Halo Music - Halo 2


Menu

startup music - Rising




ui/main_menu_music [gain -5 dB]

Plays in main menu
Start (end1_vox) - Cloistered Expectancy
15strings - Unforgotten (first half)
mid_wmel - The Last Spartan (middle third)
remem_wstrings - Ghosts of Reach (first half) | Remembrance (with strings)
sadvox_piano - Heavy Price Paid
Stops (fade out 5)




The Heretic

cinematics/01_spacestation/music/x01_01_mus [gain -3 dB] - Weight of Failure

The Heretic Cutscene: start

cinematics/01_spacestation/music/x01_c01_intro_trans_mus - Cold Blue Light (intro)

The Heretic Cutscene: after "Soon the great journey shall begin"




The Armory

Loop 1 - at_hnsperc_nl [gain -3 dB] [does not loop] [stops previous music] - Waking Spartan (first section abridged, just horns and percussion)

Start - after getting on the tram and johnson saying "Earth. Haven't seen it in years.Earth. Haven't seen it in years."
Stops (fade out 10) - after johnson says "Ships have been arriving all morning." / 50 sec limit




Cario Station

cinematics/01_spacestation/music/x02_01_mus [gain -3 dB] - Waking Spartan (first section)

Cario Station Cutscene: start

cinematics/01_spacestation/music/x02_05_mus - Waking Spartan (second section)

Cario Station Cutscene: cuts back to high charity after johnson receives his medal

cinematics/01_spacestation/music/x02_08_mus [gain -3 dB] - Waking Spartan (third section)

Cario Station Cutscene: fading out from arby being marked

Loop 1 - ambient/spook2 [gain -3 dB] [stops previous music] - TBD

Start (loopshort) - player enters the hallway down the stairs from the starting spawn
Stops (fade out 8) - player is moving through the first atrium (trigger starts where the second raised area starts) / 5 min limit

Loop 2 - 18_dirgeperc [gain -3 dB] - Wage (outro percussion only)

Start (no intro) (alt_loop) - as the doors get blasted open (overlaps loop 1)
Stops - player has gone up the stairs, just before entering the first atrium area (before loop 1's stop) / 2 min limit

Loop 3 - ambient/borealis [gain -3 dB] [stops previous music] - Jeweled Hull

Start - the malta explodes
Stops (fade out 8) - 5 min limit

Loop 4 - stingers/harp_hit1 [gain -3 dB] [does not loop] [stops previous music] - TBD

Start (no intro) - the athens is about to explode

Loop 5 - glue/f_full [gain -3 dB] [stops previous music] - TBD

Start - the 2 elites that killed gunny in the armory are dead or player enters the second atrium
Stops (fade out 8) - either covy in the overlook of the second atrium are dead or player is exiting the atrium area / 5 min limit

Loop 6 - ambient/backrhodes - Chill Exposure

Start - player enters the airlock to go outside (just before "Authorized Personnel Only" shows)
Stops (fade out 8) - 5 min limit

Loop 7 - stingers/swell_trill4 [gain -6 dB] [does not loop] [stops previous music] - TBD

Start (no intro) - player enters the open area of the large elevator room (this triggers the drones to spawn)

Loop 8 - 05_nostrings [gain -4 dB] [stops previous music] - Impend (no intro)

Start - player is in the elevator before the final area (just before "Return to Sender" shows)
Alt Start (transition) - 4 or less covy left in the final area
Stops - covy in the final area are all dead / 6 min limit

cinematics/01_spacestation/music/c01_outro_01_mus [gain -1 dB] - The Last Spartan (first half, alternate version (seems to have a lower pitch))

Outro cutscene: chief/cortana disarms the bomb

cinematics/01_spacestation/music/c01_outro_06_mus [gain -3 dB] - The Last Spartan (second half)

Outro cutscene: chief grabs the bomb as it flys out the airlock




Outskirts

cinematics/03_earthcity/music/c03_intro_01_mus [gain -3 dB] - Metropole (first half) / Earth City (intro)

Intro cutscene: start

Loop 1 - glue/c_nohi [gain -3 dB] [stops previous music] - TBD

Start - just before the phantom returns to the courtyard
Stops (fade out 8) - hunters have burst through the door / 5 min limit
[backup] - after the hunter encounter (trigger is at the turn right)

Loop 2 - 01_groove1_rhythm [gain -3 dB] - Broken Gates (first section w/ no guitar / third section w/ no vocals)

Start - after johnson says to get a satchel on the gate
Alt Start (transition) - hunters have burst through the door
Alt Stop - 2 min after alt start
Stops - 1 min after hunters are dead or after the hunter encounter (trigger is at the turn right) / 5 min limit
[not implemented] - 1 min after alt start (removed by request from marty)

Loop 3 - 01_groove1_vox [gain -3 dB] [stops previous music] - Broken Gates (second section / third section w/ no percussion & no heavy guitars)

Start - either johnson boards the pelican or turning the corner after the broken highway (just before sniper alley)
Stops - player is exiting sniper alley into the narrow neighborhood paths / 3 min limit
[backup] - player is moving onto the wider streets (also a trigger in a hole in the roof of one of the small buildings that leads into the building in front of the hotel)

Loop 4 - ambient/cultivate_thin [gain -3 dB] [stops previous music] - Ancient Machine (stripped down version)

Start - after marine at hotel zanzibar tells player to follow him
Stops (fade out 8) - player is about to exit the hotel / 3 min limit

Loop 5 - afrodrums [gain -6 dB] [stops previous music] - Encounter (first part)

Start - after player reaches goes down the ramp, onto the beach (just as A Day at the Beach is showing)
Stops - player passes over the long grate in the first section of beach / 2 min limit

Loop 6 - glue/g_nohi [gain -3 dB] - Encounter (transition)

Start - player passes over the long grate in the first section of beach
Stops (fade out 8) - player is passing the first sniper tower / 3 min limit

Loop 6.5 - afrodrums_endchant [gain -6 dB] - Ghosts of Reach (second half)

Start - player is passing the first sniper tower
Alt Start - player has moved into the second open section of beach
Stops (fade out 8 if not alt) - 2 min after player passes over a second (broken) grate between the second and third open beach areas or 2 min after alt start / 6 min limit

Loop 6.6 - stingers/swell3 [does not loop] - TBD

Start - as the scarab fires into the tunnel

Loop 6.7 - glue/c_nolow [gain -5 dB] - TBD

Start - as the scarab fires into the tunnel
Stops (fade out 8) - player enters the third section of tunnel, where the shadow convoy spawns / 5 min limit

Loop 7 - 01_groove1_full [gain -5 dB] [stops previous music] - Broken Gates (second section w/ percussion / third section)

Start - player enters the third section of tunnel, where the shadow convoy spawns
Stops - player is almost at the the area where the final encounter of the level takes place / 6 min limit




Metropolis

cinematics/03_earthcity/music/c03_intra1_01_mus [gain -3 dB] - Encounter (second part)

Intro cutscene - start

Loop 1 - halo_rev_short [gain -3 dB] [stops previous music] - Halo (based on the original, no guitar)

Start - after reaching the apex of the bridge, the first phantom is about to pass over the player [timeout 30 sec]
Alt Start (transition) - at the base of the bridge, after cortana mentions the "welcoming party"
Stops (fade out 8 if not alt) - player is about to enter tunnel / 6 min limit

Loop 2 - glue/e_nohi [gain -5 dB] - TBD

Start - player is about to enter tunnel
Stops (fade out 12) - near the first tunnel barrier / 6 min limit

Loop 3 - ec_ingame [gain -3 dB] - Earth City (lightly stripped down version)

Start - player is exiting the park and enters the city streets
Stops - after moving into the area in front of the hospital and the phantom that drops off more ghosts retreats, once all the ghosts and wraiths are dead [timeout 1 min] / 6 min limit

Loop 4 - new_halo_steve_ck [gain -5 dB] [stops previous music] - Halo Theme MJOLNIR Mix (no lead guitar, no intro or outro)

Start - player enters the catwalks above the scarab path
Alt Start (transition) - player boards scarab
Stops (fade out 8 if not alt) - as the mission ends / 6 min limit

cinematics/03_earthcity/music/x03_03_mus - Earth City (excerpt)

Metropolis Cutscene: cut to wide shot of in amber clad




The Arbiter

cinematics/04_alphagas/x04/music/01_mus [gain -3 dB] - Destroyer's Invocation (first section)

The Arbiter Cutscene: start

cinematics/04_alphagas/x04/music/06_mus [gain -3 dB] - Destroyer's Invocation (second section)

The Arbiter Cutscene: after truth says "Ultimately the terms of your execution are up to me"

cinematics/04_alphagas/x04/music/08_mus [gain -3 dB] - Destroyer's Invocation (third section first part)

The Arbiter Cutscene: as the pod containing the arbiter armor decends

cinematics/04_alphagas/x04/music/10_mus [gain -3 dB] - Destroyer's Invocation (third section transition)

The Arbiter Cutscene: after arby puts helmet on

cinematics/04_alphagas/c04_intro/music/c04_02c_mus [gain -3 dB] - Destroyer's Invocation (third section second part)

Intro cutscene: cut to phantoms approaching the station

Loop 1 - ambient/cultivate_full [gain -3 dB] [stops previous music] - Ancient Machine

Start - just after the elevator to the hangar starts to decend
Stops (fade out 8) - as the phantom that drops off ally reinforcements in the hangar begins to leave / 5 min limit

Loop 2 - 13_sleepagain [gain -6 dB] [stops previous music] - Flawed Legacy

Start - player is about to enter the underhangar
Stops - all the heretics in the underhangar are dead or player has left the underhangar / 5 min limit

Loop 3 - glue/e_nolow [gain -6 dB] [stops previous music] - TBD

Start - as heretic leader gets in a banshee
Stops (fade out 8) - 5 min limit

Loop 4 - incubus [gain -4 dB] [stops previous music] - Follow (follow shouts replaced with buzzy synth)

Start - player has entered banshee
Stops - player approaches either the section on the other side of the station from where they got the banshee, or the section to the right where they ultimately need to go [timeout 4.4444 min] / 6 min limit




The Oracle

cinematics/04_alphagas/c04_intra0/music/c04_intra0_01_mus [gain -3 dB] - Falling Up (intro)

Intro cutscene: just before the commander starts sniffing the air

Loop 1 - ambient/spook1 [gain -5 dB] [stops previous music] - Falling Up (first part w/ no choir)

Start - during the scene where ally elites are commenting on the flood slaughtering heretics on the floor below (triggered 3 seconds after the scene begins, which is at the end of the first elite's line, but also if player is in the back half of the room)
Stops (fade out 8) - just as the big elevator starts to go down for the third time / 6 min limit

Loop 2 - womenchoir1 [gain -3 dB] - Falling Up (first part choir)

Start - player leaves the room where the first encounter with the flood is (overlaps loop 1)
Stops (fade out 8) - just as the big elevator starts to go down (before loop 1's stop) / 5 min limit

Loop 3 - ambient/flashback [gain -4 dB] [stops previous music] - Falling Up (second part)

Start - player is about to enter to flood-infested lab
Alt Start (transition) - start of the second wave in the flood lab
Alt Stop (transition) - just as heretics enter the flood lab through the exit door
Stops (fade out 8) - 3 seconds after alt stop / 7 min limit

Loop 4 - 06_bdfull [gain -6 dB] [stops previous music] - Destroyer's Invocation (second section)

Start (fade in 6) - player goes back inside on the path to the control room
Alt Start (fade between 4) - just before cutscene
Alt Stop (fade between 4) - just after cutscene
Stops (fade out 8) - lift is going up / 5 min limit

Loop 5 - stingers/shaker_sting [gain -9 dB] [does not loop] - TBD

Start (no intro) - after the cutscene, either spawning flood notice the player, or player has gone up the first ramp to the lift to the cables (overlaps with loop 4)
[backup] - player has gone up the second ramp to the lift to the cables or flood are at the top of the final ramp to the lift

Loop 6 - glue/g_full [gain -5 dB] [stops previous music] - TBD

Start - after 2 cables are cut and commander says there's one final cable
Stops (fade out 8) - 5 min limit

Loop 7 - stingers/swell7 [does not loop] [stops previous music] - TBD

Start (no intro) - last cable is cut

Loop 8 - 19_rhythmshad [gain -5 dB] [stops previous music] - Infected

Start - player has exited the bottling plant
Alt Start (transition) - player halfway up the hallways on the path back to the underhangar
Stops - player has re-entered the underhangar / 6 min limit

cinematics/04_alphagas/c04_outro1/c04_outro1_01_mus [gain -3 dB] - TBD

Pre-boss cutscene - start

cinematics/04_alphagas/c04_outro2/c04_outro2_01_mus [gain -3 dB] - Shudder

Outro cutscene - start




Delta Halo

cinematics/05_deltahalo/x05/music/x05_01_mus [gain -3 dB] - Penance (first section)

Delta Halo Cutscene: as the carrier appears through the slipspace portal

cinematics/05_deltahalo/x05/music/x05_03_mus [gain -3 dB] - Penance (second section)

Delta Halo Cutscene: after cortana says "That, is another halo"

cinematics/05_deltahalo/x05/music/x05_06a_mus [gain -3 dB] - Penance (third section)

Delta Halo Cutscene: fade cut to johnson after keyes has given chief orders

Loop 1 - peril_nl [gain -6 dB] [stops previous music] - Peril

Start (no intro) - at the start of the level, either player has gone up the ridge and is right in front of the temple, or all the covy before that point are dead
Stops (fade out 4) - 2 min 42 sec timeout
[not implemented] - while not called, there is a commented out function for the stop with the note that it happens "half way down elevator ride"

Loop 2 - 02_perc_only [gain -6 dB] [stops previous music] - In Amber Clad (percussion and vocals)

Start - warthog is dropped off
Stops (fade out 6) - bridge starts to raise up as player approaches / 3 min timeout

Loop 3 - ambient/heliumqueen [gain -6 dB] [stops previous music] - TBD

Start - player is approaching the entrance to the bridge control room in the bunker (triggers form around the front of the corridor in front of the room, and on the roof)
Stops (fade out 8) - the bridge starts to go down / 2 min timeout

Loop 4 - 10_retro_full [gain -6 dB] [stops previous music] - Heretic, Hero

Start - player is in scorpion or is on the bridge
Alt Start (transition) - in the turn leading to the temple enterance in the cliff-face
(also has an alt stop transition that isn't used from what I can see)
Stops - after turning the final corner before reaching the temple itself / 6 min timeout

Loop 5 - 02_groove2 [gain -6 dB] [stops previous music] - In Amber Clad

Start - after entering the grotto, as cortana finishes saying "You always bring me to such nice places."
Stops (fade out 12) - player is approaching the end of the grotto (near the roots of the big tree) / 6 min timeout

Loop 6 - sadend_nl [gain -6 dB] [stops previous music] - Wage (intro)

Start - player is exiting the path from the grotto and towards looking at the tower
[backup] - player is descending the ramp to the tower
Stops (fade out 4) - 19 sec timeout




Regret

cinematics/05_deltahalo/c05_intra1/music/c05_intra1_score_01 [gain -6 dB] - TBD

Intro cutscene - start

Loop 1 - 05_full [gain -6 dB] [stops previous music] - Impend

Start - all the covy in the initial tower are dead or player has exited the tower (there are a few backup trigger volumes for this, including one on the roof)
Stops - player is entering the second tower / 5 min timeout
[backup] - player is exiting the second tower

Loop 2 - glue/d_full [gain -6 dB] [stops previous music] - TBD

Start - the hunters dropped off at the central platform are dead
Stops (fade out 8) - player has activated the first gondola / 3 min timeout

Loop 3 - 12_pulse_drums [gain -6 dB] - Veins of Stone (third section, second half, just percussion)

Start - first gondola has arrived at the central platform (before the docking platform raises up, overlaps loop 2)
Stops - player has activated the first gondola / 3 min timeout

Loop 4 - more_strings [gain -6 dB] [stops previous music] - Leonidas (abridged)

Start - after the first gondola stops halfway, the covy from the other gondola are dead [timeout 1 min] and no enemies in the area are fighting [timeout 1 min] (generally it's when the gondala starts up again, but it won't if you've hopped over to the other one)
Stops (fade out 12) - first gondola has arrived at the third tower (again, before the docking platform raises up) / 4 min timeout

Loop 5 - remembrance_nl [gain -6 dB] [stops previous music] - Remembrance

Start (no intro) - first elevator is under the water
Stops (fade out 4) - 1 min 14 sec timeout

Loop 6 - underwater [gain -3 dB] - TBD

Start - first elevator has arrived at opened
Stops (fade out 8) - either player has moved into the sunken chamber (trigger starts either at the lower door or where the ramp drop down on the upper level) or covy in the sunken chamber are definite that enemies are near / 5 min timeout

Loop 7 - underwater2 [gain -3 dB] [stops previous music] - TBD

Start - player has exited the sunken chamber (trigger is on the lower floor, past the lower ramps)
Stops (fade out 8) - 5 min timeout

Loop 8 - remem_wstrings_nl [gain -6 dB] [stops previous music] - Ghosts of Reach (first half)

Start (no intro) - second elevator is under the water
Stops (fade out 4) - 1 min 11 sec timeout

Loop 9 - more_strings [gain -7 dB] [stops previous music] - Leonidas

Start - after activating the second gondola and the conversation between cortana and miranda
Alt Start (transition) - after the second gondola stops halfway, the covy from the other gondola are dead [timeout 1 min] and no enemies in the area are fighting [timeout 1 min] (generally it's when the gondala starts up again, but it won't if you've hopped over to the other one)
Stops (fade out 8 if not alt) - just before cutscene at the final temple / 6 min timeout

Loop 10 - glue/f_nohi [gain -3 dB] [stops previous music] - TBD

Start - not implemented (would’ve been after regret was killed)
Stops (fade out 8) - just before outro cutscene (this is still implemented even though it doesn’t play)
[not implemented] - (same as regular, but player would have to exit the temple before the cutscene began)

cinematics/05_deltahalo/c05_outro/music/c05_outro_score_01 [gain -3 dB] - Dust and Bones (intro)

Outro cutscene - start




Sacred Icon

cinematics/06_sentinelwalls/x06/music/x06_01_mus [gain -3 dB] - Cortege (first part, played twice on the OST)

Sacred Icon Cutscene - start

cinematics/06_sentinelwalls/x06/music/x06_04_mus [gain -3 dB] - Cortege (second part)

Sacred Icon Cutscene - as mercy is saying "The loss of one of the sacred rings..."

Loop 1 - himoans [gain -5 dB] [stops previous music] - Veins of Stone (first section)

Start - player goes down the long chute at the beginning of the level
Stops (fade out 8) - player falls out the other end of the chute / 1 min timeout

Loop 2 - stingers/swell6 [gain -3 dB] [does not loop] - Veins of Stone (strings at end of first section)

Start (no intro) - 1 sec after loop 1 starts

Loop 3 - ambient/ionizer [gain -8 dB] [stops previous music] - Veins of Stone (second section)

Start - after arriving at the first conduit room (the long and narrow places with the light beams overhead awith sentinel spawners opposite each other), player is on the long bridge seperating the 2 ends (just as tartarus is saying you're getting close to the generators)
Stops (fade out 8) - as tartarus says you've reached the power-source (dropping down to the area with the moving platform you have to activate) / 5 min timeout

Loop 4 - ambient/glassorbit [gain -4 dB] [stops previous music] - Veins of Stone (third section) a.k.a. Glass Orbit

Start - the door to the gap outside almost open
Stops (fade out 8) - just before the hatch out of the room on the other side of the gap opens / 6 min timeout

Loop 5 - 12_pulse_drums [gain -6 dB] - Veins of Stone (third section, second half, just percussion, no outro)

Start - moving platform has docked on the other side of the gap (plays over loop 4)
Stops (fade out 8) - when loop 4 starts to stop / 2 min timeout
[backup] - going through the hatch

Loop 6 - ambient/spook4 [gain -5 dB] [stops previous music] - Veins of Stone (fourth section, just ambience)

Start - player has fallen into the second conduit room (the darker and spoopier one)
Stops (fade out 8) - the piston after the piston that stops loop 7 has been activated (that leads to the first open area with a vista of the control room) / 6 min timeout

Loop 7 - himoans [gain -4 dB] - Veins of Stone (fourth section, just vocals that come in about a third of the way in)

Start - player is on the second long bridge in the second conduit room (plays over loop 6)
Stops (fade out 8) - the piston at the end of the second conduit room has been activated (stops before loop 6 stops) / 2 min timeout

Loop 8 - confused_all [gain -4 dB] [stops previous music] - Veins of Stone (fourth section, second half, just strings)

Start - player drops down long chute between the 2 vista rooms
Stops (fade out 8) - when loop 9 starts / 1 min timeout

Loop 9 - stingers/swell5 [gain -3 dB] [does not loop] [stops previous music] - Veins of Stone (fourth section ending)

Start (no intro) - at the bottom the the second long chute (includes landing on the beam in the middle)
[not implimented] - same as loop 8 start (from 2 seperate scripts making the player, and the coop player, invulnerable during the drop through the chute)

Loop 10 - glue/e_full [gain -4 dB] [stops previous music] - Veins of Stone (fifth section)

Start - at the bottom the the second long chute (does not include landing on the beam in the middle, player must be on the ground proper)
Stops (fade out 12) - at the bottom of the next (and last) long chute, the door to outside is opening / 6 min timeout




Quarantine Zone

cinematics/06_sentinelwalls/c06_intra1/music/c06_intra1_01_mus [gain -3 dB] - Opening Volley

Intro cutscene - start

Loop 1 - steve2_full_nl [gain -7 dB] [stops previous music] - Reclaimer

Start (no intro) - after the starting area, as player is about to exit the first short tunnel with the shutter doors
Stops (fade out 4) - 2 min 59 sec timeout

Loop 2 - 04_menace_b [gain -6 dB] [stops previous music] - TBD

Start - in the second short tunnel, just before "Healthy Compitition"
Stops - in the path up to the factory (trigger is where it u-turns to the right) / 1 min 30 sec timeout

Loop 3 - glue/e_nohi [gain -5 dB] - TBD

Start - when loop 2 starts to stop
Stops (fade out 8) - exiting the first factory, as player is coming out into an open area / 6 min timeout

Loop 4 - sadstrings_nl [gain -3 dB] [stops previous music] - Rue and Woe

Start (no intro) - after player is mid-way into the open area after the second factory, either all the flood and sentinels in the area are dead or player is leaving through the broken pipe
Stops (fade out 4) - 1 min 28 sec timeout

Loop 5 - ambient/tryingwinds [gain -4 dB] - Respite (ambience)

Start - just before player steps onto the dock for the key (the giant gondala that will carry you to the end of the mission)
Stops (fade out 8) - key is docked at the library, just before "That Old, Familar Feeling"

cinematics/06_sentinelwalls/c06_intra2/music/c06_intra2_01_mus [gain -3 dB] - Respite (strings)

Key cutscene - start (plays over loop 5)

Loop 6 - 10_retro_perc [gain -4 dB] - Heretic, Hero (no vocals and no bass)

Start - key starts moving up (plays over loop 5)
Stops - 1 min 30 sec timeout

Loop 7 - glue/g_nohi [gain -3 dB] [stops previous music] - TBD

Start - player enters the library
Stops (fade out 8) - outro cutscene - as johnson turns to yell to the marines

cinematics/06_sentinelwalls/x07/music/x07_02_mus [gain -3 dB] - TBD

Quarantine Zone Cutscene - right after miranda grabs the index

cinematics/06_sentinelwalls/x07/music/x07_03_mus [gain -3 dB] - TBD

Quarantine Zone Cutscene - as johnson turns to yell to the marines




Gravemind

cinematics/07_highcharity/x08/music/x08_01_mus [gain -3 dB] - TBD

Gravemind Cutscene - start

cinematics/07_highcharity/x08/music/x08_11_mus [gain -3 dB] - TBD

Gravemind Cutscene - after "There is still time to stop the key from turning, but first it must be found"

Loop 1 - 01_groove_jm [gain -5 dB] [stops previous music] - Broken Gates (intro / first section)

Start (loop_short) - after cortana says "Go. It'll be easier to track Truth if I stay in the network"
Stops (fade out 8) - after player has triggered the chieftain spawn on the outside ledge, as the chieftain reaches the top of the lift (or can see the chieftain within 45 degrees of view) [timeout 20 sec] / 3 min timeout

Loop 2 - glue/c_nolow [gain -5 dB] - TBD

Start (loop_short) - player approaches the pedistal next to the door to the outside ledge, just before cortana says "Right this way chief!"
Stops (fade out 12) - player is going down the grav lift on the ledge (or is just below the ledge, such as if they jump down instead) / 6 min timeout

Loop 3 - 11_lopulse [gain -5 dB] [stops previous music] - Destroyer's Invocation (first section)

Start (loop_short) - going down the grav lift to the jails, just after cortana says "I'll zero their locations - you neutralize the guards... quietly"
Alt Start - after recuing the first group or marines, just after cortana says "Listen-up Marines. The Chief's hunting a Prophet, and you're gonna help him kill it."
Stops (fade out 8) - player has left the jail area / 6 min timeout

Loop 4 - peril [gain -4 dB] [stops previous music] - Peril

Start - while going through the corridors, after truth's "The Elites have failed to protect the Prophets..." speech and cortana says "I've got a fix on Truth just outside this tower, Chief" (player has to be at the end of the corridors, just before the hall up to the outside area with the rock walls and weird plants, for the music trigger)
Alt Start (transition) - going down the ramp after the outside area
Stops (fade out 12 (8 if alt)) - after in amber clad flies overhead and cortana says "She's crashed into another tower ahead of our position. I'll keep trying to make contact, but I'm not registering any human vital-signs..." / 6 min timeout

Loop 5 - glue/f_full [gain -4 dB] - TBD

Start (loop_short) - as in amber clad appears
Stops (fade out 8) - player is halfway down the first garden / 6 min timeout

Loop 6 - ambient/tryingwinds_boys_nl [gain -3 dB] [stops previous music] - High Charity

Start (no intro) - player is about to exit the middle tower (the place with a rock formation in the center room) into the second garden
[not implemented] - the exit door to the center room of the middle tower is half open
Stops (fade out 4) - 1 min 54 sec timeout

Loop 7 - benjamin [gain -11 dB] [stops previous music] - Blow Me Away (no lead vocals)

Start (loop_short) - in the mausoleum, after cortana says "You might consider sitting this one out"
Alt Start (transition) - after cortana says that miranda and johnson need your help
Stops - just after alt start (stop is called after either all the covy on both sides are dead [also if 10 minutes have passed since reinforcements came, but the track won't last that long], but it won’t end until alt is called so it just plays one loop) / 3 min timeout

Loop 8 - glue/c_full [gain -5 dB] - TBD

Start (loop_short) - same as loop 7 stop
Stops (fade out 8) - end of level / 3 min timeout

cinematics/07_highcharity/c07_intra1/music/c07_intra1_01_mus [gain -3 dB] - Antediluvia (first section)

Outro cutscene - start




Uprising

Loop 1 - ambient/sadvox [gain -5 dB] [stops previous music] - Heavy Price Paid (no piano)

Start - start of intro cutscene
Alt Start (transition) - in the first area, when player is walking through the open part underneath the door (trigger is just before reaching the big rock in the middle)
Stops (fade out 8 if not alt) - after player goes inside, in the back of the first room (before going into the cave) / 6 min timeout

Loop 2 - 18_dirgeperc [gain -7 dB] - Wage (percussion only, no outro)

Start - after the stealth elite comes out and says "they have shed our brother's blood..." or same as loop 1 stop
Stops (fade out 8) - in the cave area, after player goes up to the small ramp to where the second big column is / 3 min timeout

Loop 3 - steve2_nolead [gain -5 dB] [stops previous music] - Unyielding

Start - player is going through the tunnel in the first outside area
[not implented] - after player goes outside again, a phantom would come in and after it left either all the bad covy were dead, the player got in a vehicle, or the same as the implemented trigger
Alt Start (transition) - in the second open area after getting a vehicle, there are either 2 or less jackals and brutes left or player has exited the area (trigger at the rock in the out path)
Stops (fade out 8 if not alt) - either the spectre that spawns after the alt start trigger is destroyed, or player has left the area (trigger is at the back of the rock, not the same as the alt start one) / 6 min timeout

Loop 4 - 18_dirge_nl [gain -5 dB] [stops previous music] - Wage (no intro)

Start (no intro) - at the end of the river, as the forerunner structure is in sight, right as "Fight Club" appears
Stops (fade out 4) - 1 min 35 sec timeout

Loop 5 - sadend_nl [gain -3 dB] [does not loop] [stops previous music] - Great Journey (first section) a.k.a. Wage (intro)

Start (no intro) - end of mission

c08_intra1_02_mus [gain -3 dB] - Great Journey (second section)

Outro cutscene: cut to wide shot of the phantoms heading to the control room




High Charity

cinematics/07_highcharity/c07_intra1/music/c07_intra1_05_mus [gain -3 dB] - Antediluvia (second section)

Intro cutscene - start

Loop 1 - glue/c_nohi [gain -3 dB] [stops previous music] - TBD

Start - at the start of the level, after cortana says "Flood-controlled dropships are touching down all over the city!" (trigger is the first pelican reaching a certain point [450 timeout])
Stops (fade out 12) - same as loop 2 start / 2 min timeout

Loop 2 - 07_bomay_nl [gain -4 dB] - Pursuit of Truth

Start (no intro) - after cortana says "There’s a conduit connecting this tower to the ship. Head back inside, I’ll lead you to it" (trigger is when either the second pelican gets to a certain point or player has gone inside [450 timeout])
[backup] - after cortana says "We don't have time for this Chief. Truth's Phantom is nearning the Forerunner ship!" and all players are still outside (seems this would only trigger if players go inside then immedently come back out)
[not implemented] - all players are still outside when the second pelican reaches it's trigger point
Stops (fade out 4) - 2 min 17 sec timeout

Loop 3 - lomoans [gain -3 dB] [stops previous music] - TBD

Detail 1 - stingers/gong_details (30 to 60 sec)
Detail 2 - stingers/shaker_soft (20 to 50 sec)

Start - just after player has exited the big area with the curved light bridges
Stops (fade out 12) - just as player reaches the top of the grav lift to the final area

Loop 4 - womenchoir2 [gain -3 dB] - TBD

Start - in the first "space cave" area, after gravemind says "Arrogant creature! Your deaths will be instantaneous, while we shall suffer the progress of infinitude!" (overlaps loop 3)
Stops (fade out 8) - player has exited the first "space cave" / 2 min timeout

Loop 5 - ambient/spook5 [gain -3 dB] - TBD

Start - after cortana says "The security systems in this part of the tower are particularly robust. Hang on while I override the lock." (you'll probably be in the second "space cave" by this point unless you stopped) (overlaps loop 3)
Stops (fade out 8) - after player is about to exit the second "space cave" and gravemind has said "We exist together now. Two corpses in one grave. / 5 min timeout

Loop 6 - ambient/flashback [gain -3 dB] - Falling Up [second part abridged]

Start - lift to the sanctum starts to go back up (overlaps loop 3)
[not implemented] - player is on the lift or under where the lift is
Stops (fade out 8) - player has entered the room with the sword pedestal / 5 min timeout
[backup] - player is in the center of the room, after cortana says "Brute and Elite ships are engaging one-another all around High Charity!"
[not implemented] - a few seconds after the strength of covy in the inner sanctum is 30% or less

cinematics/07_highcharity/c07_outro/music/c07_outro_01_mus [gain -3 dB] - High Charity (excerpt, vocals only) / Unforgotten (outro)

Outro cutscene - start




The Great Journey

c08_intra1_04_mus [gain -3 dB] - Great Journey (third section)

Intro cutscene: start

Loop 1 - 10_retro_full [gain -4 dB] [stops previous music] - Heretic, Hero

//Start - either player is in a vehicle or are entering the canyon (passing the first rock in the path)
//Alt Start (transition) - player is going around the second corner in the canyon (to where the can see the cove)
//Stops - the phantom that comes in has retreated due to too much damage (or 1 minute has passed) / 7 min timeout

Loop 2 - glue/g_nohi [gain -3 dB] - TBD

//Start - same as loop 1 stop
//Stops (fade out 8) - player has approached the door to inside and it begins to open (or 1 second has passed since getting near it) / 2 min timeout

Loop 3 - ambient/spook3 [gain -3 dB] [stops previous music] - TBD

//Start - player is about to enter a cave section
//Stops (fade out 8) - player is going up the path to leave the cave section / 6 min timeout

Loop 4 - 12_pulse_drums [gain -4 dB] - Veins of Stone (third section, second half, just percussion)

//Start - player is halfway across the gap in the cave section
//Stops - player is going up the path to leave the cave section / 3 min timeout

Loop 5 - 05_nostrings [gain -4 dB] [stops previous music] - Impend (no intro)

//Start - player is going up the ramp that leads to the jail
//Alt Start (transition) - either the brutes and jackals in the jail area have a clear line of sight to the player, or 2 or less are still alive
//Stops - player has entered the final little bit of corridor before reaching the scarab platform / 6 min timeout

Loop 6 - ec_full_softend_nl [gain -4 dB] [stops previous music] - Earth City (different outro)

//Start (no intro) - after scarab cutscene, player is either in vehicle or halfway down the cove
Stops (fade out 4) - 3 min 8 sec timeout

Loop 7 - stringers/flashback_sting [gain -3 dB] [does not loop] - TBD

//Start (no intro) - just before scarab shoots at the door

Loop 8 - ambient/tryingwinds_bakboys_nl [gain -3 dB] - High Charity (vocals lower in the mix)

//Start (no intro) - just before scarab shoots at the door
Stops (fade out 4) - 1 min 54 sec timeout

Loop 9 - 06_bdfull [gain -3 dB] - Destroyer's Invocation (second section)

//Start (fade in 6) - player has entered the chamber and is moving up its ramps
//Alt Start (fade between 4) - when there is only 1 brute left in the chamber (reinforcements about to arrive)
//Stops (fade out 8) - when either all the brute in the chamber are dead or player is almost at the end of the hall past the chamber (trigger cutscene) / 6 min timeout

Loop 10 - 19_rhythmshad [gain -5 dB] - Infected (abridged)

//Start - when there is only 1 brute left in the chamber (reinforcements about to arrive)
//Stops - when either all the brute in the chamber are dead or player is almost at the end of the hall past the chamber (trigger cutscene) / 3 min timeout

c08_intra3_02_mus [gain -2 dB] - Rue and Woe

//Control room cutscene: just before arby speaks

c08_intra3_06_mus [gain -3 dB] - TBD

//Control room cutscene: halo begins firing sequence

Loop 11 - ambient/spook2 [gain -3 dB] - TBD

//Start - after control room cutscene
//Stops (fade out 8) - cutscene: as miranda runs up to grab the index

Loop 12 - womenchoir3 [gain -7 dB] - TBD

//Start - player jumps onto the center platform
//Stops (fade out 8) - cutscene: as miranda runs up to grab the index

Loop 13 - 11_lopulse [gain -4 dB] - Destroyer's Invocation (first section)

//Start - "A lucky hit! You will not land another!"
//Stops (fade out 6) - cutscene: as miranda runs up to grab the index

x09_02_mus - Thermopylae Soon

//The Great Journey Cutscene: as miranda grabs the index

x09_08_mus - Thermopylae Soon (outro)

//The Great Journey Cutscene: "Master Chief? You mind telling me what you're doing on that ship?!"




Credits

Credits music - Beholden / Halo Theme MJOLNIR Mix (fade out) / Road to Voi

x10_01_mus [gain -3 dB] - TBD

//Post-Credits Cutscene: start

x10_02_mus Loop - crazy_surround [does not loop] [plays 2 synched tracks, 1 for front speakers, 1 for rear speakers (at -3 dB gain)] - Subsume (lacks timpani runs from OST version)

Start (no intro) - //Post-Credits Cutscene: as cortana says "Shoot"