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Halo: Campaign Evolved manual

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The Halo: Campaign Evolved manual is a game manual for Halo: Campaign Evolved, and the first game manual to be produced since that of Halo: Combat Evolved Anniversary in 2011. The manual is modelled on the original included with Halo: Combat Evolved in 2001.[1]

The Campaign Evolved manual comes in two forms: a digital manual included in the game's Premium Edition and a physical manual included in the Collector's Edition (alongside the digital one).[1] The digital edition in the Digital Story & Art Collection is alongside the game's digital art book and Hungry Buzzards short story.[2]

Contents

The Story So Far

The year is 2552. Humanity is at war with an alien alliance known as "the Covenant". We are losing.

DOMUS DIASPORA
By the late 21st century, overpopulation and resource shortages forced humanity to expand beyond Earth. Faster-than-light slipspace travel was made a reality in the 23rd century, and the Unified Earth Government (UEG), through the United Nations Space Command (UNSC), put its full weight behind a massive colonization effort—hundreds of millions of humans soon settled on habitable planets in other solar systems.

THE COVENANT WAR
In 2525, contact with the outer colony Harvest was lost. A battlegroup sent to investigate was almost completely destroyed; only one badly damaged ship returned. Its crew told of a seemingly unstoppable alien warship that had effortlessly annihilated their forces. This was humankind's first encounter with the Covenant, a collective of alien species united in their fanatical religious devotion. Covenant religious elders declared humanity an affront to the gods and waged a holy war of annihilation, burning human worlds to glass. After a series of crushing defeats and obliterated colonies, Admiral Preston Cole established the Cole Protocol: no vessel may inadvertently lead the Covenant to Earth. When forced to withdraw, ships must avoid Earth-bound vectors—even if that means a slipspace jump without proper navigational calculations. Vessels in danger of capture must wipe their navigation data and self-destruct.

FALL OF REACH
Reach was humanity's first colony and a keystone of their interstellar efforts—a hub of scientific and military activity, home to massive naval yards that built colony ships for civilians and warships for the UNSC. On Reach, a secret military project to create cyborg super-soldiers took on newfound importance with the Covenant War. The SPARTAN-II project racked up an impressive record against the Covenant over twenty-seven years, but there were too few of them to truly turn the tide.

As the war drew to its inevitable conclusion, all available Spartan-IIs were recalled to Reach for Operation: RED FLAG, a daring bid to end the war. The plan: board a Covenant vessel and learn the location of the Covenant home world.

That plan was ended before it could begin as the Covenant fleet descended upon Reach, annihilating the UNSC's military stronghold.

THE PILLAR OF AUTUMN
The Pillar of Autumn is an aging but sturdy Halcyon-class warship that has seen decades of service. After an extensive refit it was chosen by UNSC High Command to spearhead Operation: RED FLAG. Armed with a massive spinal-mounted magnetic accelerator cannon (MAC), naval coilgun batteries, missile pods, and point defense guns, the Autumn can put up a serious fight against even the best Covenant warships. Its computer core also hosts Cortana, an experimental artificial intelligence, for command-and-control, multiplying the ship's tactical and strategic effectiveness.

The ship also carries a legendary Spartan-II, Master Chief Petty Officer John-117. Clad in a state-of-the-art Mjolnir battle suit, he is safely stored in a cryosleep chamber until his skills are needed.

The Master Chief and Cortana

THE MASTER CHIEF
One of the most remarkable achievements of the SPARTAN-II program, Master Chief Petty Officer John-117 stands as humanity's stalwart defender.

A living legend within the UNSC and a dreaded "Demon" to the Covenant, his unmatched skill, resilience, and tactical brilliance have turned the tide of countless battles. Forged through decades of relentless combat, the Master Chief is more than a soldier—he is the embodiment of humanity's resolve to survive and triumph against impossible odds.

Recently equipped with the advanced Mjolnir Mark V powered assault armor, he now benefits from fully integrated energy shielding and the ability to interface with a smart AI, further amplifying his effectiveness on the battlefield.

CORTANA
Created by the controversial scientist Dr. Catherine Halsey, Cortana is a highly advanced artificial intelligence created to assist Spartan super-soldiers and coordinate UNSC assets for Operation: RED FLAG.

Her design allows her to be hosted both in a warship and appropriately configured battle suit. Cortana has the latest cyberintrusion protocols and uses this skill to intercept Covenant communications during combat. She can also interpret vast amounts of data to provide directional waypoints and analysis about enemy movements.

Cortana possesses custom subroutines programmed by Dr. Halsey that give her capabilities far beyond what other UNSC military AIs are capable of.

The Pillar of Autumn Crew

CAPTAIN JACOB KEYES
With a long and distinguished naval career, Captain Keyes commands respect as a keen strategist and inspirational leader of his crew. He became a minor hero early in his career, when he led a small group of security troops against a Covenant ambush of the colony ship Meriwether Lewis and held them off long enough for the ship to escape.

His many decorations and years of combat experience against the Covenant made him a natural choice to command the Pillar of Autumn for Operation: RED FLAG.

SERGEANT MAJOR AVERY JOHNSON
Rescued by the Master Chief during the fall of Reach, Sergeant Major Avery Johnson is a cornerstone of morale for the surviving UNSC forces.

A battle-hardened marine and ORION operative with decades of experience, Johnson combines sharp tactical instincts with an unshakable sense of humor, inspiring confidence even in the darkest moments.

UNSC MARINES
The Marines represent a rugged, diverse cadre of veterans, each bringing grit and determination to a battle that grows more desperate by the hour. Outmatched by the Covenant's superior technology and overwhelming numbers, they fight with unwavering resolve under Captain Keyes's command. Their courage and sacrifice embody the spirit of the UNSC—but they're only human.

NAVY PERSONNEL The crew of the Pillar of Autumn are among the most highly trained and skilled personnel in the UNSC Navy, hand-picked by Captain Keyes.

Primarily experts in space combat and ship systems, even this elite crew is unprepared to fight the Covenant in brutal, close-quarters combat.

The Covenant

The Covenant have spent twenty-seven years trying to wipe out humankind. Because their efforts have been so successful, and because few Covenant troops have ever been captured alive, little is definitively known about their origins, society, or motivations. Intercepted communications and battlefield reports indicate a religious underpinning to their genocidal campaign.

GRUNTS [UNGGOY]
Grunts are the lowest caste in the Covenant hierarchy and serve as their primary cannon fodder. Though dangerous in large numbers, they are notoriously cowardly and require a methane-based life support apparatus, which is housed in the distinctive pack on their backs. Grunts' morale is notoriously fragile: the death of their Elite commander will often shatter their discipline, causing them to break formation and flee in terror.

While typically armed with Plasma Pistols and Plasma Grenades, higher-ranking Grunts are entrusted with Needlers and Fuel Rod Guns. Be advised that a cornered or panicked Grunt will sometimes ignite a pair of plasma grenades in a final, suicidal charge.

JACKALS [KIG-YAR]
Clever and nimble, Jackals serve as scouts and foot soldiers for the Covenant forces. Jackals with the rank of Minor and Major have a wrist-mounted energy shield and carry Plasma Pistols.

A well-positioned Jackal can hold out against several marines, though grenades are effective in breaking their defensive stance. Jackal Snipers are more dangerous and carry a particle beam rifle or other long-range weapons, but do not use energy shield gauntlets.

ELITES [SANGHEILI]
Elites are the backbone of the Covenant military and serve as tactical leaders for lesser species. Several ranks can be identified by their armor coloration, including the blue-armored Minors, red Majors, and the formidable gold-clad Zealots. Their strength allows them to rely on brute force, but they're quite capable of brilliant battlefield tactics.

Their natural resilience is augmented with full-body energy shielding which recharges when depleted. All Elites are proficient with the Covenant arsenal, primarily wielding Plasma Rifles and Needlers, with higher ranks carrying the devastating Energy Sword.

HUNTERS [MGALEKGOLO]
Hunters are actually a colony of sentient, worm-like organisms. This gestalt is protected by thick, near-impenetrable armor plating. Their right arm is fitted with an integrated assault cannon that fires powerful, explosive fuel rods, devastating to both infantry and vehicles. For defense, they carry a massive shield on their left arm, crafted from the same resilient alloy as Covenant warship hulls.

Hunters are always deployed in bonded pairs; if one is killed, its partner will fly into a berserk rage. Their only significant vulnerability is the exposed orange "flesh" of the colony visible in the gaps of their armor, particularly around the midsection and back.

Fighting the Enemy

You are the Master Chief—a product of the classified SPARTAN-II military project to build genetically augmented, cybernetically enhanced super-soldiers. You are humanity's best weapon in the war against the Covenant—but you're woefully outgunned and outnumbered. Survival is not guaranteed.

MARK V MJOLNIR
Your newly developed Mjolnir Mark V battle suit represents the current pinnacle of military technology. Developed to complement your enhanced strength and reflexes, the armor's movements are controlled at the speed of your thoughts through a direct neural interface.

The battle suit also contains a layer of computational crystal that forms a network capable of supporting a starship-grade AI so you can overpower alien computer systems. The suit's armored shell is comprised of many layers of advanced alloy and a refractive coating to disperse energy weapon hits. Internally, the suit regulates your augmented physiology and provides life support in both the vacuum of space and hostile atmospheres.

ENERGY SHIELDS
You have been given access to the first production-ready energy shield system. Reverse-engineered from Covenant technology, your energy shield creates a form-fitting, energy-dispersive field which protects against incoming hostile fire. If the shield absorbs too much damage, it will overload and temporarily collapse. At this point you are more vulnerable and must rely on the battle suit's armor to survive. If you avoid damage for a few seconds, the shield will automatically begin to recharge.

EQUIPMENT
Dr. Halsey has upgraded your suit to interface with Covenant technology. You can pick up Overshield and Active Camouflage modules and store them for later use.

Overshield is a Covenant energy capacitor that, when activated, applies a second layer of energy shielding. This extra Overshield energy does not recharge when it takes damage.

Active Camouflage creates a sensor-distortion field that hides you from sensors for a short time, enabling you to bypass enemy patrols and execute surprise attacks. Aggressive actions will disrupt the cloaking effect.

Human Weapons

Spartans can make any tool an instrument of destruction. Since you carry only two weapons at a time besides grenades, you need know the pros and cons of each weapon in any given tactical situation.MELEEWhen the enemy is up close, or when you're out of ammo, you can keep dishing out pain using the weapon in your hands as a blunt instrument. Attacks from behind on unaware enemies are particularly lethal. To deliver cyborg justice on the Covenant, use the MELEE button.

GRENADE
The M9 high explosive, dual purpose grenade can be used in both an offensive and defensive role. The M9 will detonate shortly after its first impact, allowing it to be bounced off walls, or ricocheted into places direct fire weapons can't reach. Adjust the angle of your throw to clear obstacles and control the distance. Exercise caution, as you can be caught in the blast radius.

PISTOL
The M6D fires high-caliber, semi-armor-piercing magnum rounds effective against Covenant infantry. Its integrated 2x scope allows for exceptional accuracy, making it lethal for precision headshots on unshielded targets at medium range. Do not underestimate its effectiveness; in the hands of a skilled Spartan it is a devastating all-purpose weapon.

SMG
The M7 is a compact, personal defense weapon (PDW) favored by vehicle crews, counter-boarding teams, and special forces. Its high rate of fire and large 60-round magazine make it ideal for overwhelming unshielded infantry at close range. Its effectiveness diminishes significantly at a distance, making it a specialized tool for tight corridors and intense, close-quarters firefights.

ASSAULT RIFLE
The rugged workhorse rifle of the UNSC, the MA5B has over a century of distinguished service. Short, controlled bursts are more accurate than fully automatic fire. The MA5B's integrated fire control suite provides an ammunition counter and a compass to aid in battlefield orientation.

NOTE: In the absence of a UEG navigation satellite constellation, the compass will orient towards the most prominent local astrographic feature. Rifles issued for Operation: RED FLAG have high-density magazines holding up to 60 rounds.

BATTLE RIFLE
A highly accurate and versatile service rifle, the BR55 has exceptional performance in medium-range engagements. It fires a precise three-round burst, making it a favored weapon for disciplined marksmen. Standard accessories include a 2x smart-linked scope.

SHOTGUN
Pump-action, tubular magazine shotgun that delivers devastating close-range stopping power. The M90 may be used to engage several targets simultaneously at medium and long range, with reduced effectiveness.

SNIPER RIFLE
The SRS99 weapon platform is used by marksmen to engage high-value targets at long distances. Its smart-linked scope features two levels of magnification (2x and 10x), allowing for both rapid target acquisition and precise shot placement. The rifle fires armor-piercing, fin-stabilized, discarding sabot rounds (APFSDS) that can eliminate any known Covenant infantry with a single, well-placed shot, even through energy shields. WARNING! Sniper rifle rounds can over-penetrate targets; always be aware of what lies beyond your primary target before firing.

ROCKET LAUNCHER
The M41 SPNKr is a man-portable, shoulder-fired rocket/missile launcher and the UNSC's solution for infantry engaging Covenant armored vehicles and fortified positions. It uses a dual-tube, disposable magazine, allowing for two consecutive shots before a reload is required. The missiles issued to Pillar of Autumn troops will lock-on air targets but not ground targets; it can be used in a direct-fire mode in those situations. It is issued with a smart-linked scope with 2x magnification. Use extreme caution in close-quarters engagements!

Covenant Weapons

Your armor has updated hardware and software to interface with Covenant controls and equivalents to smart-link targeting systems. You can pick up and use any of the weapons of our enemy, so take advantage of that fact when UNSC supplies are not available. Where possible, return captured Covenant weapons to the Office of Naval Intelligence.

NOTE: Your Mark V armor cannot recharge Covenant plasma battery cores. It is wise to swap out Covenant weapons that use batteries before they are fully depleted.

ENERGY SWORD
The Energy Swords used by Covenant Elites are as elegant as they are deadly. Their superheated plasma blades can slice through energy shields and armor with ease. At close range a wielder can perform a lunge attack, executing even a shielded target in one slice. Be advised that each successful hit drains the internal plasma battery. The hiss-snap of an igniting Energy Sword indicates an immediate and extreme threat that requires engaging at range.

PLASMA PISTOL
The Plasma Pistol is the standard-issue sidearm for Covenant infantry. Its primary semi-automatic fire launches individual bolts of superheated plasma that cause immediate and rapid vaporization and disintegration of unarmored surfaces and significant drain against energy shields. By holding the trigger, you can overcharge and release a homing plasma bolt that will instantly neutralize any personal energy shield on impact, leaving the target vulnerable to a finishing shot. Rapid fire and overcharge will temporarily overheat the weapon.

PLASMA RIFLE
Widely used by Elites, the Plasma Rifle fires a rapid barrage of superheated plasma bolts, which are efficient at overloading and collapsing personal energy shields. This weapon does not require reloading but is limited by its plasma battery and will overheat if fired continuously; use controlled bursts to manage heat and maintain accuracy.

NEEDLER
An exotic weapon even by Covenant standards, the Needler fires razor-sharp crystalline shards that track organic targets. If multiple shards embed in a single target over a short period, they will trigger a "supercombine" event and detonate in a powerful explosion that leaves most creatures as a pink mist. The Needler is exceptionally effective against unshielded infantry, but the shards will bounce off heavy armor. The composition of its crystal projectiles defies attempts at analysis. The manner in which the projectiles home in on their target is also unknown.

PLASMA GRENADE
Colloquially known as the "sticky grenade," this Covenant explosive has a smart-adhesive coating that will stick to infantry targets. Once it adheres to a target or comes to a complete rest, a three-second fuse activates, culminating in a violent release of superheated plasma. A successful "stick" is almost universally fatal, even to heavily shielded foes.

BEAM RIFLE
The Covenant's counterpart to the UNSC sniper rifle. Instead of a projectile, it fires a potent particle beam lance capable of killing most infantry targets with a single, well-aimed shot. The weapon operates on a plasma battery and does not require reloading, but firing too rapidly will cause it to overheat, forcing a temporary shutdown. Its integrated smart-scope features two levels of magnification (5x, 10x). The particle beam lance can over-penetrate targets.

FUEL ROD GUN
The Fuel Rod Gun fires physical rods of energetic material that detonate upon impact, creating a powerful explosion with a significant blast radius. The projectiles are fired in a slight arc, requiring the user to lead moving targets and aim slightly above distant ones. Fuel rods are packaged in a magazine that holds five rounds. Do not handle without radiological protection!

Human vehicles

WARTHOG Crew: 1 driver + 1 gunner (plus up to two passengers)
Armament: Heavy machine-gun
The M12 Light Reconnaissance Vehicle (LRV) is the standard armed utility vehicle of the UNSC. It is fast and maneuverable, but operators should be aware it is prone to rollovers during hard cornering. The M41 "Vulcan" machine-gun turret is effective against infantry and lightly armored vehicles, but exercise extreme caution when engaging Covenant mortar tanks and fortifications.

SCORPION
Crew: 1 operator + 1 gunner
Armament: Tank cannon + heavy machine-gun
The massive M808 Scorpion main battle tank (MBT) is the UNSC's answer to Covenant mortar tanks. Its main cannon is devastatingly effective against enemy vehicles, fortifications, and massed infantry formations. With a skilled gunner, it can even serve as an impromptu anti-aircraft platform. Though frowned upon, up to four soldiers can ride in "tank shock" configuration on the track pods. The operator controls the tank and main cannon, while a gunner can man the heavy machine-gun turret.

PELICAN
Crew: 1 pilot + 1 flight officer (plus up to twelve passengers)
Armament: Autocannon + wing hardpoints
A workhorse of the UNSC, the D77 Pelican is the definitive multi-role dropship in human service. Its primary mission is the insertion and extraction of troops, vehicles, and cargo into any combat environment. The troop bay can carry up to 12 troopers, and the rear clamps can airlift a Warthog or Scorpion directly to the front lines.

LONGSWORD
Crew: 1 pilot + 1 flight officer
Armament: Twin gauss cannons + internal weapons bay
The Longsword is a multi-role, all-environment strike fighter that can perform a range of mission profiles, including point defense, strategic bombing, and interception of enemy strikecraft.

BUMBLEBEE
Crew: 1 pilot (optional) + 8 passengers
Armament: None
SKT-9 Bumblebees are medium-endurance shuttlecraft used as lifeboats on the Pillar of Autumn. They have limited maneuverability in atmosphere.

Covenant Vehicles

GHOST
Crew: 1 driver
Armament: Twin plasma cannons
The Ghost is the Covenant's standard reconnaissance and rapid attack vehicle. It uses a boosted gravity drive, allowing it to hover and strafe to avoid incoming fire. The driver can engage a temporary speed boost for rapid advances. The Ghost's primary weakness is its exposed cockpit.

WRAITH
Crew: 1 operator + 1 gunner
Armament: Heavy plasma mortar + plasma cannon
Feared for its devastating firepower and extremely heavy armor, the Wraith mortar tank is one of the deadliest Covenant ground assets. The Wraith launches a massive glob of superheated plasma in a high, parabolic arc, allowing it to bombard targets from behind cover. The Wraith is slow and lumbering but should never be taken lightly.

SHADE
Crew: 1 gunner
Armament: Twin plasma cannons
A deployable heavy weapons emplacement, the Shade is used to defend key tactical locations and create fortified chokepoints. The Shade's operator does have a degree of cover from enemy fire, but a disciplined marksman can remove the gunner with well-placed shots.

BANSHEE
Crew: 1 pilot
Armament: Twin plasma cannons + fuel rod cannon
Banshees are the Covenant's primary atmospheric support aircraft, used for ground attack, reconnaissance, and air-to-air dogfighting. It hovers and propels itself using a boosted gravity drive, allowing it to perform incredible aerial acrobatics, including sharp banks and evasive sideways rolls. While agile, the Banshee is lightly armored and vulnerable to small-arms and anti-aircraft fire. Banshee space fighters are also used by the Covenant as exoatmospheric interceptors.

SPIRIT
Crew: 1 pilot (plus up to thirty passengers)
Armament: Heavy plasma cannon
The Spirit is a Covenant dropship distinguished by its dual troop bays and heavy-lift gravity hoist in a distinctive "tuning fork" configuration.

SERAPH
Crew: 1 pilot
Armament: Plasma cannons + plasma torpedoes
A powerful and elegant strikecraft that serves as the Covenant's space-superiority vehicle. Unlike the smaller Banshee, the Seraph is equipped with energy shielding, allowing it to withstand significant punishment before its hull is compromised.

Sources