Part 1: Buried and Forgotten
“Forerunner” is the first mission in Halo 4 where you will encounter Prometheans, a faction of enemy new to the Halo franchise. In addition to new enemies, there are also new Promethean weapons that you will begin encountering in this mission. You will mostly use the light rifle, which is a 3-shot-burst headshot weapon similar to the UNSC battle rifle. You will need to use the light rifle as your headshot weapon throughout this mission. The Prometheans do not use covenant weapons, so you will rarely have access to a plasma pistol when fighting the them. Therefore, when you are fighting Promethean knights (the Promethean equivalent of elites), you will need to use different tactics to remove their shields. For the majority of this mission, you will use the Promethean suppressor, a fast firing assault rifle that deals high damage up close. Use a combination of your auto sentry (an armor ability), grenades, and suppressor fire to kill the Promethean knights. It is vital that you fight them alone, so be sure to kill any crawlers or watchers (the Promethean light infantry) in an area before you engage the knights.
You begin this mission inside of a forerunner teleporter hub with an assault rifle, a magnum, and a hard light shield. The hardlight shield is a practically useless armor ability, so swap it for one of the auto sentries located on the walls to either side of you. The auto sentry armor ability allows you to create a stationary, hovering turret that fires upon the enemies. Enemies will tend to shoot at the auto sentry instead of you, so it provides you with a great distraction. It also deals a fair amount of damage, so it helps you kill knights when fighting them with your suppressor. Once you launch the auto sentry, press the bumper again to recall it.
Walk into the main room of teleporter hub and insert Cortana into the mainframe. She will then create a teleporter to the first relay tower that you will need to disable in order to contact the UNSC Infinity. Jump through the vortex, and you will teleport into a cave a little ways away from the first relay tower. As you follow the path forward, you will see the first Promethean enemies; crawlers. Crawlers are somewhat similar to grunts; they can be killed with a single headshot and they wield the weakest weapons. Notice that the crawlers have much smaller heads than grunts, so you will need to aim carefully. Use your magnum to kill these crawlers with headshots, using the corner of the path as cover. If the crawlers begin to overwhelm you, launch your auto sentry and it will drive them back.
Continue across the bridge and be prepared for a knight to tackle you. This is a scripted event, so there is nothing you can do to protect yourself. The knight will retreat after growling in your face. Follow the path until you turn into a large open area. Here, you will find 6 crawlers, a watcher, and a knight. Use the corner you just came around for cover and kill all of the crawlers first with your magnum. As long as you stay back, the knight will not approach you. Now, turn your attention to the watcher. Watchers are support infantry capable of shielding enemies, reviving knights, catching grenades, and spawning crawlers. Watchers do not have heads, so you usually need to kill them with multiple body shots from your headshot weapon. In this case though, your magnum is not strong enough to kill the watcher, so get up close and kill it with your assault rifle instead. If necessary, launch your auto sentry to draw the knight’s fire while you engage the watcher. Remember to burst fire your assault rifle for maximum accuracy.
Now that only the knight remains, you can focus your attention on him. Knights are similar to the covenant elites, but they have stronger shields and smaller heads. This knight is equipped with a light rifle, which gives him high accuracy but low damage. Therefore, get as close as possible so that he cannot utilize his accuracy advantage. Launch your auto sentry so that it has a clear shot at him, then get up close and use your assault rifle to kill him. After his shields break, continue to shoot him with your assault rifle until he dies. Prometheans have much more shields than health, so once you see their shields break, you know they are almost dead. Swap your magnum for his light rifle, grab his pulse grenades, and swap your assault rifle for one of the crawler’s suppressors. Move into the forerunner room up ahead.
As you walk through the hallway, you should see two crates along the left wall with suppressors that you can use to restock ammo. As you exit through the door, a knight with a suppressor will attack you. The suppressor deals more damage per second than the light rifle, so you will need to be more careful when fighting this knight. Stay inside of the forerunner room and launch your auto sentry once the knight comes within range. Use the doorway as cover and step out to fire at him. Use your light rifle when he is far away and use your suppressor once he gets up close. If you see the knight stop to throw a pulse grenade at you, immediately throw a pulse grenade at his feet. Because knights cannot move when throwing grenades, you can easily get a direct hit from the explosion. Once his shields break, either charge up and finish him with your suppressor or stay back and finish him off with a light rifle headshot if your shields are low. Whatever you do, do not allow the knight to escape when his shields are low because his shields will regenerate very quickly.
Killing knights with headshots is much more difficult than killing other enemies with headshots. Not only do knights have the smallest heads of all of the infantry in Halo 4, they also have face gear protecting their head. While they sometimes detract this face gear naturally, you usually need to shoot them once in the face gear after you remove their shields to force them to retract it. Only then can you finish them with a headshot. 3-shot-burst guns like the light rifle or battle rifle can kill an unshielded knight with a single trigger pull because the first bullet removes their face gear and the second bullet kills them.
Move forward along the path to the left and you will come to more crawlers and a knight with a light rifle. Launch your auto sentry to draw the knight’s fire, kill the crawlers with light rifle headshots from the cover of the rocks, and then kill the knight with your suppressor. Notice that every knight drops two pulse grenades when they die, so feel free to use plenty of pulse grenades when fighting Prometheans. When you find yourself in a tough situation, you can throw a pulse grenade at a knight or a group of crawlers to cause them to dive away, giving you plenty of time to retreat to cover.
Continue down the path and you will come to a platform with many crawlers on the walls. These crawlers will begin jumping towards you once they see you. Kill them all from a distance with your light rifle. Run onto the platform and up the ramp to the right where you will find a Promethean crate with light rifle ammo. Restock on ammo and move to the forward edge of the platform where there is an opening in the wall. This opening provides you with a good sniping position over the enemies below, where you should see more crawlers, a watcher, and a Promethean battlewagon. Battlewagons are a higher ranking version of knights, and they are equipped with stronger shields and a scattershot. The scattershot is the Promethean equivalent of the UNSC shotgun, and it can kill you with a single shot up close. Therefore, you should engage battlewagons from a distance whenever possible.
Use your elevated perch as cover to kill all of the crawlers below with light rifle headshots. Step behind the wall to your left for cover if necessary. Kill the watcher with 3 – 5 body shots from your light rifle. Notice that the light rifle deals more damage when zoomed in, so be sure to use the scope when fighting watchers. As soon as a watcher starts glowing red, it only takes one more shot to kill it. Now you can focus your attention on the Promethean battlewagon. Because he is equipped with a scatter shot, you will need to engage him from a distance. If you stay where you are, he will come up behind you and kill you. Therefore, you should jump down into the area with the battlewagon, sprint through the cave along the right wall, and sprint up the dirt ramp to the top of the cliff ahead. The battlewagon will usually not follow you up here, so you can pick him off from a distance. Launch your auto sentry and then bombard him with either suppressor or light rifle fire until you kill him. If the battlewagon stops to throw a pulse grenade, throw a pulse grenade at his feet to kill him even faster.
Behind you is a door into another forerunner structure. Inside, follow the hallway until you see a detour to your left. Take this detour to restock on both light rifle and suppressor ammo, then return to the main hallway and continue outside. Ahead of you, there is a large area containing 3 shield generators. You will need to destroy each of these shield generators before you can access the relay tower. You begin on top of a cliff overlooking the area, which provides you with a good sniping position. Before you jump down this cliff, kill as many crawlers and watchers that you can see. Take cover in the rock inlet to your right. It is important that you kill all of the crawlers below you or else they will easily kill you as soon as you jump down the cliff.
Once the coast looks clear, launch your auto sentry to draw the enemies’ fire and jump down the left side of the cliff. Immediately jump down the next cliff to your left and back up against the corner. Wait here for the crawlers in the area to attack you, and kill them all quickly with headshots before they can reach you. Once you have safely dealt with all of these aggressive crawlers, you can begin destroying the shield generators. Hug the left wall until you come to the first structure with a shield generator (it is marked with a waypoint). There are some crawlers, a watcher, and a knight guarding this generator. Unless the knight is standing directly in front of the generator (which he usually is not), sprint into the room with the generator and melee it once to destroy it. You are safe in this room; no crawlers will come in and the knights rarely come in either. Therefore, stay in this room to pick off all of the crawlers (and the watcher if possible) with your light rifle. Take cover by standing right next to the light rifle crate in the room; the enemies will have a very hard time shooting you through the door if you stand here.
Once you have killed all of the crawlers, restock on light rifle ammo and exit the room to engage the watcher and knight. Kill the watcher with multiple light rifle body shots, then engage the knight with your suppressor. Be sure to launch your auto sentry before you engage the knight and get as close as possible to compensate for the suppressor’s low accuracy. Now, continue to the second shield generator. There are more crawlers, a watcher, and a knight guarding this shield generator. Stand behind one of the large rocks outside of the building for cover to kill all of the crawlers first. Then, find the watcher and knight (they will stick together) and kill the watcher, than the knight. You can then disable the shield generator.
Two knights guard the final shield generator. It is hard to fight 2 knights at the same time, so I suggest that you engage them one at a time. Follow the rock wall to your left until you see the outer wall protecting the shield generator room. Climb one of the ramps to get on top of the wall. From up here, position yourself so that only one knight can see you. Use a combination of your suppressor, pulse grenades, and/or auto sentry to kill the first knight you see. If necessary, jump backwards off the wall for cover. After killing the first knight, kill the second knight from atop the wall as well, then deactivate the final shield generator.
You can now enter the tower via a ramp in the back. However, two watchers and two knights guard the rear entrance. Take cover in the rocks behind the tower and kill the watchers with your light rifle from a distance. Then, engage the knights one at a time in the cover of the rocks. Be sure to use your auto sentry for help and retreat if the knights attempt to double team you. Once you have killed both of these knights, climb the ramp to the second level of the tower. On this level, there is a knight battlewagon. Because he has a scattershot, you will need to engage him carefully and from a distance. The battlewagon will usually wait behind a corner to ambush you, so bring him out of his corner with grenades. Once he is in the open, launch your auto sentry and engage him from a distance with your suppressor. Take cover behind any of the corners, or if you are desperate, jump off the tower.
Keep climbing to the top level of the tower and you will find a sky bridge crossing over to the relay tower. Cross over and ride the elevator to the top, then remove the core to clear up the signal you are receiving from the Infinity. However, you will need to deactivate the second station to clear up the remaining static, so Cortana will create a portal back to the teleporter hub that you began this mission in. If you were playing co-op and lost your auto sentry, you can now swap whatever armor ability you have for an auto sentry along the wall. Cortana will now create another teleporter to the second relay station.
Part 2: Enemy of My Enemy
Both covenant and Promethean forces are fighting for control of this second relay tower. In general, the Prometheans will have the upper hand, so you should try to kill the Prometheans to even out the fight. Therefore, more Prometheans and covenant will die fighting each other, making your job easier. Now that you are fighting the covenant again, you have access to covenant weapons, so you can use the loadout of a plasma pistol and a light rifle. Just like when you are fighting elites, overcharge the plasma pistol to remove a knights shields. Remember that it will then take two headshots to kill them (1 to detract their face gear, one to kill them). If you have trouble getting headshots, I highly suggest you keep using pure damage to kill the knights. Use the covenant needler instead of the suppressor as your secondary weapon; the needles of the needler home onto infantry and can kill a knight in only a magazine of ammo.
After exiting the cave you are in, you will come to the top of a ridge where some elites and grunts are fighting some crawlers. Use your light rifle to pick off the crawlers, then kill any covenant that survived. At this time, I would suggest that you swap your suppressor for either a needler or a plasma pistol from one of the grunts. Continue forward while you hug the left wall, and you will come up behind more covenant fighting a battlewagon and some light infantry. Because of their position relative to you, you will need to kill the covenant first. Usually, the Prometheans will remove the elite’s shields, allowing you to kill them with a headshot. Once only the Prometheans remain, launch your auto sentry and kill the crawlers and watchers with your light rifle, then the battlewagon with your plasma pistol or needler.
Turn your attention to the ledge along the far wall; this is where you will be going next. You should see many watchers and a laser turret on this ledge. Laser turrets are immobile Prometheans that fire a continuous laser at you, similar to the focus rifle from Halo Reach. This laser does not deal very much damage, must be powered up, and can be avoid by running around and jumping. Laser turrets do not have very much health, so kill this laser turret with one of the elite’s storm rifles. Burst fire the storm rifle at the turret until you can kill it, then swap back for the loadout of a light rifle and a plasma pistol or a needler. Pick off all of the watchers with your light rifle as well. If you run out of light rifle ammo, you can use one of the elite’s carbines instead.
At the far right wall, there is a dirt path leading up to the ledge. Take this dirt path up, and you will see another knight. Kill him with a plasma pistol and light rifle combination, or two super combines from a needler. Be sure to grab more light rifle ammo from behind the rock to your left as you continue forward. Continue along the ledge into the next section, where you will see a knight kill two elites in Ghosts. Kill this knight with your plasma pistol or needler, then enter either of the Ghosts. Drive the Ghost into the next section, where you will find many covenant and Promethean forces fighting. Hang back and use your Ghost’s plasma turrets to kill the enemies from a safe distance. Do not try to ram the enemies or they will damage your Ghost and easily dodge you. If you Ghost becomes severely damaged, drive back the way you came and swap it for a new one. After you kill all of the infantry, drive into the next section where you will find crawlers fighting grunts and jackals. Once again, use the Ghosts turret to kill these light infantry. Exit your Ghost and swap your secondary weapon for a fresh plasma pistol. You can then drive into the forerunner structure ahead.
Another option: Because the Ghost is fast and maneuverable, you can drive by these enemies with ease. While the covenant and Prometheans are focused on fighting each other, hug either wall and boost past them by holding the left trigger. Keep boosting until you reach the forerunner building, where you will be safe. This method is both faster and safer than killing the infantry, but I personally prefer not to skip enemies.
If your Ghost is damaged, you can swap it for a new one along the wall ahead of you. Drive through the building and you will come to another relay tower with 3 shield generators protecting it. This area is laid out similarly to the first relay tower, but this time covenant forces protect the shield generators. There are 2 Banshees patrolling this tower, and since you have practically no protection from above, they pose a very large threat. Luckily, you have access to a Banshee that you can use to take them down. As soon as you drive your Ghost out of the forerunner structure, you will see an elite about to get into a Banshee directly in front of you. Immediately begin shooting him with your turrets until you take off his shields. This will cause him to pause and shake his fist, allowing you to easily ram him with your Ghost. You can now steal his Banshee.
Immediately fly the Banshee to a high altitude so that the infantry on the ground have a harder time shooting you. Destroy the enemy Banshees by first shooting them with a fuel rod, then finishing them with your plasma turrets. It is easiest to hit the Banshees with your fuel rod when they are flying directly at you. After you have killed both of the enemy aircraft, you will need to begin engaging the enemies on the ground. Land your Banshee on top of the hill along the middle of the left wall. You should see an unoccupied Banshee at the top of this hill. After you land, use the rocks as cover and begin picking off the grunts around the shield generator closest to you (towards where you came from). One Ghost patrols this shield generator, and if it is looking perpendicular to you, you can snipe the grunt out of it with your light rifle. Otherwise, you will need to hijack the Ghost. Be sure you have killed all of the grunts first, then EMP the Ghost with your plasma pistol as it approaches your hill. Jump down the hill and quickly hijack the Ghost before the EMP wears off. Drive to safety somewhere near the shield generator building and exit your Ghost. Approach the building on foot and be prepared to see an elite. Kill him with a plasma pistol and light rifle combination, then deactivate the shield generator by meleeing it.
Now, move on to the shield generator in the back left corner of the area. At this point, the enemies have moved around a lot form their spawning positions, so I cannot guarantee what you will find. If you see a Ghost between you and the shield generator room, take cover behind a rock or forerunner block and wait for it to approach you. Once the Ghost gets close to your cover, charge up your plasma pistol, EMP the Ghost, sprint up to it, and hijack it. If you want, you can use any Ghost you hijack to fight the enemies, but I prefer to stay on foot.
Once you reach the shield generator room, kill any enemies immediately around it and sprint into the room. Just like when you were at the relay station with the Prometheans, you will be safe inside of the room. Use it as cover and snipe as many grunts that you can see. There should be a fair number between you and the final shield generator. Most likely, there will also be a Ghost in your way as well. Perform the same strategy described above to hijack this Ghost. Notice that you can enter the main tower for cover if necessary. Once the path is clear to the final shield generator, approach it and kill any infantry you see along the way.
After you deactivate all of the shield generators and kill all of the infantry on the ground, focus your attention on the main tower. Climb the ramp to the second floor and watch your radar to determine the location of the two elites on this level. It is important that you know the location of the elites because they often try to sneak up behind you and/or stick you. Use any of the corners as cover and kill them one at a time with a plasma pistol and light rifle combination. Move up to the next level and be prepared to kill a third elite with a carbine. You can now proceed to the relay station to deactivate it.
After you deactivate the second relay tower, you can clearly receive Infinity’s transmition, but your suit transmitter is too weak to contact them. Therefore, you will need to reach Requiem’s core to warn them of the gravity well. Cortana will create a teleporter leading to the teleporter hub, and then another one leading to the core.
Part 3: Almost Home
As soon as you exit the second teleporter, you will find yourself in a large Promethean structure with a Phantom dropping 4 grunts and a jackal sniper ahead of you. There is no cover, so stay out of these enemies range and pick them off from a distance. Be sure you swap whatever secondary weapon you have for a fresh plasma pistol from one of the infantry; you will be fighting many covenant in the next area.
Where you are standing, there are two mirrored paths to the core. In both paths, you will find covenant fighting Prometheans, but on the left path, the Prometheans will dominate the covenant and on the right path, the covenant will dominate the Prometheans. This means that you will fight mostly Prometheans on the left path and mostly covenant on the right path. In this case, it is much easier to take the right path (not only are Prometheans stronger than covenant, you will be fighting Prometheans with one-hit-kill binary rifles). Therefore, I highly suggest you take the right path.
After you walk through the right door and up a ramp, you will be directly behind many covenant fighting Prometheans in the distance. These covenant will almost immediately overwhelm the Promethean forces. Kill any infantry directly in front of you, then enter the elevated room to the right via a ramp in the back. From here, you will have an high sniping position over the enemies in the area. You should see some grunts, some jackals, and 3 elites (one with a fuel rod gun.) Kill the light infantry with light rifle headshots from the room you are in, and back down the ramp or step behind the front doorway for cover. Wait for the elites to come to you and be careful, because they may come in behind you. You may consider placing your auto sentry behind you to help stop the enemies from sneaking up behind you. Kill the elites with an overcharged plasma pistol and light rifle headshot. Be sure you are in good cover when fighting the elite with the fuel rod gun and, if necessary, jump around and move sporadically to avoid his fuel rods.
Once you kill all of these enemies, the doors in the back of the area will open into a room. Restock on light rifle ammo from the crate to the right wall, then take the elevator up to the next section. You will enter into an area identically laid out to the one you were previously in. Once again, you are directly behind many covenant fighting Prometheans farther ahead. While the covenant are still focused on the Prometheans, kill the elite with a fuel rod gun directly in front of you with a plasma pistol and light rifle combination. The covenant will soon kill the Prometheans and move forward, so you once again should enter the elevated room to the left for a better sniping position. Once again, use your light rifle to snipe all of the light infantry and kill the elites once they come to you.
The two paths converge a short ways before the core, leaving you with one last fight. Walk up the ramp ahead of you and you will see a number of Promethean crates from which you can restock on light rifle ammo. Just past these crates, three elites (one with a fuel rod) are fighting a laser turret and three knights (one with a binary rifle). These enemies will usually not kill each other, so you will need to do most of the work. The elites will have their backs turned to you, so take this opportunity to stun and kill the fuel rod general while he is focused on the Prometheans. You can then easily finish of the other two elites with two more plasma pistol and light rifle combinations.
Now turn your attention to the three knights. Be careful because the knight in the back has a binary rifle. The binary rifle is an incredibly powerful sniper rifle that can kill you with a single body shot. When the knight is about to fire, a red halo appears over his head. As soon as you see this, take cover immediately. You need to kill the other two battlewagons before you can engage the binary rifle knight. To do this, use either your plasma pistol or the fuel rod gun from the elite general. Be sure that you stay in cover behind the forerunner blocks so that the binary rifle knight cannot snipe you. Also, remember to launch your auto sentry to draw the fire of the battlewagons while you engage them. If you choose to use a plasma pistol, remove the knights’ shields and then kill them with a few headshots. If you choose to use the fuel rod, get close to them and bombard them with multiple fuel rods. It will take 2 – 4 shots to kill each knight.
Once only the binary rifle knight remains, you will need to approach him carefully. Move between the different pieces of cover until you get close to him. The closer you are to him, the harder time he will have hitting you. Once you are at very close range, jump around a lot and kill him with either a plasma pistol and headshot combination or multiple fuel rods. If you ran out of ammo in both of these, you can also use a suppressor from the crates that you passed earlier.
After you kill the last knight, you can approach Requiem’s core and use it to contact the Infinity. Unfortunately, the core was actually imprisoning the forerunner Diadact, and using it as a transmitter releases him. He will then begin destroying the area, so you will need to escape to the outside of Requiem.
Part 4: Next Stop, Certain Death
You end the cut scene with 4 Ghosts in front of you, so enter one of these Ghosts to begin your escape. Cortana will feeds your suit’s energy into the boost of the Ghost, so it has unlimited boost and boosts faster than normal. You will need to drive along a long dirt path with many jumps and tight turns until you can escape Requiem. Stop boosting whenever you are making a sharp turn to turn more easily, and use the boost before and during a jump so that you can reach the other side. After you follow the path for around 2 minutes, you will finally see a portal at the end of a large jump. Hit the jump with full boost and you will teleport to Requiems surface. That concludes “Foreruner”.
Last Updated: December 23, 2012 at 17:49