Halo Campaign Evolved Mission 8: Assault Control Room Walkthrough
by Team Respawn· ~9 min read
This is a Legendary co-op walkthrough of Halo Campaign Evolved Mission 8 — Assault on the Control Room, the icy canyon and Scorpion push after The Silent Cartographer. Below: patch and reception chatter, tank and Hunter tips, Banshee flight notes, and where to grab this mission’s 3 skulls + 1 terminal, with the full video embedded above. Andy and Gus call it a long, Hunter-heavy classic — and they still spend half the run arguing about whether this remake needed to exist next to MCC.
Halo Campaign Evolved Mission 8 setup
- Fifth mission of the remade Halo: Combat Evolved campaign (Mission 8 in full Campaign Evolved release order after the three prequels, The Pillar of Autumn, Halo, Truth and Reconciliation, and The Silent Cartographer).
- Legendary co-op throughout; full playlist and text walkthroughs live on TeamRespawn.net.
- Classic CE structure: canyon approach, Scorpion push through ice and bridges, Forerunner interiors packed with Hunters, then Banshees toward the control pyramid.
- Andy and Gus are not running a dedicated skull route on stream — the collectible section below fills in IWHBYD, Angry, Cowbell, and the Tangent I terminal.
Opening canyon, patches, and remake talk
The mission opens in the canyon below with proximity lights, Magnum mishaps, and immediate community-patch chatter. Before the tank arrives, Andy and Gus dig into why Campaign Evolved exists next to MCC, how sales and price compare, and whether fresh blood (Sledgehammer rumors included) is what Halo needs.
- Pistol reload clarification: Gus walks back an earlier “jam” take — the empty Magnum ejects the cartridge; viewers also pointed out ejecting the last round is still a little silly.
- Assault Rifle fire-rate fix landed after complaints that it was not dumping the classic ~36 rounds per second — they notice the change mid-run.
- Jackals feel toned down versus launch — less shield cheese off rip, which they welcome after early Legendary pain.
- Value debate: Campaign Evolved is roughly $50 for campaign (plus prequels) with no multiplayer, while MCC packages multiple campaigns, multiplayer, and DLC for the same money or less on sale. They agree multiplayer would help the remake’s case; they disagree on how much.
- Sales aside (alleged figures from the stream): ~1.2M copies early for Campaign Evolved versus stronger early numbers for cheaper competitors, and a Black Ops 2 console port cited at ~8M — rough optics for a Halo remake on three platforms.
- Sniper and Vista pistol pickups show up near the Warthog before the heavy vehicle push — worth grabbing for later bridge and Hunter work.
Scorpion push, bridges, and Hunters
Once Fireteam Yankee links with Zulu, Assault on the Control Room becomes the Scorpion chapter. Gus prefers the gunner seat; Andy drives. Film grain gets a mid-mission rant, Hunters stack harder than they remember from CE, and the bridge fights still demand rockets and patience.
- Scorpion muzzle flash tints the whole screen yellow when it fires — a presentation detail they call out as cool.
- Film grain can be toggled off in settings now; they wish that option had shipped day one instead of sitting behind “all the RT” aesthetics.
- Shade / vehicle hijacks feel inconsistent on this run — sometimes clean, sometimes a skill-issue moment. Do not bank Legendary clears on hijack cheese alone.
- Hunter density is the running joke: pairs, triples, and rooms that refuse to end. Andy is “almost positive” classic CE never threw three at once this often.
- Collectible heads-up: IWHBYD sits in a rock hole past the icy bridge — park the Scorpion, climb on top, and look into the gap.
- Collectible heads-up: Tangent I is on a side path after the steep tank climb, before you commit to the Hunter structure ahead.
- Interior glass can be broken to breach rooms — they treat it as a fun remake flourish whether or not it is brand new.
- Energy swords and Vista pistol three-bolt finishes still carry indoor fights when the tank is gone.
Assault on the Control Room skulls and terminals
This mission packs 3 skulls and 1 terminal. Andy and Gus mostly play through for combat and story commentary; the locations below fill in the collectible route so you can grab everything in one Legendary pass (order matches a natural playthrough; locations cross-checked against the Push Square skulls & terminals guide).
- Skull — IWHBYD (Rally Point Bravo): With the Scorpion, reach the icy area where a bridge crosses the chasm. On the far side, go left and park at the end of the path by the hole in the rock. Climb onto the tank and look into the hole to grab the skull.
- Terminal — Tangent I (Rally Point Charlie): After the steep Scorpion climb where a Covenant dropship meets you outside, enter the structure ahead (if you see Hunters, you went too far — use the green side doors). Go up the ramp back outside, turn right, and take the terminal at the end of the path.
- Skull — Angry (Rally Point Charlie): When the cave blocks the tank, continue on foot. Objective marker sends you inside to the right; ahead is a downward ramp with a horizontal bridge. Jump onto the structure at the back — the skull is in the middle.
- Skull — Cowbell (If I Had a Super Weapon… / Rally Point Echo): Near the end, exit outside onto a bridge with the large control structure on your left. Stay on the bridge, drop onto the structure where it passes underneath, turn around, and grab the skull on the snowy rock in front of you.
Banshees, skybox, and the control pyramid
Once you are outside again, Cortana wants Banshees for a straight shot at the control structure. The flight section is the visual palate cleanser — tall skybox, ice caves, and a buggy “beat the Elite to the Banshee” achievement — before the pyramid turns into another Hunter gauntlet.
- Banshee bomb / weapon swap is stick-based; they explore how high the skybox goes and call out icicles forming in the cave on the way down.
- Achievement quirk: Andy unlocks “get the Banshee before the Elite” after an Elite clearly boarded first — chalk it up to remake jank.
- Respawn bug: black-screen delay after death shows up again (same flavor as Silent Cartographer). Pair that with occasional “no projectile indicator” deaths and Legendary feels messier than it should.
- Fall damage is real if you drop off the pyramid approaches — do not treat every ledge like MCC soft-landing.
- Collectible heads-up: Cowbell is the bridge drop onto the structure before you fully commit upstairs.
- Final corridors stack more Hunters, unmanned Shade nests, and stealth Elites. Andy jokes the Covenant capital expenditure on empty turrets is tragic; Gus just wants the door open.
- Mission ends when you push into the control room — playlist nudge for the remaining Campaign Evolved chapters is their usual closer.
Assault on the Control Room walkthrough takeaways
Assault on the Control Room is the long CE vehicle-and-Hunter chapter: canyon approach, Scorpion bridges, Forerunner interiors, then Banshees into the control pyramid. Presentation still sells Unreal ice and skybox spectacle, Jackals feel saner than launch, and the AR fire-rate fix is welcome. Main caveats from this run: Hunter density that feels higher than classic CE, inconsistent hijacks, film grain you should disable, black-screen respawns, and a value argument versus MCC that never really leaves the chat. Collectible route is Scorpion-side IWHBYD at the rock hole, Tangent I on the post-climb side path, Angry on the post-cave ramp structure, then Cowbell on the snowy rock under the final bridge. Overall Andy and Gus still finish the level — they just remain unconvinced this remake had to cost a full-price campaign slot next to MCC.
FAQ: Halo Campaign Evolved Assault on the Control Room
Which mission is Assault on the Control Room in Campaign Evolved?
Assault on the Control Room is Mission 8 in the full Halo Campaign Evolved release order — after the three prequels, The Pillar of Autumn, Halo, Truth and Reconciliation, and The Silent Cartographer — and the fifth mission of the remade Halo: Combat Evolved campaign.
How many skulls and terminals are in Assault on the Control Room?
Three skulls (IWHBYD, Angry, Cowbell) and one terminal (Tangent I). IWHBYD is in the rock hole past the icy Scorpion bridge; Tangent I is on the side path after the steep climb; Angry is on the structure above the post-cave ramp; Cowbell is on the snowy rock under the late-mission bridge.
Where is the IWHBYD skull?
At Rally Point Bravo, cross the icy bridge in the Scorpion, go left on the far side, and park by the hole in the rock. Jump on top of the tank and look into the hole to pick up the skull.
Where is the Cowbell skull?
Late mission at Rally Point Echo / “If I Had a Super Weapon…”. On the outdoor bridge with the large structure on your left, drop onto the structure where it passes under the bridge, turn around, and grab the skull from the snowy rock in front of you.
Do you need a Banshee to finish the mission?
Cortana steers you toward commandeering Covenant Banshees for a direct flight to the control pyramid, and that is the intended path. You can still fight on foot if things go wrong, but the air approach is faster and matches the classic CE beat — just watch fall damage and Hunter packs once you land.
Keep reading
Related by topic — chronological neighbors are below.

Halo Campaign Evolved The Silent Cartographer walkthrough — Legendary co-op Mission 7 tips for island beach landing, Warthog fights, Bandana / Arcophobia / Hip Fire skulls, the Status Update terminal, and Cartographer unlock.

Halo Campaign Evolved Truth and Reconciliation walkthrough — Legendary co-op Mission 6 tips for Covenant cruiser assault, stealth Elites, Iron / Endurance Spec / Foreign skulls, the Inquisitor terminal, and Keyes rescue.

Halo Campaign Evolved Halo walkthrough — Legendary co-op Mission 5 tips for ring arrival, Warthog sections, Give & Take / Grunt Funeral / Floor Is Lava skulls, the Forgotten terminal, and three-objective valley notes.