Halo: The Master Chief Collection

Halo: The Master Chief Collection

Halo: Unyielding threat
Level suggestion: silent cartographer, assault on the control room, 343 guilty spark, and two betrayals.
Note this is a scratch make rework of the ideas (will do one chapter per post.)

------------------------------------------



Silent Cartographer (renamed, Island fortress.)

intro start
3 pelicans are seen flying in with 4 falcons for support, one pelican and 2 falcons split off while the rest move to the beach head.

The first notable thing changed is shades are seen on the upper part of the island forcing the pelicans to fly low. not only that but the beach has a wraith to defend it. Both pelicans are loaded with ODST troopers. and upon dismount you will hear the following over coms.

"Team one beach side, move up clear this covenant landing zone ASAP."

Pushing up you will easily clear the zone like normal, especially with the air support. upon cleaning up the beach a 4th pelican will come in. The pelican will drop off a hog and two soldiers who will instantly get in one on driver one on passenger. (see better with frirends and cursed halo for scripting help.)

You will get a marker to get on the gun.

"Sir, we spotted the map room on the way in, heavy covenant AA is placed on it. Cortana wants us to move in and clear it so 417 and 338 can land the troops."

As this is said the pelican will pick up any survivors of the assault. Showing the UNSC isn't leaving their troops ground side unless they need to.

the Hog will take you to the first structure like normal though you will have to deal with less hostiles then normal up until the facility its self. Where a falcon crash lands at the over shield area. both shade turrets are active but the covenant left a skeleton crew top side that is easily wiped out. The driver will park at the entry.

"Pelicans you are clear to return we have topside."

You move into teh facility and find a row of dead grunts and jackals at the door, the door already locked. an elite seen on the other side in a strange black armor.

a marine moves behind you.

"Crap the locked the door, Chief, beta squad went to check out another structure take a team and search for an entry while we fortify this location."

The player is then given a marker for the hog. upon exiting they will see soldiers setting up hog turrets in defensive locations (if possible to use the Base from H3 ODST but down scaled.)

it is obvious the marines are prepping for a fight, yet you can still see most are air side in the pelicans which move to circle at a range.

combat is standard at this point. up until the hunter encounter at the center. upon killing the hunters instead of jackels coming to great you it is a marine.

"Sir, we have a hacker on the door, just waiting for your OK to push forward, we believe there are 2 more hunter pairs guarding the facility."

moving down you will find the door locked 3 marines top side watching bellow. one with a sniper will be shooting at grunts on the ridge bellow.

moving into the building you have to fight 2 hunter pairs. thankfully there is enough grenades in the room to deal with them. once again you see evidence the covenant was killing their own men with dead grunts jackals and even a gold elite piled in a corner.

approaching the switch you will see a few engineers floating around. activating it opens the door the cutscene changed to show marines entering the lower facility instead of the golden elite exiting.

--------------
second half.
--------------
As the scene ends and the player exits to the hunter arena, a flood call is heard.

"two pelicans incoming they are hot, I repeat they are hot targets, all personnel but the chief get airborne."

upon exiting you will see one of the pelicans fly above, or more likely hear as the marines with you board a nearby falcon and pull out.

Moving down the beach the player will find 2 crashed pelicans and a flood controlled spirit. one pelican crashes where the pelican normally does, and another right infront of the map room building.

the flood amounts are rather small only around 24 combat forms total, and no popper forms. (meant to be light on the flood in this level. showing you are not a priority at this moment.)


Returning to the main facility you will find 2 ODSTs manning the guns set up earlier and 2 more at the entry.

"chief the covenant are really dug in bellow. but those floating toasters seem to be with us. watch your fire."

Going down into the facility is mostly the same except the first room has marines in it firing down into the door leading bellow (a few grunts instead of jackals.)

moving down the player has only one changed encounter where Echo 419 would normally have that talking dumb in the empty room would instead be 2 more hunters and 2 sword wielding elites. with grunt support. thankfully they are bellow in a kill box.

there is no marine dialog until you get to the map room. and upload the data.

"Chief we just got the data, The captain wants you to take cortana and follow it. Zulu team will meet you on site."
"Heads up everyone we have spirits incoming, 3 moving fast and low."
"Crap, chief get your butt up here, we won't be able to hold them for long."

The player then moves up to the main area, though the covenant they run into would tell a story. as you reach the top a shotgun blast is heard and an elite will fly out from where the sword elite comes from dead. an ODST approaching.

"Sorry for letting them through sir, The AI is on 419 and we are ready for dust off."

heading up you will see e419 already in her landed area marines on board.Cutscene has changed dialog to make note of what is going on.

"Sir we just got news over the battle net, two of the covenant carriers just blew each other apart. Sounds like the covenant are having just as much trouble as we are."

As this happens the pelican would line up to decend.

"hold onto your butts, tight squeeze bellow."
< >
Showing 1-6 of 6 comments
Assault on the control room (renamed Warzone)

Mission starts similar to the better with friends mod, where instead of a covenant force you run into a marine force. only 5-7 marines are seen at the landing zone. upon stepping off one will approach chief.

"Chief, Zulu company here and ready to support. We where able to take the next room and a bridge but well the valley bellow is a warzone, covenant and those flood things fighting for every inch of land."

Another marine approaching

"Yeah you would have to be insane to go down there with out armor."
"Which is why the only support we can give is our ODSTS problem is we don't have many, as one of their falcons where shot down in the second valley."
"good luck sir."

from here the player can arm up in the first room where a make shift armory is set up notably it is mostly covenant weapons, and the marines you see are mostly armed with plasma rifles and shotguns.

moving to the bridge a scene will be played where a flaming pelican approaches two banshees on its ass firing barrages. as it moves to crash bellow. As this happens a spirt flies above and opens its side bays releasing not covenant but flood. to engage the player on the bridge.

clearing them out and moving into the next room you will fight your way down to the first valley like normal.

once down bellow though you will see several ghosts shooting at each other a banshee bombing the ground obviously still covenant controlled. A spirit coming in and setting up the shade on a ledge (see the uncut mod.) and just chaos.

As the player moves to where the crashed pelican is and the hog it has another pelican would fly over flood jumping out of its back. Once the player makes it to the hog they will notice it has a remote turret (if possible similar to the tank.) allowing them to gun down the hostiles and move on.

reaching the area that normally has a tank, the player will instead see Zulu company flying above one of their pelicans coming in low and dropping the tank and 4 ODSTs.

"Sir, we thought you could use some help. Everyone mount up."

The ODSTs all have BRs

The final area in the first valley will have you entering via the left path only the central tunnel closed.

As you enter you will see a 3 way fight. sentinels, flood, and covenant shooting at each other. the heavy armor is still there. and so are several banshees. flood seem to be poring out of the middle. and unfortunately that is where you have to go.

--------
undeground
--------

going underground into the tunnels the player will find a crap ton of flood biomass even as they enter the main area.

upon entering the main twin bridge area it will be completely over grown with flood biomass. across the way a shade and several elites would enter all hostile but instantly ambushed by the flood. a spirit would also rise up from the center and drop off covenant on your side.

This area is pretty strait forward, the main threat being a few rocket flood on the far side. but you do have a tank.

--------
second valley
--------
Exiting to the second valley via the large sloped cave the player will enter into a large combat area once again. mostly covenant and flood. though there are two notable none flood groups in the area. the first being the ODSTS who will replace the marines running from hunters. the second being sentinels which seem to be "spawning" from somewhere above the twin bridge area. the player will be introduced to the sentinel enforcer here as an ally. AS you get to the end of the tank run and the ODSTS get out along with the 3 surviving ones from the falcon crash. (they where fighting covenant thankfully.) notably the spirit doesn't flank you this time, instead it is flood combat forms.

you will enter the lower valley where the "wait behind order is given" instead you have different dialog. that plays.

"We already tried this way chief, the covenant are really dug in several wraiths and stationary guns guard that area."
"That said we spotted some covenent cloaking equipment in a crashed spirit just over the ridge the problem with out shielding we would get shredded. on foot, and the pelicans can't come in until those shades are down."

From here the player is tasked with taking out the shade turrets so that the pelicans can come in. notably this encounter only has covenant.

upon clearing out the shades the pelicans will come in, if you left a wraith up one is armed with rockets and will destroy it.

they will pick up the ODSTS.

"Chief got good news the control center is jut on the other side of this wall, the problem is the covenant own it. We will mount up and deploy the moment you take out their defensive guns."

With that the pelicans will take off again.

-------
twin bridges.
-------
Moving up and to the twin bridges goes pretty much like normal with the player taking out covenant as the main threat.

upon reaching the first bridge though they will notice several banshees bombing it, the covenant firing back. the banshees are flood controlled.

moving through to the other side. flood will follow behind the player and jump from one side to the other and 2 enforcers will descend from above as you get to the half way point. but other then that the encounter is pretty much standard until the land bridge.


-------
valley 3
-------
This one starts with the player exiting like normal. here the large rock will aways block the players view from the banshees not that it maters. a supply pod (h2 asset?) would be found near the entry with a sniper in it. 4 manned spirits would be on the control room area. all the player has to do is shoot them and several pelicans will decend (well 2 sets of 2 the first 2 would land at the control room, right after the shades are delt with.

"chief move through and clear out those side rooms we got the control room."

would be heard as you move across the land bridge and into the side rooms. here you find covenant and sentinels fighting. with the most notable thing being over the radio as you head down the lift.

"SARGE what is that thing?"
"No clue shoot it, AT on site blow it up."

"crap crap crap it is eating our shots."

"chief hurry up we got a big beasty here."

reaching the bottom the player will see 2 more pelicans land at the bottom providing supporting fire in the form of 2 hog with vehicle AI. as well as 6 marines each.

pushing up the tower (cleared of most cover) would be mostly easy only grunts and jackals block the path. once you get to the top though you will be face to face with a sharquoi. marines running from it as it jumps from the top area to the main area.

It is a hard fight do to high damage and strong melee but has a weakness to plasma. once it is down another pelican will come in and drop off ODSTS allowing you to push forward.

Entering the control room will have no more fights. plugging cortana into the place the cutscene will be as follows.

Cortana appears. going through the data, a marine approaches.

"Sir you might want to see this."
*343 guilty spark is shown. floating in.*
"Yes a reclaimer this is what I needed."

*suddenly Chief and 2 marines will be teleported out of the control room. before cortana can warn them.*

----
-----
343 guilty sparks (access point)
-----
note: this is the second time this mission will be used in this campaign the first would be prequal which should happen before pillar of autumn.


instead of the player being dropped off via pelican they are teleported via 343 guilty spark.

"Unfortunately your scouts tripped the defense and unleashed the flood, I couldn't get here in time to stop them. So you will need to move through the facility and activate its fail safes once that is done the real work can begin."

Notably after this is said and you are given control you will have 2 marines following you. the first swamp section is mostly the same but with the big foot flood swapped for flood combat forms.

Once you get to the facility entry one of the marines will speak up.

"Sir we would be sitting ducks in that narrow space. Those poppers would rip right through us."

"Yeah I am not going down there."

343 guilty spark would sputter

"Very well, I Will take these two to safety please advance alone reclaimer."

---------
bellow
---------

the facility is overgrown with flood biomass, and I mean overgrown. oddly though there is not many combat forms infact you would find a lot of charred and burned flood pools of flame and signs of combat.

you would also run into your first spec ops grunts at this point armed with plasma rifles these guys even have weak shields. so watch out.

getting to the main room though you will find the recording like normal. this time instead of showing the captain and his squad it will show the scout ODST group. who first unleashed the flood. as they approach and are wiped out.

notably they will have run into a covenant scouting party already dead which sketches them out.

upon finishing the recording chief will look around the room. the doors already all busted open. eventually the player would find the control consoles in the room and activate them. This would reactivate several sentinels and start up the facilities defenses.

from here the player moves back to the entry elevator via waypoint marks.

only to see the lift explode like normal 343 guilty spark and some sentinels coming down.

"Sorry about that reclaimer The surface is no longer safe, The others on the arc have started glassing above. don't worry your allies where brought to safety."

"You must move deeper into the facility for I can not teleport you out from here. I will meet you on the other side."

after that he will fly up.

----
area continues mostly like normal until the long room with the sparking machine. instead of flood in that room or nothing you run into 2 spec ops elites, one is armed with a plasma flamethrower.

these guys have strong shields and are dangerous. As you push forwards you will run into more and more of them where it is obvious they are getting control of the flood though are also hostile to none spec ops covenant as instead of 3 soldiers running out of a room and dying to the flood, 3 jackals do and are burned by a spec ops elite.

eventually you will make your way to the surface.

where you will meet up with the 2 marines and a few jackals.

"Sir we just got word over long range not to trust that flying thing. apparently there is a structure nearby Echo 419 is going to try and move in and pick us up."
"Come on."

the marines lead you into the swamp where the flood will ambush, and like normal you will be abducted from the main tower and taken to the library.
The library
-----
no comment basicly Rubies version with some added dialog and changed dialog?
-----
Two betrayals. (now lives up to its name))
------

Starts like normal with the player being teleported into the control room. This time though cortana is ready. as the chief moves back to take cortana some ODSTS open up and the cut-scene ends.

gameplay wise the level starts with 2 cloaked ODSTS armed with plasma pistols taking out the sentinels though more do fly in shortly after.

once the first wave is delt with one of the ODSTs would come close, still cloaked.

"Sir Command wants to speak with you. this way."

They say leading you down the hall to the T junction where you will see Johnson, and a golden elite. A few engineers flying over.

AS you aproach Johnson will speak up.

"Chief we have a plan, Split jaw here and I think we can disable the ring via its fire control stations in this valley."

"The problem is That lightbulb that took you, the flood, and those purple armored bastards will do everything to stop you."

the elite: "Which is why we will now aid you, the prophets are mad, we must destroy this ring. and for now."

johnson: "we are at an uneasy truce. clear out the fire controls I am going to take Zulu team and split jaw here and Commoner that cruiser from earlier. with luck it might still be space worthy. The problems going to be cleaning these things out of it."

--------

Once the dialog is done you will be allowed to move forward. exiting into the main valley the player will see a spirit and a pelican taking off. several defensive gun emplacements are placed with both humans and covenant manning them.

over short wave "We got toasters inbound."

As sentinals start approaching from above. 2 waves of them will attack and then a spirit will come in on the bridge dropping off slug man snipers.

"Snipers watch out."

Taking them out requires a sniper or accurate BR fire but once they are delt with another few waves of sentinels will come followed by spec ops who will fight everyone. Once the defense is done over the radio.

"We got it from here chief."

as a pelican comes in, and a waypoint is placed, from there the player gets into the pelican and is taken to the first generator. there they will see a UNSC sniper team up high watching over the valley. as well as 2 falcons coming in to give support.

as the player moves in and clears the generator activating sentinel defenses the radio goes live.

"Oh that pissed him off, more toasters coming in. chief you might want to get out here we got some big ones."

the player moves out, and a falcon lands on the landing pad, giving the player control. (controls done similar to the cut krestle but it has 2 side seats with MGS. for the marines who are up there.)

this kicks off a small air battle between you some enforcers and a single flood banshee. after which you move to land on teh land bridge like normal spec ops covenant will approach from both sides of the bridge as well. (fuel rod armed like normal.)

moving forward into the side path in the first round room, the player will be greeted with a pile of dead covenant a spec ops elite standing over them with a sword. the elite is facing away so an easy melee kill. in that room are a lot of plasma rifle armed spec ops grunts and another elite.

pushing forward to the twin bridge the player will be greeted by a sangheilli and 2 jackals. 2 allied banshees flying over.

"Demon, be careful bellow, my team moves to clear the second generator. but have been impeded by these things."

Pushing forward you will also hear over the radio that flood have reached the control room. and a general evac order is issued.

The first bridge has allied covenant on it, fighting the flood. the second has hostile flood.as such moving through this section is notably easier then normal. the U bend though you will find overwelmed with flood biomass.

as you approach on the flood side a spirit will fly over and land dropping off spec ops sword elites on both sides. attacking you, the flood and the allied covenant. granted this chaos allows for an easier time dealing with the rocket flood on the bridge.

once you make it past the bridge and into the next interior area you will run into an area with a lot of burning flood biomass and one dead spec ops elite their plasma flamer on the ground next to them (first time you can use it, it is a longer range flamethrower.)

from there you push down into the human flood ambush room. here though it has UNSC equipment and a headset in the center.

"Zulu recon do you read, I repeat Zulu recon do you read."
"Commander Zulu Recon isn't picking up."
"Call it in, we can't loose Johnson."
"Understood."

exiting into the canyon bellow shows a massive fight.

allied covenant are fighting flood, and sentinels, a wounded marine sits near the door being tended to by a grunt of all things no dialog or anything happens though cortana will mark the second fire control point.

As you approach the central canyon you will see a few marines on the ice lake running towards you. their pelican crashed where the banshees normally are. Johnson is at the lead.

"We got bad ass elite units above. they took out our bird. E419 is inbound but you will have to find your own way up there."

from here you have to hold for a bit as 2 waves of flood attack, and a spec ops banshee bombs from above. thankfully Johnson is 1 immune and 2 unkillable. after the waves are dealt with E419 will fly in with a banshee on escort a marine will get out of the banshee and then join johnson and the other survivors in the pelican.

the banshee will allow you to make it to the second point with ease. though there is a heavily armed spec ops point at the top. including 4 shade turrets, 2 banshees and 4 hunters.

once they are cleared and the generator is taken out. the radio will light up.

"Sir we got bad news, there is a big damn hive between you and the third generator and evac. The Covenant are trying to clear it but I am afraid we might have bigger problems if it isn't delt with."

approaching the cave bellow you will see spec ops covenant fighting they have 2 sharquoi helping them a hint at what is to come. as you enter the cave you will find it almost completely overgrown with flood infestation.

the door doesn't work forcing you out of the banshee and into flood hell. here you have to fight not only normal flood but some sort of miniboss and tendrils. once you get half way across the bridge infested banshees will spawn in from bellow and start dive bombing you. only once you are on the other side doe the main door open and out comes elites in red armor allied with a wraith.

they will push into the flood the wraith bombing the tendrils and really anything flood. once you approach an elite will come near and talk.

"The third generator is down demon, but the Prophets control the airspace ahead, you will need to push through on your own. while we deal with the flood."

the final valley is mostly the same as in Vanilla though at the start you have allied elites and jackals with you and a wraith. the wraith is epic.

The enemy covenant are replaced with spec ops on the final point the close point is allied covenant.

once you push through to the spec ops base at the end you will need to take it out and take a banshee upto the bridge that you use at the start of assault on control room. from there you will take out several AA implcements (shades) and land. moving into the side room and make your way to where Assault on the control room started there the pelican call line/there is no time would happen as you are teleported to the carrier from earlier.
Damn, You put ALOT of thought into this. Sounds like fun, hope they take up some of your suggestions. And Id kill to see an uneasy truce to face a common foe, especially in CE.
Would the game end in much the same way, returning back to the Pillar of Autumn and detonating its drive core?
< >
Showing 1-6 of 6 comments
Per page: 1530 50