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*Halo 3*
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Halo 3 FAQ/Walkthrough
For Xbox 360
Version 1.6 (10/24/07)
Written by Brad Russell "TheGum"
(email at the bottom)
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Version 1.0 - finished all, what’s left? No multiplayer, and I don’t intend to
add any.
(9/29/07)
Version 1.2 - small fixes and added Skulls and Terminals.
(10/5/07)
Version 1.5 - redid most of the main game, went in depth with the skulls.
(10/11/07)
Version 1.6 - ha, not really anything added to this guide; please refer to my
website for the new thing (it’s just a skull guide); go to bottom for details.
(10/24/07)
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Table Of Contents
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Use Ctrl + F to surf around dude!
Section: Code:
1. A Brief Foreword
2. Controls CON2222
3. Starter Tips TIPS333
4. Walkthrough FAQ4444
Sierra 117 / Landfall SPAR117
Crow’s Nest / Holdout CROW222
Tsavo Highway / The Road TSAV333
The Storm / Assault STOR444
Floodgate / Cleansing FLOOD55
The Ark / Refuge ARK6666
The Covenant / Last Stand COV7777
Cortana / The Key CORT888
Halo / Return HALO999
5. Weapons GUNS555
6. Enemies BAD6666
7. Skulls / Terminals SKTE777
8. Copyright/Credits
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* 1. A Brief Foreword *
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Welcome to the biggest game of all time, so far. What more can I say? I
cannot add or take away from the experience for anyone. There’s nothing more
to say. It is like playing a movie though, whatever that means.
I will say that I was one of those few who got the Limited Edition version,
though I didn’t have to buy mine. Yes, it was scratched, but at least the
game worked fine. It is the first limited edition game I own, and the extras
were fine, and I liked the little book included. Plus, the box just looks
great.
Also, I will have to say that I have not made this guide with any intentions
to include multiplayer info. It’s basically a whole other monster that would
need its own guide.
Happy slaying,
TheGum
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* 2. Controls ( CON2222 ) *
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Just in case someone doesn’t have the booklet or the poster thing.
XBox 360
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A - jump
B - melee
X - equipment
Y - swap weapon
RB - hold for action; reload right gun
LB - dual-wield; swap grenade type; reload left gun
RT - fire right gun
LT - fire left gun; throw grenade
RS - aim/look; click to zoom
LS - move; click to crouch
D-Pad - Up for flashlight; multiplayer talk
BACK - multiplayer score
START - pause menu
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* 3. Starter Tips ( TIPS333 ) *
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Just some advice to help you get going.
*Save the Grunts for last - that means go for the leader, usually a Brute,
so that the Grunts become demoralized. You should almost never waste scarce
ammo on the little guys.
*Don’t forget to smack a fool - if you’re close to a bad guy, hit him. Simple
as that. You save ammo and you give a lot of damage.
*Waste the handgun ammo first - it’s actually a good gun, as I found out on
later plays. But you don’t find much ammo for it. Use up its rounds and then
toss it.
*Battle Rifle and Carbine - for most of the game these guns are the best.
*Two guns is better than none - by this I mean that two Spikers with full ammo
will do you better than an almost empty rifle. Dual-wielding any weapon combo
will always work out fine (just don’t grab a Plasma Pistol unless you’re that
desperate).
*Only two grenades, but don’t conserve - you only get two of each type, but
there is a healthy amount of grenades throughout the game. Basically, don’t
waste them, but don’t horde them either.
*Aim for the head - very basic, but even though your headshots from rifles
don’t result in instant-kills, focus on the head area.
*The AI can’t drive for nothing - seriously. The first driving section is fine
for you to go gunner, but you should drive most of the time after.
*Run for cover when you’re red - even though you might run out of shield and
you think it’s too late, you would be surprised how many times running for
cover will save you.
*Always watch your ammo - keep track of how much ammo both of your guns have.
If one is low keep an eye out for a better gun.
*When in doubt, backtrack - if for some reason you can’t go forward and you
don’t understand my directions, just go backwards.
***ADVANCED TIPS***
*Legendary is for the birds - no really, just get a high perch, a good old
sniper rifle, and stay behind cover. There are more enemies and there are
more snipers. Just play it safe.
*Run like heck - seriously, you can run past many fights with no consequences.
Well, I noticed that the checkpoints will not pop up if enemies are around.
But if you can make it, just run. This is not a tip for the lower difficulties,
but higher ones may consider more chickening out.
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* 4. Walkthrough ( FAQ4444 ) *
*****************************************************************************
This guide was made using the default settings, including normal difficulty.
And trust me, other than a few spots and most of the Flood encounters, the
game is really easy on normal.
I refer to each level in two ways, just in case someone goes by one way and not
the other. I’ll name each section by the name in the theater, and by the name
of the achievement after you beat a level. And if all else fails, just count
the levels and you’ll know which one you need.
Also, it’s best if you read ahead of where you are just a bit. If you’re afraid
of spoilers, don’t be, but I can’t promise nothing. If I do spoil something
for you, it will be when you get to that point in the guide. So if you can’t
handle that, I don’t know what to say.
Last thing, I have a few terminals in the game, but if you’re one that wants
to get everything in one game (which is a bad way to do it) then you need to
visit my skulls section and plan everything out accordingly. But, I still say
just play the game once, THEN go back and get the achievement stuff.
=====================
Sierra 117 / Landfall ( SPAR117 )
=====================
Walk It Off
Into the opening cutscene you will need to look up and down. That is all.
When you finally get a gun in your hand you can follow the group along the
jungle path. Be sure to press A to jump over the log in your way. Keep going
until the group stops. You will split from the rest and follow the Arbiter.
Him and you will take point up high in preparation for the coming enemies. Look
down the river once you’re to the sniping position and watch as the Grunts
appear. Let them sorta get out into the open and then start firing. Your buds
will help, and it’s not a tough fight. You can even go for the big guy on
higher ground if you want.
After the encounter, your group will move further down the river. They stop
in front of a bunker for a spell, and then they keep moving. There is a pod to
the right of the bunker with a gun inside, but you don’t need it. Soon a
dropship appears and spills more Covenant into the river below. Again, so long
as you don’t die, you’ll be fine.
Get down there (there is a ramp to the left) and look for a gun called a Spiker
near the big guy. Dual-wield it with your handgun if you want to test it out.
*NOTE: You’ll notice that the Brutes like to drop Bubble Shields a lot in
this level. It would be wise for you to get inside those to chase them away,
and do it throughout the level.*
Follow the path to a shadowy area to the left of the waterfall. There will be
another group just like the last two; so just focus on the big guy and pick off
the rest.
*NOTE: It’s a good time to let you know that the Pistol is actually a decent
gun. Headshots are brutal, so keep that in mind.*
Go the the red flares at the back and get through the tunnel. Keep going and
stop when you overlook a wide open area. Don’t shoot at the Grunt you see.
Your group lets you know that they are sleeping. You can jump down, jump over
to that guy, and press B to knock him out. There should be another one down
below. There should be a total of five in this area, but don’t wander too far
or you’ll run into the big group of Covenant across the swamp-water.
When you’re ready, begin your attack on that small army. They are really just
two groups of what you’ve faced so far, so no need to worry too much. I found
it best to just attack from the open area in the middle where the sun shines
down, but any way to kill them is fine. Your marines will help on the ones
that get close, and the Arbiter will snipe from on high. And if you want to
speed things up, flank the group from the left side.
After the place is clear, go up and finish off any survivors. There are plenty
of Needlers in the area, but it’s up to you if you want to use them. I would
advise that you test out dual-wielding two Spikers, if you can find another.
When you move along the ledge there will be some survivors, so deal with them
and proceed.
When you go around the corner you should see a marine in the arms of a Brute.
Quickly unload on the Brute to save him. Finish off the minions and then take
the ramp at the back to get on the path. After you cross the log there will
be some Jackals. Kill them and take out another pack of Covenant. There is a
Battle Rifle nearby some dead marines, so pick that up if you please. Drop of
the ledge for a Cortana chime-in and proceed. Checkpoint.
Charlie Foxtrot
Move along and you’ll drop down near a dock area. Quickly take out the enemies
before they notice your arrival. There is just one small group near the
dock, so take them out quickly. So long as you have some guns with decent ammo,
don’t worry about stocking up, but if you have to, do so and be quick about it.
The coming battle can only go one way or the other. Either you are quick and
deadly with your grenades, or you piddle around too long and get whipped. The
best way to handle this group is to quickly get up there with some grenades in
hand (which were around the dock area). Take the path through the rocks on
the left which will be guarded by two Jackals. Then you need to pelt the Grunts
in your way with some rifle ammo, but don’t waste too much time. Whenever you
see anything bigger than a Grunt, toss a grenade, and don’t miss. Maybe your
friends will help you, or maybe not. The main goal is to take out that big
Brute with the grenade gun. Give him a grenade, finish him off, and then
clean up the mess that remains.
Before you move on, be sure to resupply. You will probably have spent all your
grenades, so search for more in pretty much anywhere, especially around the
dock. There will be a Brute Shot (grenade gun) and a Battle Rifle (sniper
rifle). I say take the rifle, but you can do as you wish. Or you can keep your
Assault Rifle, but you should be low on ammo.
When you go around the corner there may be another standard battalion of
Grunts and a leader.
*NOTE: You probably picked up a Bubble Shield during the last segment. Simply
press X to deploy it, but you can save it for now. Not sure if I’ll have the
best time to use it, so use it when you please.*
*NOTE: Click the Right Stick to zoom while you have a gun with a scope.*
Back into the jungle, follow your squad until they tell you about Jackals
with Carbines. They will run along the path and engage the enemies, but you
can take a raised path on the left for better use of your rifle. There are just
about four of them, and you can follow your group and take the enemies out
from the ground. But you might also consider taking a Carbine yourself.
Then they will move to another ledge as the Arbiter goes up a ramp. Don’t go
over the ledge instead go up the ramp with your pal and use your sniping skills
to take out the enemies all around. When you’re satisfied, drop off the ledge
and get ready for some heavy fighting.
You can run forward and toss a grenade into a group of Grunts around the corner
if you want, but then you have to watch out for the Jackals above you. There
are two: one in the trees and one on the side of the cliff. Then another group
of enemies will come from the side, not to mention any survivors who might be
above you as well. After you lose probably a few of your teammates and the
battle is over, follow the path.
Should encounter another group at the bridge, but using a Brute Shot on the
enemies should make things easier. Before you enter the tunnel, turn around.
By the cliff you will noticed a downed Pelican. Jump down to it and collect
munitions. Sniping will be the priority of the next segment, so be sure to have
a Battle Rifle. You may also consider bringing a Sniper Rifle, but that’s up
to you. I wouldn’t swap a Carbine for a Sniper Rifle if I were you, there are
just way too many enemies upcoming. Now move onward.
Quid Pro Quo
After the cutscene, lots of enemies all around. Make the ones below you the
first priority. Use your Battle Rifle to snipe the Jackals, then the Brutes,
and then try to headshot the Grunts so that you don’t waste ammo. When the
area on your side of the dam is clear enough, follow the path behind you and
get down there.
Kill whatever is in your way and get to the structure that leads to the only
way across the dam. On the other side you should see not only a Chieftan, but
a whole bunch of enemies with him. Focus on the smaller enemies first with your
sniping, just save the big guy for last. When you run out of ammo you will have
to cross over and get into the fray. Be careful of hiding enemies as you cross.
The big bad guy with the big staff in his hand is the priority here. Toss
grenades and unload all your ammo until he dies, otherwise you will get
hammered, literally.
After him, just clear the place of lesser opponents. You can pick up that big
weapon of the chief, it’s called a Gravity Hammer. It’s essentially a small
grenade you unleash on the ground in front of you when you use it. It’s a nice
toy, but you need to have at least one solid gun with lots of ammo. I suggest
hunting down either a Brute Shot or Battle Rifle.
Proceed to the building where you saw Johnson get kicked into, taking out the
last remaining Grunts. Quickly hold RB in front of the shield to free him.
Quickly run out after you free the Sergeant and get back to the bridge.
You will hear about and see a Phantom dropping more enemies on the side of the
dam you started from. If you are quick enough, you can get over to the point
where they were dropped off and you can toss them a few frags. Follow that up
with a couple of Brute Shots and that will be the end of them. You should stay
under cover until the incoming Pelican clears both Phantoms out of the sky.
Then go to the Pelican when it waits for you on the bridge. Hold RB and end
level.
=====================
Crow’s Nest / Holdout ( CROW222 )
=====================
Know Your Role
After a bit of talking, follow a marine to the lower area. At the bottom of
the stairs there will be some ammo racks on a wall. Pick up the two kinds of
rifles and full ammo and keep moving. In the open cavern there are more guns
on the sides, but the rifles are your best options. Move up and toward the
green door to meet your allies. There are some grenades by the door, and when
you are ready just hold RB to open the door.
*NOTE: The choice of rifles is the safest option, but if you want to be
wreckless and look cool doing it, pick up a Battle Rifle and two SMG’s. The
SMG’s will tear through enemies, but you will have to charge into battle
if you want to use them effectively; none of that sit behind cover and wait
stuff.*
There is only one way to go, so follow your crew down the corridor. Open the
next door they stop at and you will be greeted by an explosion. Run out with
your Battle Rifle in hand and start picking off the enemies coming from the
left side. Since they are so far away, snipe the little guys, then take out
the Brutish fellow in a game of peek-a-boo. And try not to kill your friends,
they will get in the way.
Go to where the dead lie and pick up the many grenades. Your guys will enter
a hallway, so help them out. But then go back out into the drive-through
tunnel and follow it to the end for a fun bit with some marines (humor in
uniform). Now back on the warpath.
Move down the hall and take a left to reach another checkpoint. You’ll hear
some friendlies under fire in the next area, so go help them out, and please
keep trying not to kill them. But don’t dilly around too much. Jump down on
either side to a turret platform that overlooks the loading bay. Perhaps the
turrets will both be on the same side, but either way you need to find one
and hold RB to get on. Don’t press B to detach it, just use it to mow down
the incoming bad guys. Then a Phantom will come in. Aim for the gun at the
front of the ship and then take out the guys it spills off. There will be one
more Phantom, so do the same thing.
When your guys start moving, pick off any survivors, careful not to kill your
own. When all is well, go ahead and take the minigun with you (press B). You
may think that Pelican is your ticket out of here, but it’s not. Watch as your
friends load up and wave bye bye. You can go to the edge of the bay and look
out to the insanely pointless battle in the air, or never-ending shall I say.
Not much else to do; trust me, I explored this whole area and there wasn’t
much for it. Just turn around and start backtracking.
You’ll pick up two scare’dy cats along your way, and you might start getting
worried yourself. Make your way back through the long corridor from before and
it would appear everything is okay back at the base. And alas, twasn’t meant
to be. After you see a marine get killed, run out and start unloading on the
Drones. Kill the bugs near you first, hiding behind a pillar or cover if you
need to rest. Then pop out into the open and take burst shots with your turret
gun (a burst shot is just pressing RT to let a few bullets go, not holding down
the shoot button). It may take some time, but eventually you will get all of
the Drones. Clean up what remains and drop your almost-empty turret. On the
left side of the room is a raised rock by a pillar that will have another
turret on top. Grab that one and backtrack to the start of the level. Don’t
forget to stock up on supplies if needed.
Gift With Purchase
Return to the computer room to get your next duty. Johnson leads you to the
doors to the barracks, but first swap out your weakest gun for one of those
new Shotguns in the crate. Open the first and next door and you’re in.
You got lots of options on how to tackle this little room. As you can see it
is infested with Brutes. I had success just standing behind the green cover
barricade (as soon as you enter the room) and sniping the dudes in the head.
But, if you brought along that fresh turret from the caverns, lucky you.
You can move past the barricade and just next to one of the vehicles to
start unloading your rounds. But don’t get too close or the Brutes will start
flinging Spike Grenades your way. Just fire into their general direction with
burst fire, even if you can’t really see them too well. Gradually move forward
as you sense their numbers falling, but always be alert if you see a grenade
or spikes come from your side. As long as you stay in this lower ramp area,
you should have decent enough cover. Don’t let them get close, especially the
chief.
There is also another turret on the walkway above you, but you would have to
be extremely lucky to get up there and get on the turret without being rushed
by the Brutes first. Just save it for later.
After you clear the place, stock up. Go and grab the turret after it’s use
here is done. And on your way out of the room, don’t forget to grab either a
Deployable Cover (the red sharp things) or a Grav Lift (the blue things).
*NOTE: Deployable Cover just makes a big blue shield in front of you. You can
destory these if you encounter them by shooting toward the front.*
Move into the next room which looks like a dead end at both ends. But go the
the right and fall down through the hole for another Cortana moment. Look down
the way and you will see Drones flying back and forth. Move up closer and use
your quick reflexes to shoot at them as they move. More will appear if you hit
one, so be ready. Keep moving and fall down another hole, again. You will meet
up with the Arbiter on the outside of the barracks. Shake hands and enter.
*NOTE: Seriously, the quicker you get through this section the better. You can
zip right through it with the turret, or you’ll be in for a long fight. Your
choice.*
The next area is heck. All I can honestly say is move swiftly, tear through
the Brutes with you turret, and save as many Marines as you can. At the bend
in the room, with the shower area in the corner, you might get into a game
of hide and seek with a few bad guys, so just play it until one of you is
dead. By then you should be out of turret ammo, so switch to the sniper gun.
Look down the way and aim for the heads of enemies in your sights. Now go all
the way around the bend in the room to get on the other side where you fight
the last group of Brutes. These guys are tough because they have lots of
weapons and equipment at their disposal. Just snipe, dodge, toss grenades, and
hide until they are all dead.
If you just can’t seem to get a clear read on the last group, find a door
in the wall that divides the room in half. Open it and open the next door.
This small hall leads you to the side of the Brutes, so drop a grenade and
run back the way you came. Usually if you use this method you will divert some
of the enemy fire and free up your friends to effectively assist you. Be sure
to take out the big guy with the Plasma Cannon first.
After the carnage you will notice a large following of humans behind you. This
is your chance to explore the area for supplies. In the shower area I found a
new piece of equipment called a Power Drain, so you might want to pick it up
for kicks later. You don’t have to explore too much, but I will say there is
an interesting ventilation system in the ceiling that you can reach by some
ladders; nothing up there, but it’s nice to know you had options.
When you’re ready you can leave through the door on the other side of the room.
If your team gets stuck and doesn’t follow you, they are probably stuck
behind some debris from the battle. Just ram yourself into the obstructions,
or nudge your friends in the right direction. Be sure to grab that Plasma
Cannon on your way out, and any other weapons you would like for later.
With your team in full force and waiting for you at the elevator, call it
down. Step inside, make sure all the kids are tucked in, and get going up.
Go out through the other side and move onto the landing pads for some heavy
fighting with the Brutes, Brutes with jetpacks! No, with all your friends
around it’s actually not that tough; though they do like to toss the grenades
at you and you only. Just tear through the enemies as you see them, look up
for more, and make sure to shoot at whoever shoots at you. Not as tough as you
would think, especially with that Plasma Cannon.
Well, after the Pelican flies down you think this time it’s for you - wrong
again. Watch your friends depart to the news that you must go back and do
the heroic stuff. Also, if one of your friends is stuck, and the Pelican isn’t
flying away, nudge him to the back of the ship and then all is well (but you
don’t have to).
Behind the landing pad is a door that leads up to a control room. Grab a
Cloaking equipment if you wish and return to the big room. Get on the ground
level and back into the tunnels.
Last One Out, Get the Lights
Another Cortana moment toward the end. Go through the door and quickly shoot
the gunner. Take the turret and make your way down to the next turret, shooting
enemies as you go. Look down from this new position and clear the way, then
take the new, fresh turret. Make your way to the barricade that has two turrets
and take out the enemies that you can see. Don’t be afraid to waste ammo, drop
one turret, and then pick up another. Three turrets will be in this room, which
is a place you have been before (remember the first fight with the Brutes?).
Follow your footsteps back to the control room, with a fresh turret in hand.
The old room is packing about four Grunts, two Brutes, and one big Brute. You
can take out the normal Brutes before they notice you, and then pick off the
Grunts. The big guy is tough because of a Fuel Rod Gun, but you can simply
drop your turret and toss a grenade at him to get the job done.
When the place is cleaned, go arm the bomb (hold RB). Now don’t get confused,
you are to go back down to the cave area and basically retrace your steps of
when you first started this level. The caves are crawling with Grunts, but
most are in a state of panic and won’t bother you. There might be some Jackals
in the area, but you can just run through without bother. A Cortana moment in
the corridor.
When you re-enter the tunnels, don’t worry about the Drones, they are fleeing.
But the Grunts might get in your way, so toss a grenade or two and bolt past
them. Enter the hall that you took to reach the first loading bay. In fact,
that is where you’re going. Make your way there, after another moment, and
there is more panic, but again, the Grunts aren’t a treat. Let the Phantom
fly away and then you go pick up that one turret you left behind. Use it to
tear up the Jackals on the bay as you make your way to the elevator on the
right side of the room. Or you can just make a mad dash, the game doesn’t
really care. Use the elevator when you get there. Cortana moment, scene, and
end level.
========================
Tsavo Highway / The Road ( TSAV333 )
========================
Full Contact Safari
Yep, you were the one left out of the escape-safely party. Press Up on the
D-Pad to turn on your flashlight. Follow the men when then move to the next
room. Now, I know you just love to drive Warthogs around, but I prefer the
right way to do this. Regardless of whether someone claims the Warthog’s
turret, you take his spot. I repeat, my guide will only cover the turret
portion of this section of the game.
After witnessing how iffy the AI must have passed driver’s ed, you will run
into some enemies after not too long. Just squeeze the trigger and focus your
aim to clear them all out. You keep rolling and you run into some Covenant near
a wrecked vehicle. Take them out as well. Just to note, you need to take out
all the enemies before the driver moves along.
*NOTE: If you did choose to drive, then all you’re doing differently is ramming
over and into aliens. Same difference.*
After you go up an incline there will be two snipers by some wreckage, but
don’t hit your friends when they drive by. You might get stuck, but the driver
will eventually get you back on track. Then there will be a hover pad with one
guy on top. Not far away will be another group.
Rolling right along, you will see a Phantom around the corner. When you arrive
you should aim for the Phantom’s gun, then the ground-based turret, then
the Brutes, then the snipers in the hover pads, and then the lowly Grunts.
This part sucks when you are trying to get a good read on a target, but the
driver is going the wrong way. Play through it, aim well, and you’ll eventually
move on, even if you leave a few survivors.
You will soon hit an outpost or something where you run into two (hold on while
I look at the book) uh... I don’t know what those silver things are. Oh well,
shoot them anyways because they not good. Kill them and all the other aliens
in the area so you can proceed. Here you have to blow up the hover pads, so
just shoot the pads even if you can’t hit the enemy on top. Then you move over
to the tunnel, but don’t jump out just yet. Drones will fly out first, so
handle them while you have the turret. Then press RB to get off your post and
then go behind the barrier to break the shield box (just smash it with B).
*NOTE: Chopper, that is what those silver things are.*
Some punk might try to steal your turret, but slap him and say, "Oh no she
didn’t!" Jump back on and keep cruisin’. Actually, in the tunnel the game’s AI
really didn’t do so well, but I hung with it and we eventually made it over
the extremely formidable slope (yeah, took a minute to get over the smallest
hill in the world). And then we flipped over and crashed on the other side!
Speaking of which, just press RB to flip the Hog over yourself and get back
inside; no harm, no foul.
Eventually you will keep moving, but I wouldn’t blame you if you switch to
the driver’s seat, but I still prefer the turret. Also, you may have gained one
of those silver vehicles to your squad; it’s friendly, so don’t shoot it. After
a death-defying leap you will run into a dead end. That’s right, ride’s over.
The Broken Path
You can get a vehicle through that opening, trust me, but it’s all for nothing.
Just follow your guys across a beam on the bridge, or if you fall off there is
a ladder on the other side. At the marker, go to the right to save some friends
fighting a Brute. Pick off the remaining Brutes in the debris, but don’t waste
good ammo on the Grunts.
You will see that you have allies cornered in the second building on the left,
but as soon as you arrive there will be Brutes and a Phantom to greet you.
Grenades pay off big time, but you can survive by jumping around and using
those concrete pipes for cover, plus your buddies will help. But when the
Phantom arrives, go to the area up the slope that the marines were hiding in
and pick up that turret. Be sure to take out the chief Brute.
Then a Wraith shows up after your victory. So jump on and start meleeing it
to death. You do this by running toward it, pressing RB when you’re close, and
then mashing B until one of you is dead. And if you have a grenade you can
jump on at press LT to tag it. Either way.
Now that you have saved the day, a Pelican will then drop in a drop off a
Warthog. But first, go to the back of the place where your friends made their
stand. In the area you should find a true Sniper Rifle, not just a rifle with
a scope on it. And when you’re ready, hop onto the gun of the Warthog to get
things rolling again.
*NOTE: It might be a really wise idea to be a driver this time, and just
read the rest as if you are trying to get your gunner into position for a good
shot.*
The next part is tricky. Shoot the sniper in the nearby platform when you get
moving, but then watch out for those Choppers. If they ram into you, it’s
to Spartan heaven for ya. Hope that your driver takes to open field or else
you’re pretty much done. Kill all three drivers and you will move on. Don’t
worry about losing the other ally vehicle. Whenever you cross into the next
area there will be two Choppers sitting idle on the road, so kill the drivers
before they can buckle up.
Next will be another fight with more Choppers. Two, and then another two. I
lost my drivers of my Warthog, which was funny after I realized I was just a
sitting duck, and even funnier after I thought the AI had stroked off again
on me. But it was no sweat. Just do your job and then hop into a Chopper if
you must, or into another ally vehicle.
*NOTE: If you don’t know how to pilot Halo vehicles, repent now and then look
into the manual. Simply put, you look in a direction and then your steering
will apply to that direction and all you have to do is press up to go forward.
So look in one direction and press up to go that way. No need to turn left
or right, you instead look left or right.*
Actually, I had a blast using the Chopper in Chopper-on-Chopper fighting. If
you go along the path you will run into about three more under a bridge. It’s
pretty tense if your zooming around in one of these, because any collision
means you’re dead. You have to rush by your enemy, turn, and start shooting,
but you can’t stay still and that’s the beauty of the game. High stakes and
fast, good times. Watch out for the turret up on the rocks to the right, and
then the Wraith pelting you from the bridge above.
There may be another Warthog in the area, and it too may have lost most if not
all of its crew. If so, it would be wise to jump on that turret and let the
AI drive you along. Or you can stay in a Chopper if you like, doesn’t matter.
Actually, it might. You see, you need to go around the rocks and get up to
that bridge area. But the AI is terrible at driving and there are turrets and
another Wraith up there. You might want to take a Chopper and do the driving
and firing yourself.
If you would prefer, use a Chopper to get close to the Wraith on the ground,
just close enough to shoot the turret gunner, but out of range of the Wraith’s
cannon. When that gunner is dead, the driver of the tank should hop into the
turret, so kill him too. Now the Wraith is empty and you can take it. I
recommend you do. Use the cannon to stay on the ground and aim up just above
the hill so that you hit the Wraith up there. And if you just can’t aim quite
right, just run up there and tag the Wraith with a grenade. Proceed down the
bridge when the music relaxes.
At the end of the bridge will be a blockade - no surprise there. This would be
an excellent time to jump out of your vehicle far from the block and use your
new Sniper Rifle to clear it of enemies. Get out that big gun and use click
the RS twice to zoom up close. Two shots will usually kill the Brutes, or one
well-placed headshot. You should use up the rifle’s ammo, but at least the path
is clear. You could even try use the Chopper to dash through the left side of
the obstructions, but the Brutes will most likely catch you. But before you go
through the barricade, be sure to pick up another Sniper Rifle in those ammo
canisters on the road.
*NOTE: If you didn’t think any of your buddies from before made it, one or
two might run up the road and join you, so don’t be alarmed.*
Beyond the barricade is a world of fun. Yeah, because about twenty Brutes,
a turret, bombs everywhere, debris, and lots of shields is fun. The first
thing you need to get rid of is that turret. If you can make is to the downed
Pelican and chase the gunner out of his machine, you can pretty much terrorize
the dumb lugs. The Brutes with Fuel Rod guns are your next targets. Again, just
post up on the Pelican and you should be fine to snipe at your own pace.
*NOTE: If you have a Wraith, it is possible to get through the barricades. You
have to press LT to dash into the obstacles and keep doing so until you squeeze
by. You can launch artillery fire instead of sniper rounds into the first
roadblock. Then when you get to the last area, just destroy the turret first
and then get close to finish off the Brutes, but don’t get too close. I was
able to do this without wasting a single bullet, without putting myself in
danger, and without spending too much time.*
The place isn’t completely clear until the low background music goes away.
You don’t need to collect ammo or nothing, just go bust the barrier device
and clear out the Brutes. Scene and end level.
===================
The Storm / Assault ( STOR444 )
===================
Ghost Town
Cool, your killing in the rain now. Just let the game drive you to the stop
point not far away. You’ll jump out and then the mission starts. Everyone
gathers in front of the big door, but instead look around. To to the edge of
the cliff and locate a Battle Rifle to swap with your lowly Pistol. You can
also find at least one Plasme Grenade nearby. Then go open the door.
Inside there isn’t much in the immediate area. Go up the stairs and follow
the path to the next room (you’re trying to lead that Warthog through the
facility). Some enemies will be in the next room, so be ready. But as soon
as you get in, go right and press the green button above the door to let the
Hog in. Then handle the remaining vermin.
When everyone is ready, you can open the next door with the green button on
your side. Or you could go around the path on the right and get some early
frags into the enemies waiting in the next room. Either way, you have to fight
that group. It might be best to bring your buddies involved, like open the door
and then take the other path to flank your enemies. A couple of well-placed
grenades will clear it up fast.
At the end there might be a Brute inside a Ghost, so just hijack it. After the
battle you should collect any Plasma Grenades you can find.
When you’re ready, open the next door to return outside. Now you can jump on
the Warthog as either driver or gunner. But a better option is to use the
Ghost. Jump in one and go through to the battle outside. This battle is
chaotic. Your goal is the Anti-Air Wraith that is on the ground. But first you
must dispatch the other Ghosts, which is not that hard. Just aim for the Grunts
driving the Ghosts and they drop off quickly. Then drive over to the Wraith
on the ground, jump out, jump onto the front of it, and press LT to drop a
grenade (if you have one). That takes care of that. Then use a broken bridge
piece in the ground to get up to the other side where the regular Wraith is
firing. Again, you can jump out and place a grenade on this one too. Then it’s
just a matter of clearing the field of bad guys.
*NOTE: An even easier way to kill Wraiths is to go behind them and aim for a
blue circle at their backs, blow it off, and then aim inside of the opening to
hit the power core.*
After the battle you could move through the open door at the other end and
keep moving along, but don’t. Walk around the path is covered with walk-through
crates to restock up on grenades and ammo. Make your way to the pier-like
structure in the middle of the area and go to the top of it. Swap out your
weaker rifle for that Sniper Rifle. You can take another Ghost from the ground
if you like and make your way back to the door at the other end. A new Warthog
should be waiting for you, but just stay in a Ghost and go inside.
Again, the enemies should be up the steps. It might sound crazy, but you CAN
get your Ghost up there to destroy the group. When everyone is dead, go back
to the path on the ground and go through the door when it opens. In the next
room all you have to do is wait, look up, and shoot at the Drones that pour
in from above. Some will go away after a while, so hang in there.
In this room you will also notice an ammo box with some Rocket Launchers. You
can take one if you wish, but don’t drop that Sniper Rifle. Move down the path
to find a battalion of Mongooses (or would it be Mongeese?), after another one
of those Cortana things. There should be one that has an open spot for a driver
and you should take it. You could jump on back, but don’t. Follow the gang
outside to the next battle.
*NOTE: You have made a huge mistake if you decided to be the shooter...*
There will be Choppers to greet you, but leave them to your friends. You swing
right and around the AA Wraith (anti-air) until your bro takes it out (and
they are pretty good shooters). Then move along to the area over the hill and
possibly jump over one of those ramps (if you’re so bold, and you should try
to land on the ramp in front of it). Again, swing around the AA Wraith here
too, but don’t fall off the ledge; there’s room to drive behind the Wraith,
but don’t be too wreckless.
After, there will be much movement in the skies. Some Banshees and eventually
a Phantom that drops more Ghosts onto the field. Just drive around and let
your gunner do his job, and please don’t crash and flip out too much.
There is nowhere to go after the Phantom goes away, but you’re told something
is inbound, something big. Ooo, all this futuristic equipment and no one can
tell you exactly what’s coming.
Judgment
Oh, that title sounds weak and meager. Yeah right.
A Pelican will drop another friendly into the field and then you wait for the
big thing to show up. Yep, a Scarab. For this fight, think the Lord of the
Rings: Return of the King, and how the horse dudes had to ride under those big
elephants - that’s the idea here too.
It likes to hang out near the cliff, so that is where you must drive to. And
oh by the way, if you wish to switch to the gunner, go ahead, but I wouldn’t
advise it. You need to keep driving like a madman underneath the Scarab and
don’t stop for a moment. Being near the cliff, one blast near you and you will
go flying over. So stay fast and focused, and only risk crashing if you must.
I repeat, the object is to ride UNDER the thing. Don’t drive around the field
in wide circles, it won’t work. Just go back and forth under it. And yes,
it does usually target you for its attacks. And you only really need to move
to avoid its stomping legs.
Eventually you will see it start to malfunction and it will crash to the
ground. Remember from, oh I don’t know, Halo 2, when you jumped on a Scarab?
Again, same idea. Jump on from the front, or whatever spot is lowest to the
ground. You can use your rockets before you get on, but you don’t have to.
*NOTE: If the Scarab fell with its butt to the cliff, you probably have to
jump on and kill it yourself, but if its back side faces the field, you don’t
have to get on. Granted that you have a Rocket Launcher, and you should, go
behind the thing to get in view of a big glowing spot on its back. Shoot three
rockets into this spot and it will blow off. Now you can see another glowing
spot around a red area. Launch to rockets into this spot and that will do it.
The machine will start to shake and shock and then it will go. There are
also two Missile Pods on the walkways behind of the big building, so you can
use those if you just don’t have the guts to get on the Scarab to finish it
off.*
When you’re on you aren’t trying to get inside the thing like you did in the
last game. This time you want to clear the side walkways and then grab one of
the Plasma Turrets. Use it to clear a path to the back and then unload your
firepower on the power box in the back. Press B to drop the gun after the
voice tells you to run. Drop the gun, hop off, and run a bit away from it. It
will blow up in all next-gen glory and then Pelicans arrive to drop off the
Arbiter and the gang.
Meet them near the ramp by the big building and they will be off, but you
might want to bring that Missile Turret with you. Follow them inside the
complex and through the ranks of some wounded marines. There will be another
Cortana moment, and you might want to bring a Machine Gun Turret instead, but
who could resist the Missile Pod? Actually, it’s better to bring the turret,
but either way.
Move through the winding path and you will get into a storage-crate area where
the Brutes wait for you. Jump around and aim for the feet of enemies as you
test out that missiles. Move up the steps on the left and jump atop the crates
to get a bird’s-eye-view of your enemies. They will rally behind some crates
and shields, but that makes them easier to kill. And watch out for the smaller
bodies on the field, those are your guys.
Keep moving as you gain workers into your group of merry men. There will be
an ammo box with rifles and then more Brutes around the corner. After that,
keeping moving into the next area for your first run-in with the Hunters. Don’t
just start unloading on them, that won’t work. They have tough armor in their
fronts and they are unaffected by grenades. So, if you still have that Rocket
Launcher from so long ago, whip it out and charge straight at the beasts (you
heard me). When they lower their shoulders to ram into you, jump over them,
turn around, and nail them with a rocket to the back. That works best and it
shouldn’t be hard to pull off, and of course a sniper bullet or grenade to the
back will do well too.
*NOTE: The Hunter’s side is also a weak spot, so anywhere but the front is
a good place to shoot.*
There is a Battle Rifle on the ground as you emerge back outside, but make sure
you first use up your rockets on the enemies out here. After you get rid of
the first and second group, turn around if you must and swap your depleted
guns for fresh ones, like that Battle Rifle. Then join your group and move on.
The group actually stops where another Battle Rifle lay. Look into the open
storage bin on the right of them for some grenades and the gun. Now move on.
Watch as a ship gets blown out of the air and then run to the turret nearby.
Get on it (don’t you dare detach it yet) and use it to mow down the enemies.
You should see them up the small hill and far away, but you can still hit them.
When you get tired with shooting at air, detach the turret and bring it with
you.
Clear your path to the top of the hill and eliminate the Grunts at the top.