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**Halo 4: Shutdown — the Hunter drop, the hidden terminal and the pars**

· Games / Halo 4

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**Halo 4: Shutdown — the Hunter drop, the hidden terminal and the pars** **The Master Chief Collection. Mission spoilers.** There is one edition difference worth getting out of the way before you load Shutdown. **Explore the Floor requires Heroic or Legendary in MCC.** An old Xbox 360 guide telling you to do it on Easy is not giving you the same requirement. **The mission targets** - **Shutdown:** finish the mission. - **Knights:** activate Terminal 5 on Shutdown. - **Explore the Floor:** trick or force a Hunter to fall to its death on **Heroic or Legendary**. - **Shut. Down. Everything.:** beat the **20-minute** par time. - **Emergency Shutdown:** beat the **25,000-point** par score. **Terminal 5: a left-hand detour in the third spire** The terminal is in the final spire, after the first two communications-tower objectives. It is not beside a gondola override. Ride the blue lift into the platform section and get across the disappearing floor. Continue to the central platform where the light bridges branch toward the objective. Instead of taking the bridge directly toward the next objective, take the bridge to its left. This side platform is occupied by Jackals. Clear them and walk around the platform's central column. The terminal is behind it. Activate it, return to the main route and continue toward the platform with the two Hunters. Collecting the terminal doesn't require baiting a Hunter off an edge. **Explore the Floor: prepare the attempt before killing both Hunters** For a focused attempt, load Rally Point Delta on Heroic or Legendary and work through the platforms to the Hunter encounter. Keep the Jet Pack for the maneuver below. The lift on the Hunter platform is the next normal objective, but you need one Hunter to fall into the abyss rather than merely die on the platform. You can kill the other Hunter first to simplify the situation. That is a choice to make the attempt easier, not an additional achievement condition. Give yourself room near an exposed edge and watch the remaining Hunter. You want its close-range rush aimed toward the drop. Stay on solid footing while lining it up; standing too far away simply encourages another ranged attack. As the Hunter commits, jump away and use the Jet Pack to get clear of its path. Recover onto the platform rather than hovering until the fuel runs out. If the Hunter follows the line over the edge and dies, you've met the objective. The timing is not guaranteed. If it stops short or turns, reset your position and try again. Don't keep backing up blindly while watching its shield; Chief falling first doesn't help. There are also knockback and grenade-bait approaches, but they add more variables. The Jet Pack method gives you a clear thing to practice: align the charge, evade and land safely. Keep it separate from a timed run if it is taking several attempts. **The score and time routes are different jobs** For the **twenty-minute** target, know which of the first two towers you're entering. The power-core room requires destroying its exposed cores; the gondola room requires leaving the transport to operate two overrides, then physically entering the carrier field at the far end. Confusing those objectives wastes time even if your shooting is good. On the gondola, use the switch again when you return instead of waiting for it to resume by itself. In the last spire, decide how you're crossing the Banshee chamber before getting caught between the aircraft and the platform defenders. For **25,000 points**, keep a deliberate combat route. A shortcut that omits much of the level can be useful for speed and unhelpful for score. Clear the enemies you planned to score from, keep the attempts moving and avoid repeated deaths while chasing an unnecessary target. Start a full mission for an ordinary par attempt. Rally Point Delta is useful for the Hunter challenge, but it is not a substitute for the full score or time route described here.

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