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{{Era|HCW}}
{{Status|Canon}}
{{Battle infobox
{{Center|''Are you looking for the Halo 4 [[Type-3 active camouflage|version]]? For other uses, see [[Camouflage (disambiguation)]].''}}
|prev=[[Battle of Sector Six]]
|conc=[[URNA Southwest Campaign]]
|next=[[Attack on Crow's Nest]]
|name=Recovery of John-117
|image=[[File:Master Chief & The Arbiter.jpg|350px]]
|conflict=*[[Human-Covenant War]]
**[[Battle for Earth]]
|date=[[2552#November|November 17, 2552]]
|place=South of [[Mount Kilimanjaro]], [[Tanzania]], [[East African Protectorate]]
|result=;Decisive [[United Nations Space Command|UNSC]] victory
*[[John-117]] recovered
|side1=*{{Icon|UNSC HCW}} [[United Nations Space Command]]
**{{Icon|Navy}} [[UNSC Navy]]
**[[UNSC Air Force]]
**[[UNSC Marine Corps]]
-------
*{{Icon|Covenant FB}} [[Covenant separatists]]
**[[Fleet of Retribution]]
|side2= *{{Icon|Covenant FB}} [[Covenant]]
|commanders1=*[[Master Chief Petty Officer|MCPO]] [[John-117]]
*[[Arbiter]] [[Thel 'Vadam]]
*[[Sergeant Major|SGTMAJ]] [[Avery Johnson]]
*[[Gunnery Sergeant|GYSGT]] [[Marcus Stacker]]
*[[Gunnery Sergeant|GYSGT]] [[Reynolds]]
|commanders2=Unnamed [[Jiralhanae Chieftain]]†
|forces1=
*3 [[D77H-TCI Pelican|Pelican]]s{{Ref/Reuse|s117}}
**[[Echo 051]]†{{Ref/Reuse|s117}}
**[[Kilo 023]]{{Ref/Reuse|s117}}
*1 [[SPARTAN-II program|Spartan-II]]{{Ref/Reuse|s117}}
*1 [[Sangheili]] [[Arbiter]]{{Ref/Reuse|s117}}
*Several ground troops
|forces2=
*[[Type-52 Phantom|Phantoms]]{{Ref/Reuse|s117}}
*2 [[Type-26C Banshee|Banshees]] {{Ref/Reuse|s117}}
*Ground forces{{Ref/Reuse|s117}}
**[[Jiralhanae]]
**[[Unggoy]]
**[[Kig-Yar]]
|casual1=*Medium-heavy
**2 Pelicans{{Ref/Reuse|s117}}
***''Echo 51''
**All of [[Bravo Team]]{{Ref/Reuse|s117}} {{c|save for Reynold}}
|casual2=Heavy
}}


The '''Recovery of John-117''' was a small [[battle|engagement]] between the [[United Nations Space Command]] against the [[Covenant]] on [[2552#November|November 17, 2552]] in the [[Tanzania|Tanzanian]] jungles near [[Mount Kilimanjaro]] in [[Africa]]. UNSC forces led by [[Avery Johnson|Sergeant Major Avery Johnson]] succeeded in recovering [[SPARTAN-II Program|SPARTAN-II]] [[John-117]] after his escape from the ''[[Anodyne Spirit]]''.<ref name="arrival">'''[[Halo 3]]''', campaign level, ''[[Arrival]]''</ref><ref name="s117">'''[[Halo 3]]''', campaign level, ''[[Sierra 117]]''</ref>
[[File:HCE Camo Sniper.jpg|thumb|250px|A [[Spartan-II|Spartan]] using active camouflage.]]
{{Quote|One of those [[Sangheili|things]] is inside, and it is ''invisible!''|Cadet [[Thomas Lasky]]{{Ref/Film|H4FUD|Episode=4}}}}
'''Active camouflage''' (often shortened to '''active camo''') refers to a broad range of optical [[camouflage]] technologies that conceal or cloak its user or an object from visual detection by rapidly adapting to its surroundings.{{Ref/Book|Id=enc11|Enc11|Page=355}}{{Ref/Book|Id=h4evg|H4EVG|Page=136}} Although active camouflage originated from the [[Covenant]]—also inherited and adapted by [[Covenant remnants|its remnants]]—similar technology was employed by the [[United Nations Space Command]], with personal ppactive camouflage being directly reverse-engineered from its Covenant counterpart.{{Ref/Reuse|enc11}}


==Background==
Covenant active camouflage conceals by bending and refracting light around its surface.
During the early morning of [[2552#November|November 17, 2552]], the [[Forerunner]] [[keyship]] ''[[Anodyne Spirit]]'' carrying the [[Hierarch|High Prophet]] of [[Prophet of Truth|Truth]] arrived at [[Earth]], smashing through the remnants of the [[UNSC Home Fleet]] that had been [[Battle for Earth|engaging]] [[Covenant]] warships over the planet for the last month. On board the keyship was [[SPARTAN-II program|Spartan]] [[John-117]] who, after making a failed [[Scramble onboard Forerunner Dreadnought|assassination attempt]] on the Prophet, was forced to flee from the ship.<ref>'''[[Halo: Uprising]]'''</ref> Using a [[door]] as a heat shield, the Spartan bailed out of the ''Anodyne Spirit'' as it entered Earth's atmosphere. His trajectory and expected crash site was triangulated by [[S. Hartley]], an [[Orbital Drop Shock Trooper]] [[Battle of Sector Six|fighting]] [[Covenant]] forces near [[Sector Six]], [[Asia]].<ref>'''[[Halo: Landfall]]''', ''[[Halo: Last One Standing|Last One Standing]]''</ref> This would allow several [[squad]]s of [[UNSC Marine Corps|Marines]] led by [[Avery Johnson]] to locate the Spartan in the following hours.{{Ref/Reuse|arrival}} John made landfall in a [[Tanzania|Tanzanian]] jungle south of [[Mount Kilimanjaro]] while the Forerunner vessel continued descending until it landed on the [[Portal at Voi|portal]] to [[Installation 00|the Ark]], which had been excavated by Truth's [[Truth's fleet|fleet]].<ref name="storm">'''[[Halo 3]]''', campaign level, ''[[The Storm]]''</ref>


==Battle==
[[texture buffer]] and [[photoreactive panel]]
===Recovering John-117===
{{Quote|no=two|[[Avery Johnson]]|[[John-117]]|q1=Radio for VTOL, heavy lift gear. We're not leaving him here.|q2=Yeah, you're not.|John-117 after regaining consciousness.{{Ref/Reuse|arrival}}}}
[[File:Arrivalgather.jpg|thumb|left|250px|Sergeant Johnson and his Marines locate the unconscious Master Chief.]]
In the morning of 17 November, 2552, Sergeant Major Avery Johnson would lead [[First Squad]] and [[Second Squad#Recovering Spartan-117|Second Squad]] into the jungles of Tanzania to recover John-117, using the triangulation data acquired by forces [[Battle of Sector Six|fighting]] near the [[Pakistan]]-Afghanistan border in [[Sector Six]]. [[Bravo Team]], led by [[Sergeant]] [[Reynolds]], was also deployed nearby.


Johnson and his team discovered the Spartan lying in a supine position at the end of an impact crater with his [[MJOLNIR Powered Assault Armor/Mark VI|armor]] locked into place by it's [[Hydrostatic gel|gel layer]]. The Spartan remained unconscious until the [[Unidentified Corpsman|Corpsman]] partially unlocked John's armor, and woke up just as Johnson instructed his Marines to call in heavy lifting gear to extract the Spartan. After John-117 reported Cortana had remained on High Charity, the Corpsman fully unlocked Spartan’s armor.
==Personal active camouflage==
===Covenant usage===
===Human usage===


The recovery team was joined by [[Arbiter]] [[Thel 'Vadam]], who, upon disengaging his [[active camouflage]], was briefly accosted by John-117. Johnson quickly defused the situation, and the ‘Vadam reported the Jiralhanar has caught their scent.{{Ref/Reuse|arrival}}
==Personal active camouflage==
[[File:H3_Sierra117_Marines.jpg|thumb|left|250px|John-117 and a fireteam of Marines in the Tanzanian jungle.]]
===Covenant usage===
Johnson ordered First Squad to scout ahead of the rest of the unit. The squad moved ahead, with Second Squad along with himself, John and Thel following behind. As they made their way through a path in the jungle, Johnson informed [[Reynolds|Gunnery Sergeant Reynolds]] of [[Bravo Team]] that they had recovered the Master Chief. A short distance ahead, the group heard a Jiralhanae howling and Reynolds radioed in warning Johnson of the presence of Covenant troops in the jungle, having spotted a [[pack]] of Jiralhanae but the transmission was laced with static. As the team approached a waterfall, they were forced to take cover as a [[Type-52 Phantom]] flew overhead. Fearful that they would be spotted more quickly in a large unit, Johnson split the team. John and Thel went with First Squad, which was led by [[Marcus Stacker|Gunnery Sergeant Stacker]] while he took command of Second Squad and ascended the nearby cliff-face to take an alternate route to the extraction point at a nearby river. As John and his team passed a nearby fallen log, they spotted a Jiralhanae [[Jiralhanae Captain Major|Captain Major]] standing on a large rock, ordering its [[Unggoy]] subordinates to find the humans. With a Marine's warning of the Brute's [[Jiralhanae power armor|power armor]], the group engaged the scouting patrol. When the Jiralhanae collapsed dead, Thel remarked that they were foolish to do the bidding of the deceitful [[San'Shyuum]]. As the team approached a larger pond, a Phantom swooped down, it's [[Unggoy Heavy|gunner]] providing suppressing fire with the dropship's side-mounted [[Type-52 plasma cannon|plasma cannon]] while its complement of infantry deployed and another dropship unloaded more troops further along the water's edge. The team managed to fight their way through, killing a number of Jiralhanae Captains and their Unggoy soldiers before regrouping at a nearby cave entrance. As the Marines noted the more valorous nature of the Unggoy, Thel stated that this was due to their fear of their Jiralhanae commanders. On the other side of the small cave, the group came upon a large open area where Covenant troops were encamped. A Marine suggested that John take advantage of the sleeping Unggoy on their side of the camp to thin down the enemy numbers silently. Eventually the group was spotted and the camp erupted in gunfire, with several Jiralhanae officers leading large numbers of Unggoy and [[Kig-Yar]] against the humans and Sangheili. After clearing the Covenant camp, Sergeant Johnson radioed the Chief, telling him that [[D77H-TCI Pelican|Pelicans]] were on their way to the river but he had been unable to raise Bravo Team. Around the next bend, they discovered a Jiralhanae Captain holding Reynolds on top of a collapsed log. The Covenant officer demanded the location of the [[Crow's Nest (location)|nearby UNSC base]], to which the Gunnery Sergeant refused to answer. Before the Brute could kill the Marine, John managed to eliminate the Captain and his subordinates. After arming himself with a nearby assault rifle, Reynolds reported that his team had been attacked by a Phantom and Covenant troops led by a [[Jiralhanae Chieftain]] who had killed the rest of his team. The group, now accompanied by Reynolds, proceeded towards the river, killing another unit of Covenant soldiers as they went.{{Ref/Reuse|s117}}
===Human usage===
----


===Extraction is prevented===
Both the [[United Nations Space Command|UNSC]]<ref name="goo">'''[[Halo: Ghosts of Onyx]]''', ''page 291''</ref> and the [[Covenant]] use various forms of active camouflage technology, though the term is .
{{Quote|Come on, you dumb apes! You want breakfast? You gotta catch it!|Sergeant Johnson to pursuing Covenant forces.}}
[[File:H3 Sierra 117 Reynolds captured.jpg|thumb|right|250px|Reynolds being interrogated by a Jiralhanae Captain.]]
By the time John and his team reached the river, the Pelicans were under heavy fire from Covenant ground troops that had entrenched themselves around the river substation. Johnson and his team were already on board, the sergeant using the Pelican's bay-mounted [[AIE-486H machine gun|heavy machine gun]] in an attempt to fend off the attackers. As John, Thel and the Marines of First Squad arrived to assist, several [[Type-26 Banshee|Banshees]] soared in over the river, landing direct hits on the engines of both Pelicans. One dropship plummeted into the water beyond the dam while the Pelican with Johnson and his team, ''[[Echo 051]]'' managed to clear the dam but smashed into a nearby cliff and tumbled out of sight. Several Phantoms then arrived, one of them suppressing the UNSC forces while the other deployed large numbers of Covenant reinforcements onto the dam. John and his team had fight their way through these newly-landed troops until they could re-enter the jungle. Once in the jungle, the humans and Sangheili had to pass through a narrow section of jungle laden with Kig-Yar [[Kig-Yar Sniper|snipers]]. On the other side of the pass, they reached an overhang where they witnessed Johnson and the other survivors from ''Echo 051'' retreat into a nearby cave while under heavy Covenant fire. With support from Thel and First Squad, John moved through the area, engaging groups of infantry including a mass of Unggoy deploying from a Phantom that had a Jiralhanae Chieftain riding on the side. As the number of Covenant soldiers dwindled, the Phantom left the battlefield, allowing John to approach the overturned wreckage of ''Echo 051''. Here, the Spartan was able to overhear a radio transmission from the Crow's Nest controller coming through the Pelican's still-functional radio in which ''[[Kilo 023]]'' was ordered to provide emergency evacuation for the team due to ''Echo 051's'' destruction. After re-arming from the weapons littering the crash site, John and Thel proceeded through the cave that Johnson's squad had taken. Upon arriving at the [[A2 Hydroelectric Facility]], Thel informed John that Sergeant Johnson had been captured by the Covenant; the two watched as the sergeant attempted to punch the commanding Jiralhanae Chieftain, only to get kicked into a small building and sealed behind a [[shield door]].{{Ref/Reuse|s117}}


===Rescue of Sergeant Johnson===
Technically, active camouflage is not quite invisibility, though it is very similar. Rather, the There are a variety of ways to do this, though the UNSC uses [[photoreactive panel]]s on its [[Semi-Powered Infiltration armor]] and [[prowler]] stealth ships for optical camouflage, adapting to the object's background to account for movement. Meanwhile, Covenant active camouflage actually ''bends light'' around the camouflaged object,<ref name="h4evg">'''[[Halo 4: The Essential Visual Guide]]''', ''page 136''</ref> a task well within the Covenant's [[Technological Achievement Tiers|tier two technology level]]. The technology can be utilized on human armor systems, such as the [[MJOLNIR Powered Assault Armor|MJOLNIR armor]], but the UNSC has only developed rough equivalents.<ref>'''[[Halo: The Fall of Reach]]'''</ref>
{{Quote|See how they bait their trap? I will help you spring it.|Thel 'Vadam to John-117 as they prepare to rescue the captured Sergeant Johnson.}}
[[File:emag_halo3_092307_2_bd140.jpg|thumb|left|250px|John-117 fighting a Jiralhanae Chieftain at the A2 Hydroelectric Facility.]]
The two began an attack on the large contingent of Covenant forces at the facility, facing off against numerous Jiralhanae Captains and their [[Lance|lances]]. As they battled their way across the dam, another Phantom arrived to deposit more troops near the building where Johnson was held captive. Eventually engaging with the Chieftain and his [[Jiralhanae Bodyguard|bodyguards]], John and Thel managed to defeat the ferocious Covenant warriors and make it to the building where Johnson and the survivors of his squad were imprisoned. After deactivating the energy barrier keeping them contained, Johnson and the remnants of Second Squad took weaponry from the nearby Covenant [[Covenant supply case|supply cases]]. As a pair of Phantom dropships entered the area, ''Kilo 032's'' [[Hocus|pilot]] warned the team to remain in cover as she was inbound to clear a path. As the Phantoms deployed troops onto the dam, the team were forced to engage while waiting for the Pelican to arrive. Moments later, ''Kilo 023'' flew in along the river, unloading barrages of [[Anvil-II air-to-surface missile|missiles]] into both Phantoms, obliterating them. Hocus then brought her dropship in to land on the dam, allowing the team to climb on board. As the Pelican departed for the nearby Crow's Nest, Johnson gratefully patted John on the shoulder. ''Kilo 023'' would land on the landing pad of Crow's Nest, with [[Miranda Keyes|Commander Miranda Keyes]] personally arriving to meet the group off the Pelican.{{Ref/Reuse|s117}}<ref name="crows">'''[[Halo 3]]''', campaign level, ''[[Crow's Nest]]''</ref>
{{clear|left}}


==Aftermath==
==Covenant active camouflage==
Upon arriving at Crow's Nest, Commander Keyes would tell John that she had [[Battle for the Control Room (Installation 05)|prevented]] [[Installation 05]]'s activation, and of the Prophet of Truth's plans to activate what they believed to be [[Installation 00|the Ark]], but was in reality the [[Portal at Voi|gateway portal]] to the installation. [[Admiral Hood]] would explain the [[Battle of Voi|plan]] to neutralize [[Type-27 Mantis|anti-aircraft emplacements]] in the city of [[Voi]] allowing a UNSC [[Battle Group Victory|battle group]] to assault the excavation site. The base would soon be [[Attack on Crow's Nest|attacked]] by the Covenant, which would conclude with John destroying the entire base with a [[Improvised UNSC bomb|bomb]] once all other UNSC personnel had evacuated.{{Ref/Reuse|crows}} The survivors would then mobilize for the assault on Voi.<ref>'''[[Halo 3]]''', campaign level, ''[[Tsavo Highway]]''</ref><ref>'''[[Halo 3]]''', campaign level, ''[[The Storm]]''</ref>
{{Quote|Show yourselves, assassins! The scent of your cloak is faint, but it still fouls the air.|[[Atriox]] smelling active camouflage.<ref name="HP">'''[[Hunting Party]]'''</ref>}}
[[File:HCE Stealth Elite in AC.png|thumb|200px|A camouflaged [[Stealth Sangheili]] aboard ''[[Cairo Station (station)|Cairo Station]]''.]]
Covenant active camouflage technology uses a field of energy to bend light around the user, thus making them effectively invisible. The armor used by [[Special Operations Sangheili|Spec-Ops]] and [[Stealth Sangheili]], as well as that of [[Arbiter]]s, [[Jiralhanae Stalker]]s and even certain [[Sangheili Zealot]]s,<ref name="ReferenceA">'''Halo: Reach''', campaign level ''[[Tip of the Spear]]''</ref> include built-in active camouflage generators. These built-in generators have a severe drawback in that they divert power from shielding equipment. Troops equipped with permanent active camouflage generators tend to have weaker shielding than those not equipped with an active camouflage generator.


==Participants==
Arbiter [[Ripa 'Moramee]] was equipped with an active camouflage generator capable of generating a near-perfect cloaking field indefinitely. Arbiter [[Thel 'Vadam]] was also equipped with an active camouflage generator, but the device was capable only of providing a cloak for a few seconds, and although 'Vadam was equipped with personal shielding, his shields were relatively weak for an individual of such high rank, equivalent to those of a [[Sangheili Minor]].
===UNSC===
===Naval assets===
====Military personnel====
{| class="wikitable sortable " style="width: 75%;" cellspacing="1" cellpadding="1" border="0"
|-
! Branch
! Rank
! Name
! Status<!--This refers to their status after the battle, not their overall status-->
|-
| rowspan="5" |[[UNSC Navy]]
| rowspan="2" |[[Gunnery Sergeant]]
|[[Marcus Stacker]]{{Ref/Reuse|s117}}
|Survived
|-
|[[Reynolds]]{{Ref/Reuse|s117}}
|Survived
|-
|[[Sergeant Major]]
|[[Avery Johnson]]
|Survived
|-
|[[Master Chief Petty Officer]]
|[[John-117]]
|Survived
|-
|[[Lieutenant]]
|[[Hocus]]
|Survived
|}
===Units===
====Ground forces====
*[[UNSC Navy]]
*[[UNSC Marine Corps]]
**[[Bravo Team]]†
**[[First Squad]]
**[[Second Squad#Recovering Spartan-117|Second Squad]]


===Covenant separatists===
Aircraft or ships can also be equipped with active camouflage systems, including the {{Pattern|Ru'swum|Phantom}} that has its own active camouflage generators on board for various stealth missions,<ref>'''Halo 3''', campaign level ''[[The Covenant (level)|The Covenant]]''</ref> and the [[Klavbrig Workshop Shroud]] used by the [[Banished]] to cloak the advance of their armies.<ref name="HW2">'''[[Halo Wars 2]]'''</ref> Larger vessels such as [[Covenant supercarrier|supercarriers]], or entire armies, can be effectively hidden from both plain sight and sensors by using external stealth systems such as [[stealth pylon]]s and [[Cloaking Generator]]s.{{Ref/Reuse|ReferenceA}}{{Ref/Reuse|HW2}}
===Naval assets===
 
====Military personnel====
For personnel not equipped with built-in active camouflage, it can be provided by a variety of devices. Typically, the energy used to provide the effect is suspended inside a small, transparent pyramidal container, or a larger spherical force-field. Personnel can use the light-bending energy by coming into physical contact with the container or force-field, which will cause it to break and release its contents. Upon release, the energy envelops the wearer and bends light around their skin; armor or [[energy shielding]], conforming to their form and rendering them almost invisible. After a short period of time, the energy will gradually dissipate and wear off, slowly revealing its user. The active camouflage provided by these devices lasts for ten seconds, and only prevents visual detection; those using active camouflage can be observed by other means, including motion tracking, noise, and environmental disturbances such as footprints on soft terrain.
{| class="wikitable sortable " style="width: 75%;" cellspacing="1" cellpadding="1" border="0"
 
|-
===Function===
! Branch
{{Quote|Trust me, because I heard… uhhh… from a friend, that if you have active camouflage on and do a crys, it makes a big sizzle sound and everybody can see me hidin' in the corner.|[[Dimkee Hotay]] shares his bad experience with active camo.<ref name="Alliance">'''[[Halo 5: Guardians]]''', campaign level ''[[Alliance]]''</ref>}}
! Rank
Covenant active camouflage will easily cloak its user, but its effect does not completely extend to items in the user's possession; [[human]] [[weapons]] are easily cloaked by active camouflage, but Covenant weapons are visible even with active camo, as the light-bending energy cannot mask the glow of the weapons' plasma. In ''Halo: Combat Evolved'', however, plasma glow is hidden quite well by the cloaking equipment.
! Name
 
! Status<!--This refers to their status after the battle, not their overall status-->
Though active camouflage is quite effective from a distance, it can faintly be seen if an observer is close enough to the wearer. However, it is difficult to spot a camouflaged opponent from a distance using a scoped weapon—actual physical proximity is required to reliably spot a person using active camo. It should be noted, though, that active camouflage does not mask environmental effects such as footprints, meaning that it is not as effective on soft terrain such as snow.
|-
 
| rowspan="3" |Unknown
The shielding provided by Covenant active camo can be disrupted if projectiles pass through it; such a disruption weakens the invisibility effect and temporarily reveals the wearer. The [[power-up]] can be disrupted if the wearer fires shots or if the wearer is hit. It also progressively worsens: the longer the wearer fires (or is hit), the more visible they become. Once the disruptions end, however, the wearer quickly regains their invisibility.
|[[Arbiter]]
 
|[[Thel 'Vadam]]
Talcum powder and other atmospheric particles can disrupt the systems, causing the technology to overload and fail.<ref name="firststrike">'''[[Halo: First Strike]]'''</ref> The device also generates a considerable amount of heat, causing its user to be clearly visible on human thermal goggles and some variations of the [[SRS99C-S2 AM sniper rifle]].<ref>'''[[Halo: The Flood]]'''</ref> The humans of [[Alpha Base (Installation 04)|Alpha Base]] on [[Installation 04]] used this advantage when their base was infiltrated by stealth Elites, equipping their [[fireteam]]s with infrared goggles allowing them to easily see the attackers. In addition, [[SPARTAN-II program|SPARTAN-IIs]] [[William-043]] and [[Kelly-087]] employed talcum powder in order to overload the camouflage on [[Reach]] in order to find them.{{Ref/Reuse|firststrike}} [[Atriox]] was able to detect the use of active camouflage through smell.{{Ref/Reuse|HP}} However, it is possible he was just smelling the users themselves rather than the cloaking field, and was calling them out for its use.
|Survived
 
|-
During the [[Requiem Campaign]], active camouflage was used to shield the [[seven]] [[HAVOK tactical nuclear weapon]]s smuggled aboard the {{UNSCShip|Infinity}} from detection by the ship's AI [[Roland]]. After [[Fireteam Crimson]] took out a Sangheili holding a cloaking remote, Roland realized this tactic. By tracking the energy signature from the cloaking generator, Roland was able to locate the warheads in the Engine Room and direct Crimson where to go to disarm them before they could be used to destroy the ''Infinity''. Unlike conventional active camouflage, this type shielded the warheads from sensors but they could be physically seen by nearby persons without any issue.<ref>'''Spartan Ops''', [[S1/Invasion/Engine of Destruction|S107 ''Invasion'', ''Engine of Destruction'']]</ref> Later, in the [[Warrens]], the Covenant hooked up active camouflage to their shield generators to prevent the human forces from finding and destroying them. Spartan [[Jared Miller]] was eventually able to identify the Sangheili who controlled the active camouflage and after Crimson took him out, the active camouflage dropped, revealing the generators.<ref>'''Spartan Ops''', [[Expendable/Lancer|S108 ''Lancer'']]</ref>
| rowspan="2" |[[Special Operations Sangheili|Special Operations]]
 
|[[Usze 'Taham]]{{Ref/Site|Id=Coop|D=14|M=11|Y=2014|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=thesoundofsack|Site=bungie.net|Page=The Tru7h About Co-Op in Halo 3}}
After the death of [[Gek 'Lhar]], his corpse was looted by [[Fireteam Majestic]]. Spartan [[Gabriel Thorne]] took Gek's active camouflage module<ref>'''Spartan Ops''', [[Expendable|S108 ''Expendable'']]</ref> which he subsequently used during the attempted rescue of Dr. [[Catherine Halsey]].<ref>'''Spartan Ops''', [[S1/Key|S109 ''Key'']]</ref>
|Survived
 
|-
==UNSC active camouflage==
|[[N'tho 'Sraom]]{{Ref/Reuse|Coop}}
[[File:ONIPRO 01.png|thumb|250px|''[[ONI PRO-49776]]'' disengaging its advanced cloaking field, an outlier in UNSC camouflaging technology during the [[Covenant War]].]]
|Survived
The UNSC has developed several varieties of active-camouflage technology. These do not utilize the same light-bending energy as Covenant active camouflage and are generally less effective. The most common form of human active camouflage technology operates on a different principle than the Covenant counterpart, using [[photoreactive panel]]s to impersonate the surrounding environment like a chameleon. A device known as the [[camouflage cloak]] can hide the wearer's infrared signature, beside serving as a form of camouflage.{{Ref/Reuse|goo}}
|}
[[File:Headhunters Roland camo.jpg|thumb|250px|[[Roland-B210]] with his camouflage activated.]]
===Units===
The [[Semi-Powered Infiltration armor]] used by the [[SPARTAN-III program|Spartan-IIIs]] utilizes photo-reactive panels to conceal the wearer's infrared signature and to blend in with the surrounding environment. When combined with their natural talent and training for stealth, it can be a very effective tool. Some [[Headhunters]] used a prototype camouflage almost identical to the Covenant version, rendering them almost invisible, except that it only lasted 3–5 minutes and other systems have their power drained while it recharged. This feature saw very limited use in field tests by [[Orbital Drop Shock Trooper|ODSTs]].<ref>'''[[Halo: Evolutions - Essential Tales of the Halo Universe]]''', ''[[Headhunters]]''</ref>
====Ground forces====
 
*[[Special Warfare Group|Fleet of Retribution Special Warfare Group]]
A common human active camouflage device, copied from similar Covenant technology, comes in the form of a "plug" which attaches to a socket located on the lower back of compatible armor. The non-integral nature of the device allows it to be added or removed at will for improved operational flexibility. The device provides a conditionally effective cloak; as long as the user remains still or moves slowly, the camouflage will be highly efficient, providing near-total invisibility for minimal energy loss. However, if the user moves more quickly, the camouflage will only provide rudimentary coverage and drain its energy very rapidly. Firing a weapon will also disrupt the camouflage and reveal the user. Furthermore, external sounds will be highly muffled to the user while this camouflage is in use, and if the user is equipped with motion tracking equipment, the detection capability of the motion tracker will be severely compromised, jamming the display with "ghost" targets.<ref>'''[[Halo: Reach]]'''</ref>
 
Much like the SPI armor, UNSC [[prowler]]s use [[texture buffer]]s or "active camouflage skin" in conjunction with [[stealth ablative coating]]s to conceal themselves from view in addition to masking their heat and radar signatures.{{Ref/Reuse|goo}} This camouflage is not perfect, however, and cannot keep up with a constantly changing background such as a gas giant's atmosphere.<ref>'''Halo: Evolutions - Essential Tales of the Halo Universe''', "The Impossible Life and the Possible Death of Preston J. Cole", ''page 477''</ref> However, more advanced stealth ships were developed, such as ''[[ONI PRO-49776]]'' using a form of cloak "bubble" similar to the light-bending energy fields used by the Covenant. This technology has not been observed in widespread use.<ref>'''[[Halo Legends]]''', ''[[The Package (animated short)|The Package]]''</ref>
 
The [[MJOLNIR Powered Assault Armor (GEN2)|MJOLNIR Powered Assault Armor [GEN2]]] system is capable of incorporating Covenant [[Type-3 active camouflage|T-3 Refraction Dissonance Modifier/Camouflage]] modules for stealth.<ref name="Waypoint">[http://www.halowaypoint.com/en-US/Halo4Guide '''Halo Waypoint:''' ''Halo 4 Interactive Guide'']</ref>
 
==Changes throughout ''Halo''==
{{Cleanup|Section}}
If the active camo is active during [[Campaign]], the player is completely invisible to the AI enemies unless they fire their weapon. Active camouflage is only usable in Campaign when playing as the [[Thel 'Vadam|Arbiter]] in ''[[Halo 2]]'', or if the player obtains the [[Halo 2 skulls#Envy|Envy Skull]] and restarts Campaign (active camo replaces Master Chief's flashlight). In ''[[Halo 3]]'', rather than Active Camouflage, the slightly different [[Cloaking]] is available. It is also available as a powerup in five levels during ''[[Halo: Combat Evolved]]'': [[The Truth and Reconciliation]], [[Silent Cartographer]], [[343 Guilty Spark (level)|343 Guilty Spark]], [[Keyes]], and [[Assault on the Control Room]].
 
An interesting fact about Active Camouflage is that although the player can see the [[Type-1 energy sword]]-wielding Active Camo Elites in ''Halo: Combat Evolved'' (due to the sword), the [[UNSC Marine Corps|Marines]] cannot see them; this is likely because the developers did not realize that the energy sword showed through the Active Camo, leading them to code the Marines' AI to be oblivious to it. This advantage is removed in ''Halo 2''—the Elites now wait, only activating their swords when they're about to kill the player.
 
===''Halo 2''===
In ''Halo 2'', it is noted that the Arbiter's armor, while possessing a built-in active camouflage generator, is not permanent, unlike the more modern generators used by Special Operations Elites. There is a circle on the player's HUD that shows the amount of time left (unfortunately, not shown numerically) for both the usage of the active camouflage and the recharging sequence. The Master Chief can gain this ability with the Envy Skull on Legendary only; however, his screen will lack the meter, forcing you to remember the time allowed for use.
 
When playing as the Arbiter, using any attack will cause the active camouflage to deactivate, and the player must wait for it to recharge before using it again.<ref>'''[[Halo 2]]'''</ref>
 
===''Halo 3''===
{{Main|Cloaking}}
In ''Halo 3'', the Active Camo is no longer contained inside a pyramid construct. Instead it appears as a large, glowing sphere with what appears to be containment devices around it, enclosing the powerup in ''[[Halo 3]]'' [[multiplayer]]; but unlike past Halo games, active camo is ''not'' found in campaign. In campaign, Active Camouflage is replaced by the [[Cloaking]] [[equipment]], which functions in the same way as active camouflage once did. Melee attacks, shooting, throwing grenades and using equipment will negate the effect of the power-up. Also, wearing the [[Armor customization (Halo 3)#Spartan Armor Permutations|Flaming Helmet]] is an obvious give-away to the opponent because the fire is still visible.
By default, the pick-up lasts 30 seconds and doesn't dissipate with movement, unlike in Reach.
 
The quality of camouflage in custom games may be set to two different settings:<ref>[http://www.gametrailers.com/player/20131.html '''Game Trailers''': ''Custom Games Glitch Gameplay'']</ref>
*'''Poor Camo''': The player has camouflage that might fool a [[Unggoy|Grunt]].
**The player is still somewhat visible.
*'''Good Camo''': The player has camouflage that will fool an attentive [[Sangheili|Elite]].
**This makes the player almost invisible, but the light is distorted within the player's shape.
 
===''Halo: Reach''===
The Active Camo in ''[[Halo: Reach]]'' has undergone many major changes. It is now available as an [[Armor abilities|Armor Ability]] to both Spartan and Elite players. As a secondary effect, when used, it acts as a Radar Jammer, scrambling the radar of the user and all enemies within 25 meters, making the user harder for enemies to detect on their motion trackers. This function can be both beneficial and detrimental to the player; on the one hand, it can make enemies easier to ambush, however, it also informs the enemy team that someone is using Camo nearby. This can backfire on the player by making the enemy team more perceptive to possible ambushes. The Active Camo also greatly reduces the volume of all sounds for its user, making it more difficult to notice a grenade being thrown or a nearby enemy firing a weapon.
 
The strength or effectiveness of the Camo also varies depending on whether/how fast the user is moving. When standing still, the player is rendered almost completely invisible. Moving slowly or crouch-walking will slightly decrease the quality of cloaking, although the user is still hard to spot. When moving faster than crouch-walking speed, the Active Camo becomes much less effective, cloaking the user only partially (similar to the Poor Camo from Halo 3). The player's movement speed does not affect the rate at which the Armor Ability meter drains.
The freedom for the player to control when they activate their camouflage makes it much more effective, as it allows for use in the most opportune situations, instead of restricting the player to activate it on pickup. However, the reduced hearing and radar jamming effects require the player to be more aware of his surroundings than usual,<ref>[http://halo.bungie.net/News/content.aspx?type=topnews&cid=26366 '''Bungie.net''': ''Halo: Reach Beta Survival Guide '']</ref> and must also take care not to move too fast.
 
Enemies in campaign and Firefight will detect the user after a while. As such, it is far less effective than previous iterations.
 
===''Halo: Combat Evolved Anniversary''===
Active camouflage now makes the user extremely hard to spot due to the enhanced graphics. Distortion also covers more the exact shape of the user, unlike previous iterations.
 
===''Halo 4''===
The '''[[Type-3 active camouflage|Type-3 Refraction Dissonance Modifier/Camouflage]]''' bends light around a structure, hiding it via advanced pattern realignment. It is similar to the version in ''Halo: Reach'', however the jammer no longer makes false hostile contacts appear on the motion sensor, rather it makes neutral contacts appear and in a much tighter grouping than before, therefore not only preventing the user from using it to trick enemies, but possibly giving away their location. Despite this, it still is an effective tool for hiding outside of cover and ambushing enemies.
 
===''Halo 5: Guardians''===
Active camouflage is now a powerup that can be picked up in Arena or requisitioned in Warzone. While active the user is invisible to the motion sensors of enemies as long as they are not sprinting. Moving while crouched no longer deteriorates the quality of camouflage, though moving faster would. It now displays a meter on the HUD that shows the remaining duration of the power up, and shortly before it runs out, the player will be notified via a quiet beeping sound.
 
===''Halo Wars 2''===
Shrouds are able to cloak themselves and other units. [[Let 'Volir]] is able to cloak units with leader abilities.
 
===''Halo Infinite''===
Active Camouflage is activated via an animation similarly to ''Halo 5: Guardians'', although it can now be used at will. If the player is killed before they can use it, or while in the process of activating it, they will drop the powerup which can now be picked up by another player. Active camouflage in ''Halo Infinite'' behaves like a hybrid of the active camouflage seen in the original trilogy, and the active camo seen in all the games since ''Halo: Reach''. If the player is simply moving and strafing, the camouflage remains consistent, but if they sprint or fire their weapon, the camo fades out. {{Ref/YouTube|Id=mpoverview|n-O7OuliQRY|HALO|Halo Infinite <nowiki>|</nowiki> Multiplayer Overview|D=4|M=7|Y=2021}}
 
==Non-canon and dubious canon appearances==
===Silver Timeline===
{{Main|Silver Timeline}}
Active camouflage is used by Covenant Sangheili.{{Ref/Film|[[Halo: The Television Series Season One]], [[Contact]]}}
==Trivia==
*Changing the graphics card settings on [[Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC]] (lowering the quality and effects) makes active camouflage users appear as an easily-seen gray, opaque silhouette.
*In ''Halo: Combat Evolved'', the flood can still see you if you use active camo.
*Oddly enough, a group of Major and Minor Grunts in the ''Halo 2'' level [[Delta Halo]] used Active Camouflage as they fought alongside a group of [[Stealth Sangheili|Stealth Elites]]. Spec Ops Grunts are also seen using this in the level [[The Arbiter]] just before entering the gas mine. This suggests that at least some Grunts have this equipment.
*When used in association with an [[Overshield]], the Active Camo becomes completely useless due to the charges of the overshield washing over the player's body (except in ''Halo: Combat Evolved''). In ''[[Halo 3]]'', the same effect occurs when Active Camouflage and Overshields are both working.
*The active camouflage has no effect on the flames on the [[Bungie Armor]], allowing enemies to more easily locate the user of the chest piece.
*With the [[Halo 2 skulls#Envy|Envy]] skull on in ''[[Halo 2]]'', the [[John-117|Master Chief]]'s flashlight will be replaced with active camouflage. This can also be combined with a glitch which allows you to reload from a checkpoint, after saving and quitting, and turning off your console, with infinite active camouflage. This makes the Campaign on ''Halo 2'' considerably easier, even on Legendary difficulty.
*In any Halo game, when you have active camouflage on and you get in a vehicle, the camouflage stays on and appears as if there was a ghost driving it or that it was driving itself (works particularly well with the Warthog LAAG). It works with any vehicle which exposes the occupants to view.
*In ''Halo 2'' for Windows Vista, when playing on Threshold, your comrades are not picked up by radar when camouflaged.
*The lights on a [[Gravity hammer (fiction)|gravity hammer]] can be seen clearly when camouflaged. It is not recommended to have a Gravity Hammer either as your primary weapon or secondary weapon when using active camo, as the lights make you an easy target for experienced snipers.
*In ''Halo 3'', go in Monitor mode and find an Active Camouflage. Go inside it. After about 10–20 seconds, the Active Camo will stop making its shimmering noise and you'll hear a brief whispering sound (like a sigh or breath), and then it will continue its shimmering noise.
*Strangely, the active camo module in the ''Halo: Reach'' [[Halo: Reach Multiplayer Beta|Beta]] had "UNSC" printed on it, even when being used by Elites, though this is likely because it was a placeholder file.
*The Overshield as well as Active camouflage were requested by Hardy LeBel as a feature for Halo: CE's multiplayer. The team working on the campaign saw that they were and added them too.
 
==Gallery==
<gallery>
File:HaloCE-ActiveCamouflage.jpg|A Stealth Elite using active camouflage in ''Halo: Combat Evolved''.
File:HCE_Campaign_ActiveCamo_Pickup.jpg|Active Camo in ''Halo: Combat Evolved'' campaign.
File:HCE_MP_ActiveCamo_Pickup.png|Active Camo in ''Halo: Combat Evolved'' multiplayer.
File:HCEPC ActiveCamoflage.png|Active camouflage on ''[[Halo: Combat Evolved (PC port)|''Halo: Combat Evolved'' for PC]]''.
File:H2 Active Camouflage.png|The Active Camouflage in ''Halo 2''.
File:H3_ActiveCamo.jpg|The Active Camouflage in ''Halo 3''.
File:H3_Bungie_Camo.jpg|Bungie Armor and Active Camouflage in ''Halo 3''.
File:HReach Active Camouflage.jpg|The Active Camouflage powerup in ''Halo: Reach''.
File:HR SpecOpsElites.jpg|Multiple SpecOps Sangheili using active camouflage, with one also possessing [[Overshield]].
File:H4 ActiveCamo_Spartan.jpg|Active Camouflage in use in ''[[Halo 4]]''.
File:H2A-ActiveCamo.png|Active camouflage in ''[[Halo 2: Anniversary]]'' multiplayer.
File:H2A-CloakedSpartan.png|A Spartan using active camouflage in ''Halo 2: Anniversary'' multiplayer.
File:REQ Card - Active Camo I.png|REQ card for Active Camouflage in [[Halo 5: Guardians]].
File:Activecamo2.png|REQ Card for Active Camouflage II.
File:Activecamo3.png|REQ Card for Active Camouflage III.
File:H5G-Camo.png|A Spartan-IV using active camouflage in ''Halo 5: Guardians''.
File:HINF ActiveCamouflage Icon.png|HUD icon for the active camouflage in ''[[Halo Infinite]]''.
File:HINF-CamoOrko.png|[[Okro 'Vagaduun]] using active camo in ''Halo Infinite''.
File:HINF-Deadlockcamo.jpg|A Spartan-IV carrying an active camo module in ''Halo Infinite''.
File:HINF-Camo1.png|A Spartan-IV activating an active camo module in ''Halo Infinite''.
File:HINF-CamodSpartan.png|A Spartan-IV with active camo in ''Halo Infinite''.
File:HTV-Contact-ActiveCamomodule.jpg|A Sangheili with an active camo module in ''[[Halo: The Television Series]]''.
File:HTV-Contact-ActiveCamo.jpg|The same Sangheili activating the active camo.
</gallery>


==List of appearances==
==List of appearances==
*''[[Halo 3]]'' {{1st}}
*''[[Halo: The Fall of Reach]]'' {{1st}}
*''[[Halo: Combat Evolved]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo 2]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo 3]]''
*''[[Halo Wars]]''
*''[[Halo 3: ODST]]''
*''[[Halo Legends]]''
**''[[The Package (animated short)|The Package]]''
*''[[Halo Evolutions - Essential Tales of the Halo Universe]]''
**''[[Headhunters (short story)|Headhunters]]''
**''[[The Impossible Life and the Possible Death of Preston J. Cole]]''
*''[[Halo: Reach]]''
*''[[Halo: Combat Evolved Anniversary]]''
*''[[Halo 4: Forward Unto Dawn]]''
*''[[Halo 4]]''
**''[[Spartan Ops]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo 2: Anniversary]]''
**''[[Terminal (Halo 2: Anniversary)|Terminals]]''
*''[[Halo: New Blood]]'' {{Mo}}
*''[[Halo: Last Light]]''
*''[[Halo 5: Guardians]]''
*''[[Halo: Fractures]]''
**''[[Oasis]]''
*''[[Halo: Smoke and Shadow]]''
*''[[Halo: Tales from Slipspace]]
**''[[Hunting Party]]''
*''[[Halo Wars 2]]''
*''[[Halo: Envoy]]''
*''[[Halo: Collateral Damage]]''
*''[[Halo: Official Spartan Field Manual]]'' {{Mo}}
*''[[Halo: Shadows of Reach]]''
*''[[Halo: Divine Wind]]''
*''[[Halo Infinite]]''
*''[[Halo: The Television Series]]''
**''[[Contact]]''
*''[[Halo: The Rubicon Protocol]]''
*''[[Halo: Outcasts]]''


==Sources==
==Sources==
{{Ref/Sources}}
{{Ref/Sources}}
{{Engagements in the Battle for Earth}}
=Halo 4=
==Track listing==
{{col-begin}}
{{col-2}}
===Volume 1===
#[[Awakening (music)|Awakening]] – 5:41
E5C3 opening cinematic
E6C1 after freeing marines
E10C3 boarding
#[[Belly of the Beast]] – 2:38
E7C2 when Covenant reinforcements arrive, followed by a lighter version
#[[Requiem (music)|Requiem]] – 2:15
#[[Legacy]] – 2:29
E9C5 activating the map
#[[Faithless]] – 5:02
E3C1 defense with UNSC gear
E3C2 final wave of Covenant
E4C3 initial arrival
E4C4 light version in opening, followed by full version
E6C1 after deactivating shield door
E7C2 when returning to the hangar
E8C2 opening cinematic
E8C3 opening cinematic
E8C5 briefly in opening cinematic
E9C4 wave of hunters after ambush
E10C1 blowing up the harvester entrance
E10C5 briefly in opening cinematic
#[[Haven (music)|Haven]] – 5:44
#[[Nemesis]] – 3:31
#[[Ascendancy]] – 4:19
E4C4 when defending after arrival of mantis
E4C2 when defending the rear tower
E4C5 when reactivating the reactor
E5C1 when defending wave
E5C5 briefly in opening cinematic
E5C5 when Phantoms arrive
E6C3 after extracting Covenant intel
E7C4 when clearing aft weapon controls
E8C3 when inside the cave
E8C5 when clearing the area after activating AA guns
E10C3 when opening door
E10C3 exiting the lich
#[[Solace (music)|Solace]] – 4:45
#[[To Galaxy]] – 4:57
E3C1 Opening cinematic
E3C2 opening cinematic
E4C5 closing cinematic
E5C4 opening cinematic
E5C5 after clearing the area
#[[Immaterial]] – 7:32
#[[117]] – 7:28
#[[Arrival (music)|Arrival]] – 5:36
#[[Revival]] – 7:19
#[[Green and Blue]] – 7:59
{{col-2}}
===Volume 2===
#[[Atonement]] – 3:16
#[[Gravity]] – 2:09
E10C5 escaping the cave
#[[Wreckage (music)|Wreckage]] – 3:24
#[[Aliens (music)|Aliens]] – 5:31
E9C5 activating grav lift
#[[Kantele Bow]] – 4:04
E4C5 activating base power
E9C4 after ambush
#[[Pylons]] – 5:39
E4C4 when knights enter near the end
E5C2 when destroying tech
E6C5 exiting harvester
E9C1 defending the power source
#[[Escape (music)|Escape]] – 3:57
E10C3 returning to caves
#[[Swamp]] – 2:49
E3C2 deactivating generators
E3C4 briefly opening between each wave
E5C2 between each wave
E6C5 seraching IFF tags
E7C1 opening skirmish
E9C2 between encounters
E10C1 inside harvester
E10C5 inside cave
#[[Push Through]] – 4:44
E3C4 when defending waves of Banshees and Phantoms
E5C5 when drop pods arrive after finding UNSC gear
E7C4 when closing doors
E7C5 when facing final wave
E8C2 when clearing the conduits
E8C3 clearing the area after freeing switchback
E9C3 nitial scorpion section, again in the final assault
E10C5 attacking the harvester
#[[Convoy]] – 4:44
E10C3 when lich arrives
#[[To Galaxy (extended)|To Galaxy (Extended)]] – 7:04
E3C3 briefly in opening cinematic (3:15)
E7C2 when entering server room hallway (1:07)
E7C5 upon clearing hangar
E9C2 into the cave
#[[Lasky's Theme]] – 3:55
#[[Foreshadow]] – 3:34
E6C5 entering harvester
E7C4 when moving to guns
#[[Cloud City]] – 4:35
#[[This Armour]] – 4:47
#[[Intruders]] – 3:39
E4C1 after cinematic and until pylon is activated
E5C2 when returning to the main atrium
E5C4 when defending the generators
E6C1 opening combat
E7C3 in the hallways to data center
#[[Mantis (music)|Mantis]] – 4:02
E7C1 after Murphy drops off a Mantis
E10C4 when defending the caves and clearing the landing zone
#[[Sacrifice (music)|Sacrifice]] – 3:02
#[[Never Forget (Midnight Version)]] – 4:37
#[[Majestic (music)|Majestic]] – 2:12


{{col-end}}
{{Navbox/Pickups/Gameplay}}


Music excluded from OST (according to my ears anyway):
[[Category:Camouflage]]
* The strings heard during level ''Requiem'' when moving to [[The Gate]]
[[Category:Armor abilities]]
** E3C3 when attacking jammer
[[Category:Power ups]]
** E4C1 when leaving sniper valley
** E6C3 when outside fending off reinforcements from the phantom
**E7C2 when clearing the hangar
**E8C5 when investigating the first two map locations
*Ambiance with soft drums and suspenseful strings heard in E3C3 when investigating tower
*Grave melody by strings and bass heard in E3C4 during initial defense
*Strings melody heard in E3C4 when pelicans bring in mantises
*triumphant melody usually played for crimson heroics
**S3C4 when defending
**S4C3 after activating portal
**E8C5 after activating turrets
**E10C1 disabling the aa guns
**E10C3 after activating comm panel
*humming suspenseful ambiance
**E4C1 after tapping into covenant comms
*upbeat woodwinds
**E4C2 opening cinematic
*creepy digital ambiance (sounds like swamp - variation?)
**E4C2 when attacking waterfront tower
*creepy ambiance
**E4C2 when inside waterfront tower
*suspenseful bass and percussion
**E4C5 opening
*short suspenseful strings
**E6C4 investigating base
--!>