ERIC NYLUND

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"I see, sir," Lieutenant Haverson replied in a whisper, then glanced at his watch. "This was how many days ago?"

"Got plenty of time left," the Admiral told him. "Around twenty hours."

Lieutenant Haverson swallowed.

"There's just one snag in that plan, though." The Admiral re- moved his hand from Haverson and his gaze settled onto the dirt floor of the cavern. "I had a team of Marines—Charlie Company—that got wiped out before we could get to those No- vas." He sighed. "Brave kids. A damned waste of good men. That's when I picked up Red Team on coded COM. I 'convinced' them to lend me a few of your Spartans. We got to the Novas, armed them, and we've been raising eight kinds of hell down here with hit-and-run exercises—just to keep everyone busy, you understand. Wouldn't want to get bored."

"And the rest of Red Team, sir?" the Master Chief asked. Whitcomb shook his head. "We got one last transmission

from them before they said they were falling back." He walked to the table, unrolled an old paper topological map, and pointed at Menachite Mountain. "Here. Where ONI had their CASTLE base." He paused. "But the Covenant are tearing that mountain apart, rock by rock. I want to believe they're still there ... but we've counted at least a dozen companies. Those Covenant have air support, close orbit patrols, and, on the ground, armor. The place is a fortress. Could anyone survive?"

The Master Chief scrutinized the lines on the map and had an answer for the Admiral. "They're underground," he said. "The CASTLE facility. We did a lot of training there. The Covenant can fill up those tunnels with only so many search parties."

"Then you think they all have a chance?"

"Yes, sir. More than a chance. I'd guarantee they're in there. That's where I'd be."

The Admiral set his fingertip on the representation of Mena- chite Mountain, tapped it twice, thinking, and then suddenly looked up. "You got into this canyon in a captured Covenant ship, right? A dropship?"

"Yes, sir." John hadn't told him that. Despite his brusque man- ner, the Admiral knew his business.

"Then we'll go get them, son."

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Halo Lighting System Games manual 181

Games specifications

Halo Lighting System Games have revolutionized the way players experience immersive environments in video games. Known for their cutting-edge lighting technologies, the Halo Lighting System enhances gameplay by creating lifelike visuals that cater to both aesthetics and realism. As a staple in the gaming industry, this lighting system plays a critical role in visual storytelling and seamless gameplay.

One of the primary features of the Halo Lighting System is its dynamic lighting capabilities. This technology allows light sources to adapt in real time to various environmental conditions. Whether it is simulating the flicker of a campfire or the harsh glare of a sunlit landscape, the dynamic lighting system provides an unparalleled sense of depth. These lighting variations impact not only shadows but also the overall mood of a scene, contributing to the narrative in significant ways.

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In conclusion, Halo Lighting System Games stand out due to their innovative dynamic lighting, global illumination, and physically-based rendering technologies. These features combine to deliver breathtaking visuals and realistic environments that engage players on multiple levels. As gaming technology continues to evolve, the Halo Lighting System remains at the forefront, setting new standards for visual fidelity in the gaming industry. With each new installment, it pushes the envelope further, promising even more immersive experiences for players around the world.