Gamma's Halo: Sanghelios Script

Author’s Note: This game takes place chronologically between that of Halo 4/Glasslands and Halo 5. It is also of note that this game will feature the many subspecies of the Covenant races as portrayed in previous Halo games in lieu of the presence of Humans, flood, forerunners, forerunner bots, etc. What this means is that you would ideally see both the Jackals with overbite from Halo CE-Reach and the Jackals with underbite from Halo 4; however, the different species would be shown on opposing sides for player distinction.

DISCLAIMER

The author (Gamma 46) is in no way presently affiliated with 343i or in no way has been affiliated with 343i up to this point (Not that he wouldn’t think it would be totally awesome to work for them (; ). This is purely a fan’s depiction of a game idea within the setting of the Halo universe; the author is practicing script-writing and other practices affiliated with storytelling in gaming, and thus is using this community/website/game as an avenue of practice. This idea is also separate from, but inspired by, DecepticonCobra’s Halo 4/5/SpOpsII scripts. If you’re reading this, DecepticonCobra, thanks for being a big inspiration on the idea, man!

Finally, as a personal request, if you spot anything that DOES conflict with canon as it exists, let me know. I don’t have half the time I used to for reading books and researching works anymore between my daytime job and classes. As such, I recognize there are many fickle and finite details that may have escaped my notice. Your help will be appreciated; I will most likely revise this several times throughout the entries made.

~TABLE OF CONTENTS~

Mission 0 - Prologue
SECTION A “Prelude”

Mission 1 - The Cleansing Keep
SECTION A “New Duds”
SECTION B “Who is Friend?”
SECTION C “Who is Foe?”
SECTION D “In Your Own Backyard”

Mission 2 - Guns of Sanghelios
Opening Cutscene
SECTION A “I Get By With a Little Help”
SECTION B “What Goes Up…”
SECTION C “Must Come Down”

Mission 3 - Vadam
Opening Cutscene
SECTION A “Civil Unrest”
SECTION B “Old Habits Die Hard”
SECTION C “They Come to Our Aid”
SECTION D “The Gods Must Be Crazy”

Mission 4 - Through Their Eyes
SECTION A - Coming Soon
SECTION B - Coming Soon
SECTION C - Coming Soon
SECTION D - Coming Soon

Mission 5 - Intervention - Coming Soon

Mission 6 - The Hive - Coming Soon

Mission 7 - The Servants - Coming Soon

Mission 8 - Heretic, Hero - Coming Soon

HALO: SANGHELIOS - TITLE SCREEN

Enter Davidge’s take on the humble theme of Sanghelios; sweeping violins reminiscient of Halo 2-era Halo tracks usher in the camera. It starts from afar- Sanghelios looming in the distance, a few Covenant ships exchanging fire in the foreground. As the violins crescendo, emotion intensifying with the piece, the camera pans forth through the wreckage of a CCS-Cruiser as the camera plumets into the clouds of Sanghelios, coming to rest over the Keep of Vadam. The ground is wartorn; plasma exchanges and the occasional raid of Banshee or Seraph fighters flies overhead. The soundtrack piece for this Titlescreen seems to be a struggle between humble and vicious: The nature of the Sangheili’s internal and external turmoil. Overhead Vadam Keep, the camera slowly pans as the START option appears, allowing the player into their options. Clicking CAMPAIGN fastforwards the camera into the entrance of Vadam keep, panning slowly behind a stillscreen of the Arbiter and Rtas Vadum facing the battlefield beyond.


LEVEL 0: PRELUDE

"Prologue"

The screen is completely dark. A voice speaks- players familiar with the Haloverse will recognize it as Thel Vadam, last Arbiter of the Covenant.

Thel
“There was honor in our Covenant once.”

The camera pops in a burst of plasma-esque light. As the screen darkens into visible light, a lone Arbiter of old leads a force of Sangheili against the Grunt Rebellion. He points his blade at the foes, Sangheili rushing past him as Unggoy flee in terror.

Thel
“But that was before the Prophets,” -He says this with resignation,- “Exposed our greatest strength as our greatest weakness.”

A Banshee bomb blinds the screen again, this time fading into the taming of the Hunters. Another Arbiter holds his own, blade-against-shield as a Hunter bears down on him. All about him lie the bodies of Unggoy and Sangheili.

The scene then melts away, the horrible cackling of the Gravemind and the sound of an assault rifle firing are heard in the blackness. Another burst fires, the muzzle flare lighting up the next scene: The death of Truth, held in Thel’s hands. As Thel glares into the dying Prophet’s face, the voice of Truth narrates in the background, echo provided to immerse the player in a sense of memory.

Truth
“Though our enemies crowd around us,”

The voice is quickly interrupted by another, distant memory.

Gravemind
“You shall be food, nothing more.”

The image shows Thel thrust his blade into the Prophet, words echoing as he does this.

Thel
“I shall have my vengeance on a prophet, not a plague!”

Thel
(no longer a distant echo, resuming the prior narration)
“There was honor in our Covenant once, and there shall be again.”

The image flares in to where Thel is speaking: an assembly of Sangheili. Players who have participated in the previous games might notice a character in the crowd as the camera pans over different members watching the Arbiter from the center of the floor where he speaks: R’tas Vadum, “half jaw”, sits with his arms crossed as his mind broods on the Arbiter’s words; the camera pans over various other Sangheili of the whole gamut of armor colors and decorations. These Sangheili wear the more traditional armor for what players have experienced, essentially the variations seen between Reach and CE:A. As he speaks, the crowd murmurs amongst one another. Finally, a Minor Domo- one of the lowest tiered and most youthful in the crowd- bravely speaks out in an accusative question.

Minor Domo
“And how, Arbiter, do you suggest we regain this honor when we fight amongst ourselves like Brutes over the last leg of meat? Even now, those blind followers of the Prophet’s teachings beat upon your keep like a child’s drum.”

Thel looks up amongst the crowd. R’tas meets his eyes, then nods slowly with an air of understanding. Thel then brings his eyes to meet the Minor Domo and says with resignation,

Thel
“Were it so easy.”

The chambers break into a cacophony of growls and debate.

???
“Enough!”

R’tas Vadum is standing now, and several adjacent Minor Domo Elites give him plenty of space. R’tas speaks with a casual, practiced tone of respectful authority.

R’tas
“Your fears are well found, brothers. Let us hear the Arbiter, however: he has not plagued our race with the damnation the prophets should have surely brought upon us. The Servants of Abiding Truth and their allies failed once already; they shall fall again if they slither out of the depths of Sanghelios.”

The chambers rumble vehemently as an attack resumes outside. One of Thel Vadam’s guardsmen, decorated in repurposed Honor Guard armor, moves from an offscreen entrance to the chambers.

Honor Guard
“Arbiter, the Servants reveal themselves once again! They rally forces off the coast!”

Another deep rumble impacts the room; Sangheili stand up, weapons drawn and ready. Thel looks about the chamber. Drawing his own energy blade with a satisfying crackle, he walks about the central podium in a final address.

Thel
“Our campaign against these traitors must resume. We will meet after they have been driven off.”

R’tas
“To your ships and warriors, brothers! They must not be allowed to kill more of our wives, our sons!”

The seasoned Sangheili warriors growl and jeer in anticipation of battle. As the various Sangheili move out of the room, R’tas moves to Thel’s side. He nods at the Arbiter’s armor- as seen in Halo 3.

R’tas
“Too busy to shed the skin of our past?”

Thel
“No rest for the weary, as humans would say.”

R’tas clasps the Arbiter’s dented shoulder pauldron. His armor is the same brilliant white equipment he wore during the Second Battle of Earth, but repurposed to look more grandiose and intimidating/inspiring.

R’tas
“Prepare yourself then, Arbiter. I can manage the defense fleet until you are finished.”

Thel simply nods and R’tas unclasps his arm, walking away. As R’tas leaves the chambers, which are now empty save for some of Thel’s guardsmen, he is flanked by a squad of Special Operations officers. Two Unggoy in similar Special Operations drab turn and hobble off behind the group as they exit the Chambers.
The screen shuts dark as the doors from which R’tas left snap close. The screen remains dark as music ushers in the next scene. The music reaching a fever pitch of crescendo, the Arbiter’s voice narrates the rest of the opening.

Narration
(Arbiter)
“War. War is the culture my kind has built for itself. Even when there is nothing left to fight…”

As the narration opens, scenes of the Human-Covenant War open up, revealing the chaotic conquest of the Covenant.

Narration
(Arbiter)
“We continue to fight.”

A still shot of the Arbiter taking Lord Hood’s hand flashes across the screen, soon replaced with Sangheili fighting Sangheili, Sangheili fighting Jiralhanae

Narration
(Arbiter)
“After the initial peace with humanity, not all of my brothers agreed to coexist in the same galaxy as humanity. They wanted to finish what the Prophets started.”

While the animation of Sangheili fighting one another continues, the shouts and jeers of debating Sangheili drowns out the sounds of war.

Narration
(Arbiter)
“When those loyal to Sanghelios refused, our brothers turned to other motives.”

The scene shifts, showing 'Telcam along with four other high-ranking Sangheili, his arms crossed as a small cluster of ships looms over the horizon, an army entering the ships.

Narration
(Arbiter)
“The Servants of Abiding Truth, holy monks that continue to worship the Forerunners, became the ring leaders in a campaign to take Sanghelios- and its supporters- by force. They intend to bow those who disagree into submission, so that they might gain further support for a war with humanity. But they forget too easy.”

The scenes fastforwards, now showing a small fleet loom towards Keep Vadam; suddenly a ship is shot down, the UNSC Infinity seen in high orbit.

Narration
(Arbiter)
“The time of the Sangheili’s supremecy has ended. If we are to resume our place in this galaxy as a proud race, we must cease this in-fighting and toil for a greater purpose. Against greater foes.”

The screen darkens, dampens, and takes an otherwise flood-like appearance (much like the player’s perspective in Infection mode) until it snaps into darkness again, the music all that is left.

Narration
(Arbiter)
“This war will be the hand by which we slay ourselves.”

A pause.

Narration
(Arbiter)
“Or it will be the rebirth of our kind.”

The music fades out.
Prelude concluded.

LEVEL 1: THE CLEANSING KEEP

Begin Cutscene.

The screen fills in with light as one of Keep Vadam’s doors open. Thel marches into his private quarters, where two of his repurposed Honor Guards and an unnamed Sangheili await. A roughly body-sized capsule floats in a gravitation field on the far wall, sarcophagis-like in shape and a smooth purple glow given off by it.

Vadam Armory Master
“Greetings Kaidon. It is a great honor to re-equip you.”

Thel
“It is a shared honor. Let me see it.”

Vadam Armory Master
“As you wish, Kaidon. The armor is of our latest mold; a symbol of defiance against the teachings of the Prophets.”

Thel moves to the sarcophagis, the Armory Master unlatching it. Inside is a new set of Sangheili armor: It resembles the present Arbiter armor, but the set looks much more up to date and even leader-like. Thel steps up to the armor, nods to himself as if in encouragement, and he takes off the helm which he has worn since he became the Arbiter.

The screen shifts to the ground view, where only Thel’s armored boots are visible. The old helm crashes into the ground and settles there. When the scene snaps back to his upper torso, he is lifting the new helm onto his head. It settles in place. He looks over to the Armory Master.

Thel
“Tell me what has changed.”

End Cutscene.

"New Duds"

The player assumes the first-person view of Thel Vadam, the Arbiter.

Vadam Armory Master
“We’ve updated your new armor to include technology on par with our brothers; camo lasts until you have engaged your foes and shield strength is increased.”

The player is prompted to test Active Camo. Upon doing so, the room shakes violently.

Vadam Honor Guard
“The rats must be trying to burrow into the Keep again. With haste, Arbiter!”

Vadam Armory Master
“The armor also contains energy blades as became standard during the War.”

The player is prompted to walk over to a pillar of Sangheili architecture.

Vadam Armory Master
“Strike the targets along the lines to sever it.”

The player is directed to the back-end of the pillar and prompted to assassinate it. Upon doing so, the assassination animation plays.

Vadam Armory Master
“Kaidon, all that remains is to ensure the heads up display is in proper order. Look at his spear head.”

The Honor Guard raises the spear head up. Upon the player looking up, he lowers it towards the ground. Upon the player looking down, the offer to invert settings is given. Repeat test until chosen setting is found.

Vadam Armory Master
“Glorious, Kaidon. The armor-”

The Armory Master is cut off as another violent shake comes from directly below.

Vadam Honor Guard
“That was from within the Keep! Arbiter, it is time!”

Vadam Armory Master
“One more thing, Kaidon.”

The Armory Master jogs to the Arbiter and offers him his energy sword. The player is prompted to take it.

Vadam Armory Master
“We have faith in you, Kaidon.”

The Keep shakes again, the sounds even closer. The Honor Guard turns around to open the door. It peels apart seamlessly.

"Who is Friend?"

Vadam Honor Guard
“This way, Arbiter!”

The guard exits the room, the player in pursuit. As the two round a corner, the guard charges into and spears an oncoming Rebel soldier, shoving the corpse to the ground.

Vadam Honor Guard
“Look at their armor… they hide that they are our kin!”

The player can look at the body and note that the Sangheili’s armor is more like that of the Storm Covenant from Halo 4: Less armor, more brutal, and more organic. The player and the guard continue further down into the hallway, where two fellow Elites and three Grunts, accompanied by a fourth manning a Plasma Cannon, are firing down the turn of the hallway. The player and Guard assist these soldiers against hostile Grunts and Jackles.

Loyalist Elite
“Come to join the sport of war, Kaidon?”

Loyalist Grunt
“Wahahaha! Taste plasma, traitors!”

Once the opposition is cleared:

Thel
“Where do they invade from?”

Loyalist Elite
“The lower reaches of the Keep! They sent armor to distract the van while a small insertion forced their way in from the east!”

Loyalist Elite
“We shall keep this cooridor secure, Kaidon. For Vadam!”

The two Loyalists and the Honor Guard all growl in a victorious agreement.
The Keep shakes violently throughout this section of the level. The player and Honor Guard fight through more clusters of enemies- Jackals and Grunts and Elites (all in the Storm Covenant’s stylized armor)- while working with the pockets of Vadam Loyalists. All Loyalist Grunts and Elites are in the CE-Reach style armors. Upon exiting the final hallway, they enter the Atrium. It is devoid of foes, bodies littering the floor.

Vadam Honor Guard
(Observing the carnage)
“Is this all they can throw at us?”

Loyalist Elite
“I wonder the same… it is perhaps too easy!”

As soon as the player ventures far enough into the Atrium, a violent tremor roils throughout the Keep, staggering many of the Loyalist soldiers present. A sharp reel of violins ushers in the floor beneath the center of the Atrium erupting with blue plumes of smoke and flame before the floor collapses, taking many Loyalists and the Honor Guard with it.

Thel
“Warriors!”

One of the few Loyalists who did not fall in the explosion stares into the gap, commenting,

Loyalist Elite
“…Bombs. They mean to collapse our home from within.”

Thel
“They won’t. Send for the others; tell them to rendezvous in the lower levels.”

The player then receives a waypoint directing them to a doorway. This takes them to a hall that descends into the lower floors of Keep Vadam. Here, the lighting occasionally flickers on and off in tandem with deep rumbles of explosions. The player must fight through throngs of foes alone, varying between hallways and small side-rooms. Eventually, the comms channel crackles to life.

[COMMS] Loyalist Elite
“Three bombs located. Heavily -static- entrenched. -Static- cover that corner! Move!”

-Static-

The player enters an even larger room that was beneath the Atrium; bodies and wrecked parts of the ceiling lay strewn about. Three Rebel Elites, one with an energy sword and two with storm rifles, stand about as if guarding the way. The player’s camoflauge button lights up once to indicate to new players this would be a good place to use it for an assassination.

Rebel Elite
“Any word on the death of the Heretic yet?”

Rebel Elite
(Other)
“No, the Arbiter has eluded us thus far. We shall snuff him out or crush him soon enough.”

The player deals with the Elites. Comms come back online.

[COMMS] Loyalist Elite
“Kaidon, can you hear me? Two bombs remain. We’re sending you the location of them right now. Our brothers shall meet you there!”

As if on cue, the door at the far end of the Lower Atrium opens up and several Elites and Grunts pour in. The Grunts begin to set up perimeter defense turrets.

Loyalist Elite
“Our service is yours, Kaidon.”

The player is offered two waypoints from the Lower Atrium: one through the right cooridor and one through the left; it is the player’s choice. Two Elites accompany the player either way while the rest remain behind.

The player chooses a direction:

THE RIGHT HALL:

The player and their cohorts traverse through a well-lit hallway until coming to an area blocked off by wreckage. To the left is a side door.

Loyalist Elite
“Bah, they must have cut us off beforehand. Delays we do not have time for with these bombs!”

Through the side door is an open room with Grunts and Jackals. One of each species seems to be bickering and screaming at one another until the player intervenes.

Loyalist Elite
“Seems the Traitors cannot even keep the lesser races in line.”

The player and accompanying Elites (if they survive) push through pockets of the Grunts, Jackals, and Elites. The further they progress, the more war torn the Keep’s halls appear; they are near the Vadam Keep Military Barracks. The bomb’s waypoint directs the player to the Barracks.

Loyalist Elite
(If alive)
“Turning our own quarters against us, pitiful. Kaidon, they do not know we are coming. Let us activate camoflauge, and use the element of surprise.”

Any surviving Loyalists activate camoflauge, and once the player does so as well the doors open.

The bomb resonates towards the far end of a wide and ornate Barracks area. Barricades and turret positions are set up along the way to strengthen resistance. When the player engages in combat, several more Loyalists blow through a door across the Barracks and join in the fray, giving the player more allies. Once they clear through all enemies present, Thel and surviving allies rally at the bomb.

Loyalist Elite
“The honor is yours, Kaidon.”

The Player deactivates the bomb.

[COMMS] R’tas
“Arbiter, is that you? Praise Sanghelios, the link is secure.”

Thel
“What has become of our defenses?”

[COMMS] R’tas
“We are holding fast. Where the Abiding Truth obtained so much support is beyond me!”

An explosion through the COMMS.

[COMMS] R’tas
(With a growl)
“Perhaps a colony world. How fares the Keep?”

Thel
“They’ve planted bombs. One remains.”

[COMMS] R’tas
“Dastards. May the light of your blade guide you, Arbiter… I will see to it that some aid comes your way.”

The player recieves a waypoint directing them back through the way they came.
Upon arriving back in the Lower Atrium, the player and surviving allies join a firefight of the previous defending group against a sudden burst of Rebel forces. Amongst them are Drones whom flitter around the room and occasionally dip into the Upper Atrium. The player and allies dispose of these foes.

Loyalist Elite
(Kicking a Drone corpse)
“A colony has chosen to support our foes… Be aware of their presence.”

Two more Elites, both with energy swords, enter the room from where the player initially entered the Lower Atrium. They wear the armor of Special Operations Elites.

SpecOps Elite
(Said gruffly)
“The commander has sent us to help eliminate the remaining bomb. We are at your service, Arbiter.”

The player goes down the remaining hallway. In this case, Left.

THE LEFT HALL

The player and their two allies enter a completely dark corridor. As they round the corner, they see a Loyalist Grunt scampering excitedly towards them. Before the player can intervene, an energy sword lights up from thin air and impales the Grunt, tossing it aside. The player can then engage the camoflagued Elite. This path is more straightforward, but the opposition is largely camoflagued Elites and sniper Jackals from across the room.

The player advances into the room at the end of the Hall. It is a Sangheili study, and as the player enters they may hear a nearby shout. Should the player investigate, they will notice a small closet-like space in the side of the larger room before entering very far into it. A female Elite stands there, a plasma pistol drawn, with three Elite children huddling behind her.

Female Elite
“Those traitors led Hunters in here and set them loose! Please, Kaidon, the children are no match for those monsters!”

Two Hunters are surely enough stomping about the center of the room, occasionally firing at what appears to be a locked set of doors at the far end. The player and surviving SpecOps Elites engage and kill the Hunters. The door opens and two more female Elites as well as a group of children pour out.

Thel
“There is an emergency lift back the way we’ve come.”

Female Elite
“Your valor inspires us, Kaidon. We will move quickly!”

The females and children exit the way the player came.
The player advances into the room that they had occupied, and has to unlock the door. In the final room is another grouping of Elites, Grunts, Jackals to fight. The only allies the player has to rely on are either of the two SpecOps Elites, assuming they are alive.

The player deactivates the final bomb.

[COMMS] Loyalist Elite
“Kaidon, the final bomb’s signal has disappeared.”

A boom resounds in the COMMS channel as well as a flare of static.

[COMMS] Loyalist Elite
“They’re pushing to take the Armory!”

"Who is Foe?"

The player and surviving SpecOps Elites return to the Lower Atrium. A Waypoint directs the player to the doors the first group of allies had come from when entering the Lower Atrium for the first time, and upon approaching it the door opens for the player. The door leads to the Armory, where inside is a variety of weapons, including energy swords and fuel rods. The women and children that survived are gathered there as well. Once the player exits the armory, it locks shut. All surviving allies from this portion of the level are gathered, making the progressing waves of enemies easier to take on if more allies survived.

Loyalist or SpecOps Elite
(If alive)
“The time to prepare is over; here they come!”

The surviving Loyalists have set up multiple Plasma Cannon sites which the player can utilize. The player must then defend against three short, increasingly intense waves of fighters. The final wave includes another swarm of Drones and a high-ranking Abiding Truth Elite with an energy sword and camo.

Loyalist Elite
(After the last foe falls)
“Are you finished, heretics!?”

[COMMS] R’tas
“Arbiter, my men report the lower sections of the Keep are clear of invaders. We could still use your help pushing out the rest of their armor. Come, join me at the summit.”

A waypoint appears to direct the player to a lift that is past the armory.

Loyalist Elite
“Go on, Kaidon. We will ensure that no more of these traitors come through the lower Keep.”

The player activates the lift, which in turn activates a cutscene.

Begin Cutscene.

Thel looks upward as the gravity lift propels him to the topmost floor of his Keep. As it lowers him onto the ground gently, he walks up to the door, which opens upon recognizing the Keep’s Kaidon. Inside is R’tas Vadum, several Vadam Honor Guards, and several SpecOps Elites. They are around a large holotable, holographic representations of armor and air raids showing both the defending and offensive forces exchange fire. Shaking his head dismally, R’tas looks up and seems to straighten his posture as Thel enters the room.

R’tas
“Arbiter!”

R’tas moves to clasp Thel’s shoulder.

R’tas
“Telcam’s using this assault as a distraction; we are sure of it.”

Thel
“What do you mean? This is not the bulk of his ground forces?”

R’tas
“We should have thought as much. It appears he has returned with more support, and he is using this opportunity to turn our fleets against us by means of force.”

Thel
“The outlying Keeps… they don’t have the resources to hold out against 'Telcam’s radicals.”

R’tas
“Which is why we must stop 'Telcam’s assault now and push through to aid our brothers!”

The gathered Elites let out growls and howls of eagerness to fight. Without warning, a powerful explosion rocks the topmost section of the Keep, sending the occupants to the floor. The camera pans from where they rouse to a gaping hole in the ceiling, smoke pouring from the hole. R’tas stands, two plasma rifles in hand and pointed towards the door from which Thel came. Thel communicates through his Comms.

Thel
“Report! What hit us?”

[COMMS] Loyalist Shipmaster
“A lone ship has broken our lines, Kaidon. We cannot risk chasing it without letting more through!”

Thel
“Hold the line. We’ll strike it down.”

Thel turns to R’tas.

Thel
“Does the lift still have access to the ramparts?”

R’tas
“It does… what do you have in mind?”

Thel
(Looking once more towards the hole)
“…A decoy.”

Thel heads towards the gravity lift as the camera fades to black.

End Cutscene.

"In Your Own Backyard"

The player regains control as Thel is dropped off from the lift in front of a solemn doorway. Upon the doorway opening, the player is exposed to sunlight as they move along the ramparts. All along it is a variety of Sangheili warriors, snipers, and even what appears to be armor commanders. Kig-Yar (Loyalist) Snipers are lined up as well, and Unggoy (Loyalist) are carrying what appears to be more charges or batteries for continued plasma artillery fire. The building rocks violently as a plasma bolt impacts the Keep wall, and should the player look onward they’re greeted with the sight of a Sangheili Destroyer looming in the near distance. The sky is a panorama of Sangheili ships from both sides in combat, while looming onward at the ground level is a large battle similar to what was portrayed during Tip of the Spear in the Reach campaign.

[COMMS] R’tas
“The Phantom is nearly ready. Our technicians are ensuring that the ship will be identified as carrying you. The bombs are loaded.”

Another violent shake rattles the walls.

[COMMS] R’tas
(Muttering at first)
“Dastards… The Hangar wall isn’t going to hold out long with all of this plasma fire. Do what you can to buy us time!”

A waypoint directs the player to a nearby plasma battery.

Thel
“I’ll handle this battery. Have the men follow my coordinates as their own!”

Loyalist Elite
“Immediately, Kaidon.”

Once the player enters the AA Battery, they are given control of a console which shows a direct view of the raging battlefield in the distance. The Destroyer still looms in the distance, bearing down on the Keep. The objective is to clear the Hangar wall of oncomming aircraft and armor.
The player is given directions on how to fire the Battery, and each time they fire a volley of plasma the other batteries follow, creating a carpet of plasma bombing. The player must then focus on a variety of Phantoms, Seraphs, and even a Corvette at one point. They will also be redirected to focus on the ground on occasion when groups of Wraiths or the stray Scarab come too close.

[COMMS] Loyalist Shipmaster
“Arbiter, this is Shipmaster Usomai. Our sector is clear; our ships are yours to command.”

The player is now given the option to call in Seraph strafing runs on ground and air vehicles; these strafes have a cooldown every fifteen seconds. After downing the Corvette and the two Scarabs, a large plasma bolt from the Destroyer strikes the plasma battery on Keep Vadam that the player is in, forcing them to abandon it. As they exit it, the end-level cutscene begins.

Begin Cutscene.

The Arbiter rushes out of the battery. It blows up in a fiery blue plume of smoke and debris, the force knocking him against a barricade set up on the rampart. Quickly struggling to his feet, Thel looks over the ramparts just in time to see a single Phantom launch from the Keep.

[COMMS] R’tas
“Phantom away… Let us see if the gods truly favor them now.”

The Phantom advances towards the Destroyer, which deploys what can be assumed to be a convoy of support aircraft that was to capture the Arbiter. The Phantom lurches upward as the Destroyer’s shields lower to launch the convoy of aircraft, and in a brilliant explosion severs the ship in two, evaporating the support aircraft in the dual-bomb explosion. As the ship sinks to the ground, the Arbiter turns and walks away, the camera fading to black.
The cutscene fades then reenters to a new view, now showing R’tas and Thel marching out to Vadam Keep’s main gate, which is open. The two pause for a moment to observe the devastation, and then R’tas points out his ship, Shadow of Intent.

R’tas
“My men are ready to deploy across the lesser Keep’s lands to ensure their fleets are secure.”

Thel
(Looking forward over the devastated battlescape)
“Let us hope the gesture is enough to persuade our brothers to rally with us.”

R’tas
(Looking over to the Arbiter and nodding)
“My men report 'Telcam is out there. In Vosum territory, most likely. Would you like to join us in the hunt?”

Thel
“With haste.”

The two Sangheili begin to walk away from the Keep door, the screen fading to black.

End Cutscene.

Mission Complete.

Wow!

You have obviously put a huge amount of effort and love into this, and it shines through in your work.

I thought the dialouge sounded very authentic.

Extremely impressive, i look forward to reading more.

Thank you very much, E Mc Sq! It’s always encouraging to receive such gracious compliments right off the bat!

Dialogue, in my opinion, is definitely the trickiest part. I’m glad it’s turning out authentic!

With luck, I may get a section or two of the second level out on the 'morrow. Thanks again for the support!

That was incredible.

343 needs a story writer like yourself haha.

I’m eager to see Mission 2!

Trust me, I would adore to write for Halo. This universe has absolutely enthralled and fixated me since I first got into it back in the pre-360 days. The first time I read Nylund’s works, I couldn’t get enough.

In my 7th grade year of middle school I swear I’d have read Fall of Reach at least 5 to 7 times.

So thanks a ton for the compliment, means a lot. :slight_smile:

I love this i swear you and Cobra need to write for 343. This is why i love halo more then any other game i have ever played the story i have been engrossed in halo. I have read every book since reach to Silentium twice each now.

After reading Glasslands and the Thursday War i fear a little for Kaidon Thel Vadam. I just have a feeling something very bad will happen in the last book.

Thank You for writing this i look forward to more and maybe a halo 5 script from you as well.

That’s hopefully the plan! I was using a bit of my own, non-trilogy content ideas to dip my toes into the water, and if the reception is well enough I may delve into an attempt at a main trilogy storyline.

Plus, I gotta save that content! You never know what for or when for, but I’ve learned it’s always good to let the biggest and baddest story of all stew in your head for awhile… allows it to be more concrete!

Thanks a ton for the compliment, friend!

P.S. I daresay you’re outdoing me in reading the content! I’m so busy anymore I’ve only managed one read through of Glasslands, Thursday War, Primordium, and Silentium. This summer’s going to be a resfresher season, methinks.

LEVEL 2: GUNS OF SANGHELIOS

Begin Cutscene.

The camera holds position as some golden colored grain sway back and forth in the breeze. It is quiet, peaceful even. Then the camera slowly lifts upward, the hill it was behind no longer obscuring what appears to be a spattering of Sangheili farm Keeps. This image isn’t as uplifting as the viewer may hope: the fields are smoking in areas and flames roar into the sky; in the distance are several Sangheili ships with their gravity beams deployed. There seems to be some sort of firefight in the distance, but it is hard to make out.
A trio of Ghosts led by a Revenant suddenly race from behind and through the camera angle, roaring down the plains. Silence takes over again, but is soon pushed aside by the growing whine of more vehicles… another trio of Ghosts, and then another, and then more. An entire fleet of Ghosts, Revenants, and even Spirit transports push through the plains. The screen shifts to an overhead view as dark, foreboding, and warlike music usher in a sense of dread for the farmlands beyond. The camera zooms in and keeps pace with the lead Revenant, the ornate Elite seen in the opening narration sitting in the passenger seat. He looks over to his pilot.

’Telcam
“Maintain course until we reach the far cruiser. Falsun’s men will branch right; Korrum will take his men left.”

Rebel Elite:
“As you wish, Field Master. Relaying coordinates now.”

'Telcam glares forward at the distant buildings, a noticeably foul look in his eyes. As the camera keeps pace with the Revenant, 'Telcam experiences a series of cryptic flashbacks that roll out in a natural progression. To fans who have read the books, this segment explains what happened to 'Telcam in the events following the Thursday War. To fans who have not read the books, the segment should still suffice to explain his intentions and drive.
The first memory seems to be from his first person view; 'Telcam looks skyward with disdain as a modified Pelican veers away, leaving him in a forested area. He appears to bow his head down, and only then does he realize his captors had left him a plasma rifle. He stoops to pick it up and then looks about as if in indecision on how to proceed.
The second flashback shows him looking onward as a small fleet of Sangheili ships break the horizon, coming into the planet’s atmosphere. He draws his weapon, beginning to walk towards the looming fleet.
The third flashback shows his men on the ground, ravaging humans and other species of this multi-racial world as he charges forward, weapon pulsating with each bolt of plasma that leaves it. He pushes the assault, the sounds of war and humans screaming drowning out everything else.
The fourth flashback reveals legions of Grunts and Jackals and even a few Brutes surrounded by armed Sangheili. They are the survivors of the slaughter on this Insurrectionist world. In this scene 'Telcam speaks.

’Telcam
(A distant echo)
“Although you have fumbled, misguided as you were, astray from the gods… we offer salvation. Take up arms, strike down the Heretics. It is the gods we owe this triumph… it is the gods you owe this redemption.”

The final flashback shows him on the deck of the one of the ships, the planet below nothing short of a glassed ball now. The flashbacks end with the sound of plasma discharging onto the planet.

’Telcam
(Grumbling)
“Humans… Do not forget they are the cause of this…”

The pilot looks over to 'Telcam a moment, but says nothing. 'Telcam then announces over a Battlenet to the entire light armor in a very regal, speech-like manner. He possesses a certain rhetoric to his speech.

’Telcam
“The Arbiter and his faithful are but a misguided obstacle on the blessed path. It is our duty to pull the Heretics up by their roots, and to do so we must reclaim the fleet that propeled us so far along the path before!”

The armor group continues to push forward, a dust cloud in their wake as the camera shows an overhead of the open fields again. This time, plasma is arching into the sky from the various farmland Keeps towards the charging armor. The camera snaps to a ground level view, plasma blasts impacting and causing some Ghosts to wreck or blow up on impact. The camera angle eventually snaps back to 'Telcam, who draws his energy sword and activates it.

’Telcam
(Thrusting his blade foreward over the dashboard of the Revenant)
“All forces, open fire. Burn the heretics and reclaim our legacy!”

The screen pans back out to show the entire fleet of Ghosts, Revenants, and Spirits. The sounds of war are more distant now. The massive wave of armor splits into three sub groups, each branching out over the plains. As the camera draws back, it rumbles violently. A trio of Phantoms- all in a green coat of armor like the Separatist Phantoms of Halo 3- pursue the moving light armor. The more heroic and noble music enters in, increasing the heroism of the moment.
The screen snaps to the inside of the Phantom, where Thel Vadam stands, carbine in hand. A compliment of Loyalist Elites stand inside as well, with Grunts looking about anxiously around their feet. R’tas’s voice is heard on the COMMS.

R’tas
“Look at them… they swarm like starved animals.”

Thel
“Is there any way the Shadow of Intent could scatter them? Force them to pull out and regroup?”

R’tas
“I’ll see what I can do. Meanwhile, you’ll have to chase after 'Telcam on the ground… too much firepower to bring the Phantoms much closer.”

The screen snaps to an outside view of the three ships as they begin to lower themselves to a drop off level. Each Phantom carries two Ghosts without any pilots onboard. Thel looks out over the broad plains as the armored side hatches open to allow the men to deploy.

End Cutscene.

"I Get By With a Little Help…"

The player assumes the first-person view of Thel as the ships reach ground level, and when prompted, the player exits the Phantom with the other Loyalist forces. The other two Phantoms branch off in opposite directions, keeping low to the ground to drop off forces elsewhere. The Ghosts are not yet dropped off. As the Phantom veers away, it disappears in a cloak of camo.

(COMMS) R’tas
“Arbiter, you’ll need to secure one of the Keeps for us to drop off reinforcements. Shadow of Intent is inbound to scatter their armor, but they’ll need to do it in runs; we cannot risk losing her to any captured Cruisers.”

The player and their allies advance through a golden field of grain, with trodden pathways serving as a geographical hint of how to proceed to a Keep that is off in the distance. Several dead Grunt corpses and even a couple of Elite farmers lay strewn along the way.

Loyalist Elite
“Arbiter, do you hear that?”

The player can hear the hiss of two Jackals. The allied Elites and Grunts engage active camouflage while two allied Skirmishers- the ones with the original trilogy’s appearance and overbite- go into a patch of grain that is scripted and otherwise inaccessable to the player. As the player and their allies creep around the corner, they witness two Rebel Jackals- the ones with the massive underbite from Halo 4- squabbling over an Elite corpse. Should the player not engage immediately, the two allied Skirmishers leap from the grain and each assassinate the two enemy Jackals. They rejoin the player, who is prompted to continue onward.
The group soon arrives to an outer gate that forms the basis of the Keep perimeter. Rebel forces have already set up a defensive position that must be cleared out. Upon doing so, the player then begins an uphill battle to the Keep’s entrance. Eventually the player and allies seize the outside of the Keep.

Thel
“This is Thel Vadam, former Arbiter of the Covenant! We have come to liberate you of this pestilence!”

The door opens shortly after this, several armed Elites exiting the Keep.

Elite Farmer
“Arbiter, is that so? We thought Vadam was surely lost when they turned their eyes on us…”

Thel
“Not so, fortunately. They’ve come for your ships and weapons so that they can rejuvinate their efforts against Vadam.”

Elite Farmer
(Following a defiant growl)
“They’ll receive no such quarter from me.”

(COMMS) R’tas
“Shadow of Intent is imbound… once she is in place, she’ll deactivate camouflage and begin the assault. Some of 'Telcam’s men are headed your way. We cannot land our Phantoms without that airspace secure.”

The player can prepare for the fight by grabbing any manner of weapons strewn about the Keep’s outer space. The rebels had left behind a couple crates with Fuel Rods in them as well as one with concussion rifles and plasma pistols. If the player did not destroy them, there are also a couple shade turret emplacements.
The assault comes in the form of three Ghosts and a Spirit. The Ghosts advance on the player and allies first while the Spirit swings around their flank and releases a variety of rebel soldiers. Once the player eliminates all combatants, a pair of Banshees begin to swoop down towards the player. Before they can fire, a Phantom deactivates camouflage behind them and opens fire, downing both craft. The Phantom swoops in low, offering additional reinforcements at the location and deploying both Ghosts. The player can take one if they choose, which would be wise: the level will require significant travel.

Elite Farmer:
“This service will not be soon forgotten. Elder Ren Vossum’s Keep is just up the road, and he is in possession of a Carrier.”

As soon as the player exits the smaller Keep’s perimeter, the terrain rumbles as Shadow of Intent deactivates camoflage and charges into battle overhead. Plasma discharges in several directions from the ship as it heads into the distant conflict.
The player leaves behind their gathered allies to head towards Ren Vossum’s Keep. On the way the player will encounter a few squads of Ghosts and one or two Revenants as well as infantry and even a few allied forces fending for themselves… There will also be a few flipped Ghosts in good condition as well as ammo by the former pilot’s corpses. Eventually, close to Ren Vossum’s Keep, one of the other Phantoms radios in.

(COMMS) Loyalist Phantom Pilot
“We’ve secured a Destroyer, moving in on the next Keep now.”

(COMMS) R’tas
“Shadow of Intent reports the enemy armor is scattering. Quickly Arbiter, ensure they do not rally and take the Carrier!”

The player reaches Vossum Keep and quickly discovers that it is being overrun. As the player makes contact with the enemy, two of the three Phantoms come in from overhead and drop off additional support. The player is given the objective to fight their way to the Carrier’s gravity beam. Several local Elites continue to fight the enemy, some rather amusing and hick-like Grunts providing humorous dialogue.

Elite Farmer
“Arbiter? Praise the heavens! The Elder is defending his Carrier! Quickly, I fear they may overrun it!”

Another Elite adds more dialogue to explain the Carrier’s circumstances along the way.

Elite Farmer
“They outnumber us… the Carrier was left for maintenance. We did not have time to get our crew on board before they attacked.”

The player fights through a few more throngs of foes, including a few Ghosts and another Spirit dropping off reinforcements that obstructs the player once they are much closer to the gravity beam. Once the player gets within visible distance of the landing pad, a cutscene intervenes.

Begin Cutscene.

Thel is shown jogging towards the gravity beam, only to slow to as 'Telcam’s silhouette is seen stabbing through another Elite with his energy sword. Shoving the other Elite to the ground, 'Telcam turns and spots Thel but spares no time to turn and walk into the gravity beam. The Arbiter pursues him until he arrives at the dying Elite.

Thel
“Elder Vossum! Is it fatal?”

Rel Vossum
(Spoken painfully, each breath labored)
“Don’t waste breath… on an old warrior. Stop… the Bishop…”

Thel is visibly torn between assisting the dying Elder and pursuing 'Telcam. He looks up at the beam, the camera angle shifting to show 'Telcam solely ascending the beam. Before Thel decides what to do, R’tas arrives via Phantom and joins him.

Rel Vossum
“I beg of you. Go. An old warrior… is still a warrior. Let him die as one.”

R’tas
“Elder… your Keep will remember you honorably.”

Thel and R’tas exchange a glance, and Thel gently lays him onto the ground, his breath becoming more and more pained. The two move towards the gravity beam, several of R’tas’s SpecOps soldiers already waiting at the pad.

End Cutscene.

Alright, I’m hoping to get the next two sections (AKA: the rest of level 2) up today. So if you haven’t caught up yet, now’s the time!

I could enjoy this game…

"What Goes Up…"

The player stands at the gravity pad of the Carrier with R’tas and a variety of Special Operations Grunts and Elites. There are several ammo crates offering up a variety of weapons the player can take at the base pad.

R’tas
“Telcam and his men managed to get in… a Carrier is too valuable to simply destroy. We have to go in and reclaim it.”

SpecOps Elite
“The Bishop doesn’t seem to realize he’s cornered himself… a wise opportunity to take.”

The player, when ready, steps onto the gravity pad. Instead of it being a cutscene, the player gets to experience ascending the beam with R’tas and the SpecOps allies. Once they arrive in the Carrier’s bay, Thel and allies are immediately assaulted by several suicide Grunts. Once they are cleared out, the group can advance. They take the adjacent room as well, which was lightly guarded by Jackals and Grunts.

R’tas
“Telcam’s going to make a push for the Bridge. I’ll take my men and ensure he does not succeed. Arbiter, find the hangar controls for this portion of the ship and shut them down. We cannot let him escape again.”

As R’tas and his SpecOps men head down one cooridor, the player gets a waypoint directing them back through the gravity lift room. As they enter it, two allied Elites- farmers- enter the lift.

Farmer Elite
“We wish to restore that which was taken from our Keep with the death of the Elder. We are with you until this plague is cleansed from our home!”

The player and their two allies fight through some light resistance on the way to the first hangar. Upon arriving, they must clear out a force of Elites and Jackals so that they can shut down the hangar bay doors. The player then does this for another two hangars, the enemy forces growing more intense the farther the player progresses. Upon doing so, the player’s COMMS snap on.

(COMMS) R’tas
“We may be fortunate yet… only a few of 'Telcam’s men have obstructed our path so far. Secure the last hangar, and then come join us at the Bridge once it is taken.”

As the player turns about to head to the last hangar, R’tas opens up communications again when the player arrives in the final hangar and has finished off the remaining resistance.

(COMMS) R’tas
(Plasma firing in the background)
“We’ve been flanked! They followed us up the gravity lift and swarm in greater numbers! Quickly, shut it down!”

The COMMS snap off suddenly.

Elite Farmer
(If alive, spoken with lament)
“If that is true… the Keep has been overrun. This ship is all we can salvage from the Bishop’s rampage.”

The player returns to the gravity lift room only to find it swarming with Drones and Grunts. The longer the player leaves the lift open, the more intense and difficult arriving waves of enemies becomes. The panel to shut down the gravity lift is on the opposite end of the room on a raised platform. Should the player shut it down and rush over to the lift’s port while enemies are ascending it, upon it deactivating the player will witness those enemy forces fall back down the way they came to their deaths. The lift’s port then shuts and seals tight.

(COMMS) R’tas
“The lift is secure! By your good grace, Arbiter! Quickly, rejoin us at the Bridge!”

The player and any surviving allies move through to the Bridge, encountering several foes that had come between the player and R’tas while the player had been locking down the hangars. As the last waypoint lights up a door at the far end of the hall to the bridge, a cutscene intervenes.

Begin Cutscene.

Thel nods silently to where R’tas and several Special Operations soldiers are gathered at the doorway to the Bridge. They are stacked alongside the walls, ready to infiltrate once the door’s encryption is cracked. Thel joins the stack, rifle in hand, and R’tas nods to the technical expert of the infiltration group as a signal to open the door.
The door flies open and two of the Special Operations Elites charge in, their swords coming to blows with two Rebel Elites that were waiting on the other side. The Bridge erupts into volleys of fire between the two sides.
The camera snaps to just over the Arbiter’s shoulder, who sees 'Telcam at the ship’s central control console, throwing a body off the console. As Thel aims to take the shot, 'Telcam sets the ship in motion. The sudden movement of the ship throws Thel’s aim off and 'Telcam becomes aware of his presence. Thel sprints across the room to close the gap as 'Telcam fires on him with a Plasma Rifle. Amid the firefight in the room, 'Telcam calmly calls out to the Arbiter.

’Telcam
“You are too late, Heretic. Even if we fail in Vossum…”

'Telcam turns and fires his gun into the console, essentially frying it.

’Telcam
“We have not failed elsewhere. The Gods will be redeemed and released from the squander you have set loose upon all Sangheili. We are the Chosen.”

Without warning, twin bolts of plasma launch from the air towards 'Telcam’s flank, his shields flaring. 'Telcam hisses and ducks behind cover; R’tas, who had been camouflaged, deactivates his camo.

R’tas
“You’ve hid for long enough… reveal yourself so we can be through with this game.”

’Telcam
(From cover, his shields recharging)
“Snuff me out then.”

Before R’tas or Thel can react, 'Telcam manages to activate a separate door panel, and a swarm of Drones enters. The SpecOps soldiers and the player are forced back into cover while 'Telcam retreats through that same doorway. R’tas yells in anger, and Thel looks onward to see where 'Telcam is headed. He shoulders his weapon.

End Cutscene.

The player is thrown into a chaotic mess of a fight with a swarm of Drones. The swarm is soon defeated, and R’tas as well as surviving allies gather at the command console. R’tas is seen fumbling with it.

R’tas
“…No good. 'Telcam must have set it on a predetermined course before frying it. Arbiter, you must stop 'Telcam from escaping. We’ll stay here, hold down the Bridge, and try to repair the console.”

The player must pursue 'Telcam now. Fighting through smaller spurts of Drones headed towards the Bridge as well as a few other squads of opponents, the player eventually finds themselves at a hangar on the other side of the ship that the player hadn’t locked down. Shortly before arriving at this hangar, R’tas chimes in. His dialogue will come at various points of progress in pursuing 'Telcam, the separated quotes providing for each instance this dialogue activates.

(COMMS) R’tas
“The ship is on a predetermined course for Vadam. Fortunately, it is still registered as friendly on the Battlenet because of the Vossum Keep’s past loyalties.”

“Wait… there’s more to this. What is he planning?”

“By the Forerunners! He intends to breach Vadam’s defenses by crashing this ship into the city!”

The player pursues 'Telcam to the far end of the hangar, only to witness him boarding a Banshee that takes off before the player can intervene. Several other Banshees are available for the player to take.

Thel
“Telcam’s left the ship.”

R’tas
“Grab a Banshee and we’ll cover your pursuit from the Bridge.”


"Must Come Down"

The player enters a Banshee and ejects from the hangar. As the player’s Banshee wheels about, 'Telcam is seen propelling away from the ship towards an armada of Sangheili ships of varying classes. The rest of the mission will take place in the Banshee, remaining in the vicinity of the Carrier. Below are the golden fields of Sangheili farmlands, and in the distance there appears to be a storm brewing. In front of that storm, and bearing down on the Carrier, are 'Telcam’s warships.

Thel
“Do you see that?”

R’tas
(With desperation)
“An invasion fleet… at least twice as large as the attack he sent to Vadam. And we’re leading the charge for him. I’m going to try and change the ship’s navigation any way I can!”

The player’s objective becomes to defend the ship from further damage to both the weapons system and the communications relay. The ship will provide covering fire to assist in dealing with enemy NPCs, and any time the Banshee becomes severely damaged the player’s HUD will highlight the hangar they came from, suggesting they swap into a new Banshee.
The initial resistance will largely be Banshees, but soon a few Phantoms will advance by in an attempt to reboard the ship. Occasionally, the player will be prompted to land in a hangar by R’tas to wipe out a boarding party so that the Bridge isn’t taken.

R’tas
“Almost there… the storm is messing with our relays. We’ll need to be close.”

Eventually, two liches advance ahead of the incoming fleet, forcing the player to focus on their engines and guns to disable the craft so that the Carrier’s communications and weapons aren’t destroyed. Amidst this are more Banshees and the occasional Phantom escorts.

Thel
“Where is Shadow of Intent!?”

R’tas
“She left for another territory to deploy more men after rattling 'Telcam’s offensive here! I can’t contact the ship!”

Soon enough, the city-state of Vadam looms in the distance. The storm rumbles in the distance, with the pursuing fleet continuing to hang back as a backdrop animation so that it remains fairly off-sensors when the Carrier comes into view over Vadam. By this point, the enemy pursuit craft vastly outnumber the player and are proving to overwhelm some of the Carrier’s deck guns.

R’tas
(Strained)
“I can’t redirect it!”

Once the player has reached a certain distance, a scripted sequence happens. The player’s Banshee is stricken by the closest Destroyer’s point defense lasers, scraping the wing. The player rides out the last sequence of this level trying to direct the craft’s dissent as it heads into the upper reaches of Vadam. A cutscene triggers as the player breaks into the highest reaches of the city’s architecture.

R’tas
“Arbiter! Thel, can you hear me? Respond!”

Begin Cutscene.

Dramatic music blares as Thel’s Banshee spirals out of control. The camera pans out, showing the significantly larger Carrier looming not too far behind the trailing Banshee, the ship lowering towards Vadam. Banshee fighters and other aircraft race along the ship’s length, peppering its shields with small arms fire as they head towards Vadam. As Thel’s Banshee disappears behind architecture, the Carrier dives towards a low-hanging CCS-Cruiser that was in orbit above the city, the two crashing towards the surface of the city’s outskirts as they go down.
COMMS chatter is alive with Loyalist commanders trying to make sense of what’s happening. Among the obscure exchanges, words such as “invasion” and “sabotage” can be made out. The advance fleet of small fighter craft raze the landscape in the Carrier’s wake, the Carrier itself mere seconds away from touching down.

R’tas
(In extreme desperation)
“Brace for impact! I repeat, brace for impact!”

The camera fades to black, the fate of Thel and R’tas unknown.

End Cutscene.

Mission Complete.