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User manual GAMES MICROSOFT XBOX HALO
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User guide GAMES MICROSOFT XBOX HALO
Detailed instructions for use are in the User's Guide. Left trigger: Throw Grenade
Right trigger: Fire/Charge Weapon
Move/ Crouch
Move
Turn/Aim Scope Zoom
Go Back
Pause Menu Switch Grenade Switch Grenade Att Melee Attack Jump
Flashlight On/Off On/Off Switch Weapon Switch Weapon Up/Swap/ Pick Up/Swap/ Weapon Reload Weapon Action Perform Act ion
Move Turn/Aim Turn/Aim Crouch Crouch Fire Weapon Fire Weapon Charge Weapon Charge Weapon hrow Grenade Throw Grenade Scope Zoom Pause Menu Go Back
Left Thumbstick, D-pad humbstick Left Thumbst ick, D-pad Thumbst humbstick Right Thumbstick Left Thumbst humbstick Butt on, press Left Thumbstick Butt on, press in Trigger Right Trigger Trigger hold, then Right Trigger hold, then to fire release t o fire Left Trigger Left Trigger Thumbst humbstick Butt on, press Right Thumbstick Butt on, press in Butt START But ton Butt B A C K Button
0903 Part No. X10-17353
m
Safety Information Safet y Informat ion
About Photosensitive Seizures
A very small percentage of people may experience a seizure when exposed to certain visual images, including flashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these "photosensitive epileptic seizures" while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if you experience any of these symptoms. Parents should watch for or ask their children about the above symptoms--children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by sitting farther from the television screen, using a smaller television screen, playing in a well-lit room, and not playing when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. Other Import Health Safety Information Other Import ant Health and Safety Information The Xbox Instruction Manual contains important health and safety information that you should read and understand before using this software.
NTE C O NTE NTS
Using the Xbox Video Game System the Xbox System the Xbox Contr Using the Xbox Controller Story The Story So Far Screen The Main Screen Loading and Saving Games Autumn Its Crew The Pillar of Autumn and Its Crew The Covenant Fighting the Fighting the Enemy
Your Armor HU Your H U D Fighting Melee Fighting Weapons Human Weapons Weapons Covenant Weapons 1 2 3 1 1 6 1 6 20
2 3 4 6 7 8 0 1
Gett Around Gett ing Around on Halo
Vehicles Human Vehicles Covenant Vehicles Vehicles 22 23
Avoid Damage to Your Television
with cert televisions elevisions. Do not use wit h cer t ain t elevisions . Some televisions, especially front- or rear-projection types, can be damaged if any video games, including Xbox games, are played on them. Static images presented during the normal course of game play may "burn in" to the screen, causing a permanent shadow of the static image to appear at all times, even when video games are not being played. Similar damage may occur from static images created when placing a video game on hold or pause. Consult your television owner's manual to determine if video games can be played safely on your set. If you are unable to find this information in the owner's manual, contact your television dealer or the manufacturer to determine if video games can be played safely on your set. Unauthorized copying, reverse engineering, transmission, public performance, rental, pay for play, or circumvention of copy protection is strictly prohibited.
Star art Multiplayer Start ing Multiplayer About Bungie Credit edits Credits arrant anty Warranty Customer Support Customer Support
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the Xbox System Using t he Xbox Video Game Syst em
1 Set up your XboxTM video game system by following the . instructions in the Xbox Instruction Manual. 2. Press the Power but t on and the status indicator light will butt light up. 3. Press the Eject but t on and the disc tray will open. butt 4. Place the HaloTM disc on the disc tray with the label facing up and close the disc tray. 5. Follow the on-screen instructions and refer to this manual for more information about playing Halo.
the Xbox Contr Using the Xbox Controller
Expansion slot A Expansion slot B
Disc tray
Left trigger
Right trigger White button Black button
Left thumbstick
Y button B button X button A button Right thumbstick
Controller port 1 Controller port 2
Eject button Power button
Controller port 4 Controller port 3
Directional pad
BACK button
START button
Avoiding Damage to Discs or the Disc Drive
To avoid damage to discs or the disc drive · · · · · Insert only Xbox-compatible discs into the disc drive. Never use oddly shaped discs, such as star-shaped or heart-shaped discs. Do not leave a disc in the Xbox console for extended periods when not in use. Do not move the Xbox console while the power is on and a disc is inserted. Do not apply labels, stickers, or other foreign objects to discs. 1 Insert the Xbox Controller into any controller port on the . front of the Xbox console. For multiple players, insert additional controllers. 2. Insert any peripherals (for example, Xbox Memory Units) into controller expansion slots as appropriate. 3. Follow the on-screen instructions and refer to this manual for more information about using the Xbox Controller to play Halo.
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The year is 2552. Planet Earth still exists, but overpopulation has forced many of her former residents to colonize other worlds. Faster-than-light travel is now a reality, and Earth's unified government, through the United Nations Space Command, has put its full weight behind the colonization effort; millions of humans now live on habitable planets in other solar systems. A keystone of humanity's colonization efforts is the planet Reach, an interstellar naval yard that builds colony ships for civilians and warships for the UNSC's armed forces. Conveniently close to Earth, Reach is also a hub of scientific and military activity. Thirty-two years ago, contact with the outer colony Harvest was lost. A battlegroup sent to investigate was almost completely destroyed; only one badly damaged ship returned to Reach. Its crew told of a seemingly unstoppable alien warship that had effortlessly annihilated their forces. This was humankind's first encounter with a group of aliens they eventually came to know as the Covenant, a collective of alien races united in their fanatical religious devotion. Covenant religious elders declared humanity an affront to the gods, and the Covenant warrior caste waged a holy war upon humanity with gruesome diligence. After a series of crushing defeats and obliterated colonies, UNSC Admiral Preston Cole established the Cole Protocol: no vessel may inadvertently lead the Covenant to Earth. When forced to withdraw, ships must avoid Earth-bound vectors--even if that means jumping without proper navigational calculations. Vessels in danger of capture must self-destruct.
On Reach, a secret military project to create cyborg super-soldiers takes on newfound importance. The soldiers of the SPARTAN-II project rack up an impressive record against the Covenant in test deployments, but there are too few of them to turn the tide of the war. Existing SPARTAN-II soldiers are recalled to Reach for further augmentation. The plan: board a Covenant vessel with the improved SPARTAN-IIs and learn the location of the Covenant home world. Two days before the mission begins, Covenant forces strike Reach and annihilate the colony. The Covenant are now on Earth's doorstep. One ship, the Pillar of Autumn, escapes with the last SPARTAN-II and makes a blind jump into deep space, hoping to lead the Covenant away from Earth.
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Screen The Main Screen
Now that you've powered up the Xbox video game system and properly inserted your Halo disc, the Main screen appears with the choices described below.
Loading and Saving Games
While playing through Halo's single-player campaign, the game automatically saves your progress to the Xbox hard disk at various "auto-save" points in a level. These auto-saves occur transparently so that when you die, the game automatically reloads at the most recent auto-save point. Use the following instructions to start a new game, or load a saved game.
Note: When you save a profile to an Xbox Memory Unit using the Xbox Dashboard, you can only return to the start of the level you were playing when you quit the game. For more information about saving games to Xbox Memory Units, see the Xbox Instruction Manual that comes with your Xbox video game system.
Campaign
Choose this option to begin a new campaign or t o resume where you left off in an existing campaign. If you have not yet created a player profile, a new one will be created for you automatically. You'll be asked to name it. Your progress in the single player game will then be saved to this profile. If you've already created a player profile (from the Settings menu), you'll be given the option to use this profile or to create a new one.
To start a new game
1 Select Campaign from the Main screen. . 2. Name your new profile using the virtual keyboard. 3. Select Done to save the profile for the new campaign with the name you've provided. 4. Select a difficulty level for your new campaign.
Multiplayer
Choose Mult iplayer to take on your friends in head-to-head Multiplayer combat, or to play through the campaign cooperatively with another person. The Multiplayer games are described in detail on page 26.
To load a saved game
1 Select Campaign from the Main screen. . 2. Select the profile you were using when the game was saved. 3. Select one of the completed levels from the game. The last level you played on will be selected by default. 4. Choose a difficulty level from the Choose Difficulty screen.
Settings
On the Settings menu you can modify player profiles, customize controls, and define custom mult iplayer game types.
Game Demos
Use this option to learn more about other Xbox games.
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Autumn Its Crew The Pillar of Autumn and It s Crew
The Pillar of Autumn is a Halcyon-class warship that has seen decades of service. An aging but sturdy vessel, and one of the smallest cruisers in the human fleet, the military High Command chose it specifically as an inconspicuous launch pad for a covert offensive against the Covenant. Genetically-engineered cyborg soldiers in state-of-the-art battle suits were supposed to board a Covenant vessel and locate the Covenant home world. A surprise Covenant attack on the human military base on the planet Reach annihilated all but one of the SPARTAN-II soldiers. The remaining SPARTAN-II, known only by his rank of Master Chief, was stored in a cryosleep chamber upon the Pillar of Autumn shortly before the ship made a blind jump across the galaxy in a desperate effort to lead the Covenant away from Earth. The Master Chief is easily the best soldier aboard the Pillar of Autumn, but many of the human military's finest also call the ship home.
The Marines
A rugged and diverse assortment of soldiers, the Marines on the Pillar of Autumn are fighting a losing battle against the Covenant's superior weaponry and numbers. Under the leadership of Captain Keyes they continue to wage a furious struggle against the Covenant, even as their numbers dwindle. They're the best of the best--but they're only human.
Captain Jacob Keyes
Twenty-six years into his military career, Captain Keyes commands respect as a keen strategist and inspirational leader of his men. He became a minor hero early in his career, when he led a small group of security troops against a Covenant ambush of the colony ship Meriwether Lewis and held them off long enough for the ship to escape. His many decorations and years of combat experience against the Covenant made him a natural choice to command the Pillar of Autumn and its secret cargo.
Cortana
Cortana is the highly advanced AI at the heart of the Pillar of Autumn. Her design allows her to be uploaded into an appropriately configured battle suit for safekeeping. She is capable of hacking into alien computer systems, and has used this skill to intercept Covenant communications during combat. She interprets this data to provide her caretakers wit h directional waypoints and the best available information about troop movement and strategy.
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The Covenant
The Covenant forces have spent more than thirty years trying to wipe out humankind. Because their efforts have been so successful, and because few Covenant troops have ever been captured alive, little is definitively known about their origins, society, or motivations. Intercepted communications and battlefield reports indicate a religious underpinning to their genocidal campaign. What follows are brief descriptions of the alien races known to belong to the Covenant collective, gathered mostly from encounters on the battlefield.
The Grunts
Approximately 5' t all and relatively weak, Grunts tend to travel in packs and st ick close to more powerful allies. Individually they are easy to defeat , but in groups t hey can overwhelm careless Marines. Their armor seems to house some sort of life-support mechanism. They are known to use a variety of weapons including the plasma pistol, plasma rifle and plasma grenades.
The Elites
There are a few varieties of the Elite, but all are roughly 8' 6" tall and incredibly strong. Their strength allows them to rely on brute force when necessary, but they're quite capable of brilliant battlefield tactics as well. Their natural resilience is augmented with full-body energy shielding which recharges when depleted. They wield plasma pistols, plasma rifles, grenades and needlers.
The Jackals
With superior senses of sight, hearing and smell, Jackals serve as scouts and assassins for the Covenant forces. They use plasma pistols and carry a strong energy shield to compensate for their physical weakness; a well-positioned Jackal can hold his own against several Marines, though grenades are effective against them. They stand approximately 5' 8" tall.
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The Hunters
Hunters stand 1 tall, though in 2' their combat state they contract to approximately eight feet . Hunters fight with a fuel rod gun integrated directly into their armor. They carry an enormous and nearly-impervious metal shield made of an unknown alloy, which they sometimes use as a melee weapon.
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Fighting the Fighting the Enemy
You are the Master Chief--all that remains of a classified military project to build a series of genetically enhanced super-soldiers. You are humanity's last and best hope against the Covenant--but you're woefully outmatched, and survival is not guaranteed.
HU Your H U D
The Heads Up Display (HUD) is your view of the world through your battle suit's visor, but enhanced with essential information. Knowing how to read and understand the components of the HUD greatly improves your ability to fight in battle.
Your Armor
Human soldiers have used performance-enhancing equipment for hundreds of years, and your MJOLNIR battle suit represents the current pinnacle of military technology. As a product of the SPARTAN-II project where you were bioengineered and technologically enhanced for better reflexes, eyesight and coordination; the addition of your MJOLNIR armor makes you nearly invincible.
A
B
C
D
E
F
G
H
I
J
K
L
The battle suit utilizes a neural interface implanted in your brain. Your armor's movements and weapons are controlled at the speed of your thoughts. The battle suit also contains a layer of crystal that forms a network capable of supporting starship-grade AI so you can overpower alien computer systems if necessary. The suit's shell is comprised of many layers of strong alloy, and a refractive coating to disperse energy weapon hits. Internally, the suit regulates temperature and can reactively change in density as necessary.
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A B C D E F
Ammo in Clip Ammo Grenades Grenades arget geting Reticle Target ing Ret icle Navigation Navigat ion Point Flashlight
G H I J K L
Health Healt h Shield Direct ection Fire Direct ion of Fire Motion Tr Mot ion Tr acker (yellow yellow) Ally ( yellow ) (r ed) Enemy ( r ed )
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A
B
C
Weapon Indicator
G
H
Health and Shield Indicators
The weapon indicator in the upper-left corner of your HUD displays information about the weapon you're currently using. For ballistic weapons, you can quickly check how many magazines of ammo you have left, as well as the number of rounds left in a magazine. It also displays the number of grenades you have. When you arm yourself with enemy charge weapons such as the Covenant plasma rifle or pistol, the Weapon Indicator changes to indicate the percentage of charge you have left in the weapon.
D
The Health Indicator is the gauge next to the blue cross symbol. Your health indicator is persistent but additional indicators will appear on the HUD when you're driving the Warthog and have a gunner or passenger on board (shown below). How full the fill bar is, and the color used to fill it, indicates health status: red is poor, yellow is okay, and blue is excellent. Health does not restore automatically over time, but sometimes health powerups can be found right when you need them.
Targeting Reticle
The targeting reticle is the aiming device for the weapon currently in use. The reticle style changes based on the type of weapon it is. When the reticle turns red, an enemy is in range and targeted.
E
The Shield Indicator is the gauge next to the shield symbol. When you're not taking damage, your shield charges automatically and stops charging when you reach full power. When your shields are at a critical level, the fill bar color changes to red until they recover to full power.
I
Navigation Points
Direction of Fire Indicator
A red triangle on the HUD represents a nav point. The direction an triangle points indicates the heading you must take to reach the next nav point. Nav points are useful navigational tools for meeting up with your crew at prearranged locations or to help you maintain awareness of areas of interest.
F
When you're in a firefight, the red arrows that appear on the HUD indicate the direction(s) from which you're receiving enemy fire.
J
Motion Tracker
Flashlight Indicator
The Flashlight Indicator appears on the HUD when you press the Whit e but t on to turn on your battle suit's builthite butt in flashlight. The indicator tells you how much charge you have left to power the flashlight. Because the flashlight does drain power from you battle suit, use it only as needed.
The Motion Tracker in the lower-left area of your HUD is like overhead radar in that it displays characters and vehicles in motion in a position relative to your own. Enemies using visual stealth or that are motionless do not appear on the Motion Tracker. When a unit or vehicle starts and then stops moving, the representative dot grows and fades away.
Scope Zoom
For weapons that use a scope, you can change the zoom magnification level for a closer view of objects. To cycle through the magnification levels press in the Right t humbst ick Continue thumbst ick. humbstick to press in the thumbstick until you cycle back to normal view.
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Fighting Melee Fighting
Melee fighting involves the use of the weapon in your hands as a blunt instrument to ward off attackers. This is handy when the enemy is in close, or when you're out of ammo and want to keep dishing out the pain! Your ability to fight in Melee mode varies from weapon to weapon, so experiment to find the best weapon for the situation. To use melee fighting, press the B but t on butt on.
M6D Pistol
This pistol is a recoil-operated, magazine-fed handgun. It is issued with a smart-linked scope capable of 2x magnification (press in the Right humbstick ick). 2.7mm semit humbst ick It fires 1 armor-piercing, high-explosive rounds. It can shoot either semiautomatic or automatic fire (pull and hold the Right t rigger for automatic fire). Shot placement is very important. The only shot that guarantees immediate and total incapacitation is one roughly centered in the head, above a horizontal line passing through the ear opening and below the crown of the alien skull.
Weapons Human Weapons
Your weapons arsenal makes you lethal on the battlefield. You're probably already familiar with them, but here are briefs on the weapons. Since you carry only two weapons at a time besides grenades, you need to know the pros and cons of whether or not to swap one weapon for another in a given situation.
M9 HE-DP Grenade
The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Use it to suppress or disable vehicles, except tanks. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can't reach. Increase the angle of the throw to toss it farther, or to get it over obstacles. Be careful not to throw it too close to your own location.
MA5B Assault Rifle
This rifle is gas-operated and magazine-fed. It fires 7.62mm armorpiercing rounds. Rate of fire is limited by a soldier's ability to aim, fire and change magazines. Short, controlled bursts are more accurate than fully automatic fire. The MA5B's integrated computer displays rounds left in the magazine and the relative direction of the gas giant , Threshold, for point of reference. This feature is particularly useful for orienting you in areas where it's easy to get turned around and lose your sense of direction.
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M90 Shotgun
The shotgun is a pump-action magazine-fed (dual tubular nondetachable type) weapon. It fires 8 gauge magnum (3.5") rounds. This weapon is very effective against targets at close range and may be used to engage several targets simultaneously at medium and long range.
M1 SSM Rocket Launcher 9
The M1 SSM is a man-portable and 9 shoulder-fired rocket launcher. It has two major components, the launcher and the magazine. The magazine (the expendable part of the system) contains two 102mm shapedcharge, high-explosive rockets. It is designed for fast, easy detachment from the launcher. The launcher contains the sighting and fire control systems.
S2 AM Sniper Rifle
This rifle is a gas-operated magazine-fed weapon. It is issued with a smart-linked scope with two levels of magnification (press in the R i g h t t h u m b s t i c k once for 2x, press again for 10x , and once more to deactivate). Also, while still in zoom mode you can press the W h i t e b u t t o n to activate light amplification. It fires 1 4.5mm armorpiercing fin-stabilized discardingsabot rounds.
WARNING: The 14.5x1 14mm APFSDS round is an anti-materiel munition. It can easily over-penetrate several armored soldiers. Be sure of what is on the other side of your target before firing.
M4 LAAG 1
The Warthog's M4 light anti-aircraft 1 gun is a three-barreled, electricpowered, linkless, drum-fed weapon. It fires 450 to 550 12.7x99mm armor penet rating rounds per minute. Turret traverse rate is 1 00 degrees per second and weapon elevation rate is 60 degrees per second. Recoil from sustained fire is prodigious and negatively impacts accuracy at long range.
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Weapons Covenant Weapons
You should also be aware of the weapons the Covenant use since you can pick up and use any that you find by walking over them when you see them lying on the ground. The Covenant seem more vulnerable to these weapons, so take advantage of this weakness whenever possible.
Needler
Very little is known about this weapon other than that it is a magazine fed weapon capable of automatic fire. Its projectiles penetrate soft targets no matter what the angle of impact. They ricochet off of hard surfaces at oblique angles, however, and are always deflected by energy fields, the only exceptions to this being the shields generated by the MJOLNIR battle suit and the Elite's combat armor. The composition and energy signature of its projectile is unknown. The manner in which the projectiles home in on their target is also unknown.
Plasma rifle
Core power output: 100-150 Kv @ 2-3 dA Rate of Fire: 420 to 600 RD/MIN
This is a directed energy weapon. It is capable of either semiautomatic or automatic fire (pull and hold the Right t rigger for automatic fire). Continuous rapid fire overheats the weapon--this in turn depletes the weapon's power core. We currently do not understand how to replace or recharge a power core.
Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.
Stationary Gun (Shade)
Although the Shade appears to be a light ant i-vehicle weapon , the Covenant uses it almost exclusively in an anti-infantry role. The operator sits directly behind t he gun and an armored control suite, but relies entirely on infantry support for protection to the sides and rear.
Plasma pistol
Core power output: 100-150 Kv @ 2-3 dA Overcharge power output: 1.5 Mv @ 2-3 dA
This weapon is a semi-automatic directed energy weapon. If you pull and hold the Right t rigger the weapon trigger rigger, may become over-charged; when the trigger Right t rigger is released the bolt is launched. After the over-charged bolt is launched the weapon temporarily stops functioning as it dumps waste heat. Use of the over-charge capability rapidly depletes the weapon's power core. We currently do not understand how to replace or re-charge a power core.
Note: This weapon will deplete its energy source as you use it. It is wise to replace it as often as possible.
Plasma Grenade
This weapon is similar to our own hand grenade in that it is a thrown anti-infantry and antivehicle weapon. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.
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Gett ing Around on Halo Gett Around
Halo is vast and you will need to cover a lot of ground quickly, so vehicles are indispensable. Therefore, hijacking Covenant vehicles is useful and necessary. The strength provided by your MJOLNIR armor allows you to right overturned vehicles by standing next to the vehicle and pressing the X but t on butt on.
Human Vehicles
Humans brought the following vehicles with them on the Pillar of Autumn:
Covenant Vehicles
You may encounter the following standard Covenant vehicles on Halo:
M1 LRV 2
Crew: 1+1 (plus 1 more in rear) Weight: 3.25 tons Armament: 12.7mm three-barreled machine-gun
Ghost
Crew: 1 Weight: 3.25 tons Armament: Two Plasma Cannons (100-250 kW range)
The M1 light reconnaissance vehicle, or 2 Warthog, is the standard vehicle of the U E G armed forces. It is fast and maneuverable, but prone to rollovers during hard cornering. A three-barreled machine-gun is mounted in the rear of the vehicle. Armed passengers significantly increase the unit's anti-infantry capacity.
The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle. It is equipped with two of what are now accepted as the standard light vehicle mounted weapons: a directed energy weapon capable of projecting a bolt of super-heated plasma in the 1 00250kW range . While the vehicle is fast and maneuverable, the driver is virtually unprotected.
M808B Scorpion MBT
Crew: 2 (or 1 cyborg) Weight: 66 tons Main gun: 90mm HV (High Velocity) Secondary/coaxial gun: 7.62mm AP-T (Armor Piercing, Tracer)
Banshee
Crew: 1 Weight: 2.25 tons Armament: Two Plasma Cannons (100-250 kW range) Secondary weapon: Two Fuel Rod Cannons
The Scorpion Main Battle Tank is primarily an anti-vehicle weapons platform, but it also has very high anti-infantry capabilities. Its ceramictitanium armor makes it nearly invulnerable to small arms fire, but its deep dead-zone, or the area within which fire from the tank's guns cannot hit targets, puts it at risk from enemy anti-tank infantry. Up to four soldiers may ride on (and fire from) the Scorpion's track pods. Riding on a tank is always hazardous and should be done only when the advantages outweigh the risks.
The Banshee is the Covenant's standard ground assault aircraft. It is very fast, extremely maneuverable and capable of hovering. It has two weapon pods mounted to either side of the fuselage. Both of these pods contain a light plasma cannon and a fuel rod cannon. Though small arms fire may disrupt or disable the pilot, only heavy weapons are capable of inflicting damage or destroying the vehicle.
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Star art Multiplayer Start ing Multiplayer
Multiplayer allows you to play Halo in a number of exciting and varied ways, and with a few features that differ from the main Halo campaign, such as the liberal use of ammo and health powerups in many of the multiplayer environment s . Read t he descriptions below t o find t he type of game you'd like t o play and then follow the setup instructions.
Split Screen
This option allows up to four players to play in split screen mode on a single Xbox video game system. You'll pick your own maps and game settings.
To start a Split Screen game
1 Select Mult iplayer from the Main screen. . Multiplayer 2. Select Split Screen from the Multiplayer screen. Screen 3. Each player presses STA RT or A to join the game. Players may select a custom player profile if desired. 4. Select the map you'd like to play on. 5. Select the game type you'd like to play. 6. Press S TA R T or A to join the game.
Power-Ups
System Link Play
You can connect two Xbox consoles together using an Xbox System Link Cable, or up to four Xbox consoles using an Ethernet hub and standard Ethernet cables.
Cooperative Play
This option allows two players connected to a single Xbox video game system to play through the entire single player campaign side by side.
To start a System Link Play game
1 Physically connect two Xbox video game systems to each . other using Xbox System Link Cables, or up to four Xbox consoles using Ethernet cables to plug them into a 10Base-T network. Refer to your Xbox Instruction Manual for more information about how to do this. 2. Select Mult iplayer from the Main screen. Multiplayer 3. Select Syst em Link Play from the Multiplayer screen. System 4. Each player must press S TA R T or A to select a profile and then join the game. Halo attempts to find an available game on the linked network. 5. If there is no game and you'd like to start your own, press X or A . 6. Select the map you'd like to play on. 7 Select the game type you'd like to play. . 8. Press A to begin.
To start a Cooperative game
1 Select Mult iplayer from the Main screen . Multiplayer 2. Select Cooperat ive Play from the Multiplayer screen. Cooperat ative 3. Each player presses S TA R T or A to join the game. Each player must select a custom player profile. 4. Select the difficulty level for the campaign. 5. Press S TA R T or A to begin.
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Multiplayer Game Types
The following information briefly describes the multiplayer games you can choose from. Full descriptions of the game types and options are available in the Multiplayer Game setup screens.
Credits Credit edits
Project Lead Jason Jones Pr Lead Producer Hamilton Chu Producer Rick Ryan ogrammers Programmers Chris Butcher Bernie Freidin Charlie Gough Mat Noguchi Matt Segur Guest Starring: Eamon McKenzie Stefan Sinclair Ben Wallace Art Direct ector Art Director Marcus Lehto Asst. Art Asst . Art Lead Steve Abeyta Artists Artists Eric Arroyo Chris Barrett Mark Bernal David Dunn Chris Hughes Chris Lee Robert McLees Stephen Okasaki Paul Russel Shi Kai Wang Michael Wu with: Brian Schultz Lead Designer John Howard Designers Paul Bertone Tyson Green Jaime Griesemer Dan Orzulak Additional Writing Addit ional Writ ing Brannon Boren Matt Soell Eric Trautmann Multiplayer Lead, Multiplayer Lead, Programmer Lead Programmer Michael Evans Multiplayer Multiplayer ogrammers Programmers Adrian Perez Stefan Sinclair Multiplayer Mult iplayer Lead Designer Hardy LeBel Multiplayer Artists Multiplayer Art ists Chris Carney David Dunn Peter Marks Derrick Moore Stephen Okasaki U I Lead Max Hoberman U I Designer David Candland U I Programmer Programmer Stefan Sinclair Cinematics Direct ector Cinematics Director Joseph Staten Cinematic Artists Cinematic Art ists Steve Abeyta Paul Clift Adam Crockett Lorraine McLees Stephen Okasaki with: Craig Mullins Lee Wilson Audio Lead and Original Music Martin O'Donnell Additional Addit ional Music Michael Salvatori Sound Designers Jay Weinland with: Adam Tewes Test Manager Harold Ryan Test Leads Curtis Creamer Ryan Hylland Keith Steury Testers Testers Chris Chamberlain Mike Cody Chuck Cooper Erik Davis John Frey Rick Lockyear Paul Peterson Zach Russell Mathew Shimbaku Luke Timmins Jeff Wilson Roger Wolfson Talent Voice Talent Keny Boynton Tim Dadabo Mark Dias Steve Downes Todd Licea Mike Madeoy Andy Mckaige Tawnya PettifordWaites Pete Stacker Jeff Steitzer Jen Taylor Chris Wicklund Additional Voices Additional Voices Bungie Folks Damage and Spin Matt Soell Draf aft Draft Dodgers Pete Demoreuille Tom Gioconda Joshua Grass Justin Hayward Jason Major Juan Ramirez Bob Settles Executive Producer Executive Pr Alexander Seropian Product Manager Steve Fowler Product Planner Jon Kimmich Localizat alization Localization ogram Program Manager Ji Hong Halo Manual Writer: Keith Cirillo Editor: Tom Brush Designer: Karin Jaques
Capture the Flag (CTF)
In CTF the object of the game is to capture the enemy flag and return it to your own base, but there are a number of options that change the rules of game in all sorts of unpredictable ways.
King of the Hill
In King of the Hill, the object of the game is to capture and hold key locations on the map. The first player to occupy the target zone for a pre-set amount of time wins the game.
Slayer
Slayer games feature head-to-head battles against the other players. The first player or team to eliminate a certain number of enemies wins the game.
Oddball
In Oddball the object of the game is to find and hold the ball for as long as you can. The Oddball basic rules can also be changed so that you can play lots of other game types as well.
Race
Be the first player or team to "tag" all the objective points that appear during the game to win the race.
About Bungie
Bungie was founded in 1 1 with two goals: to develop games that combine 99 brilliant technology, beautiful art, intelligent stories and deep gameplay, and then sell enough of those games to achieve our real goal of total world domination. We've spent the last ten years perfecting our craft, and along the way we shipped games like the Marathon Trilogy and the Myth series, hailed as classics by critics and gamers around the world. Our only advantages were a willingness to work hard and an unwillingness to take anything too seriously. It might sound like we're bragging, but we wouldn't be where we are today without the support of a rabid, intelligent and steadily growing fan base. But what is it about Bungie that attracts such devotion? We're not entirely sure ourselves, but if you're interested we humbly ask that you visit our Web site, www.bungie.com. There you can find out more about our games and the people and philosophies behind them. To us, Bungie is not just a name-it's a way of life. We hope you'll join us. Next stop: world domination!
Thanks hanks: Special Thanks :
Everyone--Jule Zuccotti, Ed Fries, Matt Gradwohl, Michael Sartain, Mark Thomas, Stuart Moulder, Jonathan Sposato, Peter Parsons, Chris Cocks, Vic Bonilla, Miguel Chavez, Claude Errera, Brian Morden; Hamilton-- Sandy&Chibi; Marcus--Lynn&kids I'm back!; M. Soell--All hippos worldwide; Shiek--Ba Ma Guh, Laurel G.; Marty--Marcie-last crunch!!; Adrian--stage3,3 4 Spahr, 2DX; Tyson--The r.net and RHL gang; Butcher-- 1 Neen Watering Hole; Adam--AprilD, ShaneD, GregO; Chris L.--minivan+redbriefedBB; Hardy--All my ; family&frnds; Tom--The guys from NoVA; Bernie--lil M+Sha sushi2nite; David C.--Marcy & all the kids; Mat--No more bloody eyes!; Michael--Erika Hall; Paul B.--Laura Drevecky; M. Cody--Betsy & Monkey; Stefan--God, 48th&VanDorn KFC; Joseph--Susan Lusty (&then?); Outsiders--thx 4M*!PIA!; Carney--ma9: it has begun...; Jay--HDT you rock!; Erik--Christine&FatboySlim; M. Wu--Liz and Leia; Paul R.--Keely, Mom & Dad; Chucky--Weedmonkeys free AK!; Steve A.--Swetta, Mom & Dad; Luke--Rachel, Mom and Dad; ; Dave D.--BP, Bean, and Pauls; Lorraine--4 lettin' me join in; John--ConDev; Alex--Laura Seropian; Matt-- the army; Rick--Sandy, Nathan & Celina; Zach--1st one, Mom & Dad; Eric A.--Joy's love & support; Jeffrey--Kate, M&D, the girls; Chris B.--Jody, Maxwell; Jaime--Meg, Bugs and the BB's; Ryan--MPplayers, Fans, Guz; R. McLees--Family new and old.
Brothers and Sisters: the time is nigh. There is strength in numbers. Unite and the planet is ours: www.seventhcolumn.org [26]
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Limited Warranty For Your Copy of Xbox Game Software ("Game") Acquired in the United States or Canada Warranty
Microsoft Corporation ("Microsoft") warrants to you, the original purchaser of the Game, that this Game will perform substantially as described in the accompanying manual for a period of 90 days from the date of first purchase. If you discover a problem with the Game covered by this warranty within the 90 day period, your retailer will repair or replace the Game at its option, free of charge, according to the process identified below. This limited warranty: (a) does not apply if the Game is used in a business or for a commercial purpose; and (b) is void if any difficulties with the Game are related to accident, abuse, virus or misapplication.
the Game! Get an Edge on t he Game !
Xbox Automat omated Tips ips: Xbox Aut omat ed Game Tips : Available 7 days a week including holidays, 24 hours a day.
· · In the U.S., call 1-900-933-TIPS. $.95 per minute. In Canada, call 1-900-56 1-HINT. $1 .50 (Canadian) per minute.
Xbox Live Game Tips : Available 7 days a week including Xbox Tips ips: holidays, 6 A.M. to 1 P.M. Pacific time. 0
· · In the U.S., call 1-900-933-TIPS. $1 .40 per minute. In Canada, call 1-900-56 1-HINT. $1 .50 (Canadian) per minute.
Returns within 90 day period
Warranty claims should be made to your retailer. Return the Game to your retailer along with a copy of the original sales receipt and an explanation of the difficulty you are experiencing with the Game. At its option, the retailer will either repair or replace the Game. Any replacement Game will be warranted for the remainder of the original warranty period or 30 days from receipt, whichever is longer. If for any reason the Game cannot be repaired or replaced, you will be entitled to receive your direct (but no other) damages incurred in reasonable reliance but only up to the amount of the price you paid for the Game. The foregoing (repair, replacement or limited damages) is your exclusive remedy.
Important: Individuals under 1 years of age need a parent's or guardian's 8 permission to call a pay-per-call number. Local and long distance telephone toll charges may apply. It is the customer's responsibility to check with their telephone company to determine if additional telephone charges will apply. Permission required from the telephone bill payer. Prices subject to change without notice. May not be available in all areas. Requires a touch-tone telephone. Call length is determined by user. Messages subject to change without notice.
Technical Support Games Technic al Suppor t : Available 7 days a week including holidays.
· · In the U.S. or Canada, call 1-800-4MY-XBOX. TTY users: 1-866-740-XBOX In Mexico, call 00 1-866-745-83-1 TTY users 2. 00 1-866-25 1-26-2 1
Limitations
This limited warranty is in place of all other express or statutory warranties, conditions or duties and no others of any nature are made or shall be binding on Microsoft, its retailers or suppliers. Any implied warranties applicable to this Game or the media in which it is contained are limited to the 90 day period described above. TO THE FULL EXTENT ALLOWED BY LAW, NEITHER MICROSOFT, ITS RETAILERS OR SUPPLIERS ARE LIABLE FOR ANY SPECIAL, INCIDENTAL, PUNITIVE, INDIRECT OR CONSEQUENTIAL DAMAGES ARISING FROM THE POSSESSION, USE OR MALFUNCTION OF THIS GAME. THE FOREGOING APPLIES EVEN IF ANY REMEDY FAILS OF ITS ESSENTIAL PURPOSE. Some states/jurisdictions do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the above limitations and/or exclusions of liability may not apply to you. This limited warranty gives you specific rights, and you may also have other rights that vary from state/jurisdiction to state/jurisdiction. For questions regarding this warranty contact your retailer or Microsoft at: Xbox Product Registration Microsoft Corporation One Microsoft Way Redmond, WA 98052-9953 USA In the U.S. or Canada, call 1-800-4MY-XBOX. TTY users: 1-866-740-XBOX.
Note Not e : Game tips are not available from 1-800-4MY-XBOX. You must call Xbox Automated Game Tips or Xbox Live Game Tips for tips, hints, or codes.
For more information, visit us on the Web at www.xbox.com Don't miss the explosive prequel novel Halo: The Fall of Reach by Eric Nylund, from Del Rey Books.
Information in this document, including URL and other Internet Web site references, is subject to change without notice. Unless otherwise noted, the example companies, organizations, products, people and events depicted herein are fictitious and no association with any real company, organization, product, person or event is intended or should be inferred. Complying with all applicable copyright laws is the responsibility of the user. Without limiting the rights under copyright, no part of this document may be reproduced, stored in or introduced into a retrieval system, or transmitted in any form or by any means (electronic, mechanical, photocopying, recording, or otherwise), or for any purpose, without the express written permission of Microsoft Corporation. Microsoft may have patents, patent applications, trademarks, copyrights, or other intellectual property rights covering subject matter in this document. Except as expressly provided in any written license agreement from Microsoft, the furnishing of this document does not give you any license to these patents, trademarks, copyrights, or other intellectual property. © 200 Microsoft Corporation. All rights reserved. 1 Microsoft, Xbox, the Xbox logos, and Halo are either registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Manufactured under license from Dolby Laboratories.
Uses Bink Video. ©1 997-200 by RAD Game Tools, Inc. 1
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