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The Refuge (Requiem location)

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This article's title is a callsign, an alias, or a nickname, as no proper name for the subject has been revealed.

The Refuge is the UNSC codename for a jungle location on the Forerunner shield world Requiem.

History

At some point, Infinity science personnel requested a Spartan Fireteam to investigate a Forerunner structure located within Requiem's jungle. Commander Palmer, sent Fireteam Crimson to scout the area. Crimson entered a large atrium and encountered no hostiles. The structure seemed to be abandoned until Jared Miller, picked up power fluctuations coming from the back of the facility. Crimson found the power source and encountered Promethean Crawlers guarding a star chart. Commander Palmer ordered Crimson to extract the data from a nearby console. While Miller establishes an up-link to extract the data, Crimson fends off multiple Crawlers. With the data extracted, Palmer ordered Crimson to pull-back and wait for extraction. As Crimson heads for the extraction point, they encountered a group of Promethean Knights. The structure's main entrance is closed and more Promethean forces show up. Crimson is forced to defend themselves. Miller finds a way for the Spartans to escape, and points them to a console that controls the facility's door. Crimson activates the controls and are ordered to clear out any remaining hostile. With the structure secured and the data uploaded, the mission is a success. Spartan Robert Dalton arrives with a Pelican dropship for extraction.[1]

Some time later science team Gagarin activates a Forerunner artifact and mysteriously disappears. Crimson returns to investigate what happened to Gagarin. Upon accessing the audio log, they hear the scientists activating an unknown object, screams are heard before it is cut off. Miller is then told by Infinity Science to investigate two nearby consoles Gagarin had activated. Palmer, realizing the danger of the situation, orders Crimson to shut it down. Upon deactivating the first console, Promethean Crawlers and Knights translocate near them. After eliminating the first few Prometheans and deactivating the second console, Miller detects more activity within the structure. More Prometheans show up and engage Crimson.

As Crimson fights to clear the area of hostiles, Miller points to several computer consoles that gradually reveal Gagarin team's fate. This eventually leads to four power sources of a large Forerunner artifact that had been activated by Gagarin team. Palmer orders Crimson to shut it all down. After doing so, Crimson clears out the remaining Prometheans before being extracted. As UNSC Marines are sent in to hold the structure, Miller hypothesizes that whatever happened to Dr. Glassman could have happened to Gagarin team.[2]


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