Halo3 campaign walkthough Note: very long

Discussion in 'Halo 3 & Halo 3: ODST' started by Magicman, Nov 19, 2008 with 8 replies and 1,367 views.

  1. Magicman

    Magicman Enthusiast

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    When things start up, note the blue icon above the Arbiter's head. It is a good idea to follow him during the mission.

    Head forward and jump over the log. Continue forward, moving with your fellow marines, jumping up the ledges when necessary. You will have to jump a lot through this game. You'll soon be told that there are hostiles in the area.

    Checkpoint.

    As you head forward you'll soon spot a waterfall and some enemy ships (Phantoms) flying overhead.

    Checkpoint.

    Head into the water and watch as your fellow marines climb the wall. . Dont follow them and look to the right and locate the Arbiter with his blue icon above him. Use the ledges to get up to him.

    Brutes do a good amount of damage so watch out.

    Drop down into the water below and use the boulders for cover as you take out the Grunts but soon another Brute will join the battle. By now, the marines should have joined the battle. If not, wait a few seconds. If they don't show up then you'll have to take out the brute yourself.

    Make sure to keep an eye on your radar because of the brutes with jet backs . If you picked up any grenades, use them. Otherwise, use your Assault Rifle to lay into him. The easiest way to kill a brute is ether shooting it in the head or to hit them from behind . If you take damage, run away until your shield regenerates.

    When you kill every enemy you will get a checkpoint.

    Checkpoint.

    Follow the Arbiter and the marines forward. Stay to the right where you'll see two bunkers. In front of you, over the waterfall, you'll see two enemy ships come in. The bay doors of the closer one will open and a Hunter and some Grunts will drop out. If you have any grenades, attempt to toss them into the ship before the enemies deploy. You can take out a good deal of them quickly.

    Most likely, however, they'll all deploy to the water below you. Head over to the bunker and you'll find a weapon station. Go forward to the edge and shoot the Brute.
    The Brute, if he takes enough damage, may retreat. No bother, you'll get him in a minute. Drop down into the water below and take out any Grunts. If the Brute is still there, lay into him with both of your weapons being sure to take cover or run away if you get hurt. Continue to follow the stream, taking out Grunts, and then exit the stream to the left.

    You'll soon see a Brute near the red cave opening. Wait for the Arbiter to join you and let him attempt to take on the Brute. Get in a few good shots when you can, but don't allow yourself to be shot by the Brute's Grenade Launcher. When you see the Brute's armor fall off, you can charge him and unload on him. Try to aim for his face.

    When the area is clear go back and look around for weapons. I recommend that you grab the Brute Shot and that you keep the Assault Rifle as your secondary weapon. With that loadout equipped, grab the Plasma Turret.

    Grab a spiker if your playing on normal

    Head through the tunnel

    Checkpoint.

    Up ahead there are sleepers. But I dont like to sneak around thats just what I think. Keep moving forward following the marines and then fall off the ledge at the very end. Now on the ground, in the water, take cover behind the rock in front of you. Quickly turn to your left and look up on the ridge for a Jackal Sniper. Shoot him and then the Grunts that are coming at you. Go up to the left pass.

    If you see a Brute deploy a Bubble Shield just wait about 45 seconds for it to go away or you can throw a frag in the bubble shield.

    As you near the top of the path be aware of the Jackals above and in front of you on the ridge and one in a tree to the right. Move forward and you'll probably see another Brute deploy another Bubble Shield. Again, wait for it to go away and then attack him. Take cover and pop out to shoot a Brute Shot or two at him until he dies.

    Keep moving forward until you hear something about a extraction point.

    Checkpoint.

    Follow the path forward and as you turn the corner to the left you'll see a Brute on a fallen-tree-bridge. Lay into him with your Assault Rifle until he runs away and then take cover. Pop back out and locate the Jackal sniping you on the right. Kill him and, if you want the Carbine (a Covenant rifle with limited zoom) grab it from where you killed him.

    Head forward and pass under the bridge.

    Checkpoint.

    You will come to a bridge go under it , turn left and use the path to get up to the Arbiter and your marines. Cross over the bridge and just after you pass by some boulders you'll be attacked by two Jackals (with shields) and some Grunts. Use the Brute Shot on the Jackals and then take out the Grunts with your secondary weapon and/or some Melee attacks.

    Head forward toward the red cave entrance and you'll see a Brute and more Grunts. If the Brute uses a Bubble Shield wait for it to go away. Either way you'll want to use the Brute Shot on him. Take cover and fire at him, preferably at his head. Just after you shoot, take cover to regenerate your shield (if you got hit) and then shoot him again. Repeat this until he dies. Also, if you have any Grenades feel free to use them.

    Once the cave tunnel is clear, head through it and continue moving forward following your men. After you drop off a ledge you'll get a little flashback from Cortana and you'll enter another cave.

    Charlie Foxtrot


    When you emerge from the cave, turn left and locate the Battle Rifle on the rock. At this point I recommend that you are equipped with the Battle Rifle and the Brute Shot. If you are out of Brute Shot ammo, go with the Battle Rifle and the Carbine.

    Move forward and you'll soon be overlooking the evac sight. You'll see two Pelicans (troop ships) hovering and a slew of enemies amongst the bunkers below.

    Go ahead and use the Battle Rifle's zoom feature to zoom in and pick off some Grunts. As you're doing this one of the Pelicans will crash.

    Checkpoint.

    Find Johnson's Crashed Pelican


    Drop down and move forward, taking cover behind one of the two round bunkers. Peek out and look across the river to locate a sniper Jackal in a tree (look for his purple glow). Use the Battle Rifle to pop him. After he's dead head towards the pump station (the large building/dam to the left) sticking to the left. As you go up the path be careful as you round the corner because there are several snipers waiting for you. Use the Battle Rifle to pick them off, any more in the distance, and the Jackal to the right on the ground level.

    Checkpoint.

    In the next area, under the pipes of the pump station, you'll have to battle three Brutes. Wait for the Arbiter to join you and then help him take out the first Brute, near the crates. It's best to use the Brute Shot if you still have it while the Arbiter is distracting him.

    After the first Brute is dead slowly move forward to draw out the second one. He's most likely amongst the large pipe fragments. Again, wait for the Arbiter to engage him and then finish him off.

    The final Brute is at the end of this area, perhaps on a platform. Toss any grenades you have his way and then lay into him with the Brute Shot. Take out any remaining Grunts and then be sure to collect Brute Shot ammo from the dead Brutes.

    Checkpoint.

    Head to the end of the pump station and turn left. Be careful because there is another Brute, this time on some rocks to the right. Take cover behind the corner and pop out to fire Brute Shots at him. Be careful, though, because there is a sniper Jackal on a ledge down the path from you. If that Jackal keeps picking you off, it's best to deal with him first and then the Brute.

    If you can take out the Brute without the Jackal bugging you, do so, and then again, take cover behind the corner of the wall and peek out to locate the Jackal on the ledge (look for the purple dot on him). Use a zoomed-in Battle Rifle to take him out.

    Move down the path taking out any more Grunts and being on the alert for a suicide Grunt (Grunt carrying two grenades and running toward you). Shoot him quickly and run away from him.

    Checkpoint.

    As you enter the forest be on the lookout for three snipers in front of you. Let the Arbiter lead the way so that they'll make themselves seen. Then, use the Battle Rifle to take them out...all are in front of you...one is to the right a tad, the other two are pretty much directly in front of you in the trees.

    Continue forward and as you pass a large dark boulder on the right you'll encounter two more sniper Jackals firing down at you: one is about 1/3 of the way up the cliff and the other is at the very top of the cliff a tad right of the first one. These two are actually using Sniper Rifles (Beam Rifles) to fire at you. They are very powerful and will quickly kill you. Your best bet is to locate the first one and then quickly pop out and kill him using whatever you like. With that first one toast, locate the second, upper, one and take him out.

    Go past the rock and you'll see one more sniper Jackal (using a regular Carbine). The Arbiter may help you and take this one out. Either way, jump up the ledge to where you killed the first sniper to grab the Beam Rifle. I recommend you trade in whatever weapon has the least ammo left in it...in my case I trade the Battle Rifle.

    From this point forward you'll want to use the Beam Rifle sparingly as it will come in handy a bit later.

    Move forward until you see Johnson.

    Checkpoint.

    Find Johnson before he's captured


    Move forward and look down to see a Brute and more Grunts. Toss a grenade or two down at them and the follow up with some Brute Shot fire. When they're dead, drop down and move forward until you are under the small metal bridge. Don't go much beyond this as there is a sniper to the right. From this position you'll see yet another Brute and more Grunts. Take them out with whatever gun isn't your Beam Rifle.

    After they're dead move forward to the boulder in front of you and take cover. Face the boulder (face the direction of open sky) and stay up against it or you'll open yourself up to fire. On a very high ledge off to the left a tad you'll see the sniper firing down on you. Go ahead and use the Beam Rifle (click down on the Right Control Stick two times to zoom in all the way) and go for a head shot to quickly kill that sniper.

    There is another Jackal pretty much above you in a tree. Back up just a tad from the boulder and look up to find him. Take him out. Before heading forward make sure to grab the Brute Shot ammo from the dead Brute.


    Head forward toward the red cave entrance and you'll see a Brute and more Grunts. If the Brute uses a Bubble Shield wait for it to go away. Either way you'll want to use the Brute Shot on him. Take cover and fire at him, preferably at his head. Just after you shoot, take cover to regenerate your shield (if you got hit) and then shoot him again. Repeat this until he dies. Also, if you have any Grenades feel free to use them.

    Once the cave tunnel is clear, head through it and continue moving forward following your men. After you drop off a ledge you'll get a little flashback from Cortana and you'll enter another cave.

    Charlie Foxtrot


    When you emerge from the cave, turn left and locate the Battle Rifle on the rock. At this point I recommend that you are equipped with the Battle Rifle and the Brute Shot. If you are out of Brute Shot ammo, go with the Battle Rifle and the Carbine.

    Move forward and you'll soon be overlooking the evac sight. You'll see two Pelicans (troop ships) hovering and a slew of enemies amongst the bunkers below.

    Go ahead and use the Battle Rifle's zoom feature to zoom in and pick off some Grunts. As you're doing this one of the Pelicans will crash.

    Checkpoint.

    Find Johnson's Crashed Pelican


    Drop down and move forward, taking cover behind one of the two round bunkers. Peek out and look across the river to locate a sniper Jackal in a tree (look for his purple glow). Use the Battle Rifle to pop him. After he's dead head towards the pump station (the large building/dam to the left) sticking to the left. As you go up the path be careful as you round the corner because there are several snipers waiting for you. Use the Battle Rifle to pick them off, any more in the distance, and the Jackal to the right on the ground level.

    Checkpoint.

    In the next area, under the pipes of the pump station, you'll have to battle three Brutes. Wait for the Arbiter to join you and then help him take out the first Brute, near the crates. It's best to use the Brute Shot if you still have it while the Arbiter is distracting him.

    After the first Brute is dead slowly move forward to draw out the second one. He's most likely amongst the large pipe fragments. Again, wait for the Arbiter to engage him and then finish him off.

    The final Brute is at the end of this area, perhaps on a platform. Toss any grenades you have his way and then lay into him with the Brute Shot. Take out any remaining Grunts and then be sure to collect Brute Shot ammo from the dead Brutes.

    Checkpoint.

    Head to the end of the pump station and turn left. Be careful because there is another Brute, this time on some rocks to the right. Take cover behind the corner and pop out to fire Brute Shots at him. Be careful, though, because there is a sniper Jackal on a ledge down the path from you. If that Jackal keeps picking you off, it's best to deal with him first and then the Brute.

    If you can take out the Brute without the Jackal bugging you, do so, and then again, take cover behind the corner of the wall and peek out to locate the Jackal on the ledge (look for the purple dot on him). Use a zoomed-in Battle Rifle to take him out.

    Move down the path taking out any more Grunts and being on the alert for a suicide Grunt (Grunt carrying two grenades and running toward you). Shoot him quickly and run away from him.

    Checkpoint.

    As you enter the forest be on the lookout for three snipers in front of you. Let the Arbiter lead the way so that they'll make themselves seen. Then, use the Battle Rifle to take them out...all are in front of you...one is to the right a tad, the other two are pretty much directly in front of you in the trees.

    Continue forward and as you pass a large dark boulder on the right you'll encounter two more sniper Jackals firing down at you: one is about 1/3 of the way up the cliff and the other is at the very top of the cliff a tad right of the first one. These two are actually using Sniper Rifles (Beam Rifles) to fire at you. They are very powerful and will quickly kill you. Your best bet is to locate the first one and then quickly pop out and kill him using whatever you like. With that first one toast, locate the second, upper, one and take him out.

    Go past the rock and you'll see one more sniper Jackal (using a regular Carbine). The Arbiter may help you and take this one out. Either way, jump up the ledge to where you killed the first sniper to grab the Beam Rifle. I recommend you trade in whatever weapon has the least ammo left in it...in my case I trade the Battle Rifle.

    From this point forward you'll want to use the Beam Rifle sparingly as it will come in handy a bit later.

    Move forward until you see Johnson.

    Checkpoint.

    Find Johnson before he's captured


    Move forward and look down to see a Brute and more Grunts. Toss a grenade or two down at them and the follow up with some Brute Shot fire. When they're dead, drop down and move forward until you are under the small metal bridge. Don't go much beyond this as there is a sniper to the right. From this position you'll see yet another Brute and more Grunts. Take them out with whatever gun isn't your Beam Rifle.


    After they're dead move forward to the boulder in front of you and take cover. Face the boulder (face the direction of open sky) and stay up against it or you'll open yourself up to fire. On a very high ledge off to the left a tad you'll see the sniper firing down on you. Go ahead and use the Beam Rifle (click down on the Right Control Stick two times to zoom in all the way) and go for a head shot to quickly kill that sniper.

    There is another Jackal pretty much above you in a tree. Back up just a tad from the boulder and look up to find him. Take him out. Before heading forward make sure to grab the Brute Shot ammo from the dead Brute.


    Head forward and take out the gaggle of Grunts. At this point you may notice that there is somebody firing on you from behind. Ignore it and stay to the right taking cover in the boulders. You'll want to continue forward along the right where you'll soon encounter a Brute. First, however, look up and to the left on the cliff wall for another sniper.

    As you turn the corner to the right towards the Brute you'll be fired on by yet another sniper from above. Take him out and then take out the Brute. Continue up the path where the Brute just was and you'll soon see a concrete silo with the number "2" on it.

    Don't go past it yet as there is a sniper in a tree in the distance. Locate him on the branch and then use your Beam Rifle to take him out. You can now move forward taking out the shielded Jackals. Be on the look out for one more sniper up and to the left.

    Finally, cross over the metal bridge and take out the last two Brutes. Grab their Brute Shot ammo and then clear out the rest of the Grunts.

    Checkpoint.

    Head through the tunnel until you get a cutscene overlooking the Covenant base.

    Quid Pro Quo


    Rescue Johnson and his squad.


    As soon as you start up you'll be shot at by a slew of snipers. Immediately run to the right (you'll probably see the Arbiter in this area) and follow the path to the end. From here you can safely overlook the battlefield.

    This is what you've been saving your Beam Rifle ammo for. Use yourself as bait and locate the sniper on the wall across from you and the one on the rooftop below him (this is actually the rooftop of the cell where Johnson is being held...you can see part of the blue energy field in the building).

    With those two snipers out of the way continue picking off enemies, preferably taking out the more powerful ones before wasting ammo on the Grunts. You'll see some such enemies on the dam/bridge on the right and a Brute below you. You'll also want to pick off any remaining Carbine-carrying snipers.

    When your Beam Rifle ammo runs out (I had 51 going into this battle, thus about 10 shots) equip your other weapon and hop down into the pathway/tunnel/trench at the end of the path.

    Checkpoint.

    Head forward out of the path and turn right. Go up the stairs and take out any enemies in your way. Enter the small room and take the ladder down (or hop down) to the right next to the wall labeled with the number "2".

    Checkpoint.

    You did this simply to get a checkpoint (if you're playing on Normal you probably already got one). Go back up to where you just were and continue forward on the bridge/dam. There are various weapon stations on the left, each containing Needlers. Grab one.

    Needlers work great when charging enemies. Just hold down the fire button and run up to a Brute. He'll go down in no time. Melee attacks also work well.

    Do note, you may have to deal with a Brute Chieftan here. He carries a Gravity Hammer and I'll often refer to them as Gravity Hammer Brutes. If you do encounter him, use the Needler on him and grab the Gravity Hammer when he's dead.

    Fight your way to the end of the dam/bridge, turn left and fight you way to the building with the raised red shutters. Inside is Johnson and his crew.

    Go up to the blue Plasma Shield and hold "RB" to lower it.

    Checkpoint.

    Stay alive! Pelican inbound!


    Hmm. Now why would they put two weapons stations in a holding cell? How stupid. Well, their stupidity is your gain. Grab a Carbine and resupply your Needler. Stay inside the building and don't let anybody enter or shoot you. After a few minutes all will be quiet. Follow the Arbiter (the waypoint on your map) to the Pelican which landed on the dam/bridge.

    Go up to the bay door of the Pelican and look for the prompt to "Hold RB to ride in the Pelican." Do so and the mission will end.


    Crows Nest


    Go up the stairs to the center of the room where you'll find more stairs going down. Go down the stairs until you see a marine and he says I will show you the way. Follow him to the door with the green light .

    As you get close to the door you'll be given an Assault Rifle. Approach the green light and open the door. Go through and go up the stairs to the gathering of marines.

    Neutralize hostiles in the hangar


    Continue up the stairs and enter the fenced-in room. Continue along the hall to the green door. Open it and go through. Hang a right and go through the next door. Follow the hall until it dead ends at a T-intersection. Turn left and go through the green door.

    Checkpoint.

    You'll see a Warthog get destroyed by a plasma grenade. Kill the nearby enemys and then search the wrecked warthog for a Battle Rifle. Fight your way forward to the second shield and get be hide it. Look through the little slit and wait for more Grunts and a Brute to come at you sometimes you have to run forward and then back to cover. Use your Battle Rifle from this cover to take them out. Note, if they deploy a Bubble Shield, wait about 45 seconds for it to go away.

    When you have killed the Brute, grab the Brute Shot in a trade for your Assault Rifle. You should have a Brute Shot and Battle Rifle now.

    Go forward and look at the left wall as you go to find the next green door Take out all the enemys in this hall way and at the end. You can get a Carbine instead of a Battle Rifle here. Just which ever one has the most ammo or you like the other better.

    Checkpoint.

    Go forward and then there is a plane hanger.

    Go to the left where you'll find a Turret Gun. Head to the left and use the wall for cover as you pick off Grunts and Jackals who attempt to climb the middle stairs

    When the first two Phantoms flies in don't even try to shoot at it, just stay behind cover and use the same technique of shooting any enemy who climbs the middle stairs. After a few minutes of this you'll get a checkpoint.

    Note, if you shoot the front cannon off of the first Phantom the one behind it will bug out of there without dropping off any troops. This is more of a gamble than anything because the cannon can rip through you quickly, but it is an option for you.

    Checkpoint.

    By this time you'll be pretty low on Turret Gun ammo, so ditch it when you run out. Use your Battle Rifle to take out any nearby threats and then go to the central staircase and look down to see two or three Brutes coming your way. Toss any grenades you have down on them and take cover if you are damaged. When you heal, continue to attack them with your Battle Rifle or Brute Shot, taking cover when necessary. There is no need to be speedy here, just make sure your shots hit their target, retreat to heal, and repeat.

    After you clear this wave of enemies you'll get a checkpoint and another Phantom will fly in.

    Checkpoint.

    Again, take cover and don't even attempt to take on the Phantom. After it flies away you can use any variety of techniques. One is to see if either of the other two Turret Guns (one level down from the first one, on both the left and right) are available (sometimes they get blown up). If they are, feel free to grab one and spray the enemies.

    Another technique is to get behind either steel blast shield about half way up the stairs and use it as cover as you toss grenades and fire the Brute Shot down into the enemies.

    Also, be aware that you will probably earn a Deployable Shield and/or a Bubble Shield. I didn't find either of these to be very useful, however, if you find yourself suddenly without cover these will provide you with a temporary solution.

    In addition, note the yellow canisters laying around the hangar bay area. You can shoot these to cause a big explosion, so if you see an enemy(s) above one, fire at the canister to take them all out.

    Clear out all enemies so the pelican can land safe. Go around the area and pick up Brute Shot ammo and grenades.
    Note: If you are on Normal or Heroic grab a spiker or needler if you are good with those guns.

    Checkpoint.

    Get back to the ops-center


    Now you got to go all the way back to the ops-center. Just go back the same way you came. The enemy density should not be that bad unless your on Legionary

    Sooner or later you will come to a room with a fence around it. Drones will come from the celling. Dont waste any of the good guns ammo on these little guys just swap for a low powered gun ex. Plasma pistol ,Needler. No matter what you use clear them out and then re-arm yourself with the Battle Rifle where you dropped it.

    When you kill all the drones pick up your good guns and go throw the door at the bottem.

    Checkpoint.

    Gift with Purchase


    Rescue marines in the barracks


    Head up the stairs and go to the screen with Commander Keyes on it. After she gets done talking, Sgt. Johnson tells you to follow him. Do so by going to the back of the room. Go through the green door and down the hallway to the next green door.

    Checkpoint.

    This is one nasty hallway. At the far end of it are a multitude of Brutes, including a Brute Chieftan with a Gravity Hammer.

    The key to success is to keep all of them at the far end. You don't want them to charge you. At your disposal is a convenient blast shield and, in the second room on the right, a weapons crate which contains refills for your Battle Rifle.

    In addition, note the yellow explosive crates on the right near the Brutes.

    Note, also, that if you see green smoke don't shoot them. The green smoke is a Regenerator, which allows them to heal. So, if you do shoot them you're wasting ammo. Just wait for it to dissipate.

    To start this fight, go up to the blast shield and toss any and all grenades that you have at them. Switch to the Battle Rifle, zoom in, and attempt to head shot anybody that you see. The Brutes will go down fairly easily with about three bursts of your gun at their head.

    If they are taking cover behind the Deployable Covers (the blue shields) then shoot the base of them (the black part) to quickly destroy them.

    Continue popping them until you run out of ammo. At this point, turn to your right and go through the tiny doorway separating the two alcoves/rooms. Drop down and go to the weapons crate in front of you. Go up to it to automatically add ammo to the Battle Rifle. Quickly jump back up through the opening and re-posistion yourself behind the blast shield.

    As you continue to take out be prepared for the Brute Chieftan to charge you. When you see him coming, quickly reload and lay into him with head shots as he nears you. You should be able to drop him just about as he gets to you. If he's still alive, finish him off with a Melee attack.

    As tempting as it is to grab the Gravity Hammer at this point, refrain for just a few more minutes and finish off the remaining Brutes.

    When it's all clear grab the Gravity Hammer and look around for any good equipment, like Invincibility or a Regenerator.

    Before you exit, head over to the weapons crate and reload on Battle Rifle ammo (if there is any left).

    Exit this room via the door at the far end, on the right.

    Follow the hall to the rubble at the end and drop down the shaft. Move forward in this ventilation shaft, pop the Drones that appear, and drop down the ledge/shaft at the end. You'll soon emerge above the Arbiter. Drop down to him. Ah, it's nice to see an old friend...I mean enemy...I mean friend.

    Checkpoint.

    This next part of the battle requires you to make your way through a long hallway which has several turns in it. In general you'll want to be aggressive with the Brutes using the Gravity Hammer for one-hit-kills. Any Jackals that you see on the catwalk above should be shot with your Battle Rifle and/or wait for the Arbiter to shoot them.

    When you're ready, go through the nearby green door and equip your Gravity Hammer. Charge the three Brutes, one of whom is holding up a marine. Take them all out with three swings and then retreat to heal.

    After you heal, arm your Battle Rifle and head forward. Look up to the catwalks and take out any shielded Jackals that you see.

    When they're dead, re-arm the Gravity Hammer and, if you have an Invincibility, use it now to charge the Brutes. If you don't have an Invincibility then slowly make your way forward, taking cover where necessary, and charge a Brute when you see him. Take him out with the Gravity Hammer, take cover to heal, and repeat.

    Continue this for the remainder of the Brutes at the end of the hall, up the small set of stairs.

    At this point you'll note that the hallway continues on to the right and you'll see more enemies. Your Gravity Hammer is probably out of charges so grab a Brute Shot (if on Normal, grab dual Spikers) and continue. If you still have the Gravity Hammer, by all means, continue to use it.

    Fight you way down this hall using the advantage of any equipment that you picked up, like the Flare (to blind your opponents), the Radar Jammer (to make your approach easier), or a Bubble Shield.

    When you get to the end of this hall you'll get a checkpoint.

    Checkpoint.

    Again, the hall turns to the right. In this hall is the normal allotment of Brutes. Stay back as you allow the Arbiter and your fellow marines to mete out some damage. After a minute or so, use either the Brute Shot or the Battle Rifle to pick off any remaining enemies. You'll want to make sure to take out the Blue Plasma firing Brute first if he's not already dead.

    When the hallway is clear scour it for any additional grenades, equipment, and ammo. Before you leave, also grab the Plasma Turret that the Brute was wielding.

    Go through the green door, down the hall, and through the next door.

    Checkpoint.

    Evac via the landing pad


    Go forward to the lift (elevator) and wait for the radio communications to end. Call the lift by going up to the green button and pushing "RB". Get on the lift, allow all the marines to board with you, and press the green button inside to ride it up.

    Checkpoint.


    The Pelican is having trouble landing because of the Brutes with Jump Packs. Lay into them with the Plasma Turret until you run out of ammo and then use the Brute Shot. If you're having trouble locating the Brutes be sure to use your radar so that they don't get the jump on you.

    When they're all cleared out the Pelican can land.

    Checkpoint.

    You aren't riding the Pelican. You have more work to do. Head down the stairs to the group of marines on the roadway.

    Last One Out, Get the Lights


    Continue along the road. Go through the door at the end and you'll see a Grunt manning a Plasma Turret. Shoot him and grab the Plasma Turret.

    As you move along this road kill the Jackals and the Grunt behind the next Plasma Turret. If you're low on Plasma Turret ammo grab this one and proceed. As you battle your way along this road simply keep using the Plasma Turrets that you encounter.

    Before long you'll be outside a room with a variety of Jackal snipers and more Grunts. Spray the catwalk where the snipers are located with the Plasma Turret until you don't see them any more. Next, concentrate on the two Plasma Turrets. When this area is clear grab a fresh Plasma Turret. Head through the open door on the left.

    Checkpoint.

    When you go through the next door you'll find yourself in the command center. There are about four Brutes and about six Grunts in this room.

    Enter the room and go the left side. Open fire with the Plasma Turret on one of the two Brutes you see. When you kill him, look to your right and kill the Grunts who are coming up the stairs. They like to throw lots of grenades at you, so if you need to, just run away (backtrack).
    Continue to lay into your enemies with the Plasma Turret. If you run out of ammo feel free to backtrack and grab another one, or just use your normal weapons. What you really need to look out for in this area is the Brute with the Fuel Rod Gun. He fires powerful explosive green rods at you.

    After you clear the room there will be one more Brute/Grunt who is manning a Plasma Turret at the far end of the room, on an upper level. Take him out.

    Trade in your Brute Shot for the Fuel Rod Gun and then go up to the side of the Bomb.

    Checkpoint.

    Escape - Find the elevator in the hangar


    From the Bomb, go up the stairs and locate the stairs going down in the middle of the room (you took this path earlier). Head down killing Grunts as you go. You'll soon notice an alarm sounding and a red flashing light. These flashing lights will guide you out.

    In case you're having trouble, at the first flashing light, hang a right and enter the next room. Fight your way up to the fenced-in room and go through the door at the end of the hall. Hang a right and you'll see a Cortana flashback.

    Checkpoint.

    Continue to follow the hall/path blasting Grunts as you go. When you enter the roadway area head forward and remember that you'll want to go through the door on the left

    Keep following the path to the hangar that you cleared earlier. Run through the hangar and look for the large open bay door on the right. Go down that path and you'll see the elevator on the left. Enter it and press the green button to make it go down.


    Tsavo Highway

    The lights are spotty at best, so you'll encounter a few dark areas. To turn on the Assault Rifle flashlight. UP

    Wait for the marines to gather and then follow them through the only open door . You'll enter a room with a few Warthogs. Make sure you let one of the marines on the turret.

    The easiest way to get through the first segment of this mission is to ride in the back of the Warthog, manning the Turret Gun, and letting a marine drive. Do feel free to drive if you like, however. Experienced drivers only. Because you cant see anything in the cave.



    As you exit the cavern onto the savannah use the Turret Gun to shoot any enemies that you see. As you go up the path to the right you'll encounter a few Sniper Jackals. Kill them and then hop out of the Warthog and grab one of their Beam Rifles in place of your Assault Rifle.

    Sooner or Later after drive a lot you will see a valley. There is a Phantom in the valley so watch out.
    Therefore, just as you see the Phantom jump out of the Warthog. This will not only save you, but it may save your Warthog for later.

    Now on foot, head forward toward the tree and large boulder taking out the Grunts and the Brute.

    Checkpoint.


    After they're dead, from the cover of the boulder, peek out to the left and locate the purple hovering watch tower. On it is a Sniper. Shoot him with your Battle Rifle, zoomed in, of course or the Beam Rifle if you picked one up.

    At this point, if you go running out in any direction you'll most likely be sniped pretty quickly, so you'll have to be sneaky. Work your way left, sticking to the large boulder. You'll go down a small hill and into the water. Look in front of you for a red Shade Turret . Quickly shoot the gunner inside of it before he turns the Turret to fire on you.

    You got two choices. One is to run up to the Shade Turret, enter it, and fire away. The other is to continue to use cover and pick off snipers with your Battle Rifle or Beam Rifle. I prefer the Shade Turret option.

    Upon entering the Turret focus all of your fire on the Shade Turret on the wall; it is your biggest threat. Once it's destroyed shoot the snipers on the wall and the sniper on the hovering watch tower to your right.

    Before you exit the Turret, swing it around and see if there are any remaining Grunts and/or Brutes. If there are, have some fun and try to shoot them, although it's not entirely effective because they'll take cover.

    Alternately, if this method isn't working for you, then I suggest you sneak around the first boulder to the right and peek out at the wall. Locate and fire on the Shade Turret with your Battle Rifle. The Grunt manning it will hop out. Shoot him when he does.

    This action has probably caused the sniper in the hover watch tower between you and the wall to open fire. Locate him and shoot him. With this sniper and the wall Shade Turret taken out, you can use the above method and enter the Shade Turret on the rock. Because the wall Shade Turret his already taken out, you may find it easier to stay alive inside the turret.

    Either way, once you have the wall and the snipers cleared out head over to the hovering watch tower to the right and grab the Beam Rifle that the enemy dropped (if you don't already have one). Trade it in for whatever you like.

    Head up the path to the left of the bridge using the Beam Rifle to take out the remaining Brutes and Grunts from a distance.

    Checkpoint

    You can continue along the dirt road on foot, or you can go back and grab the Warthog that is either where you left it or near the boulder/tree. I suggest you grab the Warthog. Drive it until you see an enclave of buildings to the left.

    Checkpoint.

    There are a multitude of enemies here and you'll find some marines in the first building to the right. You need to clear the area.

    Your biggest threat is the Shade Turret on the tall rock. Use your Sniper Rifle to shoot at it, which will cause the gunner to leave the Turret. Shoot him when he does. After that it's really up to you how you want to deal with the enemies. I found it fun to snipe a Chopper brute and then ride his Chopper. The Chopper has mounted guns on the front so use it to drive around and shoot or run over enemies. This is very effective. When it's clear you'll get a checkpoint.



    Checkpoint.

    Continue down the road and you'll see a highway tunnel protected by a blue energy field. The field only blocks vehicles, so you can simply walk through. Before you do that, though, you'll want to take out the Shade Turret (use the Chopper) and the hovering watch tower. There will also be some Drones who will come through the energy field. Just pop them.

    Go through the energy field and you'll see a waypoint marking the nearby energy field generator. Shoot the generator to lower the field. Kill off any remaining enemies and then backtrack to grab a Chopper or a Warthog. Drive through the tunnel.

    Checkpoint.

    You'll soon reach a broken segment of the highway. Ditch your vehicle and cross over the piece of steel connecting the two halves of the highway (if you fall down to the area below, just climb the ladder at the end or jump your way back up to the highway using the side cliffs).

    Note, if you are good enough, you can get in the Chopper and across the beam so that you can use it on the other side.

    The Broken Path


    Get to the town of Voi


    Head forward and you'll meet up with more marines. Take out the Brute bothering them and then take a gander at the enclave of buildings and the multitude of Brutes, Hunters, and Grunts. From the cover of the overturned tractor trailer use your Beam Rifle to pick off as many Brutes/Hunters as you can, shooting until your ammo runs out.
    Note: if you look to the right when you see the marines there is a slope and there are lots of guns up there. Including a sniper rifle.

    As you look at the area, in the distance, note the green beams of a Fuel Rod gun being shot from the right to the left. The building that they are firing upon is a building with marines, and more importantly, a supply crate.

    Take the left side of the buildings and use them for cover. It is the farthest set of buildings on the left. When you arrive go to the supply crate and grab the Battle Rifle and Sniper Rifle. From here on out if you need Battle Rifle ammo just revisit the crate.

    In the same room the is a Machine turret you are going to save this for later.

    Take out enemies using whatever you like. When you defeat all the enemies you will get a checkpoint.

    Checkpoint.

    Soon you'll see a Phantom fly in and drop off more enemies. Take cover until the Phantom leaves. At this point it's an all-out battle.

    I recommend going behind the building and using this area as your base of operations. Let the Jump Pack Brutes come to you and kill them as they do. Be aware that they like to set up on the ridge on the left to find down on you. Just stay on the move and fire at them with your Battle Rifle.

    Don't get discouraged, this is one tough battle. When things seem pretty calm, go ahead and go forward into the building and take out any more Brutes that you see who are coming up the hill

    When there are anywhere from two to ten Brutes left you'll get a checkpoint.

    Checkpoint.

    You'll know you got the checkpoint because you'll see a Wraith, a hovering tank, at the bottom of the hill.



    For this part of the battle you can be a little more methodical and a little less crazy out-of-control-running-around-guy. Be patient and take out one enemy at a time. Try to focus your energy first on the Brutes with the Fuel Rod guns (firing green bursts at you).

    Also, if you saved the Machine Gun Turret, now is the time to use it. Grab it and spray the enemies doing your best to avoid the Wraith.

    Another helpful weapon, if you can grab one off of a dead Brute, is the Fuel Rod gun.

    Please note that depending upon how many enemies you have remaining when the checkpoint kicks in this can be either very easy or very hard. The first time I played through it I only had two enemies and the Wraith. The second time I had about twelve enemies and the Wraith, which made it very difficult and frustrating to even get to the point where I could go after the Wraith. The third time I had about five enemies and the Wraith, however this time I saved the Turret Gun to blast through the last enemies.

    If you're really having trouble it may be worth you while to "Save and Quit" and then choose to restart the mission at "Rally Point Alpha".



    After you have killed everyone in the area all that is left is the Wraith Tank you can either hijack it or blow it up. The best to use is promptly the fuel rod or brute shot.

    Preferably, though, what you want to do is snipe or shoot the gunner. With him out of the way, run directly up to the Wraith until you get a prompt to board it. At that point either drop a grenade in or if you don't have any grenades, repeatedly hit to punch it to until it blows up

    After the Wraith is destroyed you'll get a checkpoint.

    Checkpoint.

    Scout the area for grenades, equipment there should be a Bubble Shield, and equip yourself with the Battle Rifle and Fuel Rod Gun.

    At this point a Pelican will drop you 2 warthogs. You can get in ether one you want to but I would get in the turret one.

    Drive like a madman past the Choppers (if you really want you can hop out and grab one to ride it), go through the tunnel out to the highway, hang a left and you'll soon drop off the highway.

    Checkpoint.

    Once you get off of the highway, turn right and work your way around the hill going up the hill where you see the Wraith. You're trying to get up to the next section of highway. Your best bet is to weave and bob frequently...don't drive in a straight line. I didn't attempt to take out any enemies here, I just went for it. You may have to try this many times.

    Note: This is a good time to get the tank that I will talk about later. But this part is oppositional.

    Alternately, you may try running up the hill and taking over or destroying the Wraith(s). If you can get into one then use it to quash all enemies. If you can take them out it makes life much easier.

    Once you're on the highway drive forward to the barrier.

    Checkpoint.

    Note: This is a lot easier if you jack a Tank it will make things so much easier.

    This next part is really hard to do. There are about 19 or so Brutes between you and the next energy field. I recommend that you attempt to drive past the first barrier and run over the group of enemies as best you can. Unless you went with jacking a tank I recommend you doing this. Hop out of the vehicle and then take out the remaining Brutes and the sniper on the hover watch tower.

    When this little area is clear, grab the Beam Rifle that the sniper dropped and use it to pick off enemies at the next blockade. You'll want to take out the Shade Turret gunner on the left first. Continue to head shot enemies until your ammo runs out. You should have eliminated most of them in this manner.

    Head towards that blockade.

    Checkpoint.



    When you get to it take out any remaining enemies and then lower the energy field by destroying the generator.

    That's it for this mission.
    The Storm

    When play begins, hop out of the Warthog and go up to the green button on the right side of the bay door. Press the button to open it. Enter the large room and go up the stairs in front of you. At the top of the stairs, turn right and pass by the glass wall. Turn right again and go to the end of the path.

    Kill the Jackals and the Grunts. Turn right and look on the right wall for a green button. Press it to open the bay door below you thus allowing the Warthog to continue through.

    Checkpoint.

    Head down and go to the left of the room where you'll find yet another bay door. Press the green button, this time on the left side of the door, to open it. On the ground near the button is a dead soldier (under a wooden palette) with a Battle Rifle. Trade it for your Magnum.

    Follow the Warthog in and allow it to take out the plethora of enemies...feel free to pitch in if necessary. Open the next bay door.

    Checkpoint.

    Before you head through the door note the purple Ghosts along the right side.



    Your goal at this point is to destroy the anti-air Wraith. It is located in the dry lake bed, more or less across from you. The easiest way to take it out is to hop on a Ghost, drop down into the lake bed, and go full speed at it. When you get near it, circle it firing on the gunner. When the gunner is dead hop out of the Ghost and run up to the Wraith. When prompted, hit "RB" to board the Wraith and toss a grenade ("LT") in (or punch it repeatedly) to destroy it.

    Destroy all other Wraiths


    Hop back on the Ghost and ride around destroying the other Ghosts. When they're taken out, go to the opposite side of the lake bed from where you entered and go partially up the ramp. You'll see a normal Wraith. Fire on the gunner and then on the driver. When at least the gunner is dead, hop out and destroy the Wraith.

    Checkpoint.

    If you did manage to kill the driver without damaging the Wraith you can drive the Wraith although there is really no point to that now other than firing a few mortars in to the next room for fun.

    After you have either destroyed or taken control of that Wraith go through the bay door.

    Note, if you want to go all the way back to near where you grabbed the first Ghost you can grab three marines who are just standing there. To do so, go into the lake bed and locate the overturned Warthog near the ramp leading down from the marines. Flip it over, drive up to them and let them hop in. It isn't necessary but it's good to have a little extra firepower.



    After going through the bay door, immediately hang a left and go through the silver/gray door that will slide open. Go up the steps slowly and you can sneak up a Brute, a Hunter, and some Grunts. If you have any Plasma Grenades, chuck one right at the Hunter to make it stick to him. Otherwise, just fire away to kill them.

    After they're dead grab the Plasma Turret head back downstairs and go through the next door.

    Checkpoint.

    You'll be attacked by a slew of Drones which can actually do quite a bit of damage en masse. Take cover and peek out using the Plasma Turret to spray them. If you run out of ammo, then use the Assault Rifle. When they're dead, head down the path...you'll get a Cortana flashback...and meet up with the marines.

    Hey, those look like fun! They're Mongooses, marine ATVs. And right next to them is a weapon station filled with Rocket Launchers. This must be your lucky day.

    Grab a Rocket Launcher and then hop onto a Mongoose. You'll want to do the driving. In the lake bed in front of you are two anti-air Wraiths. You'll want to drive past them and let you passenger blast them. Before you go crazy though, simply wait a minute and your fellow marines will most likely take out the first Wraith for you. Actually, if you wait long enough, they'll take out both for you. So, unless you want the glory, let them do the work.

    Checkpoint.

    Either way, after the Wraiths are destroyed drive around taking out the remaining enemy Ghosts and the Chopper.



    Kill the Scarab tank


    Soon you'll hear that there is something large coming in. That something is a Scarab Tank. Run up to the platform surrounding the lakebed. Locate and grab a Missile Pod.

    The Missile Pod reticle will turn red when it's locked onto a target. It will fire a homing missile to that spot. As much as you may want to run around shooting the Scarab in its weak joints, that's not the Master Chief way of dealing with it.

    After all, why shoot its tough outer skin when you can destroy its soft insides? Run out onto any of the grating/catwalk platforms that extends out towards the lake bed...there are two. At the end of each one is an elevator. Go up and out to the end. Wait for the Scarab to get under you and then jump down onto it.

    If you miss, just try again.

    Once you're on the scarab you'll want to drop the Missile Pod and use a regular weapon to kill off the Grunts and the Brute that may or may not be on it. When they're cleared out you can fire on one of two weak spots.

    The first weak spot is found by going through the door, turning around, and locating the green tubing above you.

    The second weak spot is found around back of the Scarab. Here you'll find a blue energy shield. Shoot it with a missile to destroy it then shoot the power core behind it.

    Either way, you'll hear somebody yell to get the heck off of it because it's going to blow, and indeed it is. Jump off of it and head towards the waypoint, the Arbiter and some more marines.

    Checkpoint.

    Neutralize the anti-air cannon!


    Before you go through the door to the next area, grab a fresh Missile Pod. Follow the marines into the warehouse and don't miss the opportunity to grab a new Battle Rifle from the weapon station.

    Weave your way through the next warehouse room and then go through the door to encounter your next battle. Drop the Missile Pod. Take out the first gang of Brutes with the Battle Rifle and then go up the stairs to the catwalk bridge where you'll find a Machine Gun Turret.

    Take the Turret and move forward mowing down enemies. As you make your way into the next area you'll get a checkpoint.

    Checkpoint.

    Fight your way through the next round of Brutes and when you enter the next, well lighted, bluish hued warehouse room you'll encounter two angry Hunters. They'll break through the bay door.

    This is what you saved the Missile Pod for. Run all the way back to where you dropped it, grab it, and run all the way back (you may also want to grab more Battle Rifle ammo while you're back here). Shoot each Hunter with two missiles. Easy, huh?



    Checkpoint.

    You'll want to work your way outside, but first, locate the stairs in this warehouse leading up to an upper room. Enter it to find a Sniper Rifle.

    If you still have the Missile Pod go ahead and use it to help clear out the enemies in the area and then return for the Sniper Rifle. Otherwise, grab the Sniper Rifle. Try to use it sparingly, if at all, as you take out the nearby enemies.


    When they're dead, search their remains for equipment, like a Bubble Shield or Invincibility. There is also a Gravity Hammer, but I didn't find it very useful in this situation.

    Continue to make your way forward, killing Brutes and Grunts, and you'll soon see the large anti-aircraft cannon.

    You need to fight your way up the hill to it. At the base of the hill there is a Machine Gun Turret. If you want to use it, feel free.

    From the base of the hill, equip the Sniper Rifle and fire a head shot at one of the Brutes you see standing at the top of the hill. The other Brutes will take cover. Next, locate the Plasma Turret about half-way up the hill and snipe the Grunt manning it.

    Switch to the Battle Rifle and take out the shielded Jackals and any other Grunts that come down the hill. If they're not coming out, slowly make your way up the hill. When you reach the Plasma Turret you'll get a checkpoint.

    Checkpoint.

    As you get near the top of the hill you'll see the large cannon on your right and a small hill in front of you. Be wary of Grunts on or to the right of that small hill. Pop them when you see them and then take a look past the cannon to the right.

    You'll see a gang of Brutes, one of which has a Fuel Rod gun, standing on a rock/hill. Use your Sniper Rifle, of course using cover after each shot, to slowly pick them off. Between shots pay attention to your radar to make sure no Grunts are sneaking up on you.

    When you think you have all of the Brutes taken out slowly make your way toward them to make sure, all the while picking off Grunts. Continue to kill them off until the area is clear.

    In order to destroy the cannon you have to wait until it fires and the bottom of it drops down. If you're on the backside of it you'll see a white orb. Fuel rod and fire at the white orb each time the cannon fires until the whole thing blows!

    Thats another mission done

    Flood Gate


    The majority of this mission simply requires you to backtrack along the path you took in the last mission except this time there is a new enemy, the Flood.

    You start out at the destroyed anti-air cannon. Head down the dirt path toward the warehouses and continue along the roadway. As you turn the corner to the left towards the first warehouse bay door you'll see a multitude of Flood drop in. Toss a few grenades when they're all together and finish them off with the Battle Rifle.

    Checkpoint.

    When it's clear you'll note that the bay door won't open. Locate the stairs and upper room on the right. Go up and into the room, popping the little Bugs that you encounter.

    From this room you can look down at the warehouse floor. There are a ton of Flood enemies below. Wait for the Arbiter to catch up to you and stand up there with him shooting down at them. If any come up into the room use your Melee attack to pop them. They are very susceptible to this attack and will usually go down with one hit.

    If you want, you can hop down and fight them face to face as well. Again, the Melee attack works great. Also, be sure to use any grenades that you may have.

    When they're all dead search their bodies for a Regenerator and I recommend trading in your Assault Rifle for dual-wielded Spikers.

    Continue forward but stay back a bit and let the Arbiter do some of the dirty work for you. Join in with your Spikers when you feel like it.

    Checkpoint.

    You'll soon reach a well lighted, blue-ish bay door. It's locked. Locate the stairs and catwalk to the right of it. Go up the stairs and follow the catwalk path until you get to a hole in the floor. Drop down through it.

    Checkpoint.

    After a quick Cortana flashback go forward to the Arbiter. Next to him is a weapons station with Shotguns. If you want one, feel free to grab one but I prefer the Battle Rifle. You'll still want to have the dual-wielded Spikers.


    Go through the door to the right of the weapon station and you'll find yourself in the room that you have to weave your way through. Around the first corner are a slew of Flood. Lay into them with the Spikers. After they're all dead I recommend trading in your Spikers for dual-wielded Plasma Rifles.

    Continue forward and you'll soon be outside, overlooking the second lake bed. Move forward for a cut scene.

    Checkpoint.

    Shadow of Intent


    Head down into the lake bed, or the path that is now the lake bed, and move forward along the path. As soon as you see Flood enemies dropping in run back so that they don't surround you. Wait a second or two to let the Arbiter join in and then use the Plasma Rifles which are very effective against the flood.

    When the path is clear look around for another Plasma Rifle to replace the ones you have which are probably low on charges.

    At the end of the path head up the ramp and into the next warehouse.

    Checkpoint.

    Fight your way through the warehouse using the Plasma Rifles. There are many Flood in here which come in two waves. The second will come from the upper catwalk. After you kill them all, look for a Plasma Rifle replacement and then go up to that catwalk via the stairs and ramps on the left.

    Head through the door and you'll soon be outside again.

    Checkpoint.

    Search the ship for Cortana


    Before you run forward hang out for a minute and wait for some Elites to join in on the battle. They are friends of the Arbiter and will fight alongside you. When you see them making their way forward, join them.

    There aren't any difficult Flood here until you get near the ship. Here you'll encounter two Flood Hunters (I call them Flood Hunters because they're stronger than normal Flood and travel in pairs). I had success against them in a variety of ways. The first was using the Plasma Rifles and just pumping them full of plasma. You can also pick up an Energy Sword along the way and Melee them with it.

    If there is a Spider Sniper(s) in the tower just beyond them it can make this fight difficult. Your options in this scenario are to wait until the Elite come in and take out those Spider Snipers or to use your Battle Rifle to pick the Spiders off and then concentrate on the Flood Hunters. Either way it's best to take out the Spiders before taking on the Hunters.

    When you get to the end of the path drop down to the yellow lit dirt path.

    Checkpoint.

    Go forward to the dead end and then look up and to the right. This is the crashed ship and you have to walk up the steep slope of its side...you'll see a waypoint at the top.

    Once you climb up the ship drop down (and if you hit the ledge, drop down again) to the bottom.

    Infinite Devil Machine


    There is no more fighting to be done on this level. Just follow the path, drop down again, and follow the path to the flashing blue terminal, Cortana. Go up to the terminal and hit "RB" to "retrieve Cortana".
    The Ark

    As if there are friendly anti-air units.

    You start out with the Sniper Rifle and a Battle Rifle. Nice. Head through the two caves and up the path. Position yourself next to the Sniper Rifle resupply pod.

    Zoom in and target one of the Brutes and head shot him. Switch to your Battle Rifle and head back down the hill. Some Grunts will come up and try to surprise you. Take them out and then take cover behind the rocks.

    Use the Sniper Rifle to pick off the remaining Brutes and the Grunt manning the Plasma Turret on the hovering watch tower. When all of the major threats are dead, grab more ammo at the resupply pod and then jump down and enter the ring. Go forward and kill the Grunts and Jackals.

    When you get near the hovering watch tower turn left and you'll see two more Brutes and more Grunts. Toss a grenade or two their way and feel free to grab a nearby Carbine if you prefer it to the Battle Rifle.

    When they're dead locate the nearby resupply pods for both the Sniper Rifle and the Battle Rifle, grab more ammo, and then go up to the hovering watch tower to grab the Plasma Turret.

    Head through the cave.

    Checkpoint.

    Near the end of the tunnel you'll see a Phantom hovering over the next area. If you're interested in details, you can see that the Covenant are trying to build a new anti-air cannon, like the one that you blew up in an earlier mission. At this point, it's not complete, but the legs are there. I mention this only as a factoid.

    Wait for the Phantom to fly away. Drop the Plasma Turret and equip the Sniper Rifle. Pick off the Jackal on the platform of the anti-air cannon. Switch to the Battle Rifle and if you're patient, the Brutes will come to you. Grenade them and shoot them.

    The remaining Brutes, Jackals, and Grunts tend to stay down below. Use cover and the Sniper Rifle to head shot the Brutes. When they're all dead you'll see a Phantom come in and drop off two Hunters!

    Checkpoint.


    This is what you saved the Plasma Turret for. Before you grab it, use the Battle Rifle or Sniper Rifle to pick off any easy targets like the Grunts and Jackals. Keep an eye on the Hunters while you do this just to make sure they aren't coming up to you.

    You'll want to try to take out everybody but the two Hunters. When you have the area clear, except for the two Hunters, grab the Plasma Turret and head around the perimeter wall to the backside.

    The Plasma Turret is most effective on the Hunters if you are relatively close to them. You don't have to be right up in their face, but you do want to make sure every shot counts. Don't worry too much about aiming at the head, just go for the torso and you'll mow each one down pretty quickly.

    Checkpoint.

    After the two Hunters are dead clear out any remaining annoyances and make your way up the path killing the Brute and any remaining Grunts.

    Before you drop down into the cavern at the end of the path return to the battle area and grab a Brute Shot and all of the Brute Shot ammo that you can find.

    I recommend that you enter the next area with the Brute Shot and the Sniper Rifle.

    When you're all geared up return up the path, drop down into the cavern and go through the door. You'll find yourself in a fancy indoor hallway. If you want a Forerunner Terminal you can go through the door on the left.

    Otherwise, just go through the door at the end.

    You'll soon emerge on a cliff ledge with marines overlooking a downed Pelican. Snipe the Brute with three head shots but don't waste any Sniper ammo on the Grunts. As they run away head down to the crashed Pelican.

    Checkpoint.


    You'll notice a nice little weapons cache under the tail of the Pelican. Quickly grab the Rocket Launcher and take cover. Two Brute Prowlers are driving around and their Plasma Cannon can rip through you pretty quickly. I found hiding behind the front end of the Pelican to work well.

    From this position, wait for one of the Prowlers to get stuck or stop moving. At that point, fire a Rocket at the Prowler. If it doesn't blow, repeat. Do this for the second Prowler. If you run out of Rockets, use the Brute Shot.

    You can also try to pick off the driver without damaging the Prowler so that you can use it yourself.

    After both Prowlers are destroyed, depending on where you destroyed them, you can hop into one and man the Plasma Cannon. Use it to mow down the other Brutes and Grunts by the tree and boulders. If this isn't a possibility, use the Brute Shot to take them out.

    When the area is clear grab the Battle Rifle the marines will join you and you'll note that there are two Mongooses by two large boulders not far from the Pelican. You'll want to drive.

    Head up the sandy hill to the left of the Pelican. You'll jump and land in the next area. I recommend immediately getting off of the Mongoose and trying to get a hold of a Ghost. To do so just wait for one to come your way and shoot the Grunt driving it. Hop in and use its speed and Plasma Cannon to take out the other Ghost(s), Choppers, and enemies on foot.

    When the lower area is clear head up the hill to another crashed Pelican. Swing around it to the left and continue forward. You'll soon see a downed Covenant ship (Phantom) on the right. It is protected by two Plasma Turrets. Shoot the Grunts manning them and then continue past the ship. You'll drop off a ledge into the next area.

    Checkpoint.

    After you drop off the ledge note that you can go forward toward the large structure with what look like flying buttresses. Or you can go right, which puts the structure on your left as you go along the path.

    There are a multitude of enemies along the forward path which you are welcome to clear out, but there is no real purpose to it because you'll be back later to dominate.

    To save time, and ammo, head right. Before you've gone too far you'll see two Ghosts approaching. Hop out of your Ghost as the two of them will easily maul you. Instead, before they start moving toward you, take out your Sniper Rifle and pop each Grunt driver.

    This also serves to give you two fresh Ghosts from which to choose. Hop into either one and continue up the hill.

    Checkpoint.

    Although you can just bypass this next area with some shielded Jackals, Grunts, a Brute, and two more Ghosts, and head directly up to the right through the cavern, it's best to clear them out so that you get a very convenient checkpoint.

    I recommend taking out the two Ghosts first, by staying back from the main battle area. Use the Battle Rifle as you don't want to waste any Sniper Rifle ammo right now.

    When the Ghost drivers are dead, hop into a Ghost and use it to clear the area. Go up and into, but not through, the cave.

    Checkpoint.

    This next area is nasty, plain and simple. In the distance are two anti-air Wraiths. You need to get to those. In your way is a Wraith, a Shade Turret, enemies on Choppers and Ghosts, and a ton of enemies on foot.

    I played through the area many times before I settled on the following strategy to get you through.

    This is where the Sniper Rifle becomes indispensible. I've been telling you to save its ammo. Ideally, you have twelve or more rounds. However, to make your life much easier you'll want at least four.

    Note, if you don't have the Sniper Rifle then you can backtrack all the way to the first crashed Pelican and grab it. On the way there, you can get up the first ledge blocking you by jumping from right to left the rocks/boulders under the ledge. The second ledge is easily passable by using the side path to the left of it. The problem with going all the way back for the Sniper Rifle is, if you die, you'll start out at the same checkpoint without it and will have to go all the way back again. This is why you should have it the whole time and use it sparingly. If it's a real problem, just "Save and Quit" and reload the game at "checkpoint alpha".

    Before you use the Sniper Rifle to pick off the enemies below it behooves you to locate the nearby Warthog near the entrance to the cavern (it may be flipped over). It may also be unusable, but hopefully, it's okay. There are two marines who will also be in the area. If they are not, just run forward into the nasty area and get yourself killed. Upon restarting at the checkpoint, they'll be there.

    Okay, so all things are set. You have two marines at your disposal, a fresh Warthog (hopefully), and the Sniper Rifle. The first thing you need to do is to get rid of some key enemies with the Sniper Rifle.

    Position yourself at the cavern exit overlooking the Wraith firing at you (but overshooting you). Equip your Sniper Rifle. If you don't have four rounds of ammo, then read the paragraphs above.

    Here's what you'll want to shoot: Use two on the Grunt manning the Shade Turret (he's near the Wraith). You may only need one, but usually it'll take two. Be sure to wait until you have a clear shot when he shows his side.

    Use the third shot on the gunner of the Wraith. Use the fourth shot on the Grunt manning the Plasma Turret to the left of the Shade Turret.

    Move out a little more and locate the hovering watch tower to your left. Snipe the Grunt manning the Plasma Turret on the hovering platform with the fourth shot.

    Use any remaining ammo you have to take out the Brutes under the hovering watch tower.

    When your Sniper Rifle ammo is depleted hop into the Warthog. Let the two marines join you so that one is on the Machine Gun Turret. Drive forward and as soon as you leave the cave, turn left. Head toward the hovering watch tower. Drive around it in circles, or back and forth...just don't stay stationary...and let your gunner shoot any and all Brutes until this little area is clear.

    (If you don't have the Warthog try using the Sniper Rifle to pick off Brutes under the hovering watch tower and then use grenades and anything else you've got. You want to clear that area.

    When it is clear, drive back into the cavern for safety.

    Hop out of the Warthog and take out any Ghost drivers if any come up to you. Otherwise, make a run for the hovering watch tower. There may be one or two more Brutes there, perhaps on top of the hovering platform. Clear everybody out of that area. Grab the Brute Shot and ammo in place of your Sniper Rifle.

    Your next bit of business is to take out the Wraith. If you're lucky, your two fellow marines did this for you. If not, you'll have to do it yourself. The best way to do this is to make sure that there is nobody between you and the Wraith. When it's clear, run up to the Wraith and hop onto it using "RB". Toss a grenade into it or punch it until it blows.

    If you're having trouble with this then go back and grab a vehicle. Drive up to the Wraith, hop out and do the same.

    Checkpoint.

    The first part of this area is now clear. The task from here on it is actually rather easy in comparison. Head forward and use the Brute Shot to shoot down the hovering watch tower, and the enemy on it. To the left, under a rock bridge/opening are a few more Grunts and a Brute. Clear them out with the Brute Shot and some grenades.

    All that you have left are the two anti-air Wraiths. Run up to each one, board it, and place a grenade or punch it until each is destroyed.



    Checkpoint.

    A Pelican and a larger vessel will land.

    Forward Unto Dawn




    Time to have some fun! Hop into a Scorpion.



    Backtrack up and through the cave tunnel taking out Ghosts and Hunters as you go. As you exit the cave shoot the Phantom, first in its front cannon so it won't harm you, and then in its side until it blows up.

    Checkpoint.

    Continue to backtrack blowing up anything in your way. You'll want to eventually hang a right and head toward the large structure, the area that I advised you to ignore earlier (see why).

    Head to the upper part of the structure making the Wraiths your top priority. When it's entirely clear the little Robot Orb (the Monitor) that is with you will pick the lock on the large door creating an opening big enough you to go through on foot.

    Checkpoint. Hop out of the tank and go through the door.

    You'll find yourself inside an ornate yet cleanly designed building. Head up the ramp in front of you to grab the Auto Turret and then head down to the door which the Monitor will open.

    Follow the path until you see a blue terminal on the left. Go up to it and you'll see all of your friendly armor below. Activate the terminal to extend a bridge for your armor to cross. Continue along the path and you'll soon exit outside, on the other side of the wall.

    Checkpoint.

    Locate the Cartographer


    Egad! A Scarab is walking by and there are multiple Wraiths in the distance. Either hop into the nearby Warthog, grab a Ghost, or run down the path to the right until you see a Scorpion; hop into it.

    Use the Scorpion to clear out the upper area of all Wraiths, then the Phantom, and then anything else that is moving. When it's clear, head down where you'll see the Scarab.

    Checkpoint.

    Drive the Scorpion directly under the Scarab (so that it can't shoot you) and shoot each of its leg joints until it collapses. When it does, drive to the back of it, shoot any enemies that you see inside of it, and then get out of the Scorpion.

    Hop into the back of the Scarab, clear out any remaining enemies, and go up and around to the back of the Scarab where you'll find the Power Source. On the way to it, grab one of the Plasma Turrets. Shoot the blue energy field protecting the power source and then shoot the source itself until it turns red. Jump off of the Scarab and wait for it to blow.

    Checkpoint.


    If your Scorpion made it, head back to it and hop in. If not, find another Scorpion or a Ghost. Drive it up the ramp of the structure to the right of the Scarab, where you'll see enemies firing on you and use the Scorpion/Ghost to clear it out as best as you can.

    You won't be able to drive the Scorpion past the first ramp so hop out and continue up the various ramps taking out enemies until you reach the Arbiter and some marines at the top. Follow the Arbiter through the open door.

    Real Men Don't Read Maps


    Wait for the Monitor to open the next door and then enter the room. There are a multitude of Grunts and a Brute. Take them out with the Spikers and then go through the next door. Follow the Arbiter along the path.


    Checkpoint.

    When you enter the next room you'll see a door in front of you and a ramp to the left. It doesn't matter whether you use the upper or lower doors...they both lead into the next room which is full of Grunts and Brutes. I recommend going through the lower door, and if you still have the Auto Turret, activating it in the middle of the room. It'll take out a bunch of enemies for you.

    Clear the rest of the room however you wish and then visit the weapon stations for either dual Spikers or dual Plasma Rifles. Head up the ramp to the balcony to grab another Auto Turret, and then go back down to the ground floor and through the open door where all the marines are waiting for you.

    Checkpoint.

    Follow the hall to the next room with a purple power core in the middle of it and about six Brutes. Clear the room and grab a Brute Shot. Exit through the next open door and you'll be outside. Approach the blue terminal in front of you, the Cartographer, and activate it.

    Head downstairs for evac!


    After the cutscene ends go through the open door, through the rooms and down the ramps until you get outside to the evac area. This is easier said than done due to the many Brutes and Grunts you'll encounter along the way.

    Take your time and clear rooms completely. Grab Brute Shot ammo along the way and be aware that there are at least four invisible Brutes. You can see them as they'll appear blurry. Shoot them to break their invisibility and then finish them off.

    When you get outside you'll see that the evac site is surrounded by Brutes. Whatever you do, don't go running at them or they'll all gang up on you. From the balcony you're on after coming out the door, drop down, head right across the evac site, and then go up to the balcony on the other side. Here you'll find a weapons station with Spikers. Grab two.


    Go to the end of the balcony, closest to the Brutes below, and you'll get a checkpoint.

    Checkpoint.

    Watch out because a Gravity Hammer Brute will be running up to you. When he gets near you lay into him with the dual Spikers as you run backwards. If you see him glowing as you hit him he has activated Invincibility, so don't waste your ammo. Avoid him until it wears off. When you run out of ammo, run across to the other balcony and grab a Carbine. Use the Carbine and any grenades that you have to finish him off.

    Grab the Gravity Hammer and if the Brutes aren't yet coming at you, run down there to trigger then and then run back up. Let them come to you, which will result in them coming at you one-at-a-time. Use the Gravity Hammer on each one and then take out any Jackals who remain.

    Thats it this mission is over.

    The Covenant

    You start off with sparten laser and battle rifle. Equip the Battle Rifle and move forward killing Grunts. Stay to the right and flank the Brute and the Grunts to your left.

    Checkpoint.

    Equip the Spartan Laser and head down into the stream to the right. There are three targets that you'll want to hit and you only have five shots, so don't mess around.

    The first two are Shade Turrets. They're up ahead and you can zoom in with the Spartan Laser if you're having trouble finding them. To operate the Spartan Laser, aim at the target and hold down "RT" until it fires. One shot each will destroy each of the two Shade Turrets.

    Above the Shade Turrets is an anti-air Wraith that requires two shots to destroy. After you destroy it make your way up to it and take out the remaining Brutes and Grunts.

    Give the Spartan Laser to a fellow marine in a trade for his gun. He doesn't have ammo constraints so it's a way of keeping this gun around and active. Grab the Fuel Rod gun from a dead Brute.

    When the area is clear a Pelican will fly in and drop off a Mongoose and a Warthog. Drive the Warthog up the path slowly, allowing your Gunner to take out Ghosts as they come at you. If you go too fast you'll have to take on multiple enemies at once, which is why you should just go slow and take them on one-at-a-time.

    You'll soon get to a Shade Turret, some Grunts, and two Jackals. Again, let your Gunner take them out as you drive up to it...try not to stay stationary or you'll get pelted.

    Checkpoint.

    Continue driving forward and you'll encounter four more Ghosts and a Shade Turret as you pass through some streams.

    Checkpoint.


    Once they're taken out you'll be in a pond area with a Wraith across from you. The Wraith will tear you up pretty quickly, so hop out of the Warthog behind cover, like the huge boulders on the right.

    Behind the Wraith, on a small ledge, are two Shade Turrets. You'll want to take these out before going after the Wraith. Equip your Fuel Rod gun. To hit the Shade Turrets from such a long distance you'll have to aim above them as the Fuel Rod will travel in an arc. From this distance if you put the reticle above the Shade Turret and fire you'll most likely hit it. It's actually pretty satisfying to watch it fly and hit.

    With both Shade Turrets destroyed you'll want to take on the Wraith. The easiest way to do this is to backtrack up the hill and grab a Ghost. Drive it back down into the pond. From this pond, still at a distance where the Wraith gunner won't open fire, begin firing on the Wraith. Anytime it sends out its cannon fire, simply move left or right to dodge it, all the while keeping a steady stream of shots at the Wraith. In this manner you can actually kill both driver and gunner and then hop into the Wraith.

    Alternately, you could shoot the gunner with your Battle Rifle from a distance and run up to the Wraith, "board" it, and toss a grenade into it...like you've done so many other times. Or, you could have saved your Spartan Laser ammo that you used on the anti-air Wraith earlier and instead used it on this Wraith.

    I prefer the Ghost method only because it allows you the fun of driving the Wraith and makes for easier clearing of the tunnel.

    No matter how you take out the Wraith, if you can drive it, do so. Use it to clear out the tunnel to the right. If you destroyed the Wraith and it is inoperable, you'll have to clear out the two Prowlers and multitude of enemies the old fashioned way. I recommend using a Ghost to help.

    Before you head into the tunnel note that a Pelican swooped in and dropped off some weapons pods for you. Resupply your Battle Rifle.

    Head into the tunnel.

    Checkpoint.

    At the end of the tunnel, before you go through the door, grab the Cloaking item. Go through the door and you'll be in a room with Grunts, Jackals and a Brute. In front of you is a convenient glass blast shield. From its cover peek out and start picking off Grunts. Next, concentrate on killing the Brute and then simply cautiously move forward through the room taking out enemies.

    Checkpoint.

    When it's clear I recommend that you trade in the Battle Rifle for the Carbine. Go through the door at the back of the room and go right to find another slew of enemies. Carefully pick them off with the Carbine. You can use the left ramp path to get up and flank them if you like.

    After you kill the Brute locate the nearby blue glowing elevator (your waypoint points to it as well). Jump the gap beyond it to grab a Power Drain item if you want. Activate the elevator and ride it up.

    Checkpoint.

    You'll end up in a long narrow room with four Brutes and a Brute Chieftan. Two Brutes may rush you from the start. If that happens I recommend that you Melee them. Two pops to the face per Brute should do it.

    You'll want to take out the other Brutes before going after the Brute Chieftan. As before, use the convenient glass blast shield as cover as you peek out and attempt to get Carbine headshots in on them.

    If things aren't working out the way you planned and it's a little chaotic, then feel free to toss grenades at them, or to be aggressive and charge them with a Melee attack.

    The thing you really don't want to do is to trigger the Brute Chieftan. The longer you can keep him at the far side of the room the better. You can avoid triggering him by not moving too far forward until you're ready.

    When everybody but the Chieftan is dead, activate your Cloaking and equip your Fuel Rod Gun. Go up to him, fairly close, and fire a shot in his face. Then, as you run backwards, continue to hit him with the Fuel Rod gun. Three shots will take him down.

    Trade in the Fuel Rod gun for the Gravity Hammer and then approach the tower controls to deactivate the shield generator.

    Deactivate Final Barrier Tower


    Ride the elevator back down and backtrack out of the building taking out the few Grunts and Jackals that you encounter.

    Checkpoint

    Upon exiting the tunnel, revisit the weapons pod to grab a fresh Battle Rifle. Hop into the nearby Warthog or Mongoose and drive it back down to the beach.

    When you arrive on the beach you'll see two Hornets drop in.



    Checkpoint.

    If You Want it Done Right...


    You're goal here is to escort some Pelicans into hostile territory but in reality, you'll simply want to stay alive. The best way to do this is to fly forward slowly taking on your enemies in manageable chunks. The entire time you're flying you'll want to hold down "RT" to constantly fire your Machine Guns.

    Your first priority should be the anti-air Wraith on a small island. Attack it from a distance using both Machine Guns and Missiles.

    Once it's destroyed take on any Banshees in the area. Banshees go down pretty easily with Missiles, or if they're being rascally, try to take out the glowing tips at the end of their wings.

    Soon you'll see a Phantom in front of you. Lock on to its front cannon and fire Missiles at it and then continue to lay into it with everything you've got until it goes down.

    Checkpoint.

    Fly forward and you'll see the shield generator tower on the right. Guarding it are two anti-air Wraiths, a normal Wraith in the middle and a bunch of Banshees flying around. Take out the two anti-air Wraiths first, one is to the right, one is to the left.

    When they're done take out the six or so Banshees that are flying around. Be aggressive and go right after them. Finally, clear out the Wraith and anybody else that you see moving on the ground.

    Land the Hornet and head up the ramp, joining the Arbiter and some Elites.

    Go into the tunnel and clear out the eight or so Brutes with a combination of Gravity Hammer and grenades, or, let the Arbiter do most of the work.

    Checkpoint.

    Go through the open door and you'll recognize a familiar setting. Yes, this tower is just like the last one. The rooms are the same but there are more challenging enemies here.

    In this first room you'll have to deal with Drones and two Hunters. Run forward past the glass blast shield to trigger the Drones and then run back for cover. Grab dual Plasma Rifles from the weapon pod. Peek out from cover and blast the Drones while avoiding the plasma cannon fire of the Hunters.

    When you have most of the Drones out of the way, wait for the Arbiter to engage one of the Hunters, preferably fairly close to you. With the Hunter occupied switch to the Gravity Hammer and run up behind him taking a swing. If you can get in two hits, great. If not, retreat and wait for a similar opportunity. Keep up this game of cat and mouse until they are both dead.

    Head forward and take out any remaining drones. Before you leave, equip yourself with the Battle Rifle and dual wielded Plasma Rifles.

    Checkpoint.

    Go through the door. Fight your way through the next set of Brutes and Drones. When they're dead, if you're low on Plasma Rifle charges, grab dual Spikers.

    Ride the elevator up.

    Checkpoint.

    Like the last tower, this room is the nastiest. In this case it is made all the more difficult in that the four Brutes all have Cloaking devices, except for the Plasma Turret Brute at the far end of the room. Your first order of business should be to locate them (look for the wavy see-throughness of them) and fire on them with your Spikers to break their cloaking.

    Once you can see them all, use the Spikers, or Maulers, or Plasma Rifles to take them out from behind the glass blast shield. Be patient and heal between shots if you are hurt.

    When the four Brutes are dead, switch to the Battle Rifle and use it to get head shot after head shot in on the Brute at the end. Again, be patient. It'll take 80 - 100 rounds to kill him. Just peek out, fire a burst or two, take cover, repeat. This isn't the most exciting method but it is reliable.

    If you don't have the Battle Rifle, use the Needler which can be found in weapons pod on the left.

    With the room clear, grab the Plasma Turret and go up to the terminal and deactivate the shield generator.

    Checkpoint.

    Breach the Citadel


    After the cutscene you'll have to backtrack out of the tower. The only problem is that the Flood has landed. Stupid mutants. Move forward killing Flood with the Plasma Turret as you go. Be sure they're dead by making their heads explode either with Melee attacks or by shooting them when they're on the ground. Ride the elevator down.

    Checkpoint.

    Grab a Needler when you can as it is a very effective weapon against the Flood. Fight your way to the outside and watch as the Arbiter hops into one of his ships. To the right you'll see a Pelican drop off a Scorpion for you. Very nice!

    Journey's End


    Drive the Scorpion through the tunnel in front of you. Oh, how nice and snowy! Drive forward shooting at anything that moves. You'll soon see the Citadel.

    Checkpoint.

    Continue to methodically and slowly move forward taking out the Ghosts, Prowlers, Turrets, enemies, hovering watch towers, and the Wraith.

    Checkpoint.

    When it's clear you'll see two Hornets drop in. You'll also see two Scarabs drop out of the sky. Two Scarabs! you may scream. How in the world do you deal with two Scarabs? Well, it's actually pretty easy.

    First, park your Scorpion behind cover and then hop into a Hornet. Fly around one of the Scarabs shooting any enemies that you see on deck, and then land on the Scarab. Clear out any remaining enemies, grab a Plasma Turret and then blow the power core.

    Jump off and run (zig-zag to avoid fire and drop the Plasma Turret so it doesn't weight you down) back up to the hill where you left the Scorpion. Using the Scorpion, blast the Scarab's legs and when it collapses, hop into the back of it and take it out as you've done so many times before.

    Checkpoint.

    Stop Truth from firing the rings


    Head up the ramp of the Citadel where the Arbiter is waiting for you. The Monitor will activate a bridge. Go forward and into the building. You'll get a long cut scene.

    Revelation

    Note: the Flood is on your side so dont shoot them.

    Stay back for a minute or so as the Flood moves forward killing enemies. Your main concern in this room are the two Grunts who are firing Fuel Rod guns. There is one on each side of the bridge, at the end of the bridge.

    If you still have your Fuel Rod gun then zoom in and locate each Fuel Rod Grunt and then aim above them and fire. If you don't have the Fuel Rod gun, use whatever you have to kill these two Grunts from a distance.

    With them out of the way proceed slowly killing anything in your way. When the bridge is clear, grab a Fuel Rod gun and any extra ammo. You should leave here with at least 20 rounds.

    Head through to the next bridge.

    Checkpoint.

    This next bridge is very similar to the previous one except that there are Jump Pack Brutes and a Brute Chieftan. Again, let the Flood make their way forward as you stay back a bit. Use a zoomed in Fuel Rod gun to help take out some enemies.

    When you get about halfway across the bridge look again for the two Grunts with Fuel Rod guns in the same locations as before. Take them out and then prepare yourself to be attacked by the Brute Chieftan. Make sure that you have reloaded your Fuel Rod gun so that you have four shots and then shoot him as you run backwards.

    When it's clear, head forward to the next bridge. There are no enemies here. Just head up to the terminal which creates a bridge. Activate it to get another cutscene.

    Escape the Flood


    Those Flood are so fickle. They are your enemy once again. Backtrack, following the Arbiter. Grab a Needler along the way. Kill Flood as you proceed making sure to let hovering defense drones do a lot of the work for you. Pass by the elevator when you get to it and drop down the flashing blue shaft.

    That's it. This long and varied mission is over.


    Cortana

    You start this mission with a Shotgun and the Assault Rifle. Go forward and Kill the Flood bugs with the Shotgun. Enter the first cavern one Flood enemy after another will drop down and attempt to attack you. Shoot each one in the head with the Shotgun. Some may require more than one shot. If they get too close to you, use the Melee attack.

    Go through the door and you'll hear High Charity talk to you.

    Checkpoint.

    Move forward and drop through the door in the floor. Cortana will chime in with some cries or is that hysterical laughter. Move forward and grab the Bubble Shield and Brute Shot. Use the Brute Shot on the enemies as they come down the tiers to you. All but the Energy Sword enemy will be able to be dropped with one shot. To kill the Energy Sword enemy, fire a few Brute Shots at him and then finish him off with a Melee attack.

    Grab his Sword so that you have the Energy Sword and Brute Shot. Make your way up the left side of the tiers/terraces along the path. You'll encounter several Pod Heads. Stand back and use the Brute Shot on each one. Do your best to clear out the Bugs.

    As you make your way up that left side path you'll get a checkpoint.

    Checkpoint.

    At the top of the path you'll trigger another round of enemies. As soon as you see them coming run back down the path for cover and use the Brute Shot to take them out as they come to you. When they're gone, move up the path again and take out any remaining enemies.


    Take out as many Spiders as you can now because soon they'll climb the wall and turn into Spider Snipers.


    Note, on the left you can exit outside to find a downed Pelican. Near it is a Shotgun and a Rocket Launcher. Keep this area in mind because you'll need to get here later.

    Continue forward and drop down the small ledge into the next area. Three or four flood will come at you from a small cavern on the right. Use the Energy Sword on them and then enter that tunnel for cover.

    It is here that you'll really get your first taste to how you can be pinned down by the Spider Snipers. Continue to pop out to Energy Sword any enemies and then locate any Spider Snipers that are firing down at you. Use whatever you have, I had the Assault Rifle, to fire at the Spider Snipers on the wall. This will cause them to temporarily hold their fire.

    At this point, make a run for it along the right side of the cavern and up the path. Jump over the three Pod enemies and quickly go through the circular door.

    You'll hear some more words from High Charity.

    Checkpoint.

    Continue forward along the path for more High Charity and Cortana conversation.

    Go through the next door and continue along the path. You'll be attacked by more Flood. Use the Energy Sword on them, which is probably close to being out of charges. If and when it is, grab the Brute Shot and head up the path.

    Checkpoint.

    Follow the path to the end and drop down through the hole in the ground.

    This cavern is the first really tough part of this level. After dropping through the hole grab the Energy Sword on the ground so that you have it and the Brute Shot.

    Quickly run forward and hang a left taking cover behind the blue glowing generator. Here you'll find Deployable Cover. Use it to seal off the left side of the generator so that you won't be surprised by any enemies.

    From this position of cover you can peek out the left side of the generator and toss grenades into the Flood that have congregated. During this time, keep an eye on your radar to make sure nobody is coming from the other side.

    You'll also note that at this time you are pretty much pinned down by Spider Sniper fire...boy do I hate these guys. When you have four or five of the Flood taken out, you can leave the friendly confines of the blueish generator and move forward to the glass blast shield in front of the generator.

    Taking up position here allows you to quickly run out, use your Energy Sword on a Flood or a fallen Spider Sniper and then run back for cover. When things are relatively quiet, facing the blast shield, drop off the platform to the left and then take a left to find a blue lit side-hallway.

    Go to the end of it and look down to see a gathering of enemies. If you have any grenades, toss them down at them. Otherwise, attempt to get them to come to you by antagonizing them with whatever you have (Assault Rifle, Brute Shot, etc.) and then switch to the Energy Sword to finish them off.

    When they're dead, drop down out of this side hallway and go right. Locate the entrance to the circular room underneath the central platform. In this under-room you'll find all sorts of goodies. First, however, kill any Flood who come in.

    When there are no more threats collect the Gravity Hammer (or keep the Energy Sword), the Brute Shot, and Deployable Cover. If you fancy it, you could also grab a Needler or a Carbine. It's a really nice room in such an awful place.

    By this point most of the enemies should be dead. If not, go ahead and grab that Needler and take out any remaining enemies. Then, re-grab the Brute Shot.

    To locate the next path go to the top of the central circular platform. Locate and walk forward down the little extension ramp. As you drop off of it the entrance to the next path is directly in front of you. Go up it.

    Checkpoint.

    Follow the path forward, pass by the two Pod enemies, and you'll soon find yourself in a very difficult area. As you enter the area look to the right to find part of ship that you can enter. Inside are two Grenades and, more importantly, the Flamethrower.

    Step out from the ship and use this hallway as your base of operations. One Flood after another is going to come at you. Blast each one with a pulse of your Flamethrower and then run back into the inside room where you got the Flamethrower while you wait for each Flood to die.

    After about six to eight of them you can start testing the waters, as it were, by stepping out of the hallway just a bit to see what's going on. You're path is the one to the right. There are a plethora of Spider Snipers in the area and more Flood that will come down that path.

    Don't stay out in the middle of this area for too long or the Spider Snipers will lay into you. Do your best to try and trigger some more Flood to follow you into your death trap area. If this isn't happening, then head up the right path just a tad and use the Deployable Cover on the pathway.

    Run back to cover. Placing the Deployable Cover there allows you to take refuge from the Spider Snipers if things are getting hairy. It should also be far enough up the path that more Flood are triggered. Again, run back to the hallway and use the Flamethrower on them.

    You'll know that you're almost done with Flood when you see/kill the two Flood who have Plasma Rifles. When they're dead start making your way up the path.

    It's time to deal with the Spider Snipers. These guys move around a lot and are usually on walls and ceilings. I found that by sticking to the left side of the path (right at the start of the path) there is some natural cover for you. Stay left and try to shoot any Spider Snipers you see.

    Of course, use the Flamethrower on them. If you have Plasma or Spike Grenades you can use them, too. If you have the Needler, use it. Otherwise, you're going to have to Melee them.

    Melee them on the ceiling? Yes, that would be difficult. However, the Spider Snipers seem to drop down to attack you when you get near and/or under them. You can also make them come down by shooting them with a weapon like the Plasma Rifle. In this manner, by slowly moving forward up the path, you can get one or two to drop in on you. At this point, Melee them.

    If they are really bothering you and you're having no success in killing them then you can shoot them to make them go into their shell, which temporarily causes them not to fire. Then, you can make a run for it up the path, however, there may be several Flood remaining so be careful.

    Another option for you is to backtrack down the path to the circular room under the central platform. You can grab a Needler which will kill the Spider Snipers.

    This path you'll also want to make sure to hide anytime you are damaged. Just run in and out until everything is dead
    When the path is clear, go up and through the door at the end of the path.

    Checkpoint.

    Just take out the rest of the enemies. This room has two curving tunnels on the right side, one before the other. As soon as you enter the room, move forward a touch and look to the right and enter the tunnel (there are two entrances). From the cover of this tunnel use Melee attacks or whatever you have to kill the Flood that come in.

    Exit the cave and run to the next tunnel/cave on the right. Inside this one you'll find an Energy Sword. If you don't have one, grab it. Using the cover of this cave take out the half-dozen or so Flood that come to attack you while being aware that a Spider Sniper may also attack you from behind.

    When thing have settled down dont worry about the spider snipers, exit the cave and run forward and up to the upper path. Here you'll have to take out a few more Flood, but more importantly, you'll find a Needler.

    Use the Needler to take out any remaining Spider Snipers and clear the rest of the area of Flood using the Energy Sword.

    When the area is clear, grab the fresh Energy Sword and grab the Brute Shot at the end of the same tunnel as the Energy Sword.

    Getting out of this room can be a bit confusing. Head up to the upper area once more and proceed forward along the path. You'll eventually get to a metal extension platform. Use it to jump the gap. Follow the path all the way around to the door, killing a Flood or two along the way.

    Before the door, be sure to grab more Brute Shot ammo. Go through the door.

    Checkpoint.

    Go forward, pass through some water, listen to some Cortana and go through the next door.

    Checkpoint.

    You should now be in the ship like thing. Turn right and make your way down the path killing Flood and Spiders using the Energy Sword. You should have no problem just tearing through them. When you reach the end of the path, turn around and backtrack looking for the bridge leading to the central area.

    Go over the bridge, take out all the enemies , and then continue across the next bridge to the next side path.

    Checkpoint.

    Follow the path and go through the metal door. Go down this hallway for more High Charity and Cortana talk.

    Checkpoint.

    Go to the door and continue all the way down the hall way, going through doors.

    Soon you will see a dome. Go up to it and hit "B"

    Nor Hell a Fury...


    Destroy the Reactor


    Backtrack out and High Charity will express his anger. Back in the large inner cavern turn left and take out the Flood and the two Spider Snipers. Turn around and kill another Flood.

    Now we take out all the enemies. This side should be clear now. Switch to the Brute Shot if you have one and use it to take out the Flood on the middle platform. Then, use grenades on any Spider Snipers you see on the middle platform.

    When it's relatively quiet there, head onto the middle platform and finish off any remaining enemies with the Energy Sword while avoiding Spider Sniper fire from the other side.


    Get behind the central terminal and heal. Take out any enemies. Charge across the bridge to that side and use the Energy Sword to slice and dice the Spiders and the Flood.

    Use anything as cover ex. bubble shield. Also, to the left of where you exited into the cavern with Cortana, there are two Energy Swords in a weapons pod.

    When all enemies are dead, go up to the platform and turn it on it . Look around to see the three columns of the reactor lower, thus exposing their weak parts. Use whatever you have, I had the Brute Shot, to shoot each of the three columns' exposed parts until they explode.

    Checkpoint.

    Escape High Charity!


    Go through the open door in front of you and you'll see a hole in the ground. Go down the hole.

    Checkpoint.

    You have already been through this area you should know it. You need to backtrack to the area with the central platform with the room under it. I had success in both running for it and killing as I went.

    Checkpoint.

    Either way, when you arrive at the central platform room, take cover in the room under it until Cortana figures out an alternate route. When she does you'll get a waypoint, which is not far from you.

    Follow the icon to the waypoint and enter the path. Slice the three Flood and then enter the ship part/metal alcove to the right. Wait inside of it until a wall blows open creating a path for you. Follow it to the end and wait for a hole to be blown in the floor at the end of the path. Drop down.

    Checkpoint.

    You'll soon get to a circular door on the left at the end of the path.

    Checkpoint.

    Run past the two Pod heads and continue killing your way to the next door. After you go through it can get a little confusing but soon you'll recognize this area as the top of the tiered/terraced area that you fought up so long ago. Don't go down the tiers, instead, follow the waypoint to the right through the destroyed wall and you'll find yourself outside near a Pelican. Run into the Pelican to end this mission
    Halo


    This mission starts off at a crashed Pelican. If you got a brute shot then keep it for the Flood. Be sure to get a battle rifle as well get all the ammo around the pelican.

    Keep going forward go through the cliffs

    Checkpoint.

    As soon as you make your way from the cliffs you will see flood droping from the sky. You need to get to the right side of the large structure across from you. Dont run for it or you'll be killed by the flood.

    As with most difficult areas in this game on Heroic, it's best to move forward slowly and take out enemies as you come to them.

    From the cave opening shoot and Melee the oncoming Flood. Let the Arbiter do some of the work for you.

    Well you kill all enemies keep moving forward and there are more enemies waiting for you.

    Checkpoint.

    Begin heading to the right side of the large structure taking out Pod groups as you get to them. You may want to switch up your weapons as you go. Duel Plasma Rifles work good on the flood. The Flying drowns help you in this level so dont shoot them.

    Go up the ramp and grab a flame thrower. Just make sure not to catch yourself on fire. Head forward slowly taking out any Spiders who may have dropped down. Watch out for any enemies from behind and be sure to search the dead bodies for grenades and a Brute Shot, if you don't already have one.

    Note: Keep an eye on your radar.
    Checkpoint.

    Make your way to the other side of the structure and go up the ramp. At the top of the ramp drop the Flamethrower and use the Brute Shot and Melee attacks on the slew of Flood. When they're clear, grab the Flamethrower and head to the other side of the structure taking out Spiders.

    Checkpoint.

    Make your way forward to the ramp and go up. At the top you'll see a waypoint marker on the bay doors. You'll have to defend the doors until the Monitor can hack them. Grab the Auto Turret and put it on top of the sloped crate which is located on the lower level . Do the same thing with the other Auto Turret for the other side.

    Note: that there is Invincibility down the ramp opposite the bay door. Go ahead and grab it in case you need it.

    Be ready to fight.. I recommend using the Brute Shot's Melee attack for the entirety of this battle. Between you running up and smacking people, the Arbiter, the Defense Drones, the Auto Turrets and Johnson chipping in with the Spartan laser from the cliff, well, it shouldn't be too difficult a battle. If you do want to use a gun, the Needler if very effective, particularly against the Spiders. During the battle you'll get several checkpoints.

    Johnson will meet up with you and the door will open.

    Checkpoint.

    Go inside and follow the Arbiter to the Control Room.

    Kill the Monitor, activate Halo


    The battle with the Monitor simply move and jump to avoid its beam attack while firing on it with whatever you have . Johnson will shoot it with the Spartan Laser.

    Grab the Spartan Laser and use it to attack the Monitor. Because it takes a few moments to charge the Spartan Laser it's easiest if the Monitor isn't moving, like when he's firing his beam attack. Shoot him three to four times with the Spartan Laser and he'll fritz out and explode. A cut scene ensues.

    The Way the World Ends


    Get to the Frigate!


    Backtrack out of the structure, killing as you go. When you get back outside immediately turn right and go up the icy path. Follow the path, killing Flood, and be aware that the Defense Drones are now attacking you as well. They go down pretty easily so shoot them if they are bothering you.

    Go through the door on the cliff. Kill all the enemies and you will see Johnsons warthog.


    Get in the warthog and drive foward. Don't go onto the structure when you see it in front of you. Instead, turn right and follow the path, and the waypoint, until you get to the section of the ring which you were meant to drive on.

    Obviously, you'll want to avoid the sections of the structure that explode. You don't have to drive so fast that you can't avoid them but you do want to cover some ground. Also, keep in mind that "LT" is your brakes. Use your brakes to get around explosions and objects falling.

    Anytime that you get on solid land where all of the enemies are located, simply follow the conveniently painted red line to the next exploding section.

    Just in case you flip the warthog you can always flip it back over unless your falling.

    Tring to find your way though is hard just keep going. I found it helps to look up as you're falling to see where you should have gone.

    After Cortana tells you 80 percent charged you'll see a blear in the distance crashing wiping out every thing in its path. When you see that blear turn left just trust me. After that, just continue on and jump into the hanger.

    That is it you beat the game.
    Note: You can watch the end video after the credits if you like.



    going to put pic as soon as I get around to it
     
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  2. duicey

    duicey Newbie

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    good walkthrough
     
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  3. OP
    Magicman

    Magicman Enthusiast

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    Thanks for the post duicey
     
  4. Brigade

    Brigade Enthusiast

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    This is a very good walkthrough. to bad it wasn't up here the first time i went through campaign
     
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  5. OP
    Magicman

    Magicman Enthusiast

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    Thank you I apprcate the posts. It took like 3 weeks to put to geter but It turned out good. I just worked on and off unteal it was finshed.

    I am going to put pictures when I get the time lol.
     
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  6. TorMenT

    TorMenT VIP VIP

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    Good quality post man. I can tell it took awhile.
     
  7. FRABAR

    FRABAR Getting There

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    That's pretty long, it might looks tidier if you put [ spoiler ] [ /spoiler ] tags around each mission. That way people just need to view the mission they want
     
  8. OP
    Magicman

    Magicman Enthusiast

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    thanks
     
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  9. classy blackman

    classy blackman Getting There

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