"Most of the crew - not to mention your fellow jarheads - will be leaving the ship in lifeboats."

"They'll ride to the surface in air conditioned comfort, sipping wine, and nibbling on appetizers."

"Not you, however. Oh no, you're going to leave the Pillar of Autumn in a different method."...

"Tell me boys and girls... how will you leave?"

-Major Antonio Silva, aboard the Pillar of Autumn.

"We go feet first, sir!"
-Shock Trooper's response.

The xBox 360
Repair Guide


Halo Reach Offical Trailer

Bungie and Activision Announce Exclusive, Worldwide Partnership.

The story of Bungie is wild, winding, and full of majestic wonder. We have treaded many pathways over these last nineteen years. But for all the twists and turns we have taken, we are still doing what we set out to do from the beginning, back when the whole of Bungie Software Products Corporation consisted of two friends operating out of a basement in Chicago:
"Making kick ass games that we want to play."

And as Bungie has grown, the industrys best and brightest have been totally accretive to our own creative margins. It is no secret that while the full might of our studio has focused on making Halo: Reach, another core team, led by our co-founder and Studio Creative Director, Jason Jones, has already begun laying the groundwork to bring our newest universe, stories, and characters to life.

Today, we are poised to open a new chapter in Bungies history, one that begins with a partnership between Bungie and Activision and ends where we always knew it would, with World Domination. Our Next Big Thing now has a concrete path, leading from our studio to the platforms of our choosing. The business formalities are behind us. Our Constitution remains unchanged. We are still Bungie, still independent, and now we are free to bring our stories to an ever bigger audience.

Next up, the most ambitious game we have ever made, Halo: Reach. Built upon ten years of experience developing the Halo franchise, we have assembled the best team, the best technology, and the best talent to ensure that Reach is the game our fans deserve. Strap in and buckle up tight, we are sending our baby out with a bang.

Once the smoke clears, all the pieces will finally be in place for Step 7. Do not worry, though. We will not let World Domination go to our heads. We are going to keep making kick ass games on our own terms, and since you have been so supportive throughout the years, we would love to bring you along for the ride.


10-Year Alliance Expands Global Reach for Leading Game Developer Across Multiple Platforms

Kirkland, WA and Santa Monica, CA ; April 29, 2010 -- Bungie, the developer of blockbuster game franchises including Halo, Myth and Marathon, and Activision, a wholly owned subsidiary of Activision Blizzard, the #1 online games publisher (Nasdaq: ATVI), announced today that they have entered into an exclusive 10-year partnership to bring Bungies next big action game universe to market. Under the terms of the agreement, Activision will have exclusive, worldwide rights to publish and distribute all future Bungie games based on the new intellectual property on multiple platforms and devices. Bungie remains an independent company and will continue to own their intellectual property. Additional terms of the agreement were not disclosed.

The groundbreaking alliance will provide Bungie its first such partnership since splitting off from Microsoft in 2007, significantly broadening its global reach by providing the resources and support to develop, distribute and release games worldwide on multiple platforms and devices.

Activision will broaden its portfolio with a new franchise from one of the industrys most creative, successful and proven studios, whose games have sold more than 25 million units worldwide. To date, Bungies Halo games have generated approximately $1.5 billion in revenues, according to The NPD Group, Charttrack and GfK. Activision expects this agreement to be accretive to its operating margins as of the release of the first game.

'We chose to partner with Activision on our next IP because of their global reach, multi-platform experience and marketing expertise,' said Harold Ryan, President of Bungie. From working together over the past nine months on this agreement, it is clear that Activision supports our commitment to giving our fans the best possible gaming experiences.

Bungie is one of the premier studios in our industry and we are extremely pleased to have the opportunity to work with their talented team over the next decade, stated Thomas Tippl, Chief Operating Officer of Activision Blizzard. Bungie has developed some of the most compelling and successful games, multiplayer experiences and thriving fan communities, and this alliance underscores our long-standing commitment to foster the industrys best creative talent. Our unprecedented partnership with Bungie will enable us to broaden our pipeline of exciting new games as we continue to strengthen our industry position and pursue long-term growth opportunities.

About Halo Reach


Halo: Reach, a direct prequel to Halo: Combat Evolved, is set for release on September 14, 2010, with a multiplayer beta that began on May 3rd.

The game will feature many new additions, while still retaining the core Halo gameplay. The health system will be similar to that of Halo: Combat Evolved and Halo 3: ODST, and the player's energy shield will recharge slower than in Halo 3.

The HUD will highlight environmental features and overlay information about them, and the Motion Sensor display will be three-dimensional. It will also feature a night vision like in Halo 3: ODST.

Halo: Reach also introduces a refined equipment system known as "Armor Abilities". Pieces of equipment will now be reusable, with a cooldown time between uses.

Halo: Reach is an upcoming first-person shooter video game set in the Halo universe and direct prequel to Halo: Combat Evolved, developed by Bungie, LLC. and published by Microsoft Game Studios for the Xbox 360 console. It was announced by Joe Staten during Microsoft's Media Briefing at E3 2009; Reach is set for release on September 14, 2010 in North America, Europe, Australia, and Asia with the exclusion of Japan whose release will be a day later.

The game focuses on a squad of SPARTAN supersoldiers, known as Noble Team, as they fight on multiple locations on the planet Reach to prevent the destruction of the military stronghold and planet from a collective of alien races known as the Covenant. The player assumes the role of the team's newest member, SPARTAN-B312, a SPARTAN-III from Beta Company.

Characters and settingHalo: Reach takes place in late 2552, during the Covenant invasion of the Human colony world Reach, which also serves as the main military center of the UNSC. The game follows Noble Team, a six-man special operations unit of one SPARTAN-II and five SPARTAN-III commandos. The player assumes the role of the team's newest member, SPARTAN-B312 or "Noble Six" and will be defending Reach from its ultimate downfall at the hands of the Covenant.

Over the course of the campaign, the players will visit various locales on and above planet Reach, including remote civilian homesteads, high-tech ONI facilities such as Sword Base, the metropolitan city of New Alexandria, as well as a segment of space combat in a Sabre fighter. The player will also encounter interactive indigenous creatures such as the Moa and the Gueta.

Halo: Reach takes place on the UNSC fortress world of Reach weeks prior to Halo: Combat Evolved. Noble Team; a group of SPARTAN supersoldiers, is called in to investigate the sudden loss of transmission from a communication relay. Expecting Insurrectionists, the team is baffled to discover that it is the work of the Covenant, and an invasion force becomes apparent. As Covenant begin their assault on the planet, the UNSC begin their heroic yet hopeless attempt to halt the brutal alien invaders.

Halo TimeLine

"Halo is an epic journey to save humanity from a terrible menace."
(Chris Carney on Halo 3 Legendary Edition: 7 Steps To World Domination)

The Halo universe is the sprawling fictional universe in which all Halo media takes place.

Many of Halo's central events are set approximately 542 years in the future, with humankind colonizing the galaxy only to stumble upon a hostile alliance of aliens known as the Covenant, who, motivated by the power of the Prophets and the promises of paradise-after-death, are bent on humanity's destruction.

It is this universe where the Halo video game series:

Halo: Combat Evolved, Halo 2, Halo 3, Halo 3: ODST, Halo Wars and Halo: Reach take place.

In addition to the games, a number of Halo's books and other media including comic books, short films and an anime collection have been released.

The media beyond the game series expands into the Halo Universe timeline before and after the events of the games, as well as running concurrently with the games' timeline.

Primary Factions:

In the Halo Universe, there are lots of players, factions, political groups, races, planets and species. The main factions are as follows:

United Nations Space Command:
United Nations Space Command Defense Force

542 years into the future, most of humanity is ruled by the United Nations Space Command (UNSC).

As most of the canon material from the Halo Universe is from the ongoing war we see the future mainly through the eyes of the UNSC's military arm called the United Nations Space Command Defense Force (UNSCDF).

The UNSCDF are commonly seen defending planets. During the events of Halo 2 the UNSCDF fought the Covenant over Earth in a last-ditch attempt to protect the human race.

The UNSC was formed by the United Nations when over-population on Earth started becoming a severe problem in the early 22nd century.

Run by HIGHCOM, the UNSC is Earth's premiere defense against the Covenant.

The Navy houses the divisions of Marines (including the Orbital Drop Shock Troopers), the Office of Naval Intelligence (ONI), and the fleet.

Originally designed to keep the peace between neighboring planets and star systems, when certain rebellious factions began to present a problem in the late 2510s, the UNSC was forced to police its colonies to keep privateers and pirates from raiding them.

There are several breakaway factions opposed to the Colonial Administration Authority and UNSC as well, including the United Rebel Front.

The Covenant:
The Covenant fleet over the city, High Charity.

Covenant Empire:

The two original species of the Covenant, the Prophets (San 'Shyuum) and the Elites (Sangheili), spent years locked in a bitter war over the control of the remains of an ancient race, the Forerunners.

The Forerunners themselves were long vanished, but still large amounts of their technology existed.

The Prophets wished to use the technology to search and explore the galaxy, but the Elites believed such usage to be a desecration of their holy artifacts.

As the devastating war ravaged both species, the Elites saw that the only way for them to win was to do the exact thing they opposed; use their own Forerunner technology to adapt and befit their vessels.

The English word "Covenant" means "Religious Alliance" or "Binding Agreement" (between two or more parties), usually used to describe an alliance between a faction of men and a God, or between two factions of men in holy goals. This name is well suited to the Covenant because of the "binding Covenant" formed between the two alien races, the Prophets and the Elites, when the latter promised to defend the Prophets as they searched for the Sacred Rings which are said to start the "Great Journey".

The "Great Journey" is the term that the Prophets use to explain the disappearance of their Gods, the Forerunner race.

The quest of the entire Covenant, the Great Journey is the basis of all of their worship. As the Covenant Empire grew over a millennium, more species were enslaved to their cause, although, up until the Covenant Civil War, none of them were quite as important to the Prophets as the Elites.

At first, the Covenant were mostly held together by a need to survive, but as their society advanced, so did their technology, culture and religion. Now the polytheistic Covenant control a large part of the Orion arm of the Milky Way galaxy and their society is a complicated caste system, with the Prophets still on top, governing the Covenant along with the Elites.

The Covenant is a theocracy, based on a prophecy about the Sacred Rings and the Great Journey.

The actual context of this prophecy is unknown, but the Prophets' faith in it is the reason for their yearning desire to activate the Halos, to "propel all who are worthy along the path to salvation!".

A theory is that the promise of the journey goes like this: The Forerunners were so advanced, that they had found a way to propel themselves to god-like status using their technology. To oppose this, a race called the Flood attacked the Forerunners and attempted to stop the activation of this technology, for some unknown motive. Before the Flood could stop them, the Forerunners activated the Halo array, and ascended to Godlike status. The Covenant design is to find the Halo array, and use it to propel themselves to godliness as well.

The three current leading Prophets, the Hierarchs of the Covenant, want to destroy Humanity due to the threat they pose to their religion:
if Humankind really are the Forerunner's heirs, then all that the Covenant believe in is false.

Not wanting the truth about humans to get out, the rest of the Covenant have been told that Humanity is a direct affront to the Forerunner, much like the Flood in goal, so must be exterminated if the Great Journey is to be completed.

The Flood:
Master Chief encounters the Flood in Halo: Combat Evolved

The Flood (called The Parasite by the Covenant) is a species of virulent, parasitic organisms that thrive by consuming other sentient life of sufficient biomass, no matter where in the universe, thus leading Forerunners to the creation of the Halo Array.

The Flood appears to be a hive or communal mind, existing in several stages that eventually lead into the creation of a central intelligence known as the Gravemind.

Next to nothing is known about their origin, except that they arrived from another galaxy through unknown means, and settled upon a Forerunner world, where they were found and subsequently battled.

It has been revealed that the Forerunners discovered and then fought them until they were overwhelmed after centuries of war.

Faced with the Flood spreading throughout the galaxy and consuming every sentient being, the Forerunners created seven artificial Rings called the Halos, large Fortress worlds in the shape of rings, to contain and hopefully stop the Flood from ever spreading.

The point of the Rings was to wipe out all sentient life, thus starving the Flood of calcium and biomass.

Through their own interpretation of Forerunner artifacts, the Covenant believed these rings were actually devices that allowed the Forerunner to transcend this plane of existence into godlike state, and seek to do the same by activating them once more, though it will inadvertently wipe out all sentient life if successful.

Although it seemed the plan had been successful at eliminating the Flood threat, samples of the organism kept on the rings for study were released on at least two of the installations through accidental means, putting the Galaxy once again at risk of complete destruction by the scourge.

The outbreak on Installation 05, found second, probably occurred first, since a Gravemind had already formed, and the monitor of the Installation captured, though this is merely speculation.

The Flood grow and reproduce via the assimilation of other beings, using corpses and found biomass in order to spread. They are incapable of sexual reproduction, instead they fester inside a host until a certain time period, after which they explode and many new Flood are given off. Once a Gravemind is formed however, the Flood advance to a stage where they no longer require hosts for this, only biomass and calcium, which they require to feed on, and to build bodies with.

Once they have advanced, they create hives which can produce thousands of Flood inside large pustules on walls and other surfaces, which act as incubators. During this stage, the Flood are able to build their own life forms using captured biomass and calcium deposits. The Flood continue in this fashion recurrently until either everything is devoured, or until they are stopped, the former usually occurring.

The Forerunners:
A Forerunner Installation.

Once the dominant civilization in the Milky Way, the Forerunners reached the pinnacle of technological advancement approximately 100,300 years before the Human-Covenant War.

Apparently charged by the mysterious Precursors with protecting less advanced civilizations in the galaxy, they stumbled upon the Flood and fought a three-hundred-year long war to stop the genocidal parasitic species from overrunning the galaxy.

When it looked as if they were going to fail at that task, they built and activated the Halo Array - sterilizing the entire galaxy of sentient life, to starve the Flood into weakness, before repopulating the galaxy again with those few species saved from extinction.

This was done post-mortem by their machines - they had all apparently perished in their final action.

All that remains now of the Forerunners are the ruins of their ancient temples and cities, a few scattered pieces of functional technology, and their automated combat and maintenance constructs.

Their technological brilliance, combined with a garbled version of the Halo activation, led to the Covenant's religion revering the Forerunners as deities, and that this state could be achieved again by activating the Halo's.

In turn, these attempts led to the Human-Covenant War, and the eventual secession of the Sangheili and their alliance with humanity to stop the Covenant.

Technology:Superluminal Travel
Using Slipspace technology to travel.

Slipspace, used by both the Covenant and UNSC, is the primary method of faster than light travel in the Halo universe.

A Forerunner crystal captured at Reach allowed for manipulation of space-time and Slipspace, dramatically shortening the length of travel time through Slipspace and allowing exit from the ship whilst in Slipspace.

Wheeled contrivances similar in appearance to today's vehicles are used by the UNSC. However, the Covenant prefer to use hovering technology assumed to be based on Forerunner technology.

Humans have not exacted the science of Slipspace jumping, and can often end up hundreds of thousands of miles away from where they want to be, and therefore they work to be inexact, so as not to end up somewhere like the middle of a planet.

The Covenant had worked a way around this, as they can pinpoint jump anywhere in the galaxy, even maintaining their formation.

The UNSC fears this, and that is why they have to keep the location of Earth so secret.

Artificial Intelligence [AI's] which are modeled after a human brain, work at superior speeds and with greater efficiency; helping with Astronavigation, Maintenance, Managing, and even battle.

Standard AI's are incredibly intelligent within their programmed fields whether that be battle strategy, or maintaining plantations on Human colonies.

Smart AI's are brilliant and have no limit to their imagination or intelligence other than that of their maximum storage capacity. However, they have a limited lifespan of seven years before they go mad, or "rampant".

Little is known of any Covenant AI's, called Associated Intelligence.

Origin of the UNSC Super-soldiers, clad in MJOLNIR armor, of the SPARTAN-II Project.

In the years 2160-2200, various governments and factions fought for control of Earth and its first Colonies. As overpopulation and unrest on Earth mounted, new political movements formed including the Jovian Frieden and Koslovics led by Vladimir Koslov, resurgences of Fascism and Neo-Communism which waged the Interplanetary, Rain Forest Wars and Mars clashes and were defeated by the victorious United Nations Space Command who emerged as the rulers of most of humanity.

Insurrection and the SPARTAN-II Project:
While the UNSC became the governing body for most of Human space they never fully defeated various rebel groups.

By 2517, the UNSC was facing extremely low morale due to piracy and the ongoing near-civil war dubbed the Insurrection.

In order to remove the rebellion without a significant sacrifice of Human life a Dr. Catherine Halsey moves forward with the SPARTAN-II project.

75 gifted children were abducted and replaced by flash-clones, and drafted into the UNSC.

The children went through rigorous training and physical augmentations. Code-named SPARTANs, these genetically enhanced troopers were trained from the age of six into a life of battle, and would become a great asset against the Covenant.

The Human-Covenant War Begins:
(Battle of Harvest, Halo: Contact Harvest, and Halo Wars)

On February 3, 2525 the UNSC colony of Harvest detected an unknown object on its long-range radar. The object was constructed with materials unlike anything seen before.

All contact with Harvest was lost soon after.

Ships sent to the system revealed that it had been totally destroyed by a new alien group called the Covenant.

A battle group was sent but was defeated by the military superior Covenant ships.

Only one ship made it back, the Heracles returned with a message that was sent to them, pre-translated, saying, "Your destruction is the will of the gods, and we are their instrument".

In response, Vice Admiral Preston Cole mobilized the largest space fleet in Human history to retake Harvest. The fleet defeated the Covenant ships at Harvest in 2531 but at great cost with Cole losing two-thirds of his fleet.

The highly advanced Covenant shielding and weapons systems simply outclassed anything they had and so began the slow destruction of the Human race.

One by one the UNSC colonies were lost until by 2535, virtually all of the Outer Colony worlds had been destroyed by the Covenant and the Inner Colonies were being invaded.

The Cole Protocol was established by military order: all Human vessels must ensure that Covenant forces do not find Earth. To achieve this whenever they must jump out of a battle, they must do so to a randomized vector that points away from any Human worlds.

The Fall of Reach:
The book, Halo: The Fall of Reach, takes place on Sigma Octanus IV and Reach.

By 2552, many of Humanity's Inner Colonies had been destroyed by the Covenant. The UNSC leadership assembled a strike team, including some Spartans, at the Human command base on the planet Reach. In a move of desperation, the UNSC planned to launch a targeted strike against the Covenant leadership. This plan was abandoned when the Covenant launched a surprise attack on the world of Reach.

During this battle, most of Reach is overrun and glassed, and the Human fleet obliterated. One of the Spartans, John-117, is able to escape on the ship Pillar of Autumn along with her crew. In fleeing the Covenant fleet, the POA onboard AI, Cortana, uses some coordinates from a recently discovered Forerunner artifact that leads them straight to the Forerunner's Installation 04.

The first game, Halo: Combat Evolved, takes place around and on Alpha Halo.
Alpha Halo The book, Halo: The Flood

The Pillar of Autumn exits Slipspace to find a mysterious ring shaped space station orbiting the gas giant Threshold. The ring, referred to by the Covenant as "Halo", is an artificial construct that is teeming with life. A Covenant fleet, however, is also present, and a subsequent battle heavily damages the Pillar of Autumn and the ship crash lands onto Halo.

The first Halo game begins in earnest with the Master Chief's escape from the Autumn, and continues upon landing. The first levels of the game deal with an attempt to reach Halo's control center to uncover its purpose.

It is soon discovered that the Covenant have accidentally released "The Flood", a parasitic alien species.

The Flood then sweep across Halo and devastate Human and Covenant forces positioned on it.

The release of the Flood prompts 343 Guilty Spark, an eccentric Forerunner A.I., to try to activate Halo's defense system, a pulse weapon that, when fired, would wipe out all sentient life in the galaxy large enough to be hosts for the Flood.

Technically, that installation only has a maximum effective radius of 25,000 light years, but the pulse would trigger other installations as well, effectively killing all intelligent life in the galaxy.

This system is designed to stop the Flood from spreading through the universe if they escape confinement from Halo by the only way possible: starving the Flood of any life source that can sustain them.

Naturally, this would wipe out Humanity as well, and so the final levels of the game revolve around the Master Chief's attempts to destroy Halo before it fires by self-destructing the POA. Despite the abuse sustained during the space battle and the following crash the Pillar of Autumn remained intact, and was subsequently occupied by investigating Covenant forces and later by Flood.

Having manually triggered a destabilization of the power cores the Master Chief and Cortana commandeered a Longsword from one of the Pillar of Autumn's docking bays and achieved a safe minimum distance before the ship exploded, causing the ring-world to fragment.

Halo: First Strike takes place around Reach.
It occurs between the first and the second Halo video games. Operation: FIRST STRIKE starts off with Master Chief and a few other survivors in space above the destroyed Halo. They capture a Covenant flagship and make their way back to Reach. When they arrive they find the entire planet ravaged. Yet something is strange. The Covenant usually glass a world and move on, but there are small patches of the planet left unscathed.

In an alternate storyline we find out that other Spartans have found an ancient Forerunner structure under ONI's CASTLE Base. There they find a special artifact that warps space-time.

Cortana, now in control of a Covenant ship, docks with a partially destroyed UNSC ship and combines their power (and also to allow them to return to Earth without violating the Cole Protocol by bringing a potentially "bugged" Covenant ship with them).

After toying around with the controls she realizes that the Covenant know virtually nothing about the technology they possess. She redesigns the plasma cannons to fire more effectively, increasing their destructive power. She also finds out how the Covenant moves so easily through Slipspace. The technology she gathers could effectively turn the tide of the war.

After going through many battles the Master Chief and other Spartans discover a massive plot to attack the Sol system (Earth). They covertly attack and destroy a massive Covenant refit and repair station along with an attack force many times larger than the one that attacked Reach. In doing so they lose the Covenant flagship; however, they save the UNSC ship and escape back to Earth with it. Thus, begins Halo 2.

Delta Halo
Halo 2 takes place on Earth and around Installation 05 (Delta Halo)

The Halo2 game starts with a Covenant attack on Earth.

Master Chief begins on one of the three hundred space defense platforms that orbit the planet. After repelling the Covenant boarding parties, the battle shifts to Earth's surface. During which a Covenant ship makes a Slipspace jump which destroys the city of New Mombasa, the UNSC ship the In Amber Clad, with the Master Chief aboard gets swept up in the warp field in a desperate effort to follow it.

The Master Chief is transported to the vicinity of another Halo ring - the Delta Halo - on which they land. Through an alternating game play story lines a power struggle within the Covenant is revealed, with Brutes usurping the role of the Elites. Furthermore, there is a movement, regarded by the Covenant leadership as heretical, which argues that Covenant teachings aren't true. Lastly, a Flood entity known only as the Gravemind appears to be the controlling mind of the Flood. The creature is obviously highly intelligent and gives the impression of knowing a great deal.

The Halos, as revealed by 343 Guilty Spark, were built to prevent the Flood from spreading throughout the Galaxy, and that the Forerunners who built it were wiped out when they fired it as a "weapon of last resort" at some point in the remote past.

In spite of this the Covenant activates the ring in preparation to fire, to bring about the Great Journey. Through gameplay the Index is retrieved and the Halo cannot fire.

343 Guilty Spark reveals that although the Index was removed before Delta Halo had time to complete it is firing sequence, it sent signals to other Halos in the Galaxy, putting them on standby mode. Now, they can be activated remotely from the Ark, whose exact location is not revealed at this point.

Halo: Ghosts of Onyx takes place on a UNSC-controlled planet, Onyx.
Battle of Onyx and Halo:Ghosts of Onyx

The novel, which tells the story of the battle, begins with a group of SPARTAN-IIIs deploying to a Covenant fleet refueling depot on Pegasi Delta.

They proceed to destroy the facility, but due to unexpectedly heavy Covenant resistance, all but two of the three hundred Spartan team is wiped out. The only survivors, Tom-B292 and Lucy-B091, are revealed to be only twelve years old, and Lucy is traumatized and rendered mute.

The novel then cuts to a raid by the SPARTAN-II Blue Team on a rebel base at planet Victoria to recover stolen nuclear warheads. The team is nearly captured by a rebel ambush, but is saved by the timely, intuitive intervention of Kurt-051.

Shortly afterward, the novel cuts to a meeting between the top leadership of ONI. In this meeting, they agree that the SPARTAN-II program is prohibitively expensive and that a more streamlined, "disposable" breed of Spartans must be trained for high-risk operations.

Trained on the restricted planet of Onyx the top three teams of the S-III Gamma Company, Teams Saber, Katana, and Gladius, conduct a training exercise run into some previously undiscovered Forerunner Sentinels.

Through a series of events the Covenant are herd to the existence of Onyx and the human force discover an ancient Forerunner city, and are guided into a massive dome by Halsey, who determines that the entire planet is a shield world referred to by the Forerunners as The Sharpened Shield.

Fighting off determined Covenant pursuers, they press on into the heart of the planet to discover that the planet is literally a massive bomb shelter for the Forerunner to survive the activation of the Halos.

However they find themselves alone in the vast habitat; for some reason, the Forerunner never entered this structure when the Halos were first activated.

Kurt-051 stays behind to activate a pack of FENRIS warheads, thus killing himself, the Covenant pursuers, and obliterating Onyx.

Halo 3: ODST takes place on New Mombasa, Earth
Halo 3:Battle of Mombasa and Halo 3: ODST

Halo 3: ODST tells the story of what happened after the Covenant slipspace jump that destroyed the port city of New Mombasa in Halo 2, as seen from the eyes of The Rookie, an ODST, and his squadmates. During the slipspace rupture in Halo 2, a squad of ODSTs drop into the city of New Mombasa.

The slipspace rupture causes the squad to scatter and land in different parts of the city. The Rookie wakes several hours later and must find his squad. He is then contacted by the current squad leader, Dare.

They both fight their way to the Superintendent who holds vital information on the war.

They, along with Buck, fight their way to the highway, where they hold off against waves of Covenant until Mickey, Dutch and Romeo arrive to pick them up. They arrive just before the Covenant start glassing New Mombasa.

They manage to escape just in time, only to realize that the Covenant has found what they were looking for. The squad leaves the city and return home.

Halo 3 takes place on Earth and around The Ark.
Halo 3, Battle of Voi, and Battle of Installation 00

Halo 3 takes place two weeks after the end of Halo 2. The Covenant have all but obliterated human resistance on Earth, and have committed most of their forces in East Africa, near the ruins of Mombasa.

Marines and the Arbiter recover the Master Chief John 117 after jumping from the Forerunner Dreadnought as it entered Earth's atmosphere, and they all make their way back to the local UNSC base, Crow's Nest. The Master Chief defends the base, and is cut off, along with a small group of Marines.

They make their way to the town of Voi along the Tsavo Highway through numerous Covenant outposts.

It is revealed that a large Forerunner artifact has been dug up under the African desert by the Covenant, and the Prophet of Truth is going to activate it. Presumably this is the Ark, so therefore this would activate the Halos, and so a hasty attack is set in motion by Lord Hood to destroy the Forerunner Dreadnought with a surprise aerial assault.

Master Chief clears Voi of all Covenant anti-air units to clear the path for Lord Hood's frigates for an assault on the dreadnought.

However, the assault on the dreadnought has absolutely no effect, and Truth activates the artifact all the same.

A large portal is created above the artifact, into which the Covenant forces disappear. Soon after, a derelict Covenant cruiser appears out of Slipspace, and crashes nearby, infested with Flood.

The Master Chief and the Arbiter make their way toward the ship, and as they near its location, a group of Elite-controlled cruisers appear, striking up an alliance with the Humans and helping rid the city of Flood.

Master Chief enters the ship and retrieves a message from Cortana, warning that High Charity is heading to Earth, full of Flood.

It is decided that only the frigate Forward unto Dawn, the ship of Miranda Keyes, along with the Elites, will go through the portal after Truth, and stop him from activating the rings, as well as finding the 'solution' to the Flood that Cortana's message spoke of.

The Human/Elite force arrives at The Ark, and engage the Brute fleet. Master Chief makes landfall and finds the Cartographer of the Ark, which leads him to the location of the remaining Covenant Loyalist forces, at the Citadel.

This leads to a trident strike at three shield generators guarding the Citadel at the heart of the Ark. Once all three generators have been deactivated, The Master Chief and the Arbiter breach the Citadel after Truth kills Miranda Keyes and forces Sergeant Major Avery Johnson to activate the rings.

Upon executing the Prophet of Truth, the forged alliance between the UNSC and Elite Separatist Forces is broken, as their cause to eliminate The Covenant is complete.

After the Master Chief and the Arbiter escape the Flood, they discover that a new Halo is being built to replace Installation 04 which is nearly complete.

The Master Chief decides that the only way to destroy the Flood was to activate the newly built Halo, which was out of range of the other installations, with Cortana. The Arbiter leaves to gather the surviving forces and get them ready to leave, and the Master Chief heads to the crashed High Charity to recover Cortana. After wading through tantamount to infinity of Flood, he recovers her and escapes to the new Halo with the Arbiter.

After fighting their way up to the top of the Control Room, the Master Chief and the Arbiter enter the Control Room, and attempt to activate the ring. However, 343 Guilty Spark attempts to stop The Chief and Johnson from activating the ring, saying that the charging sequence of the incomplete Halo will prove too much for the structure, and cause it to tear itself apart.

In the fight, 343 Guilty Spark mortally injures Johnson, but fails at killing Master Chief, whom destroys him with a Spartan Laser. They succeed in activating the ring, however as expected, the installation begins to fall apart, and once more does Master Chief makes an attempt to escape Installation 04 in a Warthog.

The two board the Dawn, which then proceeds toward the portal. The Dawn heads into the portal just as Halo fires. The portal closes as it gets halfway through shearing the Dawn in half.

Half of the Dawn, as well as the Arbiter, crashes back on Earth, and a memorial service is held for those who perished in the Covenant/Human war, ending on the note of the Master Chief's death.

At the end of the credits, a last cut scene shows that the Master Chief survived, and put himself into cryosleep, as Cortana activates a distress beacon. The rear half of the Forward Unto Dawn is seen hurtling through space toward what most fans believe to be a Forerunner planet.

In Our Universe The first Halo title Halo: Combat Evolved quickly became known as the first "Killer App" for Microsoft's popular Xbox video game console when it was released in 2001, achieving both critical acclaim and financial success.

Halo was later published on the PC and finally released for the Mac (for which it was originally developed prior to Microsoft's acquisition of developer Bungie). Shortly after that, the company (Gearbox Software) that ported Halo to PC released Halo: Custom Edition as a free, downloadable and achievable extension to the Windows port of Halo.

The second game, Halo 2 was released in 2004, breaking sales records and becoming the fastest selling United States media product in history. Halo 2 US sales top 125 million dollars; UK retail celebrates successful launch September 7.

A third game, Halo 3, has been released for the Xbox 360 and closes this chapter in the Halo series. The Halo games have become well known for the high quality of their graphics, gameplay, physics, and storyline.

Halo Wars, a Real Time Strategy game, was released for the Xbox 360 in 2009.

Halo 3: ODST, another First-Person Shooter, was also released in 2009.

Further expanding the Halo universe are several novels, which provide insight into the background story, and the new Xbox 360 project: Halo: Reach.

Orbital Drop Shock Troopers

The Orbital Drop Shock Troopers (ODST) are an elite group of UNSC Marines that specialize in special warfare tactics. The ODSTs are one of the primary Special Operations units of the United Nations Space Command, and is under the command of UNSC Naval Special Warfare Command.

The Orbital Drop Shock Troopers are one of many Special Operations Forces in the UNSC Defense Force. The ODSTs are under the operational authority of the Naval Special Warfare Command/Naval Special Weapons. Their methods of operation allow them to conduct missions against targets that more conventional forces cannot approach undetected.

ODSTs are recruited from the Special Operations Groups of all the nations of the Unified Earth Government and is a strictly all volunteer force. Potential ODSTs are selected because of their performance in their chosen MOS; every ODST candidate is a veteran from another Special Operations outfit and therefore have already gone through at least two layers of screening and months of intense training ; not counting the years of training received before volunteering for the ODSTs. There is no age or gender bias; as long as the candidate meets the physical and mental requirements they are guaranteed the opportunity to try out for the ODSTs.

Once in the ODSTs, a candidate's training continues - its entrance requirements serve as a third layer of screening upon two more, where applicants would have theoretically failed to pass. Candidates would, therefore, already have extensive experience in conducting the types of high-risk missions that the Orbital Drop Shock Troopers typically perform.

ODST units are not embedded within conventional UNSC forces, they do however participate in joint operations, and tend to be force multipliers - increasing the effectiveness, willingness, and morale of those they fight alongside.

ODST combat teams usually consist of six to eight - with each combat team specializing in a particular mission set, but they are expected to be flexible enough to adapt to any given situation. These combat teams however can vary from company to company.

Each combat team also consists of ten to fourteen operators, each of whom has a specific function on the team. ODSTs are known for their unusual methods of insertion, dropping from orbit onto terrestrial environments. Similar to their Infantry counterparts, the ODSTs maintain units of varying strength aboard many UNSC vessels and Installations.

The ODSTs perform highly specialized, small scale, high-risk operations including:

Deep Ground Surveillance or Long Range Reconnaissance: Patrols in small groups, in uniform, usually far behind the enemy lines. While DGS units may direct air or artillery strikes against enemy positions, they strive to be unobserved, and have only self-defense, not DA, capability. Groups engaging in surveillance deep behind enemy lines, are commonly known as "Long Range Reconnaissance Patrols" or LRRP's.

Direct Action: Short-duration strikes and other small-scale offensive actions conducted as a special operation in hostile, denied, or politically sensitive environments and which employ specialized military capabilities to seize, destroy, capture, exploit, recover, or damage designated targets. Direct action differs from conventional offensive actions in the level of physical and political risk, operational techniques, and the degree of discriminate and precise use of force to achieve specific objectives.

Unconventional Warfare: Military and paramilitary operations, normally of long duration, predominantly conducted by indigenous or surrogate forces who are organized, trained, equipped, supported, and directed in varying degrees by an external source. It includes guerrilla warfare and other direct offensive, low visibility, covert, or clandestine operations, as well as the indirect activities of subversion, sabotage, intelligence gathering, escape and evasion.

Counter-Terrorism Operations: The response to terrorist threats and/or acts, both real and imputed.

Counter-Contraband Operations: Missions undertaking the recapturing of smuggled/stolen goods.

Personnel and Special Equipment Recovery/Capture: The recovery/medical treatment of friendly personnel in combat environments, as well as the capability of capturing high valued individuals and any equipment.


The idea of inserting highly trained troops behind enemy lines from high altitudes has its roots in the paratroopers of 20th and 21st century fame, who dropped frequently behind enemy lines to capture strategically important targets in anticipation for a larger advance by more conventional and numerous military forces.

Such troops were first used prior to World War II by Italian and Soviet forces, but the first serious application of the doctrine was seen in 1940 by the German Air Force in World War II to overrun the Allied positions in Denmark, the Netherlands and the legendary Eben Emael fortress in Belgium. Paratroops were also used to capture the entire island of Crete. Later, during the Battle of Normandy known as Operation Overlord on June 6, 1944, when two American Airborne Divisions and one British Airborne Division landed behind enemy lines in Normandy, France on D-Day and again in Operation Market Garden. Although they were only marginally successful, they proved the concept of paratroops as useful and effective in large scale warfare.

While the concept of dropping human soldiers from orbit had been around since the early 21st century, the establishment of the UN Marine Corps in 2163, would be the historic first deployment of the future 105th infantry in the Martian Campaign against the Neo-Communist Koslovics.

The UN Marines historic first drop onto Mars in support of UN led war against the Koslovics and the Frieden forces not only proved the feasibility of such an option, but also the effectiveness of deploying soldiers from orbit. The success of the Argyre Planitia Campaign by the UN, and its participants of the first drop onto martian soil would become the predecessors, or early members, to the modern ODST units.

At the conclusion of the Rain Forest Wars and the Jovian Moons Campaign the Orbital Drop Shock Troopers was a fully established force and participated in every high risk operation during those conflicts, however at the conclusion of these conflicts in 2170 with the signing of the Callisto Treaty and the subsequent years that followed, the ODSTs saw little action as more political, and more important issues such as overpopulation and famine and a massive military with no purpose gripped the postwar nations of Earth.

The first major combat reemergence of the ODSTs occurred in 2490 during the beginnings of the civil conflict between the UEG and the Insurrection. For the years leading up to 2525 the ODSTs would once again conduct high risk operations against the Insurrectionist, to either stop the enemy before they could carry out attacks against supporters, and officials of the Earth Government or to cut off major suppliers to the Insurrectionists.

On November 1, 2525, the UNSC moved into a full alert status after the devastating and horrifying first contact with the Covenant at Harvest; this marked a change in objectives for the ODSTs, who up until that point had been fighting the Insurrectionists. As humanity's military turned to meet the threat of the Covenant, divisions of ODSTs prepared to participate in the most critical engagements in the war and also to conduct the riskiest missions in the history of mankind. The Battle of Hat Yai marked one of the first deployments of ODSTs against Covenant ground forces; although the planet was lost in the ensuing conflict, the ODSTs were successfully extracted before the UNSC retreated.

Not long after the Harvest Campaign, the ODSTs participated in the First Battle of Arcadia where they assisted Marine forces and SPARTAN-II Red Team in defending the capital city from Covenant ground forces, thus allowing the evacuation of the civilian population. Having successfully kept Covenant forces from occupying the city, the Corps began launching multiple assaults on the Covenant's bases of operations to reclaim the planet. Several ODST battalions joined the Spirit of Fire's rescue operation after retaking the planet and soon participated in the Battle of the Shield World.

Following the enactment of the Cole Protocol in 2535, ODST combat teams were tasked with boarding commercial and private vessels and purging their navigation databases. During one of these routine operations, a group of ODSTs aboard the UNSC Midsummer Night were captured and taken to the Rubble. They, in conjunction with SPARTAN-II Gray Team, would later defeat a Kig-yar plan to trick the inhabitants of the Rubble out of their navigation data, which could compromise the location of Earth.

As the war with the Covenant continued to progress, the ODSTs would go on to participate in many engagements; among these were the Battle of Jericho VII, an assassination mission on Heian, the Battle of Skopje, the Battle of Sigma Octanus IV, the Battle of New Jerusalem, the Battle of Tribute, and the Battle of Ariel.

The numerous campaigns and operations in which the ODSTs participated throughout the long war all pale in comparison to the Fall of Reach in 2552, during which countless ODSTs lost their lives defending strategic locations on the planet.

During the initial invasion of Reach, a large contingent of ODSTs were stationed on the UNSC Pillar of Autumn. As the planet fell to the Covenant onslaught, the vessel made a blind Slipspace jump away from the Epsilon Eridani system, discovering the long-abandoned Installation 04. During the Battle of Installation 04, shock troopers led by Major Antonio Silva and First Lieutenant Melissa McKay, operated as a guerrilla force by conducting hit-and-run operations against the forces of the Covenant's Fleet of Particular Justice.

Fresh from the disastrous loss of Reach, the ODSTs participated in the most significant battle of the entire war: the Battle of Earth.

The battle began on October 20, 2552, when a smaller-than-expected Covenant fleet led by the Prophet of Regret jumped into the Sol System.

ODST combat teams, along with the Marines, began engaging Covenant forces on the Orbital Defense Platforms Cairo, Athens, and Malta. Despite the ODSTs' valiant efforts, Malta and Athens were destroyed. As the Covenant ship carrying the Prophet of Regret landed over the African mega-city of Mombasa, teams of ODSTs were deployed over the city from orbit in an attempt to board the carrier; before the teams could reach the target, however, the carrier jumped into Slipspace. Only a single squad managed to safely land in the city to carry out the retrieval of the Superintendent's data.

After Regret's unexpected retreat from New Mombasa, members of the 7th Shock Troops Battalion would later drop from the In Amber Clad onto Installation 05 during the operation to capture the Prophet of Regret. Most of these troopers would perish during the initial firefights against the Covenant, and only a few would escape back to Earth with Lieutenant Commander Miranda Keyes to lead a resistance against the Covenant occupation forces.

Overall, the defense of Earth was one of the largest campaigns the ODSTs fought in during the entire war. The fighting spread across the globe and in space as the Fleet of Furious Redemption and the Prophet of Truth's own fleet attacked the remnants of the Orbital Defense Grid. The fleets soon deployed troops throughout the continents of North America, South America, Europe and Asia.

The Battle of Cleveland is one example of the ODSTs' participation during the war on Earth. Two ODSTs from the 2nd Shock Troops Battalion fought alongside a detachment of Marines in the Battle of Pawas. Troopers T. Rymarr and S. Hartley were tasked with calculating the crash site of John-117 on Earth, while a Marine battalion was tasked with defending a narrow corridor between Covenant and UNSC forces in Pakistan.

Bravo-21 and numerous Marines were killed in the clash, while Bravo-22 was injured along with some of the other surviving Marines. Their actions successfully allowed HIGHCOM to track and locate the Spartan.

After the opening of the Artifact in November of 2552, the 11th Marine Force Reconnaissance/ODST, stationed aboard the UNSC Forward Unto Dawn, fought alongside the Master Chief (John-117), during Operation: BLIND FAITH.

Men and women from this battalion were also some of the first humans to travel outside the Milky Way Galaxy, during the Battle of Installation 00. One such assault happened during a mission to destroy numerous Covenant anti-aircraft artillery platforms overlooking a desert. These AA guns were destroyed by the ODSTs, allowing the UNSC Forward Unto Dawn to successfully land near the Cartographer building.

During the last battle of the Ark campaign - the last battle of the war - ODSTs were again airlifted into combat. This time, they punched holes in Covenant armor and artillery positions to allow SPARTAN-117 (The MasterChief) and the Arbiter to eliminate the Prophet of Truth.

The Fall of Reach

Halo: The Fall of Reach is the prequel to Halo: Combat Evolved, and is also the first Halo novel to be published. It was written by Eric Nylund, and published on October 30, 2001.

The novel was reportedly finished in seven weeks, eventually becoming a Publisher's Weekly bestseller with nearly 200,000 copies sold in the United States and United Kingdom.
The novel was reissued in early August 2010 by Tor Books, with the new reissued version including some content updates. In addition, a comic book adaptation, Halo: The Fall of Reach - Boot Camp will be published by Marvel Comics with 343 Industries.

Story Synopsis: The story begins on the planet Jericho VII on February 12, 2535, and reveals the Spartans as a whole, as well as their purpose. As the seemingly unstoppable Covenant war machine moves into place to glass Jericho VII, Spartan Red and Blue teams are sent to prevent the destruction of the planet. The Spartans manage to kill a thousand Grunts and even destroy a Covenant air strike with fougasses. However, soon the situation in space deteriorates, and the Spartans are forced to retreat before the surface of Jericho VII is glassed.

The story itself begins with Dr. Catherine Halsey and Lieutenant Junior Grade Jacob Keyes on board the Han, a UNSC diplomatic shuttle. Their mission is to identify a potential candidate, John, for Halsey's Spartan-II program. Dr. Halsey finds John in a school playground on Eridanus II, where she tests if he is good enough to be a Spartan. Using a coin, she tests John's reflexes by flipping the coin in the air and having him identify the side it will land on. John catches it and correctly identifies the side: the eagle. During this time, Halsey gives John the coin, which is later taken from him.

The plot then goes on to show in detail the brutal indoctrination and training regime that John and his fellow Spartans are put through. Chief Petty Officer Mendez trains the Spartan-IIs, showing them the many necessary virtues of a soldier (e.g. courage, teamwork, skill, etc.) while Deja teaches them history, mathematics, and physics. After a daring training mission in the wilds of Reach, John is made squad leader of the remaining Spartans. When the Spartans are fourteen, they undergo intense biological enhancements, such as effectively increasing their strength by three times, drastically increasing reaction times, making their bones practically indestructible, increasing blood flow to the eyes so that they can almost see in the dark, and other various improvements. However, of the 75 Spartans, less than half emerge still fit for combat; the rest died or were horribly injured by the augmentation progress.

The Spartans are then issued orders to capture Colonel Robert Watts, an Insurrectionist leader in the Eridanus asteroid belt. John leads a small team, which manages to capture Watts. John is wounded during this mission and is subsequently awarded a Purple Heart.

On February 3, 2525, first contact is made with an alliance of alien races that refers to itself as the Covenant. On that day, a single Covenant warship exterminates the entire surface population of the Outer Colony Harvest. Three UNSC warships, the destroyer Heracles and the frigates Arabia and the Vostok, are sent to investigate this incident, initiate first engagement protocols and attempted contact, engage the Covenant ship in battle, and are subsequently routed. Only one, the Heracles, manages to return to Reach, having been badly damaged. By December of the same year, the UNSC has mobilized a massive fleet under the command of famed war hero Vice Admiral Preston Cole, with orders to reclaim the Harvest colony and stop the Covenant advance.

Cole's fleet manages a victory at Harvest, but at a high cost - two thirds of his ships are destroyed. Despite significant tactical brilliance on the part of Human commanders, Covenant technology guarantees a three to one kill/loss ratio in most space battles. One by one, the Outer Colonies fall to the onslaught and, by 2536, all have been destroyed.

To protect the location of Earth, the Vice Admiral Cole establishes the United Nations Space Command Emergency Priority Order 098831A-1, more commonly known as the Cole Protocol. If any Covenant forces are present, selective purges of databases on all ship based and planetary data networks are to be activated. When human forces are forced into retreat, they must not execute a Slipspace jump in the direction of Earth, or any major population center, even if this forces them to jump without the necessary navigational calculations (a "blind jump"). If such a jump is not possible, and if capture is imminent, the commanding officer must order a self-destruct. The on-board ship Artificial Intelligence construct, normally imperative to navigation and tactical decisions, must either be destroyed or removed.

Due to the shortage of effective officers, Keyes is promoted to Commander and assumes command of the UNSC Iroquois. Shortly thereafter, he foresees a Covenant attack on Sigma Octanus IV thanks to a paper by Spartan Fhajad-084. His actions result in the destruction of a Covenant destroyer and two frigates as well as the routing of a Covenant Carrier with a daring maneuver dubbed the "Keyes Loop". This unprecedented victory against a Covenant force earns him a promotion to Captain and helps him to become recognized by the entire UNSC. Keyes and the Iroquois remain in the Sigma Octanus system to partake in the Battle of Sigma Octanus IV. He later returns to Reach, inadvertently disclosing the location of the planet to the Covenant via a homing beacon attached to the Iroquois. He is debriefed by an ONI council. Here he meets John-117 once again.

By 2552, many of Humanity's Inner Colonies have been destroyed by the Covenant. In a move of desperation, ONI Section 3 orders the execution of a secret plan to capture a Covenant ship using the Spartans. The ship would be taken to the Covenant home world in order to capture a Prophet, one of the aliens' religious leaders, and then use the Prophet as a bargaining chip to negotiate a truce.

To aid the Spartans in this mission, an AI, Cortana, is created based on a younger Doctor Halsey. John is introduced to Cortana during a live-fire mission to test their capabilities working together, and they perform spectacularly. With Cortana's aid, John manages to overpower a full squad of Orbital Drop Shock Troopers, pick his way through a minefield, destroy automated chain guns, and even evade an air strike from a Skyhawk fighter, all of which are using live rounds.

Every remaining Spartan-II - with the exceptions of Gray Team, Kurt-051, Jorge-052, Maria-062, the original Red Team, and Black Team - boards a specially outfitted Halcyon-class cruiser known as the Pillar of Autumn, which is under the command of Captain Jacob Keyes. The Pillar of Autumn moves out towards the edges of the system to make a Slipspace jump to begin the mission.

This plan, however, is interrupted when a massive Covenant fleet of over 300 ships enters the Epsilon Eridani System. Captain Keyes orders the Pillar of Autumn back towards Reach, but the Master Chief convinces him to allow the Spartans to continue their mission by finding a damaged Covenant ship to capture and take to Covenant space. Reach's fleet, with about a hundred ships and twenty Orbital Defense Platforms on hand, engages the Covenant fleet, but takes massive losses. However, the Super MAC platforms manage to repulse the initial Covenant assault.

The Covenant return and land troops on Reach with the objective of destroying the generators for the Super MACs, the only things which are stopping the Covenant. At the same time, the UNSC realizes that the Circumference, a Prowler, is still docked at a station orbiting the planet of Reach just before its fall and has not initiated the Cole Protocol. John takes Linda and James to deal with the Circumference, while the rest of the Spartans are sent down to the planet to defend the MACs' power generators.

The UNSC Pillar of Autumn flees from Reach.John's team crash-land their Pelican on the station which the Circumference is docked on and move towards the NAV data. However, James' thruster pack is hit by a needler shard and explodes, sending James flying uncontrollably into space, where he presumably dies. John and Linda proceed to the Circumference, where they find Sergeant Johnson and his Marines, including Jenkins and Bisenti, also fighting to wipe the data. With John's help, the Marines are successful, but Linda is shot by five separate plasma blasts. The humans fall back to the Autumn; Linda is clinically dead because of the extensive wounds she receives, but is placed in a cryotube in the hope that she can be resuscitated.

The surface of Reach is also overrun. The Spartans who John sent to the surface are presumably overrun and all slaughtered. Without the generators, the Super MACs fall silent and are destroyed by the Covenant, who soon begin glassing the planet. The remaining UNSC ships are all destroyed, except for the Pillar of Autumn, as Cortana plotted an exit vector in compliance with the Cole Protocol, though not completely at random. She had decrypted Forerunner glyphs found by the Master Chief on Sigma Octanus IV. The NAV coordinates led the Pillar of Autumn to what the Covenant had been searching for: Halo, an extremely sacred Forerunner artifact. The book ends with Captain Keyes looking through view screens at the ring, asking Cortana to identify the object.

Video Developement Documentory


"Even through the Microsoft acquisition, Bungies purpose is not to make money for Microsoft and support the platform. Instead, Bungies purpose is to make great stuff like video games."
;Chris Butcher

Bungie LLC, formerly Bungie Software Products Corporation prior to its emancipation from Microsoft, is a video game developer founded in 1991.

Contents [show] 1 History 1.1 Founding 1.2 Creation of Halo series 1.3 End of Partnership 1.4 New Partnership 2 Bungie Mythos 3 Offshoot Companies 4 Bungie Games 5 Bungie Employees

History: Founding:

For much of the 1990s they developed a series of increasingly technically detailed first-person shooter (FPS) games for the Macintosh, the most famous being the Marathon series, following this with the acclaimed Myth tactical-combat series for both the Mac and Windows. Bungie games were particularly well-loved by players due to their complex back stories which often left more mysteries unexplained than revealed.

In 1997, Bungie Studios established Bungie West, a studio in California. However, the studio didn't last long and was shut down in 2000. Bungie West's only game was Oni.

Creation of Halo series
In 1999 they announced that their next product was a return to the FPS genre, with a world-beating physics and AI system, to be known as Halo and to be released at the same time on both the Mac and also Windows.

On June 19, 2000, Microsoft announced that they had acquired Bungie Software and that Bungie would become a part of the Microsoft Game Division (subsequently renamed Microsoft Game Studios) under the name Bungie Studios.

The original versions were soon delayed (read: scraped) and the game was re-purposed for the Xbox, with the Mac and Windows versions only shipping two years later when it was no longer the renowned product it would have been in about late 2000.

The Xbox version of Halo received the Game of the Year and Console Game of the Year awards for 2002 from the Academy of Interactive Arts & Sciences, is known as a system seller and as of 2004 is still a videogame bestseller.

Halo: Combat Evolved has been one of the most critically acclaimed games over the next three years, and its sequel Halo 2 was called the 'most anticipated game of all time' by IGN Xbox.

End of The Partnership:
On October 5, 2007, Bungie and Microsoft announced an end to their partnership, effectively making Bungie an independent company once again, now titled Bungie LLC (limited liability corporation).

The Halo Intellectual Property (IP) remains with Microsoft. Bungie employees have mentioned that there have been 'few noticeable changes' after the split.

Their offices were originally based in Chicago, Illinois. After Microsoft's acquisition, they moved into the Microsoft Campus at Redmond, Washington. They have more recently moved to Kirkland, Washington.

New Partnership:
On April 29, 2010, Bungie entered an exclusive 10-year partnership with Activision-Blizzard which will have exclusive, worldwide rights to publish and distribute all future Bungie games based on the new intellectual property on multiple platforms and devices. Bungie will remain as an independent company and will continue to own their intellectual property.

Bungie Mythos
Bungie's 7-Step Plan for World Domination. Bungie's fake pirate game Pimps at Sea."Some of you may be wondering - "What's up with this unhealthy obsession with the number 7?" This page offers some insights."
;Luke Smith

Bungie, like many production companies, puts references to older games in newer games. Unlike others, many of these references hint or imply that a great deal of Bungie's games operate in similar or identical universes. Most well known of this is the connection between the Marathon universe and the Halo universe, which share a great deal of similar names and themes.

While most believed that Bungie would never add a direct connection between these two games (just as they did not for Marathon and Pathways into Darkness), its interesting to note that the I Love Bees puzzle did add a substantial connection between the Marathon universe and the Halo universe: Rampancy can happen to AIs in both universes.

Another interesting fact about Bungie is their use of the number seven. Many of these are more obvious than others, including 343 Guilty Spark (7 x 7 x 7 = 343), Pfhor Battle Group 7, and their official fan club, the 7th Column, but some of these are amusingly subtle: the Marathon colony ship was a hollowed out Deimos - first discovered in 1877 and first photographed in 1977.

Bungie as a company has developed its own complex and diverse mythology in addition to that in their games. Several of these include:

The 7-Steps Plan for World Domination.
The snack food Tijuana Mama.
The decapitated head of a dog named Ling-Ling
(Step Five in the World Domination plan).
The entity that resides in their server is named Disembodied Soul.
The chronically drunk and aggressive webmaster of Bungie.net (Known for dressing as a gorilla with a floppy yellow cowboy hat, as well as disappearing for months on "HTML research missions" and answering the E-Mails of grammatically impaired fans).
A cheap absorbent toy fish called the Soffish.
The Cup, the prize at the Bungie Winter Pentathlon (A tradition has emerged that the losing team, out of envy, steals the cup rather than let the winning team touch it. In fact, several Bungie employees doubt the actual existence of The Cup, as it has been stolen and hidden so many times they have never laid eyes on it).
Bungie Day, a mock holiday Bungie created to celebrate the number seven.

Offshoot Companies:
Many of Bungie's employees have left the company to form their own studios. Double Aught was a short-lived company comprised of several former Bungie team members, founded by Greg Kirkpatrick. The company helped Bungie develop Marathon: Infinity, the last game in the Marathon series.

Wideload Games, creator of Stubbs the Zombie in "Rebel Without a Pulse", is another company that came from Bungie; It is headed by one of the two Bungie founders, Alex Seropian, and 7 out of the 11 employees previously worked at Bungie.

Other companies include Giant Bite, founded by Hamilton Chu (former lead producer of Bungie Studios), and Michal Evans (former Bungie programmer).

Certain Affinity. Founded by Max Hoberman (the multiplayer design lead for Halo 2 and Halo 3), the team of nine includes former Bungie employees David Bowman and Chad Armstrong (who later returned to Bungie) as well as folks from other developers. It collaborated with Bungie in releasing the last two maps for Halo 2.

Bungie Games
The cover art of Oni.Gnop! (1990)
Operation Desert Storm (1991)
Minotaur: The Labyrinths of Crete (1992)
Pathways into Darkness (1993)
Marathon (1994)
Marathon 2: Durandal (1995)
Abuse (Macintosh port) (1996)
Marathon Infinity (1996)
Weekend Warrior (Publisher) (1997)
Myth: The Fallen Lords (1997)
Myth II: Soulblighter (1998)
Oni (2001)
Halo: Combat Evolved (2001)
Halo 2 (2004)
Halo 3 (2007)
Pimps at Sea (April Fools Joke)
Halo 3: ODST (2009)
Halo: Reach (2010)

Birth of a Spartan

ReacH : Birth of a Spartan

Spartan is the term used to describe members of several supersoldier programs instituted by the UNSC at various times, named after the Ancient Greek warriors of Sparta. More specifically:

ORION Project or SPARTAN-I Program,
the precursor to future attempts by the UNSC.

The SPARTAN-II Program,
the most widely known of the Spartan programs.

The SPARTAN-III Program,
a highly classified special forces program to create "disposable heroes".


"Spartans pick their battles." ;James James

The ORION Project later known as the SPARTAN-I Program was an Office of Naval Intelligence Naval Special Warfare project aimed at counter-insurgency operations. The program was later dubbed the SPARTAN-I program under the Colonial Military Administration reboot.


The ORION Project, later known as the SPARTAN-I Program, was a Special Operations Force in the UNSC. Administratively, the ORION project was under the control of ONI Section-III, the Special Projects section of ONI's Beta-5 Division.

However the SPARTAN-I soldiers themselves were under the operational authority of Naval Special Warfare Command/Naval Special Weapons.

The ORION/SPARTAN-I Program was an all volunteer force composed of the best soldiers from the Marine Corps and Special Forces branches of the military.

The SPARTAN-Is performed specialized, high-risk operations including: counter-insurgency operations, unconventional warfare, direct action and black operations. The ORION/SPARTAN program was headquartered on one of the many orbital docks on Reach, and in the height of the program had 300 active duty personnel.

The members of the ORION/SPARTAN-I program were all augmented soldiers, using new training methods and the latest breakthroughs in biochemical developments. Augmentations to the SPARTAN-I soldiers include muscular enhancement injections, pulmonary respiratory enhancements, retina-inversion injections and cochlea enhancement tuning.

In addition, mental augmentations were performed to enhance brain functions including enhanced learning capabilities to allow a subject to learn at a faster and higher rate and enhanced motor skills to improve body movements. The SPARTAN-I training regime was very difficult and included many tests both mental and physical, including work done in the lab.

All sixty-five initial volunteers made it though the training and augmentation procedures and were placed on active duty some time after completing their training. After their initial deployment and success, funding for training the next group of SPARTAN-Is was approved, and within a few years the SPARTAN-I Program had one-hundred-sixty-five active duty personnel.

The beginning of the SPARTAN Program dates back to the 23rd Century, when the newly formed UNSC began developing bioengineering protocols and experimenting with biochemically altering human soldiers. Although these performance enhancing substances were very primitive and nowhere near as effective as the chemicals used to augment the soldiers of the SPARTAN Programs, they did show promise and gave results and serve as the catalyst for future endeavors. Since then, human soldiers have used performance-enhancing equipment for decades.

Expansion and Conflict:
With the formal establishment of the Inner Colonies in 2390, mankind's expansion era had begun, and the next century would be an important boom for Humanity. As mankind expanded, the political and military power that the UEG desired to maintain control of began to diminish, under the colonist false pretense of a world independently govern by both the diverse ideologies of the colonist themselves, and their lifestyles. As the Colonies began to separate themselves from Earth, the UNSC took every step necessary to keep its grip on the Outer Colonies that were developing during this time. By the 2400s, Outer and many Inner colonies soon began to question the often-draconian interference of the UEG in what was originally intended to be a confederation of independently governed worlds.

The dream that had swept Humanity into new worlds had begun to sour in the minds of its colonies. This inevitably led into open rebellion among the various worlds and soon led to civil war among the populations. Decades before the first colony ship left Earth the Office of Naval Intelligence initiated the ORION Project, named after the Orion Arm of the Milky Way Galaxy. The aim of Orion was to build upon bioengineering protocols developed during the Interplanetary Wars of 2163 in order to to generate tougher, faster soldiers. Five military candidates were selected and "tested," the project was declared ineffective and the candidates were seeded into their respective chain of command.

The Relaunch of ORION:
As the civil wars began to intensify in the Outer and Inner Colonies, many of the CMA's resources were taken over by the UNSC and ONI. Using data supplied by ONI, the CMA relaunched ORION in secrecy in response to insurgent attacks in the colonies. The project began in January of 2491 with sixty-five test subjects, after completing their training an additional one-hundred volunteers were accepted into the now dubbed SPARTAN program.

The first SPARTAN-I deployment occurred in January of 2496 as part of Operation: CHARLEMAGNE, during this operation the full unit of SPARTAN-Is were deployed to recover the sub-orbital transit station over Eridanus II. This marked the only time a full unit of Spartans were ever deployed in the entire program ; they completed their mission with only a single casualty and without ever been seen.

The resulting success of CHARLEMAGNE, and tales of the military deploying advanced super-soldiers were born, this became fuel for a range of conspiracy theories and media speculation. As the legend of the super soldiers continued to grow they gave birth to a new round of propaganda efforts by ONI in the coming decades.

Effectiveness and Shortcomings
As the war against the Insurrectionists continued to escalate, the UNSC stepped up their counter-insurgent activities under Operation: TREBUCHET, created in response to the defector UNSC Marine Colonel Robert Watts. The SPARTAN-Is became a key member in the fight against the rebel attacks across the colonies, taking down insurgents as soon as they cropped up.

However, as time went on the insurgent attacks became more effective, and insurgent personnel more difficult to rout out, and over the ensuing decades, became more organized and difficult to combat. More factions began to join the cause until some of the smaller factions merged into one of the major insurrectionist forces; the United Rebel Front.

Bombings continued despite the best efforts of both military personnel and the SPARTAN-Is. Civilians became caught in the crossfire of these conflicts and casualties began to mount exponentially, adding to simmering hatred towards the UNSC. This prompted the UNSC to recruit more soldiers to the SPARTAN-I Program which eventually had around three-hundred active personnel. Though the Spartans continued to prove their effectiveness, some of the older conscripts began to exhibit flaws, passed off as natural defects or stress from the war. Despite all of this the results of the Spartans abilities were falling short of the scientist's hopes.

KALEIDOSCOPE and Deactivation
In 2502, Operation: KALEIDOSCOPE, part of the UNSC's greater plan to pacify the entirety of Human-colonized space, was put into action. Many SPARTAN-Is were deployed to take down insurrectionist strongholds, but one of the key goals was to eliminate Jerald Mulkey Ander, the leader of another major insurrectionist faction, the Secessionist Union.

On March 13th 2502 Ander was assassinated by a SPARTAN-I operative, Corporal Avery Junior Johnson. With Ander dead, the Secessionist Union fell apart, however Ander's death did not detour those who wished to be free from the control of the UNSC and only strengthened the resolve of the insurrectionist movement in the colonies.

Although KALEIDOSCOPE successfully dealt a heavy blow to the insurgents, the overall strategy of KALEIDOSCOPE failed to pacify the colonies. Worse was the fact that some of the older SPARTAN-I soldiers were beginning to develop severe side effects from their augmentations, that ranged from physical to mental illnesses. Their performance was also continuing to decline in addition to the ineffective strategies the UNSC were using.

Operation: TANGLEWOOD would be the last operation the SPARTAN-Is participated in. The exact nature of this operation is not known other than it was to combat insurrectionist forces.

In 2506 The SPARTAN-I Program was quietly deactivated and the surviving members reassigned to other special operations units in the field. However these soldiers often exhibited side effects as a result of their augmentations and many members are discharged from the military as a result of mental instabilities. In order to ensure absolute secrecy, the side effects caused by SPARTAN-I augmentations are masked as a disease known as Boren's Syndrome.

Many SPARTAN-Is go on to retire, some eventually have children, but due to their augmentations their children must also be given some form of injections to ensure no defects.

ORION Project:

Active Initiated in 2321
Re-initiated in January 2491 - 2506
Allegiance: United Nations Space Command
Branch: UNSC Naval Special Warfare Command
Type: Special Operations
Role: Special Forces
Size: 300 at height of program.
Nickname: One-Point-Ohs
Operation: TREBUCHET

"You have been called upon to serve, you will be trained... and you will become the best we can make of you. You will be the protectors of Earth and all her colonies" ;Dr. Catherine Halsey to the SPARTAN-II recruits

The SPARTAN-II Program was part of the SPARTAN Program, an effort to produce elite soldiers through mechanical and biological augmentation.

The SPARTAN-II program would be the first in the series to meld advanced exoskeleton technology with the soldiers' superior physiques.

In the years following the deactivation of the ORION Project in 2506 the effectiveness of small special forces combating the insurrectionists became too large for the UNSC to manage. As insurrectionist become more effective and the military's responses consequently become more forceful, the need for large scale military campaigns became more and more obvious.

In 2517 the Office of Naval Intelligence began to reexamine the Carver Findings, which had warned of instability in the Outer Colonies years earlier. The report rationalized that the instability would continue to escalate, and unless drastic military measures were taken, would result in a massive war between the inner colonies and the outer colonies. ONI's own projections at that time and up to 2525 concluded the same as Dr. Carvers findings.

The SPARTAN-II project was conceived by Dr. Catherine Halsey of ONI Section III's Special Projects Division as the successor to the ORION Project and the best possible solution to end the widespread insurgency that raged throughout UNSC space. The project was created with several goals in mind. The first goal was to create a group of elite soldiers meant to subdue insurrections in their infancy, without substantial military casualties. The second goal was to minimize civilian casualties and avert civil war. The third goal was to substantially reduce the cost of conventional means of pacification.

Halsey's proposal for the project detailed radical changes in many different fields. The first and most controversial was the subjects themselves, who were selected by a gene-candidate pool, and must fit into a certain age restriction protocol. They must also have possessed superior physical and mental attributes. The trainees must be instilled with military value, and the understanding of war; something that cannot be taught to enlisted soldiers. This narrowed the candidates down to children who would be raised and taught in the art of warfare and military values, from a young age. Using such controversial means of creating a soldier meant that the project would have to be carried out in the highest form of secrecy.

Though conventional body armor had protected soldiers for centuries, the SPARTAN-II project's second radical change involved integrating the subject with a new powered exoskeleton device, designed to help keep its user safe and provide a powerful means of combating enemy forces. The drawback of this new armor is its requirement for augmenting the subject, effectively turning the SPARTANs into human guinea pigs.

Despite the tremendous risk and the unethical means of creating new soldiers, the SPARTAN-II project was greenlit by the top brass within ONI - who concluded that the lives that could be saved far outweighed the risks involved. By 2517, 150 suitable candidates had been identified, but for budgetary reasons only half that number could be "conscripted". Seventy-five children, all six years old and of both sexes, were kidnapped. In order to preserve the program's secrecy, the children were replaced by flash clones which would die soon thereafter due to numerous medical complications associated with flash-cloning an entire human being.

The SPARTAN-II candidates after being sedated were taken to the colony world Reach, and began their training under Chief Petty Officer Mendez. To marginalize the civilian lives they had once led, their names became a combination of their given names and a number, with family names being discarded.

The SPARTANs endured a great deal of hardship during their first years of training: they were placed into situations and drills that pushed their abilities to their very limit and beyond. Their hard training was complemented with high-level education, which included mathematics, science, reading, writing, and military tactics.

Although his training methodology was tough, even brutal in some regards, Chief Petty Officer Mendez always instilled discipline, honor, and respect into the SPARTANs. He taught the SPARTANs how to kill, but at the same time he taught them the difference between right and wrong.

Mendez trained the SPARTANs until 2525 when, at the age of fourteen, the they would go through the toughest part of their training: the biological augmentation procedures, which would kill 30 of the 75 conscripted children and cripple 12 others who would "wash out" of the SPARTAN-II program, going on to join the Office of Naval Intelligence; only 33 survived the procedures without physiological deformities.

Human-Covenant War
The Human-Covenant War marked a change in objectives for the program; originally intended to quell rebellions, the SPARTANs were now forced into battle against a superior opponent to the insurrectionists: the Covenant. This new threat accelerated the SPARTANs' training to its final phase: Project MJOLNIR. With the MJOLNIR armor, the SPARTANs would be the first major UNSC response to the alien threat.

The SPARTANs continuously proved highly effective against all threats; their heroic rearguard and delaying actions saved countless human lives from the genocidal Covenant onslaught. In 2547, The SPARTAN-II program was revealed to the public in an effort to boost morale among the UNSC.

Inevitably the small number of SPARTAN-IIs dwindled as casualties were sustained. As the exploits of the SPARTANs were a major propaganda boom to the UNSC, Section II of the Office of Naval Intelligence issued Directive 930, which stated that SPARTANs killed or wounded would be listed as "Missing in Action" (MIA) or "Wounded in Action" (WIA), thus maintaining the illusion of the SPARTANs' invincibility.

In late 2552, all except three of the remaining active SPARTANs rendezvoused at Reach to receive new orders for an operation that HIGHCOM hoped would end the war. They would commandeer a Covenant vessel, locate the Covenant homeworld, and return with captured Covenant leadership to force a ceasefire. The artificial intelligence construct Cortana, carried within John-117's Mark V MJOLNIR armor, would serve as the strike force's hacker and technology specialist.

However, all preparations were interrupted and subsequently canceled by the Covenant's invasion of Reach.

In the ensuing disaster, most of the SPARTAN-IIs were killed, although some took shelter in ONI's CASTLE Base. Two escaped aboard the UNSC Pillar of Autumn, one of whom was placed in cryostasis aboard the ship after sustaining life-threatening injuries during the battle on Gamma Station.

The Pillar of Autumn soon arrived at Halo Installation 04, which John-117 ultimately destroyed to prevent the spread of the Flood. Following the Battle of Installation 04, the survivors returned to Reach and were able to rendevous with the remaining SPARTANs. The survivors then carried out a raid that resulted in the destruction of a Covenant fleet anchorage, stalling a Covenant plan to invade Earth. SPARTAN-IIs would go on to play pivotal roles in the Battle of Earth, the Battle of Installation 05, the Battle of Onyx, and the Battle of Installation 00.

Spartan-II Program:
Allegiance: United Nations Space Command
Branch: UNSC Naval Special Warfare Command
Type: Special Operations
Class I: 75 before augmentation;
33 after augmentation
Class II: unknown numbers
Equipment: MJOLNIR Powered Assault Armor

Human-Covenant War
Great Schism

All major military honors except Prisoner of War Medallion

Lt (JG) Frederic-104
MCPO John-117
SCPO Franklin Mendez
Dr. Catherine Halsey

"Make the units better with new technology. Make more of them. And make them cheaper."
;Colonel James Ackerson The SPARTAN-III program

was a project initiated by the Beta-5 Division of the Office of Naval Intelligence's Section-III in order to produce cheap and expendable super soldiers to fight for the survival of humanity and the United Nations Space Command's colonies.

The SPARTAN-III program was both the successor and supplement to the SPARTAN-II program. Created and engineered by Colonel Ackerson of the Office of Naval Intelligence, the SPARTAN-III soldiers were to be the next generation of supersoldiers. Composed primarily of vengeful orphans from fallen colonies, they would be cheaper to arm, train, and produce; being chosen from a wider pool of candidates, they would also be more numerous than their SPARTAN-II predecessors. They would rely on superior battle tactics, teamwork, and sheer numbers rather than technology and equipment, to achieve their effectiveness.

The SPARTAN-II program had been a dazzling success for the UNSC. Tales of Spartan super soldiers fighting off thousands of Covenant attacks had become the stuff of legend. Unfortunately, there were too few SPARTAN-IIs to turn the tide of the war. Even worse, the director for the program, Dr. Catherine Halsey, had postponed the training of new Spartan-IIs for years due to the extremely specific genetic requirements for the children to be selected.

The SPARTAN-II program also had several problems and deficiencies which overshadowed its success to ONI. Firstly, the high mortality rate of the children during augmentation was counter-productive to the purpose, drive, and ambition of the program. Next, funding the Spartan program, including their training and MJOLNIR armor, cost as much as a battle group, at least according to Rear Admiral Ned Rich. Third, there were far too few of them for them to turn the tide of the war. Finally, the Spartan-II program had gone public to improve morale in 2547. Even though it was a huge morale boost to the UNSC, it was a problem for most of the Office of Naval Intelligence. ONI operated in secrecy, and anything that shone light on their operations was seen as detrimental to their efforts.

The SPARTAN-IIIs were designed to be better trained, cheaper, and expendable. They would be trained in companies of 300 to 330 at a time, and then sent on suicide missions that the UNSC could not accomplish even with the elite Orbital Drop Shock Troopers. Though the casualty rates of the SPARTAN-IIIs stood at 100 percent on some missions, to ONI, all the operations were strategic successes.

They were trading lives for time against the larger and technologically superior Covenant Empire. ONI hoped that in time, enough Spartans would survive to train more and more future Spartans, swelling the ranks of available super soldiers from only thirty SPARTAN-IIs in 2531 to a hundred thousand SPARTAN-IIIs within ten to twenty years.


Alpha Company:
Team Wolf Pack:
Jane-A??? - KIA
Shane-A??? - KIA
Robert-A???- KIA

Others :
Kai-A019 - Unknown status; likely killed in Operation: PROMETHEUS
Emile-A239 - Active as of August 2552
Carter-A259 - Active as of August 2552
Jun-A266 - Active as of August 2552

Beta Company:
Team Echo - KIA

Team Foxtrot:
Adam-B004 - KIA
Lucy-B091 - Active in Shield World
Min-B174 - KIA
Tom-B292 - Active in Shield World
Team India - KIA
Team Lima - KIA
Team X-ray - KIA
Team Romeo - KIA
Team Zulu - KIA

SPARTAN-B312 - Active as of August 2552
Catherine-B320 - Active as of August 2552

Gamma Company:
Team Gladius - KIA - (Found deceased after several days of fleeing from Sentinels.)

Team Katana - Inside Slipspace Field Pods in Shield World. Currently traveling with surviving SPARTAN-IIIs/IIs.

Team Saber:
Holly-G003 - KIA
Ash-G099 - Active in Shield World.
Dante-G188 - KIA
Mark-G??? - Active in Shield World.
Olivia-G??? - Active in Shield World.


Team 1:
Jonah - KIA
Roland - KIA

Team 2

Unknown company:
Thom-293 - KIA
SPARTAN-344- Unknown status

Spartan-III Companies :
Alpha Company
SPARTAN-III Alpha Company:
On December 27, 2531, the first group of Spartan-IIIs, known as Alpha Company, were sent to Onyx to be trained at Camp Currahee. They were led by Kurt-051 a SPARTAN-II operating under the pseudonym "Ambrose". Of the 497 candidates who were conscripted, only 300 became Spartans. This class of Spartans all survived the augmentations and was activated in November of 2536. Their record was at first exemplary, as they saw action at the Insurrection of Mamore, the Battle of New Constantinople, and at the Bonanza Asteroid Belt. Nine months after they were activated, they were massacred in Operation: PROMETHEUS. All of the three-hundred Spartans deployed on the mission were supposedly killed. The only fire team mentioned for Alpha Company is Team Wolf Pack.

An unknown number of Alpha Company's members were removed from the company by Mendez and Kurt before Operation: PROMETHEUS and assigned to "non-combat roles" as a cover, much to Ackerson's dismay. These Spartans were given equipment on par with the Spartan-IIs, including the MJOLNIR armor. By 2552, three of these Spartans served with Noble Team; Carter-A259, Jun-A266 and Emile-A239.

Beta Company
SPARTAN-III Beta Company:
Beta Company was approved right after Operation: PROMETHEUS in 2537. 418 candidates were conscripted in 2539, but only 300 became Spartans. Kurt-051 was disheartened at the loss of his first Spartans, and trained this group in unit cohesiveness along with a tougher training program. Though they were even better trained than the previous Spartans, they were similarly massacred in Operation: TORPEDO in 2545. From the entire company, only two participants survived the battle.

As with Alpha Company, several members of Beta Company were pulled out of the unit before Operation: TORPEDO and issued special equipment such as the MJOLNIR. These included SPARTAN-B312 and Catherine-B320, both of which later served with Noble Team.

Gamma Company
SPARTAN-III Gamma Company:
Gamma Company was trained with the help of the only two Spartan-IIIs from Beta Company who survived Operation: TORPEDO: Tom-B292 and Lucy-B091. Lieutenant Commander Ambrose regarded Gamma Company to be the finest of the SPARTAN-III companies. 330 candidates were selected, on average only six years old, and at the request of Kurt, all 330 were approved. Every one of them survived the augmentation procedures.

Gamma Company received deployment orders only a few weeks after the Fall of Reach, and most left Onyx before the Battle of Onyx. Only fifteen SPARTAN-IIIs remained on Onyx as they competed for top honors. Following the Battle of Onyx, seven had been killed in action.

Teams Gladius and Katana were not present in the early stages of the battle, leaving only Team Saber. Team Saber was the only SPARTAN-III unit to fight alongside the SPARTAN-II unit Blue Team. With the help of their older, more experienced counterparts, they successfully fought off a Covenant attack along with destroying a Sentinel manufacturing facility. Ultimately, the surviving SPARTAN-IIIs escaped to the Shield World at the core of Onyx.

Delta Company
SPARTAN-III Delta Company:
Delta Company was proposed, and Camp Currahee was being prepared for their arrival when the Battle of Onyx began on October 31, 2552. With the death of Kurt-051 and the disappearances of SCPO Franklin Mendez and Dr. Catherine Halsey, as well as the immediate concerns of the Battle of Earth and the disintegration of Onyx, it is highly unlikely that Delta Company will ever be trained.

A number of soldiers were specially selected and separated from their respective companies to fight in smaller fireteams.
Jonah and Roland, a Headhunter team.

Only SPARTAN-IIIs who have survived two or more specially assigned training missions can join the "Headhunters". These two-man teams of SPARTAN-IIIs go on missions far behind enemy lines and are typically expected to die in combat.

The Headhunters' existence is secret even to their peers. Once selected, candidates for the program are separated from their fellow SPARTANs and are sent to specialist training camps on the far side of Onyx. The Headhunters are comprehensively evaluated in order to ensure an effective bond between the members of each team. A contingent of of six two-man teams, as well as five additional Headhunters, is maintained at all times to ensure the program's numbers remain constant should one or both members of a team be lost.

The Headhunters' SPI armor is more advanced than the suits issued to most SPARTAN-IIIs, as it includes energy shielding, motion trackers, and VISR technology, and can also support a prototypical active camoflauge module.

Noble Team
Noble Team is a special operations squad of the UNSC's Special Warfare Command it is made up of SPARTAN-IIIs from both Alpha and Beta Companies. Composed of five SPARTAN-IIIs and a SPARTAN-II, Noble Team employs special tactics and expensive but extremely advanced equipment such as a variant of the MJOLNIR armor, which is much more advanced than the SPI armor issued to most SPARTAN-IIIs. Their most notable combat deployment was during the Fall of Reach. The team is commanded by Carter-A259, with Catherine-B320 as his second in command.

Operational History
The operational history of the SPARTAN-III program has been marked by success and tragedy. Many of the operations undertaken by the soldiers were suicide missions, but were listed as successes by the UNSC.

2536 - 2537 Alpha Company is activated.
Alpha Company quells Insurrection at Mamore - Success.
Battle of New Constantinople - Success.
Operations in the Bonanza Asteroid Belt Success.
Six other successful unnamed battles in which Alpha Company participated.
July 27, 2537 - August 2, 2537 - Operation: PROMETHEUS Success, all participants confirmed KIA.[10]
2539 Candidates for Beta Company are selected.
2545July 3, 2545 - Operation: TORPEDO Success, all but two participants confirmed KIA.
25452552 Candidates for Gamma Company are selected.
August 30, 2552 - Noble Team participates in the Fall of Reach.
September/October, 2552 - The majority of Gamma Company are sent out on an unknown mission.
October 31, 2552 - November 3, 2552 Battle of Onyx.

SPI Armor:
Semi-Powered Infiltration Armor, colloquially called "SPI Armor", is a powered armor system used by the SPARTAN-IIIs. Though far more advanced and far more powerful than the ODST combat suit, it is less advanced and less powerful than the MJOLNIR armor used by the SPARTAN-IIs. Its main benefit was that it is drastically cheaper to produce than the MJOLNIR armor.

This armor is designed with an emphasis on stealth rather than raw power. It features photo-reactive panels that mimic the surrounding textures which were developed by UNSC scientists. It has been described as "part legionnaire mail, part tactical body armor, and part chameleon." It lacks the energy shielding of the Mark V and VI MJOLNIR armor designs, and a single "splash" from an enemy plasma weapon melts the suits photo-reactive panels, rendering its camouflage capabilities useless.

MJOLNIR Powered Assault Armor/Mark V
The Spartan-IIIs of Noble Team are the only known Spartan-IIIs to wear variants of the MJOLNIR Powered Assault Armor. By 2552, they were wearing specialized permutations of the most recent Mark V model. In addition, some of them utilized a variant that was specifically developed for SPECWAR/Group Three; the Mark V

Augmentation Procedures:
The SPARTAN-IIIs underwent enhancement procedures similar to those of the SPARTAN-IIs, but with higher success rates due to advancements in technology. The rate of survival went up from 44% for the SPARTAN-IIs to 100% for the SPARTAN-IIIs.

Spartan-III Program
Active 2531 - 2552

Allegiance: United Nations Space Command
Branch: UNSC Navy, Office of Naval Intelligence, Beta-5 Division

Type: Special operations

Alpha Company - Killed In Action
Beta Company - Killed In Action
Gamma Company - Active
Delta Company - Inactive
Noble Team - Active as of August 2552
Headhunters - Unknown

Garrison Camp: Currahee

Semi-Powered Infiltration Armor
MJOLNIR Armor (Noble Team)

Human-Covenant War

Colonel James Ackerson
Lieutenant Commander Kurt-051
Senior Chief Petty Officer Franklin Mendez

Notable Commanders:


Halo wars trailer:

Halo Wars Game Launch : Gameplay

Halo Wars Game Play TRailer

Halo Wars is a real-time action strategy game for the Xbox 360 that allows the player to control large armies and to shrewdly direct them in realistic warfare. Set early in the iconic war between the Covenant and UNSC - made famous by the Halo FPS games - Halo Wars provides a new angle on the war while bringing new heroes to the battle.

In Halo Wars fans will be able to control armies of units that are familiar to them from the FPS games, such as UNSC Marines, Scorpion Tanks, and the iconic Warthog


It should be noted that almost all Videos are fanbase compilations of previously released videos for other halo game productions. Even the most believable video is bogus and the credits are for people that are not even on the project anymmore. Halo 4 movie:

Museum of Humanity:
Halo 2 Movie Compilation of all clips from Halo 2:

All Halo 3 cutscenes(this is really really long)

All halo Wars cut scenes HD

Red vs Blue:ODST





RED vs Blue:

Red vs. Blue, often abbreviated as RvB, is a set of related comic science fiction video series created by Rooster Teeth Productions and distributed through the Internet and DVD.

The story centers on two opposing teams of soldiers fighting a civil war in the middle of a desolate box canyon (Blood Gulch), in a parody of first-person shooter (FPS) games, military life, and science fiction films.

Initially intended to be a short series of six to eight episodes, the project quickly and unexpectedly achieved significant popularity following its Internet premiere on April 1, 2003. The series introduced people to Halo, so Microsoft - the owner of Halo - offered to pay Rooster Teeth to continue production of Red vs. Blue. Rooster Teeth therefore decided to continue the story.

The fifth and final season of the original Red vs. Blue: The Blood Gulch Chronicles series ended with episode 100, released on June 28, 2007.

Three mini-series-Out of Mind, Recovery One, and Relocated, and the three-part Recollection Trilogy containing the full-length Reconstruction, Recreation and Revelation series (Seasons 6-8) have extended the plot. It was revealed at Comic Con 2010 that Red vs Blue would return for a ninth season.

Red vs. Blue emerged from Burnie Burns' voice-over-enhanced gameplay videos of Bungie Studios' FPS video game Halo: Combat Evolved. The series is primarily produced using the machinima technique of synchronizing video footage from a game to pre-recorded dialogue and other audio. Footage is mostly from the multiplayer modes of Halo: Combat Evolved and its sequels, Halo 2 and Halo 3, on the Microsoft Xbox and Xbox 360 video game consoles. Minute sections of the series were also achieved using the Microsoft PC version of the same game.

Both within the machinima community and among film critics, Red vs. Blue has been generally well-received. Praised for its originality, the series has won four awards at film festivals held by the Academy of Machinima Arts & Sciences. It has been credited with bringing new popularity to machinima, helping it to gain more mainstream exposure, and attracting more people to the art form.

Graham Leggat, former director of communications for Lincoln Center's film society, described Red vs. Blue as "truly as sophisticated as Samuel Beckett". While special videos continue to be released online, the completed series is also available on DVD, making the series one of the first commercially released and successful machinima products.

Rooster Teeth has created videos, some under commission from Microsoft, for special events, and Red vs. Blue content is included with the Legendary Edition of Halo 3. It is stated that after red vs blue Revelation Roster teeth productions will use Halo reach for red vs blue.

Setting and overview
Red vs. Blue centers on the Red and Blue Teams, two groups of soldiers engaged in a supposed civil war. Originally, each team occupies a small base in a box canyon known as Blood Gulch.

According to Simmons, one of the Red Team soldiers, each team's base exists only in response to the other team's base. To the soldiers' ignorance, there is no actual civil war; both the Red and Blue armies are under the same command, Project Freelancer, and only exist as training grounds for Freelance Agents.

Although both teams generally dislike each other and have standing orders to defeat their opponents and capture their flag, neither team is usually motivated to fight the other. Teammates have an array of eccentric personalities and usually create more problems for each other than for their enemies.

The Red vs. Blue storyline so far spans eight full-length seasons and three mini-series. Rooster Teeth periodically releases self-referential public service announcements (PSAs) and holiday-themed videos, which are generally unrelated to the main storyline. In these videos, however, the members of both teams claim to be from Red vs. Blue.

Although the visual background of Red vs. Blue is primarily taken from the Halo series, Rooster Teeth consciously limits connections to the Halo fictional universe. A special video made for E3 2003 portrays Master Chief, the protagonist of the Halo series, as a larger-than-life member of the army, and the Red vs. Blue trailer and first episode establish that the series is set between the events of the first two games. Beyond these references, the storyline is independent, a decision that, according to Burns, is intended to increase accessibility to those unfamiliar with the games. For example, even though the season 4 and season 5 casts include characters from the alien Covenant Elite race, Rooster Teeth never portrays those characters in their original Halo context.

OSDT Movies

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