Suggestion: Side stories

Got an idea for Halo infinite, as the game is meant to be the hub for halo gameplay for the next ten years, lets use that. The idea is simple have Side story DLC that adds new short 3-5 mission campaigns where you play another spartan, elite, OSDT, or even banished soldier in different story lines. These are all meant to build up the lore of halo. Some may even have vehicles and weapons you only see in one game or another, others may have enemies not seen anywhere else.

Example story ideas.

Cleansing flame
Story location: Swords warship
character: a sangheili shipmaster.
Story description: Take control of sangheili ship master as they try to fight off a rebellion in their ranks, but be warned not all is as it seems.
note: Not told but shown only weapons seen during halo 2 are seen in this one.

chapter one: starts with an elite heading upto your character and warning him that a group have cut communications with the rear decks and killed the enegineers. Shortly after this is said an explosion happens. The player must fight their way through a ship with allies and enemies looking the same. The only difference being their ping on the radar and the IFF glow (similar to the PvP mode) the mission ends when you get to the rear of the ship.

Chapter two: A hacking team breaches the door, only to be met with the rebel’s plan flood overwelming them, your character pulls out a sword. Once again you are fighting through the ship this time to the engine room, the objective being to wipe out the parasite. Flame units are brought in using UNSC flamethrowers.

Chapter three: once you get to the engine there is an explosion at the bridge the ship starts to dive towards a nearby planet. Another elite mentions there is a joint colony bellow. The objective changes from destroy the parasite to destroy the ship. The player must make a reverse path to the bridge fighting stronger and stronger flood. The rebels shown to be a flood worshiping cult.

chapter four: And all goes quite. The player character manages to set the self destruct on the ship, but now they have to told it. It is time for teh shipmaster to go down with the ship. Defend the bridge for 5 minutes. Once it is done the ship explodes.

Final: A cutscene plays showing an Oni Operator watching the footage a spy camera having been placed on the shipmasters helmet.


with the final of the first one, the plot is shown. You are seeing different stories that ONI has recorded via spy cams or their own ops ranging from hostile actions during the human covenant war, to modern day. Each story will be a different tail de classified by ONI.

Story two: Two feet into hell
Story location: CLASSIFIED
character: A spartan IV
Story: An ONI op gone wrong, watch through the eyes of a spartan 4 fire team as they preform a dirty ONI ops.
Chapter one: Dropping hard, starts with the player in a drop pod, 3 other Spartans talking over the coms. The mission is simple drop in disable a Rebel relay and get out. Sadly the mission doesn’t go that way, just as you are told the objective plasma fire start blasting at the pods blowing two out of the sky and hitting yours hard. The player lands in a forest canyon The other survivor the squads sniper nearby. From here the player must fight the human troops coming to check on the pods and reach their partner. As you get close to your squad mate an elite is seen running them through with an energy sword though they do manage to blow its head off with their side arm, you reach them to find they are wounded.

These rebels are using Covenant tech The sniper needs aid and the medic went down just a bit from your location. Head with them to the medics drop pod get some bio foam and finish the mission. You have to fight more humans and elites as you make your way to the drop pod only to find the medical supplied ransacked, the only sign of the spartan that was in the pod being their helmet which is on a stick the words “demon’s die” written in blood. Things are looking grim as the sniper says they will just have to make do without, finish the mission.

chapter two: The player and the wounded sniper make their way to their objective along the way the sniper is killed by a jackal sniper when he stops for a breather. LEaving teh player on their own. The player must fight his way to the base by themselves now. Though reaching the base is an easy task. Once there though you find what shot you down, An old Rhino, a tank patern long sense thought lost, and the real reason ONI sent the fire team to this base, command order you destroy it as well as the relay.

Chapter three: Bringing down the house, the player fights their way through the base, destroying the relay and making it to the rhino when their evac is cut off by several AA guns coming on line. The only way to disable them… well that big artillery piece that blew you out of the sky. Take control of the Rhino and destroy the enemy, after blowing up the enemy AA a pelican comes to pull you out. The mission ends with the spartan triggering a detonator blowing up the rhino.

Final: The ONI op seen in the first final sighs as he looks at the spartan sitting across from him. “You did a fine job soldier, but the mission isn’t over yet. We need to find where the rebels are getting that lost equipment, and what they have to do with this.” *He shows a symbol seen through out the rebel camp, the same symbol is seen several times in the first story.


the over arching story, ONI is trying to figure out a cult who have been causing problems and using equipment lost in the war, ranging from weapons that are still classifed to releasing flood on colony’s. The problem is the created prevent ONI from sending troops in to silence them. So for now the research continues.

I think I am going overboard, as I have a full idea on the main story that ties all the side stories together, ONI going after a flood worshiping cult, that has some how managed to keep themselves from being infected. AS the story goes on it turns out the Cult is helping a gravemind and that is why they are not being infected.

I’m supporting this. Chief is cool, and all but there are more stories to tell in the Halo universe.

Yeah and we don’t really get enough of it. I mean I get why the arbiter levels where disliked in halo 2 but damn they where fun. More levels like that would be interesting. The problem is when you try to put another lead in a main halo game, But you can have side stories and have them work well.

IT could also allow 343 to safely experment with other gameplay types.

Like lets say a survival story of a marine, you don’t have a shield instead you have armor that only lasts 2 or 3 plasma bolts. Having to play them through a flood infection where a single popper can kill you, or a covenant attack where even a grunt is a threat.

they could have us play a a Jackal sniper mercenary on a missing to assassinate a high value target for the swords, avoiding combat at all costs do to your weak build but high mobility so that you can get into location and kill a single elite or human and those guarding them.

Wonder if I should go into detail on a few more ideas. Cause I have several small story ideas.

> 2533274918614694;5:
> Wonder if I should go into detail on a few more ideas. Cause I have several small story ideas.

Go for it!

Ok a few more side stories with their ONI brief at the end.

Story: Survivors
Location: outer colony
Player: UNSC ODST
Game play quirk: No shield, health and armor
Story: A survivor of a created attack, forced piece and a destroyed guardian.

Story start: The story starts with a guardian seen above, being blown to pieces with nukes, The player is part of an ODST fire team that was aiming those nukes via a manual targeting system.

Start dialog
command: “Good job delta ten, the nukes seemed to work. Now get out of there, we have promethan signals every where.”

Level one: Escape, the player, and 5 other ODST’s must make their way across the city to their evac point. This is a fight against promethan soldiers, crawlers, and watchers for the most part. Being an ODST you don’t have shields, instead you have a health bar and an armor bar. Armor is weak but can be replaced from downed soldiers. the fight is hard requiring tactile thinking, thankfully you have allies. The level ends with your character boarding a pelican, As the pelican takes off an explosion rocks its left engine, causing it to spiral into the ground and crash on the landing pad.

level two: Spoiler, this mission has the OSDT’s surviving an attack and moving to a new Exit.

dialog
Delta lead: “Everyone that is alive sound off.”
Dleta two: “Breathing”
Delta four: “In pain but here”
Player: “Alive.”
Pilot: “Co-pilots dead, but I am alive.”

From here the lead will request a new Evac point, to which command will state there is none, when requesting solutions command will state their is a police pelican still landed at the local department. to which Lead will say that is the objective.

this mission has players fighting their way to that pelican, seeing as this strange cult appears, fighting Civilians and promethans alike. The cult is a main stay of these missions. In this case it is human and sangheili members, So get ready for elites with human weapons. half way through the level the cult unleashes the flood. And it quickly starts taking over teh city.

level end: this level ends with your character and their squad taking cover in an abandoned UNSC outpost, just after fighting your first combat form of the mission.

End dialog
Delta two: “What was that thing.”
Pilot: “Your guess is as good as mine.”
Delta lead: “Its the flood, and if they are on teh field, we are screwed.”
delta lead then calls in to command. “Command we got bad news, Parasites colony is compromised.”
over the radio: “Understand, mission objective updated, the PD has a nuke shelter head to it, you have 30 minutes.”

Mission three: Nukes

Mission start: the mission starts with you in the UNSC outpost, a lot of guns are in the area and two hogs. You are told to get on the gun of one though you can drive if you want. this mission is a vehicle mission driving through flood infested streets while Promethan’s and cultists battle it out flood attacking all. A four way fight in halo. gameplay wise this is the most normal halo of the levels in this story.

Mission final: the story ends with your group making it to the PD, gun fire coming from the building as survivors fortify it. Delta lead tells the officers to get people into the nuke shelter, this gives a 5 minute defend counter as civilians are moved to the bunker. Once the counter is done the end cutscene will play of the ODSTs entering the bunker and sealing it just before a nuke explodes over head.

ONI Cutscene afterwords: Cut to a camera in the bunker as hellbringer squads open it to find the survivors this pans out to show delta lead and the players ODST sitting at the table.

ONI: “so you are sure this cult unleashed the flood.”
Delta lead: “As sure as I am alive, the flood didn’t even touch them.”
ONI: “we saw, From your report things are looking grim. you two are dismissed.:
the ONI turns to an assistant.
ONI: Escort these fine soldiers out. They have been through enough.”

Scene ends.

With the last idea you might have noticed something adding game play quirks. This is one of the things of the side story to allow experiments. these are like skulls but limited in that there will only be a few active at a time.

Quirks

sangheili: player is an elite. generally means allied grunts, gameplay wise no changes.

Old data: weapons from different parts of the timeline are used. example idea one only has weapons from halo 2.

No shield: Player doesn’t have a shield

weak shield: shield is extremely weak only able to take 1 or 2 hits form an AR.

Health: Player has a health bar, health kits needed to refill it.

Armor: Player has plate armor (grey shield) this is weaker and requires picking replacement plates up to refill. (always comes with no shield.)

Not all missions would have quirks, but some will.

Story four: bloodhounds
Location: Classifed
Character: spartan IV
Story: An ONI op to infiltrate the Cult of one doesn’t go as planed but yields a wealth of intel.
Gameplay mods: EMP (No shields, HUD, and most vehicles/weapons don’t work.)

Intro: the mission starts with the player sitting above some sort of large gathering watching through a sniper scope while a spotter watches nearby. Two other spartans are seen in the background. Bellow in the gathering the cult has several combat forms wondering around it, pod forms found in cages lash out at the members yet do not attack.

player: Command we have eyes on the cult, I hate to say it but intel was right, the flood are not infecting the cult members.

As the player character watches suddenly gun fire rings out as local militia ambush the cult. A battle happen.

Spotter: Command, local Militia has engaged the cult, advice on action.
Command: hold position and watch do not mov…

Before command can say anything a guardian appears above.
Spotter: Crap, coms compromized go dark.

As the spotter says this a wave of energy would hit all electronics frying.


level one: Going dark, Starts with the player pulling out a pistol, bellow gunfire is heard as the militia and cultists open fire on each other. The spotter speaks up.

spotter: Plan delta, we need to make it back to the pelican.
member3: Negative that guardian just fried it, we are stuck here until ONI can get us a ship out of here.
Leader: Which means we get to the UNSC garrison and hunker down lets move.

The player is then tasked to make their way to a UNSC garrison. All the while fighting militia, cultists, and promethans. Flood are seen with the cultists, but other then that it is jungle fighting, with only a few weapons working. MA5’s, pistols, DMRs, and the new AR all work while most other weapons don’t even the spanker is nothing more then a paper weight do to the EMP. So stealth is key taking things out from behind and not alerting the enemy is vital.

For this, a suppressed version of the magnum is started with.

The mission ends when the team arrives at the garrison, UNSC forces holding off Promethan’s in a dark base. Old manual type sirens sounding. The commander greats the solders with a “who are you.” , before the spartans can respond there is an explosion and the level ends.


level two: Cult attack, Cuts to right after the explosion as a two cultist enter the breach, both holding old style weapons. A fire fight happens and the spartans end up taking cover behind a wall.

Garrison commander: “All units, we have Insurrectionists in the compound… I repeat Insurrectionists in the compound.”
As he finishes one of the cultists takes a shot wounding him, and one of the spartans returns fire killing the cultist.
Member3: “These aren’t Inny’s sir, they are worse.”

As he says this flood infection forms start flowing into the building and the level starts.

Players are tasked with escorting the commander to a bunker ans fortifying it with the remaining marines. On the way there the commander informs the group of a shielded mac cannon they where testing. It should still be functional. The problem is the promethan’s took control of the control room before the guardian even appeared. this gives you your second part objective once the marines are safe.

The second part of the level has you fighting your way upto that control room and killing the Promethan soldiers guarding it. the level ends with its firing and damaging of the Guardian which quickly retreats allowing power to come on. Once it does over the coms will be heard
garrison command: “Nice job spartans, that bought us some time, 30 minutes before that thing comes back with reinforcements.”
Player: “Which is 30 minutes to escape.”
Command:" That is my thinking as well, The pelican’s maybe down, but there is a few old cargo transports. Low end tech fuel launch they can’t do FTL but they can get us in orbit. Which means they can get us to safety."
member 2: “That is a hairbrain scheme if I ever heard one… I am in. are any guns back online.”
Commander: “No, but at least you spartans have your shields back.”

level three: escape

This level starts 15 minutes after the last one, with the player, several marines, and a few civilians taking post at a launch site for cargo craft.

Garrison command: “Listen I know ONI types don’t follow my orders, but we could really use your help we have 15 minutes till those guardians come back and with them the promethans.”
spotter: “Let me guess you want us to guard the launch bay until the last minute then escape.”
command: hell no, I want you to go out and rescue as many civilians as you can, you have ten minutes."

This level has the players fighting Militia and Cultists while rescuing survivors. Flood forms start appearing closer to the exit. At the 8 minute mark the first pure form is seen at which point it is assumed there would be no survivors left. The mission ends with the squad boarding the transport which launches entering orbit just as two more Gaurdans arrive.

ONI end scene: the officer from the last few scenes pulling a memory drive out of a computer and sighing as he looks down at a junker of a transport civilians in blankets and UNSC soldiers with out armor sit being supplied. He will turn to a cloaked figure in the back.

OFFICER: The appearance of a biomass form on [planet] Is conerning. But it proves our theory. These cultists are either working with or have managed to control a gravemind.

UNKNOWN: And if we can weaponize it.

Officer: If we can weaponize it, we still don’t have enough information yet.

UNKNOWN: Then send a team

Officer: Where

Unknown: Where else, the ark. The covenant home ship is still there, and the flood are still active on it.

Officer: No, not yet.

Unknown: you will have to eventually.

Officer: I know.

I love this thread, keep it coming Warbrand2!

Not bad idea, but I would like to see them adding whole new stories trough DLCs in game.

Story idea five: ONI operation ZZ#30117
location: clasified
Character: ONI ODST
Game play quirk: health, weak shield
Story: A raid on a cult colony.


level one: The beast hungers

Start: The mission starts with your character along with 30 others dropping feet first into hell via single man drop pods. Along with 4 pelicans all drop pods and pelican’s armed with cloaking devices. over the coms.

“Alright we got 3 hours before the created react, we have to drop in take out the cultists and get the black box from their compound all before a single guardian arrives. If we are not gone by the time it gets here, well I don’t need to tell you what will happen.”

After that is said the air breaks will activate and your pod will land in a desert. Nearby several other pods would hit, some popping open to reveal gun geese.

gameplay: This mission, has you linking up with the rest of your unit first, minimal combat on the first half of this mission, just a few cult patrols and local wildlife. The second half though that is where the action is. As the ONI ODST’s and spartans assault the cults compound. Flood pure forms start appearing more of them the deeper into the compound you go.

Each fight is a tooth and nail battle against human, elite, jackal, and even ungoy fanatics. Along with combat and pure flood forms. Working your way though the base ONI will find more and more classifed equipment being used by the Cult. Only to reach the location of the ONI black box and find nothing is there. Th whole camp was a trap, and ONI fell right into it.

Once the player makes it to the black box which is on the wreckage of an ONI ship. They will open it and the following dialog will happen.

player: Command we have a problem
command: “What is it Soldier”
Player: “The tracker is here, but the black box is missing.”
Command: “Confirm did you say it is missing.”
Player: “Yes.”
command: “[censored] Get out of there, now.”

As they say this several Tank forms will burst in along with heavily armed cultists. a tank knocking the player ODST out.


level two: the beast feeds

Start: the level starts with the player and several other ONI operatives chained op as cultists chant around them. Some sort of decon coming to each before opening a box containing a pod form. Infecting each soldier one at a time.

Soon they get to the player and the pod lunges latching out at them.
cultist: “Do not worry Child, you will be reborn, a gift I shall give but never take.”

The player then wakes in a large container with a lot of flood around them, A voice similar to a gravemind in their head.

Gravemind: You serve us now, fight, feed make them whole.

Shortly after The container you are in will burst open. Flood forms poring from it, including the player form. As a flood you still have your shield and can one hand use any weapon. Though the ability to throw grenades is lost instead replaced with a melee lunge that acts just like a sword attack.
This level has you following the gravemind and cultists orders. attacking either will result in the pod bursting from you killing your character instantly. The enemy is now the UNSC in a far off base. Allowing you to rush with a large horde of flood pure and combat forms.

This mission ends with your character entering a UNSC facility, over the radio. “this is [location] to all units we are being over run, it is the flood. We are activating on site nukes T minus 10 minutes until detonation.”

shortly after the end of the last T minus 9 minutes till detonation. Is heard over comms, your objective is marked as survive. As this mission goes you are fighting UNSC survivors attempting to wipe out the base and make your way to the core to prevent the detonation. this half of the mission is rather simply in teh fact all the dialog is over the coms and the radio still attached to your character UNSC chatter as they try to escape.

The mission ends with the flood breaching the Reactor just in time for it to detonate.


End stinger

The ONI operator seeing before looks at the remains of several ODST helmets including the one fro m the player character, all of them are in a decontamination chamber. A scientist in a clean suit approaches.

Scientists: We should be able to get the data off these helmets in a few hours, once the scrubbers are done.

ONI OP: Good, I want every bit of data those things recorded, we lost 38 good men and women today.

Scientist: Understood.

The camera then pans to the corner as the shadowed one appears

ONI OP: Don’t say anything.

Shadow: Do I need to, They tricked you, a basic one at that.

ONI OP: No they didn’t trick us, they had an inside man. That tracker was well hidden.

Shadow: Are you sure.

ONI: Yes.

Good ideas OP :slight_smile:

Is it bad I have 4 more ideas for the story, with the final two being on the ark vs the banished?

> 2533274918614694;14:
> Is it bad I have 4 more ideas for the story, with the final two being on the ark vs the banished?

Not at all! I actually had the idea that maybe in some of these campaigns its YOUR multiplayer Spartan in the story. Since the devs teased that something like that may occur.

> 2535438636443468;15:
> > 2533274918614694;14:
> > Is it bad I have 4 more ideas for the story, with the final two being on the ark vs the banished?
>
> Not at all! I actually had the idea that maybe in some of these campaigns its YOUR multiplayer Spartan in the story. Since the devs teased that something like that may occur.

That is sort of the idea I am going for on some of the spartan missions, any time it says a team of 4 it will be player spartans.

Speaking of missions with four spartans… here is the next one.

STORY SIX: Black box trace
Location: Classifed
Character: spartan IV
gameplay quirk: Mercenary allies
Story: Only is sending another team after the black box, This time though different channels. A group of Jackal mercenary’s will be escorting the spartans to their destination and helping them with overwatch support. Gear up and get that box back.


level one: Spirit drop

cut scene: The mission starts with the 4 player spartans boarding a spirit drop ship with several Jackal mercs, some are armed with beam rifles others with sniper rifles. Only the spartans are armed differently. One of the jackals makes an angry noise at the spartans before being hit by another… a skirmisher armed with a battle rifle and modified combat harness the overshield glowing brightly.

The players enter first person shortly after this as the image of the Skirmisher apears on their huds a translated female voice over their coms.

Ship mistress: Ok spartans, my boys and I have been paid to escort you into this hell hive that those cultists are using to hide tech, remember our payment is any weapons found you can use them but we want them got it.

Spartan lead: We know the deal ship mistress, though I could ask can your boys wash, it smells like death in here.

Ship mistress: I will ignore that slight, now get ready we are going in hot.

The mission then starts with the doors open and the players as well as a bunch of jackels droping in. Most the jackals are armed with snipers both human and covenant in design. Teh enemies on the ground, aren’t the cultist though they are instead a local covenant faction working with the cultists.
spartan lead: Remember team our objective is the black box, weapons to go the Jackals, vehicles slag them.

This mission has a high focus on sniping and long rang fights the players and their jackal fire team allies vs a large amount of grunts, elites, and brutes. A few Hunters thrown in from time to time. the flow is pretty basic moving across a mountain side compound that was obviously ONI at one point, marks of combat with the created appear through out it.

the first level will end when the players reach the main structure a cut scene of the lead trying to hack a door only for the ship mistress to tell them to back up and fire an over charged plasma pistol into it, causing the door to open.

Ship mistress: Human tech, enough plasma and everything fails.

*She then puts her BR on her back activates a hand held shield and pulls out a halo CE era magnum.

Ship mistress: though I will admit your weapons are useful.

level two: Abandoned mistakes

opening cutscene: the players and the ship mistress are taking an elevator into a rather large compound quickly finding themselves at a train station which seems abandoned, at least for a few moments until a sniper round hits the ship mistress in the head her body’s overshield taking it as she raises her gauntlet and fires a single round back… a cultist dropping dead.

ship mistress: Human snipers, blind, death, and can’t smell anything outside of ten feet. How did you ever out range us.

Random spartan: We had Spartans

ship mistress: Ah yes you demons and your stolen tech. I will tell my boys it is clear you scout a head… and remember the deal.

Mission flow, once the dialog is done the players have full control several objective markers pop to check the train station, teh controls a maintenance hatch, and a tram. In the start area of this stage there isn’t many hostiles just a hand full of cultists and grunts.

Once the area is clear the ship mistress will return via the lift with 5 other jackals. ordering them to set up a staging area for the goodies they will get. She will then enter the tram and demand the group gets going. From here you have a small ride on a tram similar to the tub rides in halo 2. This is a good point for some more dialog and here you Learn the ship mistresses name Airy.

Spartan: So Mis, what is your name?

Ship mistress: Airy, and You are lucky I tell you that much.

spartan2: For a Skirmisher you are quite rude

Airy: And for a demon you are quite thick, so it balances out. We are almost there.

spartan: My motion sensor is going crazy.

Airy: I smell them to, take these.

she then drops 4 overshield powerups on the ground

Airy: only activate them when you need them.

once the tram stops The players and the jackal will be ambushed by twin emplaced chaingun turrets. The over shields and nearby cover being enough to deal with them. From there it is fighting through the cultists to their storage room. the level ends as you enter the storage room.

ending scene: The team enters the storage room, seeing two Rhino tanks, several other vehicles, a section of this old vehicle bay just covered with weapons… and the black box.


level three: A deal kept.
cut scene: The ship mistress heads over and picks up a human sniper rifle like none in the game a Stachion As she is examining it alarms would start to blare, and a count down would begin. “Self destruct in 10 minutes.” Would ring over the enter com.

spartan: you have to be kidding me.

spartan2: Come on lets get the box and get out of here.

Airy: Oh no you don’t we had a deal, follow me we are disabling that nuke.

Spartan: Wait you know how to do that

Airy: You humans aren’t that smart.

she would once again pull out a plasma pistol

Airy: learn to shield your tech.

gameplay: This mission has you fighting against a timer as you head to and disarm a nuke. Cultists trying to stop you every step of the way the ship mistress giving heavy fire with the sniper she picked up even at one point blowing a hole through a door with it. this is a tight timed mission though even the slowest team should get there with about a minute to spare.

Mission end: the mission ends with the ship mistress disarming the bomb via controlled blasts from t he plasma pistol.


ONI Stinger

The ONI cut scene at the end starts in that vehicle bay seen in the mission. The spartans handing over the black box as jackals are seen piling weapons onto some sort of cart.

Spartan: Are you sure it is wise to arm them

ONI: A deal is a deal, and Airy has been a valuable asset even during the war, black markets are good to monitor.

After saying this the spartan would walk away and the ONI officer would look at the black box. On it are the words Property of the UNSC spirit of fire. As well as “AC-220 Vulture home wrecker.”

I have three more mission ideas

of them 2 are spartan and one sangheili player… I don’t know if I should post them though, as the story idea I have ends in a cliff hanger.

Story SEVEN: BLACK BOX
Location: [classified], [classified], [outer colony planet]
Character: ac-220 crews (in co-op there are 4 of them in single player 1)
quirk: pure vehicle, you can’t leave your vehicle if it dies you die.

Mission: this one is strange, as instead of being one location, each level is a different location with the same vehicle and different crews. the the second level being Shield World - Campaign level - Halo Wars - Halopedia, the Halo wiki from halo wars.


level one: a drift.
story start: The ONI op is looking into the black box, and starts by telling the AI to pull the last official log from the Box.

info: This mission starts with a salvage crew finding the AC-220 along with several other spirit of fire vehicles floating in space. This one runs more like a tutorial explaining the gunship, the player controlled primary MG, the Air to air/ Air to ground missiles it has and just how tanky the vehicle is.

All while having the player listen to dialog from the salvage crew. As the mission goes on they are attacked by a small group of Insurrectionists after one of them announces the find on open bands. A mix of banshees and sparrowhawks will attack. (sparrowhawks acting like the wasp but with their guns side mounted.)

the mission ends shortly after the attack with one of the operators informing the others. “Hey unplug that black box, they might be tracking us through it.”


level two: Shield world

info: the player is playing the crew of an ac-220 vulture as they are ordered to help escort survivors to a spirit of fire base. This mission I Am giving the least info on because well it is literally an FPS version of a halo wars level.

intro: The ONI op orders the AI to play the first thing on the AC-220’s flight recorder.

Though there are some things to note, being an escort mission you are escorting 2 groups of allies from their location to the base. The mission starting right after the first, you can also see other small teams doing the side objectives of the original map. the mission ends with the AC-220 boarding the spirt of fire.

This ends with the ONI op surprised askign the AI to identify the location, to which it states the location data seems to be the wreckage of Etran Harborage.

ONI: Send an op team there, for now, play the last mission log after our spy got the tracker in it.

Mission three: Cult side

Mission play: this mission has the player listening to a crew of cultists as they use the Ac-220 to clear out a Holly site, this site being an old forerunner flood containment facility. Several story hints are dropped during this mission AS you learn the cults motivations more so then when you played the flood earlier. Along with that, you learn the cult is trying to the ark through another portal, but they are unable to break past the banished guarding the portal.

That last part is important, the mission ends just after the cult clears the site as a Guardian appears over head EMP taking out the AC-220.


ONI stinger

This levels end cute scene has the ONI operative upset.

ONI: That isn’t good, there is another portal to the ark, and if the banished are using it.

AI: then They have direct access to earth.

ONI: Correct, but something isn’t right if they have access to the ark why haven’t they struck earth.

AI: now that is a good question.

In the back the shadow man steps forward.

Shadow: That doesn’t mater, what maters is the cult.

ONI: What do you mean it …

the shadow man raises a hand

Shadow: We have men on it, focus on the rest. We know where the cult is striking, and we know their main base get your best teams on it they need to be wiped out.

i said this in another post.
Infinite is the perfect time to fill in the canon for those players who only play the games. They can remove / fix the biggest issue where they stuggle to tell a story when half of it is only told in book form.
Example, didact was a great character, but going into h4 unless you read the books there just isn’t enough back story for him to make him stand out in the game. A side story game based on him could fix that.
Or blue team is iconic but some players may not know what the fuss was about. Infinite is the perfect way to add stories / dlc for blue team and there past, really give them a deep dive into there history ext and give players a better understanding why they are loved so much. That way if they turn up in a future game people other than book readers will actually be excited.

Overall its just a great way to expand the universe of halo, add stories about elites, stuff in the past, forerunner wars, the skys the limit really. Its also a great way to fill in the time between main story games.