commander: Evolved • The Maw
Fuel Rod Shadow

## Type-32 Mobile Field Artillery

The **Type-32 Mobile Field Artillery** otherwise known as the **Fuel Rod Shadow** is a rare variant of the normal Covenant Shadow found only in Lumoria. It was designed as an anti-armor troop support vehicle in a rough analogue to either the Gauss Warthog or the Rocket Warthog.

## Overview & Background

The Fuel Rod Shadow had replaced its Type-29 Anti-Vehicle Stationary Gun with a modified Fuel Rod Gun to deal with heavy Forerunner forces such as Enforcers and UNSC Grizzlies. This modified Fuel Rod has a long charge time before firing its shot, like those from a Hunter Fuel Rod Cannon. This makes the Fuel Rod Shadow only applicable towards heavy armor such as tanks and large groups of infantry. Smaller and nimbler vehicles like the Ghost and Gungoose could easily evade the slow charging and slow firing Fuel Rods. Against aircraft such as the Banshee and Sparrowhawk, the Fuel Rod is all but useless.

As such, the Fuel Rod Shadow acts more like a light mobile field artillery than an infantry support vehicle. Even though it could sit up to two passengers like the normal Shadow, the passengers' role is more in defending the Shadow rather than for transportation purposes.

The Fuel Rod Shadow is coloured green rather than purple, in a direct reference to the Covenant's colour coded symbol of which green represents a user of heavy guns.

## Gameplay Information

### Advantages

* The Fuel Rod Gun makes the Shadow a dangerous vehicle against enemy armor like Grizzlies, Wraiths and even slow moving Enforcers.
* It is able to mount two passengers, more than the Warthog, giving the Shadow much needed firepower and defence.

### Disadvantages

* The Fuel Rod Gun is slow charging and its bolts are slow-moving, it is very easy for infantry and lighter vehicles to evade these shots.
	+ This, in turn, makes the Shadow useless against aircraft as they could easily evade of fly out of reach of the weapon's range.
* A lot slower than the Warthog.

## Trivia

* This Shadow variant is the Covenant's answer to the Rocket Warthog and Gauss Warthog.
* Its green colouration signifies that it carries a heavy weapon, like the green armour of Grunt Heavies.
* Only appearing a few times in Lumoria. The Fuel Rod Shadow is the rarest drivable vehicle in the entire game.

## Gallery

Turret aiming reticule of the Fuel Rod Shadow.
Zuka 'Zamamee

**Zuka 'Zamamee** was a San'Shyuum-blessed Sangheili Special Operations Officer who fought in the Battle of Installation 04. He was the leader of the Spec-Ops Covenant forces of the Fleet of Particular Justice, and was bent on hunting down John-117 from early on in the conflict.

He appears as one of the last enemies in The Maw, on the elevator after the Master Chief overloads the Pillar of Autumn's fusion reactors, just before the final Warthog run.

## Biography

Soon after fleeing Reach, the UNSC *Pillar of Autumn* arrived from Slipspace into the Threshold system, where Installation 04 was located. The human ship attracted the attention of the Covenant forces in the area, which subsequently sent boarding parties to destroy the ship. Zuka 'Zamamee was one of the leaders of the raid.

On the Truth and Reconciliation, he tortured Jacob Keyes for information on the humans Demon, but was scolded by his higher ups for not interrogating him and the other Marine hostages about how they found Halo. He eventually got his way, however, after a captured UNSC soldier relented to the Spec-Ops leader's torture, and told him that Cortana would be the only one to know how the Pillar of Autumn came across the Forerunner ring world, and that she was with the Master Chief, installed in his suit. This gave 'Zamamee the permission he craved to hunt the SPARTAN.

During the final stages of the conflict on Installation 04, after the Flood outbreak had all but envelpoed the ring, 'Zamamee personally tracked down John-117 to the crash site of the Pillar of Autumn. The Covenant forces encountered in the mission are from 'Zamamee's personal group of warriors. At the end of the mission, 'Zamamee himself awaits the Master Chief on the final elevator, accompanied by Jackals and, on higher difficulties, a second Spec-Ops Elite. He is the final enemy fought by the Chief before the Warthog run.

## Rank

He was called a "Special Operations Officer." This title and the fact that he wore jet black armor confirm that he was indeed a Special Operations Sangheili. Since 'Zamamee wore black armor, it seems likely that he is between Special Operations Commander and Special Operative in rank, perhaps at the same rank of "subcommander."

## Trivia

* In *Halo: Combat Evolved*, on the level The Maw, the Sangheili who is encountered on the elevator after destroying the fusion reactors is canonically Zuka 'Zamamee, but he doesn´t operate a Shade turret. Also, depending on the level of difficulty, there can be

more than one Sangheili in the elevator.
Brandon Keifer

Sergeant **Brandon Keifer** was an ODST serving under the wing of May-017 during the campaign on the Forerunner world of Lumoria.

## Biography

### Battle of Lumoria

After escaping the Fall of Reach, Brandon was on board the UNSC Stalwart-class Light Frigate *Endless Horizon* where they made a random slipspace jump to an unknown region. In that region contained a Forerunner world dubbed, Lumoria. Brandon, among most of the personnel landed on the planet to investigate both the planet and Covenant activity via SOEIVs.

After crash landing and fighting his way out a Covenant encampment, Brandon met with May and later found out that a rogue Guardian Custode, corrupted by The Flood's logic plague, is working to unleash the Flood upon the galaxy again. Meanwhile, the Covenant Imperial Admiral, Lor' Darram was stalking May's entourage and was attempting to access the Forerunner database for Covenant strategic interests. Brandon managed to fought his way through all the way until the end where he was killed by Lor' Darram through a stab via the Energy Sword. May quickly avenged his death soon afterwards.

## Firefight

In Firefight, Brandon is a hero unit that will be spawned after the player completes all ten waves as a reward. As a hero unit, he cannot die but can be downed and must be needed to be revived. Brandon is considered as part of the 'soldier' class in Firefight, offering a medium of defense and firepower. He is armed with a Amped M393 Designated Marksman Rifle, making him a formidable marksman, dealing heavy damage against shielded and/or heavy opponents and even scoring the occasional headhshot. However, due to his weapon, he does poorly against hordes of enemies or opponents in close range.
Focus Rifle

## Type-52 Special Applications Rifle

Covenant

* Particle Carbine

Forerunner

* Sentinel Beam
* Sentinel Sniper Beam
* Sentinel Light Rifle

Medium-Range

* UNSC
	+ BR54HB Battle Rifle
	+ M41 Rocket Launcher
	+ M310 Grenade Launcher
* Covenant
	+ Void's Tear
	+ Hunter Fuel Rod Cannon
	+ Hunter Beam Cannon
* Forerunner
	+ Sentinel Beam

Long-Range

* UNSC
	+ M393 Designated Marksman Rifle
* Covenant
	+ Particle Carbine
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **Type-52 Special Applications Rifle**, more commonly known as the **Focus Rifle**, is a Directed Energy Weapon used by the Covenant Empire. It is commonly used by Jackal Sniper Majors, and rarely by Skirmisher Majors, Elite Majors and Brute Leaders.

## Overview & Background

The Focus Rifle is the handheld version of the Focus Cannons found on Covenant walkers such as the Locust, the Scarabs and the gargantuan Harvesters. Unlike the Beam Rifle which fires a penetrative beam of particles, the Focus Rifle fires a continuous beam of magnetically contained plasma.

This plasma drills into the shields of enemies, stripping an energy shield in a near instant. Nevertheless, whilst it rips apart shields, it deals moderate damage to flesh. The Focus Rifle is vulnerable to quickly overheating, so one cannot fire for too long.

## Gameplay Information

### Advantages

* The Focus Rifle can drain energy shields in less than a second of sustained fire, and can kill weak and/or unshielded enemies just as easily due to its ridiculous fire-rate, despite technically having a low damage per hit.
	+ Because of this, the Focus Rifle is surprisingly quite adapt at even close range unlike most scoped weapons. The high shredding of energy shields and good damage against health is not to be underestimated.
* The Focus Rifle has one of the longest range out of any weapons and is also one of the most accurate.

### Disadvantages

* When fired, the Focus Rifle will scatter in random deviations around the reticule for before focusing in on a single target.
* Very quick to overheat.
* Depletes ammunition incredibly fast, making it unsuitable for drawn-out firefights.
* Noise from the weapon is very unpleasant.

## Trivia

* The Focus Rifle has only ever appeared in *Halo: Reach.*
* The Focus RIfle's functionality has more in common with the weapons used by Forerunner Sentinels than any other Covenant weapon.
	+ As such, the Focus Rifle is not an instant kill when it comes to headshots, treat the weapon more like a long-range Sentinel Beam than a Sniper Rifle.
* The reason why the Focus Rifle is in SPV3 rather than the Beam Rifle, might be because the Focus Rifle offers a unique form of weapons handling rather than just being another Covenant copy-paste of the UNSC's Sniper Rifle.
Brute Shot

## Type-25B Grenade Launcher

Width: 17.7 centimetres (7.0 in)

Height: 53.7 centimetres (21.1 in)

Weight: 19 kilograms (42 lb)

Covenant

* Hunter Fuel Rod Cannon

Medium-Range

* UNSC
	+ BR54HB Battle Rifle
	+ M41 Rocket Launcher
* Covenant
	+ Hunter Fuel Rod Cannon
	+ Void's Tear

Long-Range

* UNSC
	+ M393 Designated Marksman Rifle
	+ SRS99C-S2 AM Sniper Rifle
* Covenant
	+ Particle Carbine
	+ Focus Rifle
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **Type-25B Grenade Launcher** or **Brute Shot** is a Covenant weapon favored exclusively by the Brutes.

## Overview & Background

The Brute Shot is a hip-fired, belt-fed grenade launcher designed and exclusively used by the Brutes. It has a fast firing rate for a grenade launcher, capable of quickly firing its six Type-25 Exotic/High-Explosive Antipersonnel Grenades. These grenades fly in a straight trajectory and detonate on impact, and while each grenade has a relatively small blast radius, a few direct hits are enough to quickly kill most enemies. Like other traditional Brute designs, the Brute Shot has a large blade in the form of a sharp, curved, backwards-pointing bayonet attached to its underside, which is used as a devastating melee weapon.

The Brute shot is only carried by high ranking Brute Leaders and Brute Commanders. The only time Brute Followers are allowed to use the Brute Shot is if they have been put in charge of squads consisting of lesser Covenant species such as Grunts and Jackals. Despite its proven efficiency against human adversaries, the Brute Shot is almost never touched by the Elites.

## Gameplay Information

### Advantages

* The Brute Shot has a high rate of fire for a grenade launcher.
* The Brute Shot deals heavy damage against unshielded enemies, killing weaker enemies such as Grunts, Jackals and Skirmishers with a direct hit.
* The Brute Shot's grenades travel in a straight flight path when fired, making the weapon very accurate against stationary/slow-moving targets.
* The Brute Shot's large bayonet allows the weapon to deal twice the amount of damage with a melee attack than other weapons and 4 times as much when Spartan Charging

### Disadvantages

* The grenades fired by the Brute Shot have a very minimal blast radius, meaning that direct hits are required to deal substantial damage.
* Energy shields can resist several grenade impacts before they are drained.
* Despite the Brute Shot's near-perfect accuracy, the slow travel speed of the grenades makes them very easy for enemies to dodge at longer ranges.
* As it is only carried by high-ranking Brutes or Follower squad leaders, ammunition for the Brute shot tends to be particularly scarce.

## Trivia

* The SPV3 Brute Shot is the Type-25B featured in Halo 3, instead of the original Type-25 that first appeared in Halo 2. The Type-25 held 4 grenades that exploded a few seconds after bouncing off of a surface.
* One major difference is that unlike *Halo 3's* version, SPV3's Brute Shot cannot detonate grenades on the ground.
Banshee

## Type-26 Ground Support Aircraft

The **Type-26 Ground Support Aircraft**, more commonly identified as the **Banshee**, is an atmospheric craft that is typically used for reconnaissance, ground support, and ground attack missions. The front of the craft is lightly armored and while not particularly vulnerable to small arms, can be brought down easily by concentrated fire from infantry.

## Overview & Background

In most designs, the cowling of the craft is purple in color and acts as an outer shell. It is equipped with two wings which terminate in a propulsion jet and an anti-gravity pod, leaving behind a signature vaporous exhaust trail while flying.

The craft is capable of achieving velocities over 100 km/h (62 mph) and reaching an altitude of up to 300 meters. The onboard propulsion system has the craft constantly in motion. In addition to its versatile design, the Banshee is capable of performing complex maneuvers, such as aileron rolls and flips.

## Gameplay Information

### Advantages

* The Banshee is a very fast and nimble aircraft, capable of evading most weaponry with relative ease.
* The Banshee could gain altitude and attack enemies hiding behind cover in a 'dive-bomb' style attack.
* The twin plasma cannons make good work against weaker enemies and shields while the Fuel Rod Gun damages heavy units and vehicles. Combine, the Banshee packs a punch for a small aircraft.

### Disadvantages

* The Banshee is flimsy and incredibly fragile. Small arms fire is enough to threaten it whilst heavier weaponry can outright one shot it.
* The Banshee has limited hovering capabilities which can be a mixed blessing, whilst it slows the vehicle enough to aim and shoot at the target, the Banshee could only go straight, forcing the player to do strafing runs to attack the same target repeatedly.

## Trivia

* In Celtic mythology, a Banshee is a woman spirit who wails for the death of a particular person before they die. The Banshees have to steal souls from people to live. The high-pitched sound made by the Banshee in Halo is a reference to this.
* Unlike in Halo CE, the Banshee can now hover in place, which was a feature in later Halo titles.

## Gallery

A destroyed Banshee.Piloting the Banshee.
Camo

Camo is an armour upgrade in *SPV3.3* Firefight. This indigo-purple upgrade should not be confused with the Active Camouflage powerup as Camo is more passive in nature.

## Overview & Background

Unlike Active Camo which cloaks the player in stealth regardless of their actions, Camo is a passive upgrade that only cloaks the player when they are stationary. The player will remain cloaked if they look around, spy through a weapon scope and even fire their weapon, so long as they stand still.

It is a situational upgrade that is useful if the player needs to catch a breather to recharge their shields without the enemy noticing them. It can also be used to great effect in tandem with silenced UNSC weapons, particularly the Silenced Sniper Rifle, which is also available in Firefight. If used at long range with a good vantage point, it will be near impossible for enemies to detect the player, leaving them ripe for picking off one by one.

## Trivia

* Camo only works when the player is standing still, unlike Active Camo, which keeps the player cloaked no matter what. However, Active Camo only last for a short time, while the Camo upgrade could potentially last forever.
* Unless one is using suppressed weapons, firing your gun will give away your position to the enemy even if you are stationary.
* Depending on the players fighting style and the environment, Camo can be considered one of the best upgrades available, or one of the most redundant.
Hunter Shade Cannon

Medium-Range

* UNSC
	+ M41 Rocket Launcher
	+ M310 Grenade Launcher
* Covenant
	+ Hunter Fuel Rod Cannon
	+ Hunter Beam Cannon
	+ Void's Tear

Long-Range

* UNSC
	+ M393 Designated Marksman Rifle
	+ SRS99C-S2 AM Sniper Rifle
* Covenant
	+ Particle Carbine
	+ Focus Rifle
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **Hunter Shade Cannon** is one of the four Hunter Cannon variants used primarily by Spec-Ops Hunters. As its name implies, it uses the same cannon that is mounted on the Shade.

## Overview & Background

Unlike the main variant, the Shade Cannon fires similar to a Shade Turret. Its extremely fast fire rate makes the Shade Cannon a potent anti-infantry weapon and it could even damage enemy armor if enough shots are placed on it.

As such, the Hunter Shade Cannon is considered the Covenant's equivalent of the UNSC's M247 Machine Gun, albeit more powerful and without needing to reload. However, like all Hunter weapons, the Shade Cannon cannot be reloaded or restocked, making this weapon only viable in intense close-quarters firefights.

The Shade Cannon utilizes plasma rather than incendiary gel, therefore, the Shade Cannon shoots out purple plasma rather than green or orange incendiary gel. There is also an upgrade of the normal Shade Cannon called the Hunter Anti-Personnel Shade Cannon, which trades shot consistency and accuracy with even more plasma bolts.

## Gameplay Information

### Advantages

* High rate of fire helps stun enemies.
* Very high shield and flesh damage
* Will not overheat and doesn't need to reload.
* Has a melee damage bonus due to its weight.
* Unlike other Hunter weapons, the Shade Cannon does not need to charge up when firing. This complements its close range, anti-infantry nature.
* Compared to the AP Shade Cannon, the normal Shade Cannon is far more accurate and cost-efficient as the bolts don't spread nearly as much as the AP variety and its rate of fire is consistent. Allowing one to place shots at high-priority targets more effectively.

### Disadvantages

* Can't be used against multiple enemies at once.
* Shots spread out over a distance making it relatively inaccurate. Only suitable at close to medium range.
* Compared to the AP Shade Cannon, this weapon shoots out less plasma bolts per-shot, making it not suitable against multiple enemies.
* Like the AP Shade Cannon, the Shade Cannon is unsuitable against heavy units like Hunters.
* Slow melee.
* Low ammo reserves.

## Trivia

* Unlike the other two variants which appeared throughout the Halo series, this variant is new and unique to *Halo SPV3*.
* Due to its consistency and respectable accuracy at medium range, the Shade Cannon is considered the M247 Machine Gun to the Hunter Anti-Personnel Shade Cannon's T-800 Minigun.
* Because it fires one bolt per-prong at a consistent cycle, the Shade Cannon is more suitable against tough single targets like Honor Guard Elites and Brute Chieftain than hordes of lesser enemies, which the AP variety excels at.

## Gallery

Side by side comparison with the AP Shade variety.
Covenant Charging Station

The **Covenant Charging Station** is a large, battery unit used by the Covenant to charge most plasma based weaponry.

## Overview & Background

This machine can be found in areas filled with patrolling Covenant infantry. Whatever plasma based weaponry, except for Hunter Cannons, the Void's tear, or Needle Weapons can be recharged once close to the charging station.

### Compatible Weapons

* Plasma Pistol
* Plasma Rifle
* Brute Plasma Pistol
* Brute Plasma Rifle
* Particle Carbine
* Focus Rifle

### Incompatible Weapons

* Void's Tear
* All Hunter Cannons
* All Needle based weaponry
* All UNSC weaponry

## Trivia

* The Covenant Charging Station is unique to SPV3 due to no explanation in any other Halo game of how plasma based weaponry is recharged.
Manuel Mendoza

**Private Manuel Mendoza** was an infantryman in the UNSC Marine Corps and a member of Fire Team Charlie. He participated in the Battle of Installation 04 in September 2552.

## Biography

### Crash Landing on Halo

*Main article: Halo*
Manuel Mendoza was one of the Marines stationed on the UNSC Pillar of Autumn when it was attacked by the Covenant, marking the beginning of the Battle of Installation 04.

After boarding a lifeboat, he survived the crash landing on Installation 04, becoming the infantryman at the receiving end of most of Sergeant Major Johnson's shouting and yelling. During the events of the crash landing, he fought alongside John-117, until he was evacuated by Echo 419.

### Encounter with the Flood

*Main article: 343 Guilty Spark (level)*
*“I have a bad feeling about this...”*— Private Mendoza, before the Flood outbreak.
Later on, he was part of Fireteam Charlie, which was led by Captain Jacob Keyes and Sergeant Johnson, to find a supposed Covenant weapons cache that a captured Sangheili, Vrag 'Qualomee, had uncovered and disclosed to them in passing.

Instead, the so-called "cache" turned out to be a Flood Containment Facility. Fireteam Charlie was immediately ambushed and, save for Sergeant Johnson, was assimilated into the Flood and turned into Combat Forms. Though Mendoza held off the Infection Forms for a while, unlike his comrades, he was also later assimilated into a Combat Form. Shortly before he was infected, he attempted to flee the area, against Keyes' and Johnson's orders.

## Personality

Mendoza disliked psychedelic rock, a genre of music which Sergeant Johnson greatly enjoyed, much to the chagrin of his squad.

## Trivia

* In Halo Combat Evolved, Mendoza disliked flip music. Since the song *Shreddin'* was changed to *Paint It Black*, the genre he disliked was changed.
* Mendoza's line "I have a bad feeling about this," may be a reference to Han Solo's iconic line from *Star Wars*. However, the line is also used in a similar context in the movie *Aliens*, right before the marines are ambushed by xenomorphs.
La Batalla de La Selva Dogobogo

Plantilla:ArtículoEnDesarrollo
**La batalla de La Selva Dogobogo** es un conflicto militar entre el Clan Toppat y las fuerzas militares ofensivas del General Hubert Galeforce que tiene lugar en la Selva Dogobogo. Es la batalla final y la más grande de la sucesión en Henry Stickmin, apareciendo en diversas rutas de *Completando la Misión*.
Monitor

### Defense

Extremely strong casing; advanced energy shield capable of repelling all conventional weaponry

A **Monitor** or **Oracle** by the Covenant, is an advance Forerunner construct or ancilla in charge of the maintenance, caretaking and defence of an important Forerunner object such as a Shield World or a Halo Installation.

## Overview and Background

Monitors are incredibly intelligent ancillas created as custodians of a Forerunner world. Despite their high intelligence, Monitors are surprisingly quite dedicated to their original functions and protocols, making them quite dogmatic in their approach especially in regards to the Flood.

Due to their importance, Monitors are often in command of the entire Sentinel forces and can command them at will over long distances. Despite their diminutive size and polite mannerisms, Monitors are incredibly powerful constructs, armed with lasers that could destroy tanks and defended by energy shields powerful enough to deflect most small-arms and even some large-calibre fire.

The photoreceptors of a monitor vary in color and depends on their mood, including blue, red, orange, yellow, white, green, and purple. However, some, if not all monitors' photoreceptors can change color; for example, the photoreceptors of 343 Guilty Spark and 859 Static Carillon were both generally blue, though they turned red when they were in combative states. 2401 Penitent Tangent's and 686 Ebullient Prism's photoreceptors were perpetually red, despite no evidence of combat-related behaviour. The Warden's photoreceptor was dull green.

## Gameplay Information

343 Guilty Spark, a Monitor of Installation 04 is completely invulnerable to all weapons. Despite this, he won't open fire on the player as he is too busy either cataloguing information from either his Installation or those onboard the Pillar of Autumn.

## Trivia

* Lumoria contains no known Monitors despite its importance as a repository for hundreds to thousands of Guardians. If anything, a rampant Guardian was the one in charge of the planet.
Blind Wolf

The **Blind Wolf**, known to Forerunners as the **morolaath**, is a species of predatory animal found on Installation 04.

## Overview & Background

Blind Wolves are a normally passive species that are "native" to Installation 04. They act with a pack mentality and will swarm and attack any force that attacks them.

## Gameplay Information

When encountered, they will not be hostile and sometimes run away from conflict. Although if two of them are killed, all nearby Blind Wolves will become hostile and attack anything nearby, including Covenant forces. This can be used as a strategy by getting the Covenant to kill them accidentally to enrage them but be warned, they will also attack the player if nearby. They can be encountered in Halo, The Truth and Reconciliation, The Silent Cartographer, and The Silent Cartographer: Evolved.

Later in the game the Blind Wolves are encountered again, in None Left Behind and The Commander: Evolved. However, in these levels they have been infected by the Flood called the Ranged Carrier Form. As such, they are allied with the Flood rather than being neutral and they have gained a natural long range projectile weapon, very reminiscent of the Ranged Pure Flood Forms from Halo 3.

## Trivia

* The Blind Wolf was originally going to be in *Halo: Combat Evolved*, but was cut because it was difficult to control and the "artificial intelligence programming was difficult to manage."
* Blind Wolves were originally ridable, albeit, through finding a secret skull back in Halo SPV3. In the waterfall at the beginning of Halo, there is a particularly large rock. Simply throw a few grenades behind the rock to dislodge the skull hidden inside. This may take a few tries but once you are successful. Simply pick up the skull and you are now able to ride the Blind Wolf like how it was meant to be in the original Halo pre-Alpha gameplay. The Blind Wolf is hard to control; although it is fast and could jump extremely high, the player is left exposed and must use his weapons to attack. With the removal of skulls in SPV3.1, the ability to ride the Blind Wolf cease to become possible.
Heretic Warthog

The **X-M12 Light Reconnaissance Vehicle** **(X-M12 LRV)**, commonly known as the **Heretic Warthog** and sometimes nicknamed the **Needler Warthog**, is an experimental variant of the UNSC M12 FAV Warthog.

## Overview & Background

The X-M12 LRV is an experimental variant of the Chaingun Warthog developed by the UNSC from reverse-engineered Covenant technology. The Heretic Hog is equipped with an M41 Light Anti-Aircraft Gun modified to fire explosive crystalline shards (identical to those fired by the Needler) instead of the standard 12.7x99mm armour penetrating rounds.

While the shards are fired at too high a velocity to properly home in on targets, they make up for this by being fired at critical mass, which means that the shards will generate a powerful supercombine explosion upon contact with a target.

Due to the volatile properties of these shards, the turret's rate of fire has been decreased to prevent the ammunition from prematurely detonating in the firing chamber due to the high levels of heat generated while firing.

## Gameplay Information

### Advantages

* The explosive shards fired by the Heretic Warthog's turret deal a high amount of damage per shot, making it highly effective against enemy infantry.
	+ The Supercombine explosions generated by the shards can easily flip over light vehicles such as the Ghost or Shade Turret, which will dump the pilot from the vehicle and potentially kill them.

### Disadvantages

* The Heretic Warthog's turret has a slower rate of fire compared to the Chaingun Warthog.
* Despite the explosive power of the crystalline shards it fires, the Heretic Warthog turret is not as effective against heavy vehicles such as Wraiths.

## Trivia

* The Heretic Hog is unlocked from a hidden terminal in The Pillar of Autumn on Legendary and Noble, activating a Cross-Map Unlock which replaces all occurrences of the Chaingun Warthog with Heretic Warthogs in all future levels.
* The Heretic Warthog was inspired by the Sword Needler Warthog variant of the M12B Warthog from Halo 5: Guardians.
* The Heretic Warthog's textures are identical to that of the Chaingun Warthog's, with the only difference being a purple shade of colour.
* Compared to the Chaingun Warthog, the Heretic Warthog's ammo belt is black instead of gold.

## Gallery

Turret shots towards a Destroyed Phantom.
Single Occupant Exoatmospheric Insertion Vehicle

The **Single Occupant Exoatmospheric Insertion Vehicle (SOEIV)**, informally known as the drop pod or egg by its operators, were the quintessential drop pods used by the United Nations Space Command's Orbital Drop Shock Troopers for deep orbital insertions behind enemy lines.

## Overview & Background

The SOEIV is a single occupant drop pods that could house and be operated by only one individual. Within the pod is a crash seat, communications gear, numerous equipment and weapon racks and lockers, and a rudimentary control system that allows for pod maneuvering. A "blunt carriage", a SOEIV has a single entry and escape hatch on one side. There is a braking chute system on the pod's top to slow it down and a reinforced impact plating on the bottom of it to absorb crash impact.

The hardened and shielded communications systems within a SOEIV is built directly into the pod's hatch and enables its operator to synchronize deployment with others. In spite of the pod's apparent size, there is not much room for its occupant to move around, as most of the bulk is reserved for heat shielding, electronics, the safety harness, and equipment storage. A SOEIV is coated with ceramic plating, with an alloy crash cage underneath.

To allow safe re-entry from high orbit or insertion from deep space, the top of the SOEIV possesses a rocket thruster that also serves as a maneuvering aid during the drop. The top of a SOEIV houses the pod's automated braking chute system, which itself is an extended cable attached to four petal-like flaps. The back of a SOEIV is entirely sealed off and the front often includes a variety of windows—though the latter feature is not present in every model of the pod. A gas-bolt–operated hatch system is incorporated into the pod's front half.

## Gameplay Information

The drop pod acts as Lumoria's equivelent of the Bumblebee found in the main game, albeit, on a justifiably smaller scale. They are found early on in the first level as the Stalwart-class Light Frigate, Endless Horizon, launched several ODSTs on the planet to scout out the surface. Not all SOEIV occupants survived the crash landing as some died from impact via mechanical failure whilst others were simply unfortunate enough to land directly in front of Covenant encampments. These drop pods are check marks to highlight the player for potential weapons and ammunition layed scattered around the pod.

## Trivia

* Despite the SOEIV being used primarily for ODSTs. The ones found in the beginning of Lumoria had normal Marines operating it.
Doesn't Breathe

Points: 20

You do not breathe or require oxygen. Choking and strangulation attempts cannot harm (or silence!) you, and you are immune to inhaled toxins. You are still affected by contact poisons, pressure, and vacuum; take Sealed (p. 82), Pressure Support (p. 77), and Vacuum Support (p. 96), respectively, to resist those threats.

**Special Limitations**

*Gills*: You can extract oxygen from water, allowing you to remain submerged indefinitely. You suffocate if the water contains no dissolved oxygen. You are immune to strangulation and “the bends.” If you can only survive underwater, and suffocate in air as quickly as a normal human would drown underwater, Doesn’t Breathe (Gills) is a 0-point feature; otherwise, -50%.

*Oxygen Absorption*: As Gills, but you can absorb oxygen through the surface of your body whether it is in the air, a liquid, or another medium. Your body does not absorb poisonous gases, but you will suffocate if there is no oxygen available. You can use breathing equipment in space (your lungs are capable of working normally). You may not have the Sealed advantage. -25%.

*Oxygen Combustion*: As Oxygen Absorption, but you cannot breathe underwater or anywhere else fire cannot burn. -50%.

*Oxygen Storage*: You need to breathe, but you can go for extended periods of time without doing so; perhaps you store oxygen (like a whale) or have superior blood oxygenation. This differs from Breath-Holding in that you are completely immune to “the bends” while your oxygen supply holds out. If you can effectively “hold your breath” for 25 times as long as usual, this is -50%; 50 times, -40%; 100 times, -30%; 200 times, -20%; 300 times, -10%.
Isna 'Nosolee

**Isna 'Nosolee** was a Covenant Elite on duty during the 9th Age of Reclamation. He held the temporary rank of Ossoona during the boarding of the UNSC Pillar of Autumn, just before the outbreak of the Battle of Installation 04.

## Biography

He served in the standard infantry, but during the Covenant attack on the *Pillar of Autumn*, he was made an Ossoona, or "Eye of the Prophet." His mission was to obtain useful intelligence from the UNSC by capturing the human ship's AI, Cortana, any senior personnel, and to record everything he saw through use of cameras attached to his helmet. He was equipped with a plasma pistol and six plasma grenades. Although he was "ashamed by the ignominy" of his role, 'Nosolee was able to execute most of his mission without detection through the use of Active camouflage. He toured the ship's fire control systems and engineering before sneaking onto the bridge of the vessel, where he watched the senior staff closely until he knew for certain who the commander of the vessel was, Captain Jacob Keyes, to whom Isna referred as "Keezz."

## Death

'Nosolee then followed Keyes and the senior personnel into a lifeboat, planning to capture the Captain when they arrived on the surface of Installation 04. 'Nosolee was fatally shot by the Captain shortly after the lifepod disembarked from the *Autumn*. His demise was a combination of several factors:

* Captain Keyes had noticed the distortion of Isna 'Nosolee's camouflage on the bridge and recognized the distortion on the lifeboat as well.
* The lifeboat was very small, making it difficult to avoid touching his human targets.
* The Captain was able to acquire an M6G Pistol and discharge it before 'Nosolee was able to grab his own weapon.

## Trivia

* His datapads can be found in The Pillar of Autumn.
Spiker

Covenant

* Plasma Rifle
* Brute Plasma Rifle
* Shredder
* Piercer

Covenant:

* Shredder

Medium-Range

* Covenant
	+ Void's Tear

Long-Range

* UNSC
	+ SRS99C-S2 AM Sniper Rifle
	+ BR54HB Battle Rifle
	+ M393 Designated Marksman Rifle
* Covenant
	+ Focus Rifle
	+ Particle Carbine
* Forerunner
	+ Sentinel Sniper Beam
	+ Sentinel Light Rifle

The **Type-25 Spiker** or otherwise known as simply the **Spiker** is a Jiralhanae-made rifle that would later replace the Brute Plasma Rifle in Lumoria.

## Overview & Background

The Spiker is a powerful short to medium ranged assault carbine that could pin an enemy in a flurry of superheated tungsten spikes, that has been stretched via a gravitic accelerator. These powerful weapons could wither down an energy shield at an alarming rate, before ripping apart the target's flesh in a matter of seconds.

As such, the Spiker is one of the most versatile close combat weapons. Even its melee is dangerous as the two frontal blades act as a hatchet to cut and bludgeon an enemy to death, just like the Brute Shot. Nevertheless, with only 40 ammunition, the Spiker could easily use up its magazine in contrast to other rapid-firing weapons and its accuracy remains pitiful even at medium range, forcing the user to stay close to its target to remain effective.

## Gameplay Information

#### Advantages

* High fire rate, high damage and a powerful melee attack makes the Spiker one of the most deadly close combat weapons in the game.
* Its superheated nature means it could burn through energy shields like nothing.
* All in all, the Spiker deals tremendous damage to both shielded and unshielded enemies, making it incredibly versatile.

#### Disadvantages

* Low ammo pool makes the Spiker vulnerable to weapon scarcity and the need to reload often,
* Extremely inaccurate past close-range, with the target being able to weave in-and-out to avoid the spikes.
* Despite burning through energy shields, Jackal gauntlets could easily deflect these spikes.
* Useless against vehicles and heavy armored units like Hunters.

## Trivia

* Unlike the Spiker from Halo 3 which had only 20 rounds, the one in Lumoria has 40 rounds, making it a much more viable weapon.
Adrenaline Booster

Adrenaline Booster is an armour upgrade in *SPV3.3* Firefight. This white upgrade grants the effects of the Reflex Enhancement powerup if the player's shields are down.

## Overview & Background

Adrenaline Booster acts as a portable and passive version of the Reflex Enhancement. If a player's shields are knocked down, the Adrenaline Booster injects stim enhancements to further boost the movement speed and reactions of the player.

The users reflexes are greatly sharpened when the upgrade kicks in, allowing them to easily out run and out manoeuvre all enemies. Just like the Reflex Enhancement powerup, it is the user that speeds up whenever the Adrenaline Booster becomes active, while everything else moves at normal speed. But the player views it from a faster time frame, making it appear that time has slowed down around them.

Just like the powerup, its gives a huge advantage to the player when in use, making instant kill attacks like headshots and assassinations much easier to do. It can even last longer than the effects of the Reflex Enhancement powerup, but this requires the players shields to remain depleted, adding a risk factor to prolonged use.

## Trivia

* Due to its slow-motion effects once a player's shields are down, Adrenaline Booster is considered one of the most useful upgrades due to in part, its ability to slow the pacing down considerably.
* As the Reflex Enhancement powerup is exclusive to Campaign, the Adrenaline Booster is the only means of enabling its effects in Firefight.
Grizzly

## M850 "Grizzly" Main Battle Tank

The **M850 Main Battle Tank,** commonly known as the **Grizzly**, is a heavily armored UNSC tank. It is similar to its older brother the M808B Main Battle Tank but much larger and far more powerful.

## Overview & Background

The M850 Main Battle Tank is the larger and heavier cousin to the M808 Scorpion. The Grizzly is the UNSC's heaviest ground assault vehicle short of mobile command bases like the Elephant or Mammoth. These tanks are meant for the heaviest engagements for the UNSC; deployed in situations that require devastating firepower and a resilient design in a single, mobile package.

### Armament

The Grizzly is protected by thick armor plating which allows it to survive even the fiercest attacks and features dual M310 120mm Smooth-Bore High-Velocity Cannons mounted in its turret. These cannons can easily punch a hole through almost any Covenant vehicle and fire S1 canister shells to decimate infantry formations. Twin co-axially mounted M247T Medium Machine Guns gives it additional firepower.

### Operation Service

The Grizzly first entered service in 2509. Grizzlies were used to great effect during the Liberation of Harvest, and the UNSC *Spirit of Fire* contained a robust inventory of M850s during the extraordinary events of 2531. During the Battle of Installation 04, two of the four Grizzly tanks from the Pillar of Autumn were used during the Assault on The Control Room.

## Gameplay Information

### Advantages

* Main cannons are effective at close to mid ranges.
* It reloads within two seconds instead of four like the last model.

### Disadvantages

* Compared to the Scorpion, the Grizzly's cannons have poor accuracy at long ranges.
* The treads can get stuck in some areas and can harm marines easily.

## Trivia

* The Grizzly Tank's first appearance is from *Halo Wars.*
* Unlike the one from Halo Wars, the Grizzly from Halo SPV3 only has four tracks rather than five. This could be due to either technical or animation difficulties.

## Gallery

A Grizzly with Marines riding on itGrizzly location in Assault on the Control RoomGrizzly in Lumoria.Unoccupied Grizzly.A Grizzly Bear decal on the tank
Hidden Marine Easter Egg on 343 Guilty Spark

The **Unarmed Marine** is a hidden Easter egg on the level 343 Guilty Spark. His character model is that of a standard Marine. It appears that SPV3 wanted his model to load before the cutscene that he later appears in; they thus coded him to load early in the level, and simply used the area outside of the level as a storage area. He can be shot and killed, just like any other Marine.

## Instructions

To find him, you must stay inside the Pelican that drops you off at the beginning of the level; to do this, throw a grenade as soon as you are able to. Stay inside the dropship as it flies off. After it travels a certain distance, the Pelican will land you off outside of the level barriers. By exploring around, you will eventually come across the Marine.

## Trivia

* In Halo CE, the Hidden Marine uses the model of Private Mendoza. However, since all the Marines are identical in SPV3 (with the exception of Avery Johnson) the Hidden Marine uses the standard model.
Covenant Boltshot

The **Covenant Boltshot** is a cut weapon from Halo SPV3. The Boltshot would fire concentrated radioactive projectiles. It is a close-range precision weapon that was based on carbine technology.

## Overview & Background

It would've had the appearance of a stubby Carbine. It would've been played like the Promethean Boltshot from Halo 4 but with faster projectiles, which was deemed no fun.

## Trivia

* Inspired by the Promethean Boltshot from Halo 4
Shield Recharge

Speed Boots is an armor upgrade in SPV3.3 Firefight. This forest green upgrade as its name implies, increases the player's shield recharge.

## Overview & Background

Shield Recharge as aforementioned, is a upgrade that recharges the player's energy shields at a quicker time interval. It is considered one of the most useful upgrades in Firefight as it gives the player a higher chance at surviving increasingly tense battles.

## Trivia

* Shield Recharge is considered as one of the best upgrades to get in Firefight.