Gameplay

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{{Walkthrough Infobox
{{Status|Gameplay}}
|era=[[File:Era-RE.png|40px|link=Halo: Reach]]
{{Walkthrough infobox
|prev=[[ONI: Sword Base/Walkthrough|ONI: Sword Base]]
||era=[[File:Era-RE.png|35px|link=Halo: Reach]]
|next=[[Tip of the Spear/Walkthrough|Tip of the Spear]]
|prev=[[Nightfall/Walkthrough|Nightfall]]
|name=[[Nightfall|Nightfall]]
|next=[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]
|image=
|name=[[Tip of the Spear]]
|image=[[File:Reach 5016792 Full.jpg|250px]]
|player=[[SPARTAN-B312]]
|player=[[SPARTAN-B312]]
|objective= Investigate Covenant Structures, Neutralize Hostiles
|objective= Neutralize Covenant AA Batteries, Eliminate Hostiles
|location=Szurdok Ridge, Viery, Reach, Epsilon Eridani System
|location=Szurdok Ridge, Reach, Epsilon Eridani System
|starting weapons=
|starting weapons=
*[[Sniper Rifle System 99 Anti-Matériel|SRS 99 Sniper Rifle]]
*[[M319 Individual Grenade Launcher]]
*[[M6G Personal Defense Weapon System|M6G Pistol]]
*[[M392 Designated Marksman Rifle]]
*[[M9 High-Explosive Dual-Purpose Grenade|M9 Grenade]]
*[[M9 High-Explosive Dual-Purpose Grenade|M9 Grenade]]
|new weapons=
|new weapons=
*Covenant
*Human
**[[Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher]]
**[[M319 Individual Grenade Launcher]]
**[[Type-52 Special Applications Rifle|Focus Rifle]]
|enemies=  
|enemies=
*Native
**[[Gúta]]
*Covenant
*Covenant
**[[Sangheili]]
**[[Sangheili]]
***[[Sangheili Ranger]]
***[[Sangheili Minor]]
***[[Sangheili Major]]
***[[Sangheili Major]]
***[[Sangheili Ultra]]
***[[Sangheili Ultra]]
***[[Special Operations Sangheili]]
***[[Sangheili General]]
***[[Sangheili Zealot]]
**[[Mgalekgolo]]
**[[Mgalekgolo]]
**[[Kig-yar]]
**[[Kig-yar]]
Line 31: Line 30:
**[[Unggoy]]
**[[Unggoy]]
***[[Unggoy Major]]
***[[Unggoy Major]]
***[[Unggoy Heavy]]
***[[Unggoy Ultra]]
***[[Unggoy Ultra]]
***[[Special Operations Unggoy]]
***[[Special Operations Unggoy]]
|skulls=
|skulls= Cloud, Tough Luck
|pagegamelabel=HR
}}
}}
This is a walkthrough for the [[Halo: Reach]] level [[Nightfall]]. It is written for play at the [[Legendary]] difficulty, but contains notes for lower difficulties. This is the fourth level of Halo: Reach. For this mission you are joined by [[Jun-A266]]. Your mission is to investigate the Covenant Presence, report on any Covenant Structures or devices, and pacify all hostiles in the area. Your initial loadout for this mission is your [[Sniper Rifle System 99 Anti-Matériel]] an M6G Pistol and 2 [[M9 High-Explosive Dual-Purpose Grenade|M9 Grenades]]. This mission places a heavy reliance on both Stealth and Ranged shooting. It is important to note that as this walkthrough is on the Legendary difficulty, all strengths of enemies reflected are at the Legendary level. Also of note on this Mission is that this is the first mission where your choice of equipment will actively effect how you approach this mission.
This is a walkthrough for the [[Halo: Reach]] level [[Tip of the Spear]]. It is written for play at the [[Legendary]] difficulty, but contains notes for lower difficulties. This is the fifth level of Halo: Reach. For this mission you are joined by [[Catherine-B320]]. Your Mission is to Eliminate the Covenant Anti Aircraft Batteries. Your initial loadout for this mission is your [[M319 Individual Grenade Launcher]] an [[M392 Designated Marksman Rifle]] and 2 [[M9 High-Explosive Dual-Purpose Grenade|M9 Grenades]]. It is important to note that as this walkthrough at the Legendary difficulty, all strengths of enemies reflected are at the Legendary level.
 
==Tempest Perimeter (Mission Start)==
===Forerunner! It's a Fuel Rod! Get behind the Wart— Nevermind...===
Pick yourself up, dust yourself off. No time for lollygagging here. Looking ahead you can see a large group of [[Unggoy|Grunts]] and [[Kig-yar|Jackals]] moving to attack you. Stay away from the [[M12 Light Reconnaissance Vehicle|Warthog]] as cover because it's going to explode and if you are standing next to it you will too. Use your Grenade Launcher to lay into clusters of the cannon fodder and put a serious dent in their numbers. It's particularly effective on Jackals, since they move slowly and are vulnerable to explosions. If you are having trouble getting used to the arc of the grenades or how they work, revert the checkpoint and start over for practice. You need to be able to drop the grenades right into the thick of the group before they disperse to have the most effect. Skipping the grenade off the ground sets its fuse, so firing into the ground in front of your enemy will ensure that the grenade explodes in midair nearby. Don't bother with the alternate EMP mode unless facing vehicles. Mop up with your DMR. Your should be standing near where you started. There are two [[Rizsheda-pattern Shade|Shades]] of the Fuel Rod Cannon variety just out of your sightline. They have a fairly high rate of fire, and you need to stay out of their sights while you deal with the [[Sangheili Ultra|Elite Ultra]] shooting at you. Kat should occupy the Ultra's attention, so waste him with the DMR. He's very agile so the Grenade Launcher isn't a good weapon to use when facing him. Once you've killed him, attract the attention of the Shade gunners and headshot them. Now a [[Dropship 77-Troop Carrier|Pelican]] will swoop in and drop you a fancy [[M12R Light Anti-Armor Vehicle|Missile Launching Warthog]]. Sweet.
 
===Impossible is What Spartans do.===
Hop in the drivers seat. It is very tempting to play with the pretty rocket launcher on the Warthog, but the AI drivers are criminally stupid, and the missiles aren't the easiest things in the world to aim. If you really want you can play musical weapons with the trooper and give him your Grenade Launcher. If you get Kat on the Missile Turret and her firing grenades, it makes the next section a whole lot more explosive. Keep in mind that you won't be as effective against fast, annoying infantry like Skirmishers. Since Kat can't die, though, having her on the rockets can be a great help. Drive off and approach the first [[Cheru-pattern Tyrant|Anti-Aircraft Battery]]. You're going to want to do this in sections. You can't just drive up and kill it. You can shoot it with the rocket turret from a distance,but it will consume some time and it will be hard to stop Kat or the Marine from driving you there, so only do so if you've got a friend. Start by clearing the area below the plateau. There is a [[Type-32 Rapid Assault Vehicle|Ghost]] and a {{Pattern|Rizvum|Revenant}}, as well as assorted ground troops, but the Grenade Launcher and Missile Turret are pretty efficient at killing enemies. The Revenant is nasty on higher difficulties, and your AI gunner may seem to think that a panicking Grunt is more worthy of death by rockets than the vehicles that can actually KILL you. Keep moving. Eventually Kat and the Marine should take out the enemies. Once the lower ground is clear, you are going to take a little risk. You could simply climb the Lookout Tower and DMR snipe the enemies at the tower, but where's the fun in that? Drive your Warthog to the overturned Ghost near the tower and park. Your gunner should fire volleys of rockets at the enemy for explosive and satisfying results. Use your DMR and Grenade Launcher to kill anything you can see. The [[Sangheili General|Elite General]] with a [[Elo'Nakada-pattern concussion rifle|Concussion Rifle]] is a priority, as he can flip the Warthog with his shots and ruin the explosive fun. Once you've taken care of those you can see, run into the AA gun. Melee the shield protecting the core (big and glowing, impossible to miss) and toss a plasma grenade in the reactor. The reactor should explode and emit a warning alarm. If it doesn't go, try again. Then, run for your life. The Gun will explode and kill you in about 10 seconds. Reach a safe distance and watch the pretty, pretty lights as the Gun goes boom.
 
===Construction Delays can be a Killer.===
Get back in the Warthog and drive off the opposite way you came in. Eventually you will see a broken bridge. Stop. You'll hear some comm chatter and may even encounter some [[Zurdo-pattern Wraith|Wraith]] Plasma being fired close to your head. Don't advance yet. Wait until you see the Pelican drop the temporary bridge repair. Now you can go. You're going to encounter some Jackals and a Wraith and you could waste time killing them, but don't bother. Keep driving, over the bridge and around the corner. If you really want that Wraith to die, just circle around it and let your gunner lay into it. It should go down after a few volleys.


==...Too Quiet (Mission Start)==
==Hand Over Fist (Rally Point Alpha)==
===Mr. Ugly Face, Meet Mr. Pointy===
===Stop Or My Spartan Will Shoot!===
As you start this mission, you're on a cliff side ledge with Jun advancing stealthily (as stealthily as a Spartan in a half ton of MJOLNIR armor can be). Arm your [[M6G Personal Defense Weapon System|pistol]], you will not need your Sniper Rifle here. You will encounter an [[Sangheili Major|Elite Major]] with his back to you. Slowly advance and assassinate him. On Legendary, don't hold down the melee button or you will alert all the other Covenant in the area. Use your pistol to clear out the [[Unggoy|Grunts]] and [[Kig-yar|Jackals]]. Leave the [[Sangheili Ultra|Elite Ultra]] for last. Jun will help a little thinning out the enemies, and his sniper fire will force the Ultra back into the rocks. This is your cue to move down the hillside. quickly step up and grab the [[Armor Abilities#Active Camo|Active Camouflage]]. Activate it and slowly move around the rocks until you are behind the Ultra and assassinate him. This takes a bit of work, but is well worth it, since you're going to need every round in your Sniper Rifle that you can get. Before you advance here, let your active camo recharge. It's going to come in very handy in the next section.
See the large structure across the way, that's your next objective. You'll notice a squad of soldiers on the same side of the bridge that you are on being attacked by Covenant Forces. Advance until you are near the bridge but not directly in line with it. Hop out and get on the turret. At this point because of the way the game is scripted no one should get in to drive. Start by taking out the Shade at the far end of the bridge. Then move to the front of the Covenant forces at the bridge and clear your way back with the rockets. The enemies here are all Grunts and Jackals, and thus should be easy pickings. Once you've cleared the front door, get out of the 'Hog and advance.  
===Spartan Peek-a-Boo===
*Note of Consideration:  While this isn't always effective unleashing several volleys of missiles at the upper tier of the facility may just clear out a few of the enemies that you are slated to run into. You may even be lucky enough to take out the Elite Majors on the walkway.
Once your active camo is recharged, move forward. When you see the rocks you want to be right of them but behind them. Activate your camo and edge forward, bringing up your Sniper Rifle and peek over the crest. Across the way on the roof of the structure you will see several [[Sangheili Ranger|Elite Rangers]] and a [[Special Operations Sangheili|Spec-Ops Elite]] with a [[Type-52 Special Applications Rifle|Focus Rifle]]. Take out the Spec Ops Elite with a head shot, then as many of the Rangers as you can before they start to Jetpack away. Don't bother with them once they start jumping. Bring out your Pistol and start clearing all the Grunts and Jackals from the lower area. There are also a couple of Elites on the floor, an Ultra and a Major, but you can leave those for a bit as Jun will keep them distracted as long as you move out of sight. The remaining Rangers will come at you jet jumping in. Use good timing here and Melee them to death. They are easy kills, two hits and they're done. Once you are sure you've terminated all the Rangers and pretty sure you've finished off the Grunts and Jackals, it's time to move into the floor and deal with the Elites. If you are very lucky Jun may have killed the Elite Major. Circle to the left side and bring up your active camo as you reach the floor, remember the faster you move the more you are seen. Sneak up and kill the Ultra first with a swift assassination. Take cover if the Major hasn't been killed because he is now going to be focused on you. Jun will be shooting but it is unlikely that he will penetrate the Majors shields at this point. Don't zoom your rifle in and take a single shot at the Major while advancing on him. This will stagger him long enough for you to close and finish him with the Melee/assassination. Once you've sanitized this area, move into the building and go upstairs. Find your way to the next oven area. You will see a cylindrical tower in the center and a circular space with some interiors. Take out the Elite Major on the tower. It will take several shots, but you can't have him shooting at you as you run and gun this area. There is a [[Type-52 Directed Energy Support Weapon|Plasma Turret]] on the far building left side upper floor. Use a sniper round and take it out. Pull out the pistol and take out the Grunts and Jackals. The remaining Elites will hopefully be distracted and a little weakened by Jun. Try to get up high and finish them off with the Sniper Rifle, or you can sneak around and try and assassinate them. Once you've cleared all the enemies you can see run up to the plasma battery and look right there will be a couple of Jackal Majors trying to sneak up, use your pistol to finish them off. Grab the turret and remove it from the mount. Head out where those Jackals came from.
You may want to root around the dead soldiers to pick up any ammo you can. There is a DMR lying on the bridge just as you begin to cross you can use to stock up on ammo if necessary. Once you cross the bridge you'll get an intel update about your [[Sangheili Zealot|Zealot]] friend from [[Winter Contingency]]. Advance up the walkway, you'll encounter some [[Skirmishers]] with [[Type-31 Rifle|Needle Rifles]]. Kill them and take their weapons and ammo if you like. Keep going, you're going to run into a few Grunts and [[Kig-yar Major|Jackal Majors]]. Use grenades and your DMR to clean up. There is a fuel tank you can shoot the lid off of to save you some ammo on this section. There's an [[Armor Abilities#Armor Lock|Armor Lock]] sitting in a crate in the next area, and some Needle Rifle ammo. Since armor lock is basically worthless in campaign, don't bother with it, keep your Sprint. Bring up your Needle Rifle. Kat should be in line with you providing fairly decent cover fire. Here you'll run into an Elite Major who after a few hits will withdraw to hide behind another Elite Major at a [[Pek-pattern plasma cannon|Plasma Turret]], rather carelessly set up by a fuel tank. Blow up the fuel tank to knock the Plasma Cannon off of its mount and damage the shields of the Elites. Use the Needle Rifle or DMR to finish them off. Look all the way across the area and the Zealot will appear, you should be able to use your DMR and Needle rifle to take him at range. If you want his sword, shoot him but let him get downstairs. If you deplete his shields after he activates his Active Camouflage, he will switch to his sword. Once he's dead (or in the unlikely event that he gets away) grab your turret again and advance. You'll have to deal with a couple of Grunts and Jackals. Go upstairs and drop through the hole in the roof. Kill the Grunts in the area. Move forward and you'll receive an ordnance icon on the floor indicating a [[Kopasa'mada-pattern plasma launcher|Plasma Launcher]] which you can take. Make sure to take a headshot weapon with you. You can ignore the Launcher entirely and bring your Grenade Launcher or a Plasma Pistol, the EMP will come in handy. Head out and hop in the Revenant. Kill the few Grunts that are here. Kat will join you in the passenger seat.


==Let Sleeping Dogs Lie (Rally Point Alpha)==
===Didn't I Do This Already? Why is She Trying to Kill Me?===
===I Ain't Gonna Go Out Like That===
Now you have to advance on the second AA battery and eliminate it. You'll encounter a few Jackals and Grunts before you get there, and you will learn one very important thing about the Revenant cannon in that it is VERY underpowered for being such a pain to aim. Once you see the AA battery you want to turn right and go counterclockwise around the cannon to clear. You are first going to encounter a group of three Jackals. Watch out for their overcharge shots. Demolish them with the Revenant cannon, or splatter them. Continue along the path to encounter a few Grunts and Jackals, as well as a Wraith. Quickly kill the infantry while dodging the mortar shots from the Wraith. Then, hop out of the Revenant and kill the Wraith gunner with the DMR. Sprint up to the Wraith, EMP it as necessary to be safe, then hijack it. Beat down the driver and hop into the Wraith. The Wraith is slower and less agile than the Revenant but its main gun is MUCH more powerful. Shell the AA gun. A few hits will overload the gun and blow it up. Some Covenant will be left to mop up, most likely an Elite, a Hunter pair, and a few Grunts, Jackals, and Skirmishers. Use the Wraith to blast your way through, strafing to avoid the Assault Cannons of the Hunters. A Pelican will drop off Army reinforcements to help you out, and a Phantom will drop off an Elite General and a few Grunts for the Covenant.  Once everything has met death, a [[UH-144 Falcon]] will come in with [[Jorge-052]]. Get in the jump seat with the [[M460 automatic grenade launcher|Launcher]], because there's more killing to be done.
As you advance here you are going to see two very large creatures. These are [[Gúta]], and they are indigenous to Reach. They are assaulting a squad of Covenant, sit back and watch the carnage. Grunts and Jackals flying about like ragdolls is amusing, but once the Gúta are done with the Covies, they will turn their attention to you. Use your Plasma Battery and aim for the head. They should go down fairly quickly. Move forward again. You're going to be greeted by the sounds of gunfire. Civilians are under fire from Covenant forces. Move forward a little and drop the Plasma Battery. It will be useful later for now you need range and quick. Bring up the Sniper Rifle and start downing targets. Focus on the Elites, but take any targets of opportunity that come into view especially the [[Skirmishers]]. Once you've downed the Elites (There should be three or four Elite Majors no Ultras, yet) pick up the Plasma battery and run forward. Use the Plasma battery to finish off any of the remaining original enemies here.
===Man, And I Thought Things Just Couldn't Get Any Worse===
Head to the center of the area. There will be ordinance here including [[M392 Designated Marksman Rifle|DMRs]], [[M41 SSR MAV/AW|Rocket Launcher]], sniper ammo and most importantly a [[Armor Abilities#Drop Shield|Drop Shield]]. Swap your now nearly empty pistol for the DMR, grab the Drop Shield and head up to a roof. If you have civilians left they will die here, though on lower difficulties you may be able to save them. The first [[Type-52 Troop Carrier|Phantom]] Dropship is going to let out a pair of Elite Majors and a bunch of Jackal Majors and Grunts. Use the DMR to pick off the Jackals and Grunts and Snipe one of the Elites if you get the Chance. The second dropship will come near the bridge and will Drop more Grunts and Jackals and a couple of Elite Ultras with [[Type-50 Directed Energy Rifle/Heavy|Concussion Rifles]]. Take out as many Jackals and Grunts as you can and if you get a clean shot at the Ultras take it. Eventually Jun is going to displace. You should too. Head towards the bridge as fast as possible, pick up some DMR ammo and pick a good place to Snipe. The third dropship is going to come in and drop a couple more Ultras and their entourage. Snipe the Ultras, the best method seems to be to pick one, kill it and displace, rinse, lather, repeat. Use the DMR to finish off any minor enemies that remain. Once you've pacified this area Jun is going to call you to the riverbed so you can follow up on [[Catherine-B320|Kat's]] theory. Before you go swap the Rocket Launcher for your Sniper Rifle and load your DMR with all the ammo you can find.


==I'll Just Leave This Here... (Rally Point Bravo)==
==The Spire (Rally Point Bravo)==
===See, And Everyone Said This Was Going to be Hard===
===If They Run They're Covies. If They Stand Still They're Well Trained Covies===
Follow the riverbed. You'll eventually take cover from a Phantom that flies overhead. Move slowly into the next area. You'll be directed towards the Covenant Spire on the other side. You may be asking why you left your Sniper Rifle behind. There's plenty of Turrets and you can see at least one Elite Major with a [[Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher]]. Move towards the bridge slowly. All the Grunts are asleep and the One Elite Major hasn't noticed you yet. If you get noticed just revert to the last checkpoint and try again. Sneak up and Assassinate the Elite, then the Grunts on the Bridge. If you don't open fire neither will Jun, yet. quickly go up the Spire and kill the Grunts stationed there. Now that Elite Major with the Plasma Launcher is Going to notice you. Take cover on the other side of the Spire and Start clearing out enemies with your DMR. There's plenty of Skirmishers and Grunts to keep you busy. Once you've got a clear shot up the ramp you have two choices as to dealing with the Elite.
Once you are in the air, you are going to see a whole lot of targets of opportunity. Just start shooting grenades. Using the EMP/delayed detonation can be interesting, but you are honestly better off just shooting them off and letting them explode on impact. Focus on the Shade Turrets specifically, because they're really the only threat here, but there are a variety of enemies running around just begging for a grenade. Soon you're going to encounter a [[Spire One|Really Big Spire]] with shielding. Which is your next objective. Deactivate the Shield protecting the spire.
* Drop back off the spire and use it for cover. Use your DMR to Penetrate his shields and then kill him with a head shot. This is an ammo drain as but a little safer, as you are at range and have a chance to dodge those tracking plasma shots.
===I Believe I Can Fly. I Believe I Can Splatter Your Brains at 500 Yards.===
* Head up the stairs and run into the structure nearest to the Spire. You'll find a rack of [[M45 Tactical Shotgun|Shotguns]]. Swap your DMR for it. Toss a Grenade into the area where the Elite is, this will stun him long enough for you to close and finish him off with the Shotgun. This is much more risky but it conserves DMR ammo which will come in handy later.
Once again, get up, dust yourself off. Grab a [[Armor Abilities#Jet Pack|Jet Pack]]. This is really just a cool Jump Jet that can assist you in getting to places you couldn't otherwise get. It's extremely useful here, much more so than Sprint. Advance and use your DMR to take out the Skirmishers with [[Type-52 Special Applications Rifle|Focus Rifles]]. Then work on the Grunts and Jackals. You don't have a lot of DMR ammo so take care with your shots. As you approach the top of the path you'll encounter a lone [[Sangheili Minor|Elite Minor]] manning a turret, kill him and advance to the overlook of the Spire. There's a fully loaded Focus Rifle on the ground here. There are a lot of enemies here, but you can actually bypass this entirely. Off to your right is a broken pipeline. Jet pack onto the pipe and run along it to reach the Spire. Jet pack across the gap and land on the roof of the lower section of the Spire. Hop into the gravity lift to ride up.
With the Shotgun head past the Elite you just killed. There is a second set of buildings here. Use caution because there is an Elite Ultra here with another Plasma Launcher. Use the Shotgun and Grenades to kill him and grab his Launcher for the Shotgun. Now you have a Plasma Launcher and a rocket Launcher. Drop down into the water and pick up some ammo for the Rocket Launcher then head back towards the Spire. Two Phantoms are going to fly in. The first will drop two [[Mgalekgolo|Hunters]], the second will drop two cloaked Spec-Ops Elites. Concentrate on the Hunters. The Elites will reveal themselves and you can tag them with the Plasma Launcher but for now, the Hunters are your main concern. Use the Rocket Launcher to blow off their back armor and then use the rest of your rockets to do some damage. You probably won't kill them but you'll do enough damage that a couple of shots from Jun or a quick Shotgun blast will finish them off. Once you've cleared them pick up your DMR and keep the Plasma Launcher. There's some ammo for the DMR under the structure where you got the Shotgun. Advance to the fence and prepare to finish your romp through the countryside.
 
===Run, You Covenant Scum. You'll Only Die Tired.===
===Going Up. Next Stop, Housewares, Dining, Destruction===
When the fence opens you will immediately be confronted with a [[Type-26 Anti-Infantry Stationary Gun|Shade]]. Use your Plasma Launcher to make short work of it. With the ordinance on the ground you'll see another Sniper Rifle. Note it but leave it for now. Head up the Right side of the track and keep an eye out. There are a couple more Shades, but you can tag the closest one and kill it giving you a little more freedom. Tag any other enemies you can before retreating to swap the Plasma Launcher for the Sniper Rifle. Follow the cliff on the left to get shots at the remaining Jackals and Grunts. Kill enough of them and you'll trigger Two Elite Rangers with Focus Rifles. Kill them with single shots from the Sniper and withdraw the top of the hill. There are three more Elites, two Majors and an Ultra. The Two Majors can be killed by a combined effort from you and Jun. The Ultra is near the Far Shade. Use the last of your Sniper Ammo to kill him. Advance and grab a Focus rifle. Try to keep out of Shade number three's line of fire as you advance. Use the DMR to kill the gunner Grunt then finish it off with a Plasma grenade. If you are low on ammo grab a needle rifle and finish off the last wave of Jackals that approach you then move forward out of the valley and into another cutscene.
This part is a little tricky, but if you do it right, you'll be done in no time. When you come off the gravity lift, go out the door and turn right. When you see the [[Unggoy Ultra|Grunt Ultras]] appear toss a grenade at them. This will probably kill two or possibly all three. Edge out to that side, be very careful. You will see a [[Unggoy Heavy|grunt Heavy]] with a Fuel Rod Cannon. He'll fire it at you instantly, but probably won't hit you directly; the splash damage, however, will deplete your shields somewhat and mess up your aim. Headshot him with the DMR/Needle Rifle. This will draw out the Elite Ultra with his [[Type-1 Energy Weapon/Sword|Energy Sword]]. He comes at you very quickly, so make your shots count. Withdraw to the open shield floor and use the Focus Rifle or a Plasma Pistol to weaken his shields. If he gets close, use the Jetpack to get out of reach. If you're not careful he can chase you off the edge of the Spire which will lead to a very humiliating death if you don't have the Jetpack. Once his shields drop, put a round in his skull with your DMR or Needle Rifle. Mop up survivors.
*An alternative, (and hilarious) way to eliminate the Elite here is to have him pursue you outside to the platform of the Spire. When he gets close enough jump off the edge and fly away with your Jetpack. The Elite may run off the edge and fall to its death.
Now you've sanitized the Spire, so go deactivate the shield then get out and watch the cutscene.


==Legendary Notes==
==Legendary Notes==
*Range is of the utmost importance on this mission. You cannot play at close range here unless the enemy is either unaware of your presence or distracted by Jun. Make the most of both opportunities.
*Overcharged Plasma Pistols are by far the biggest threat in the level. They leave your vehicle disabled and open to assault. When given the opportunity to thin out the enemy before riding into an area take advantage. Also use aggressive driving techniques and brake slides to ram and splatter enemies.
*Elite Majors and Ultras all take several hits to bring down their shields. Don't go fancy and try and headshot them all the time. Work the body to drop shields then headshot when the opportunity arises.
*Revenants are ineffective against Shielded Jackals. you just end up knocking them around, not killing them. Get out and use a DMR or Needle Rifle to finish them off.
*Jackal Majors are by far the most annoying enemy on this level. Their penchant for overcharged plasma rounds will leave you shieldless and wounded. When faced with multiple threats they should be right under anything that has a ranged weapon, and first otherwise.
*You can't take your Plasma Launcher with you when you get on the Falcon. Use it wisely against the Hunters and AA Battery.
*You can easily do this mission without ever exposing yourself to danger, but it will take a long time. Use your judgement on when you think you will be able to handle enemies in close range without too much risk.
*When assaulting the Spire your Jump Jet can provide you with a number of advantages, from closing on the enemy quickly to hijacking a [[Type-26 Ground Support Aircraft|Banshee]], use it effectively and it will help keep you alive for the entire area.
*There are times when Sniping will not be to your advantage and assassination is far less risky overall. Don't be afraid to risk a little to gain much.
*Good Skulls on this mission are Cloud and Tough Luck. Catch is unfortunately not so good due to the amount of time you need to spend in a vehicle.
*Good Skulls here are Iron, Thunderstorm and Catch. If you're sneaky and you can shoot, you're rarely going to be at risk and increasing the Ranks of your enemies just makes it that much sweeter when you defeat them. And, well, Catch is never a bad skull to have on.


==Notes for Lower Difficulties==
==Notes for Lower Difficulties==
*Most Elites on this level can be downed with a single round through the head. Take advantage of that fact to practice your sniping skills.
*This mission plays exactly the same for lower difficulties. The only thing that changes are the ranks of the enemies that you face.
*The enemy AI is less aware of their surroundings, so as assassinations are silent, you can kill far more enemies with it if you can get the first few undetected.
*The Rocket Warthog can be brought past the concrete barriers at the mining facility, either by damaging them and then driving it over, using a grenade or Armor Lock (found in the balcony above) to flip it over, or merely driving it around the left barrier. Unlike [[ONI: Sword Base]], Kat and troopers will get back in the Hog with the player, though they may exit and refuse to enter once the player reaches the Revenant. This will also cause the Banshees that pass the mining facility to attack the player instead of flying past.
*If you can get the armor off the Hunters, you can let Jun deal with them and wander off into a corner and do nothing until it's over. It just takes a while.
*Plasma mortars from an unseen Wraith will rain down regularly around the first Tyrant gun and where the Zealot is fought. It is recommended the player remain aware so as to not accidentally run into them.
*There don't seem to be any Spec-Ops Elites on easy, nor are there replacements for them.
*If the player brings down the Zealot's shields but doesn't kill it, it will retreat and [[Active camouflage|turn invisible]]. It will then flee to where the Revenant and Ghosts are and despawn. If the player is still nearby and injuring it, though, the Zealot will decloak and pull out an energy sword.<ref>[https://youtu.be/cENTLNAgj9I?t=2m44s '''YouTube.com''', ''Assassinating Sword Elites is Easy! (Guide)'']</ref>
*The severely damaged Warthog on the destroyed bridge near the second AA cannon is driveable. The easiest way to get to it is to boost to it in a Revenant (press "jump" as one crosses the gap) or knock it down with a grenade or any other explosion. Another way is to drive the Revenant as close to the first broken pillar as possible, use it to get on the first pillar, then jump on the second and finally jump on to the piece of intact bridge the Warthog is on and simply drive it off on to the ground.
*A [[Spade]] can be found nearby one of the Wraiths at the second Tyrant gun. Another can be found near the Spire after the Pelican crash. Jorge can board this one, making it a semi-viable option for cleaning out the spire.
*A [[Kopasa'mada-pattern plasma launcher|plasma launcher]] with full charge is tagged by the game as Ordnance, just after the Zealot encounter. A second full charge launcher can be found in a [[Covenant supply case]] by one of the Wraith at the second Tyrant. A [[drop shield]] is also found there.
 
==External links==
*[http://halo.xbox.com/en-us/Universe/detail/tyrants-laso-walkthrough-4/a3d44ffe-7bb6-4d17-a580-d71bf9c23781  '''Halo Waypoint''' ''Tyrant's LASO Walkthrough 4'']


{{succession box | before = ''[[ONI: Sword Base/Walkthrough|ONI: Sword Base]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''Nightfall''''' |after = ''[[Tip of the Spear/Walkthrough|Tip of the Spear]]''}}
{{succession box | before = ''[[Nightfall/Walkthrough|Nightfall]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''Tip of the Spear''''' |after = ''[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]''}}
[[Category:Halo: Reach walkthroughs]]

Latest revision as of 13:45, March 22, 2024

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Long Night of Solace

Tip of the Spear
Reach 5016792 Full.jpg
Level overview

Player(s):

SPARTAN-B312

Objective(s):

Neutralize Covenant AA Batteries, Eliminate Hostiles

Location(s):

Szurdok Ridge, Reach, Epsilon Eridani System

Gameplay overview

Default weapons:

Available weapons:

Enemies:

Skulls:

Cloud, Tough Luck

 

This is a walkthrough for the Halo: Reach level Tip of the Spear. It is written for play at the Legendary difficulty, but contains notes for lower difficulties. This is the fifth level of Halo: Reach. For this mission you are joined by Catherine-B320. Your Mission is to Eliminate the Covenant Anti Aircraft Batteries. Your initial loadout for this mission is your M319 Individual Grenade Launcher an M392 Designated Marksman Rifle and 2 M9 Grenades. It is important to note that as this walkthrough at the Legendary difficulty, all strengths of enemies reflected are at the Legendary level.

Tempest Perimeter (Mission Start)[edit]

Forerunner! It's a Fuel Rod! Get behind the Wart— Nevermind...[edit]

Pick yourself up, dust yourself off. No time for lollygagging here. Looking ahead you can see a large group of Grunts and Jackals moving to attack you. Stay away from the Warthog as cover because it's going to explode and if you are standing next to it you will too. Use your Grenade Launcher to lay into clusters of the cannon fodder and put a serious dent in their numbers. It's particularly effective on Jackals, since they move slowly and are vulnerable to explosions. If you are having trouble getting used to the arc of the grenades or how they work, revert the checkpoint and start over for practice. You need to be able to drop the grenades right into the thick of the group before they disperse to have the most effect. Skipping the grenade off the ground sets its fuse, so firing into the ground in front of your enemy will ensure that the grenade explodes in midair nearby. Don't bother with the alternate EMP mode unless facing vehicles. Mop up with your DMR. Your should be standing near where you started. There are two Shades of the Fuel Rod Cannon variety just out of your sightline. They have a fairly high rate of fire, and you need to stay out of their sights while you deal with the Elite Ultra shooting at you. Kat should occupy the Ultra's attention, so waste him with the DMR. He's very agile so the Grenade Launcher isn't a good weapon to use when facing him. Once you've killed him, attract the attention of the Shade gunners and headshot them. Now a Pelican will swoop in and drop you a fancy Missile Launching Warthog. Sweet.

Impossible is What Spartans do.[edit]

Hop in the drivers seat. It is very tempting to play with the pretty rocket launcher on the Warthog, but the AI drivers are criminally stupid, and the missiles aren't the easiest things in the world to aim. If you really want you can play musical weapons with the trooper and give him your Grenade Launcher. If you get Kat on the Missile Turret and her firing grenades, it makes the next section a whole lot more explosive. Keep in mind that you won't be as effective against fast, annoying infantry like Skirmishers. Since Kat can't die, though, having her on the rockets can be a great help. Drive off and approach the first Anti-Aircraft Battery. You're going to want to do this in sections. You can't just drive up and kill it. You can shoot it with the rocket turret from a distance,but it will consume some time and it will be hard to stop Kat or the Marine from driving you there, so only do so if you've got a friend. Start by clearing the area below the plateau. There is a Ghost and a Rizvum-pattern Revenant, as well as assorted ground troops, but the Grenade Launcher and Missile Turret are pretty efficient at killing enemies. The Revenant is nasty on higher difficulties, and your AI gunner may seem to think that a panicking Grunt is more worthy of death by rockets than the vehicles that can actually KILL you. Keep moving. Eventually Kat and the Marine should take out the enemies. Once the lower ground is clear, you are going to take a little risk. You could simply climb the Lookout Tower and DMR snipe the enemies at the tower, but where's the fun in that? Drive your Warthog to the overturned Ghost near the tower and park. Your gunner should fire volleys of rockets at the enemy for explosive and satisfying results. Use your DMR and Grenade Launcher to kill anything you can see. The Elite General with a Concussion Rifle is a priority, as he can flip the Warthog with his shots and ruin the explosive fun. Once you've taken care of those you can see, run into the AA gun. Melee the shield protecting the core (big and glowing, impossible to miss) and toss a plasma grenade in the reactor. The reactor should explode and emit a warning alarm. If it doesn't go, try again. Then, run for your life. The Gun will explode and kill you in about 10 seconds. Reach a safe distance and watch the pretty, pretty lights as the Gun goes boom.

Construction Delays can be a Killer.[edit]

Get back in the Warthog and drive off the opposite way you came in. Eventually you will see a broken bridge. Stop. You'll hear some comm chatter and may even encounter some Wraith Plasma being fired close to your head. Don't advance yet. Wait until you see the Pelican drop the temporary bridge repair. Now you can go. You're going to encounter some Jackals and a Wraith and you could waste time killing them, but don't bother. Keep driving, over the bridge and around the corner. If you really want that Wraith to die, just circle around it and let your gunner lay into it. It should go down after a few volleys.

Hand Over Fist (Rally Point Alpha)[edit]

Stop Or My Spartan Will Shoot![edit]

See the large structure across the way, that's your next objective. You'll notice a squad of soldiers on the same side of the bridge that you are on being attacked by Covenant Forces. Advance until you are near the bridge but not directly in line with it. Hop out and get on the turret. At this point because of the way the game is scripted no one should get in to drive. Start by taking out the Shade at the far end of the bridge. Then move to the front of the Covenant forces at the bridge and clear your way back with the rockets. The enemies here are all Grunts and Jackals, and thus should be easy pickings. Once you've cleared the front door, get out of the 'Hog and advance.

  • Note of Consideration: While this isn't always effective unleashing several volleys of missiles at the upper tier of the facility may just clear out a few of the enemies that you are slated to run into. You may even be lucky enough to take out the Elite Majors on the walkway.

You may want to root around the dead soldiers to pick up any ammo you can. There is a DMR lying on the bridge just as you begin to cross you can use to stock up on ammo if necessary. Once you cross the bridge you'll get an intel update about your Zealot friend from Winter Contingency. Advance up the walkway, you'll encounter some Skirmishers with Needle Rifles. Kill them and take their weapons and ammo if you like. Keep going, you're going to run into a few Grunts and Jackal Majors. Use grenades and your DMR to clean up. There is a fuel tank you can shoot the lid off of to save you some ammo on this section. There's an Armor Lock sitting in a crate in the next area, and some Needle Rifle ammo. Since armor lock is basically worthless in campaign, don't bother with it, keep your Sprint. Bring up your Needle Rifle. Kat should be in line with you providing fairly decent cover fire. Here you'll run into an Elite Major who after a few hits will withdraw to hide behind another Elite Major at a Plasma Turret, rather carelessly set up by a fuel tank. Blow up the fuel tank to knock the Plasma Cannon off of its mount and damage the shields of the Elites. Use the Needle Rifle or DMR to finish them off. Look all the way across the area and the Zealot will appear, you should be able to use your DMR and Needle rifle to take him at range. If you want his sword, shoot him but let him get downstairs. If you deplete his shields after he activates his Active Camouflage, he will switch to his sword. Once he's dead (or in the unlikely event that he gets away) grab your turret again and advance. You'll have to deal with a couple of Grunts and Jackals. Go upstairs and drop through the hole in the roof. Kill the Grunts in the area. Move forward and you'll receive an ordnance icon on the floor indicating a Plasma Launcher which you can take. Make sure to take a headshot weapon with you. You can ignore the Launcher entirely and bring your Grenade Launcher or a Plasma Pistol, the EMP will come in handy. Head out and hop in the Revenant. Kill the few Grunts that are here. Kat will join you in the passenger seat.

Didn't I Do This Already? Why is She Trying to Kill Me?[edit]

Now you have to advance on the second AA battery and eliminate it. You'll encounter a few Jackals and Grunts before you get there, and you will learn one very important thing about the Revenant cannon in that it is VERY underpowered for being such a pain to aim. Once you see the AA battery you want to turn right and go counterclockwise around the cannon to clear. You are first going to encounter a group of three Jackals. Watch out for their overcharge shots. Demolish them with the Revenant cannon, or splatter them. Continue along the path to encounter a few Grunts and Jackals, as well as a Wraith. Quickly kill the infantry while dodging the mortar shots from the Wraith. Then, hop out of the Revenant and kill the Wraith gunner with the DMR. Sprint up to the Wraith, EMP it as necessary to be safe, then hijack it. Beat down the driver and hop into the Wraith. The Wraith is slower and less agile than the Revenant but its main gun is MUCH more powerful. Shell the AA gun. A few hits will overload the gun and blow it up. Some Covenant will be left to mop up, most likely an Elite, a Hunter pair, and a few Grunts, Jackals, and Skirmishers. Use the Wraith to blast your way through, strafing to avoid the Assault Cannons of the Hunters. A Pelican will drop off Army reinforcements to help you out, and a Phantom will drop off an Elite General and a few Grunts for the Covenant. Once everything has met death, a UH-144 Falcon will come in with Jorge-052. Get in the jump seat with the Launcher, because there's more killing to be done.

The Spire (Rally Point Bravo)[edit]

If They Run They're Covies. If They Stand Still They're Well Trained Covies[edit]

Once you are in the air, you are going to see a whole lot of targets of opportunity. Just start shooting grenades. Using the EMP/delayed detonation can be interesting, but you are honestly better off just shooting them off and letting them explode on impact. Focus on the Shade Turrets specifically, because they're really the only threat here, but there are a variety of enemies running around just begging for a grenade. Soon you're going to encounter a Really Big Spire with shielding. Which is your next objective. Deactivate the Shield protecting the spire.

I Believe I Can Fly. I Believe I Can Splatter Your Brains at 500 Yards.[edit]

Once again, get up, dust yourself off. Grab a Jet Pack. This is really just a cool Jump Jet that can assist you in getting to places you couldn't otherwise get. It's extremely useful here, much more so than Sprint. Advance and use your DMR to take out the Skirmishers with Focus Rifles. Then work on the Grunts and Jackals. You don't have a lot of DMR ammo so take care with your shots. As you approach the top of the path you'll encounter a lone Elite Minor manning a turret, kill him and advance to the overlook of the Spire. There's a fully loaded Focus Rifle on the ground here. There are a lot of enemies here, but you can actually bypass this entirely. Off to your right is a broken pipeline. Jet pack onto the pipe and run along it to reach the Spire. Jet pack across the gap and land on the roof of the lower section of the Spire. Hop into the gravity lift to ride up.

Going Up. Next Stop, Housewares, Dining, Destruction[edit]

This part is a little tricky, but if you do it right, you'll be done in no time. When you come off the gravity lift, go out the door and turn right. When you see the Grunt Ultras appear toss a grenade at them. This will probably kill two or possibly all three. Edge out to that side, be very careful. You will see a grunt Heavy with a Fuel Rod Cannon. He'll fire it at you instantly, but probably won't hit you directly; the splash damage, however, will deplete your shields somewhat and mess up your aim. Headshot him with the DMR/Needle Rifle. This will draw out the Elite Ultra with his Energy Sword. He comes at you very quickly, so make your shots count. Withdraw to the open shield floor and use the Focus Rifle or a Plasma Pistol to weaken his shields. If he gets close, use the Jetpack to get out of reach. If you're not careful he can chase you off the edge of the Spire which will lead to a very humiliating death if you don't have the Jetpack. Once his shields drop, put a round in his skull with your DMR or Needle Rifle. Mop up survivors.

  • An alternative, (and hilarious) way to eliminate the Elite here is to have him pursue you outside to the platform of the Spire. When he gets close enough jump off the edge and fly away with your Jetpack. The Elite may run off the edge and fall to its death.

Now you've sanitized the Spire, so go deactivate the shield then get out and watch the cutscene.

Legendary Notes[edit]

  • Overcharged Plasma Pistols are by far the biggest threat in the level. They leave your vehicle disabled and open to assault. When given the opportunity to thin out the enemy before riding into an area take advantage. Also use aggressive driving techniques and brake slides to ram and splatter enemies.
  • Revenants are ineffective against Shielded Jackals. you just end up knocking them around, not killing them. Get out and use a DMR or Needle Rifle to finish them off.
  • You can't take your Plasma Launcher with you when you get on the Falcon. Use it wisely against the Hunters and AA Battery.
  • When assaulting the Spire your Jump Jet can provide you with a number of advantages, from closing on the enemy quickly to hijacking a Banshee, use it effectively and it will help keep you alive for the entire area.
  • Good Skulls on this mission are Cloud and Tough Luck. Catch is unfortunately not so good due to the amount of time you need to spend in a vehicle.

Notes for Lower Difficulties[edit]

  • This mission plays exactly the same for lower difficulties. The only thing that changes are the ranks of the enemies that you face.
  • The Rocket Warthog can be brought past the concrete barriers at the mining facility, either by damaging them and then driving it over, using a grenade or Armor Lock (found in the balcony above) to flip it over, or merely driving it around the left barrier. Unlike ONI: Sword Base, Kat and troopers will get back in the Hog with the player, though they may exit and refuse to enter once the player reaches the Revenant. This will also cause the Banshees that pass the mining facility to attack the player instead of flying past.
  • Plasma mortars from an unseen Wraith will rain down regularly around the first Tyrant gun and where the Zealot is fought. It is recommended the player remain aware so as to not accidentally run into them.
  • If the player brings down the Zealot's shields but doesn't kill it, it will retreat and turn invisible. It will then flee to where the Revenant and Ghosts are and despawn. If the player is still nearby and injuring it, though, the Zealot will decloak and pull out an energy sword.[1]
  • The severely damaged Warthog on the destroyed bridge near the second AA cannon is driveable. The easiest way to get to it is to boost to it in a Revenant (press "jump" as one crosses the gap) or knock it down with a grenade or any other explosion. Another way is to drive the Revenant as close to the first broken pillar as possible, use it to get on the first pillar, then jump on the second and finally jump on to the piece of intact bridge the Warthog is on and simply drive it off on to the ground.
  • A Spade can be found nearby one of the Wraiths at the second Tyrant gun. Another can be found near the Spire after the Pelican crash. Jorge can board this one, making it a semi-viable option for cleaning out the spire.
  • A plasma launcher with full charge is tagged by the game as Ordnance, just after the Zealot encounter. A second full charge launcher can be found in a Covenant supply case by one of the Wraith at the second Tyrant. A drop shield is also found there.

External links[edit]

Preceded by
Nightfall
Halo Reach Campaign Walkthrough for:
Tip of the Spear
Succeeded by
Long Night of Solace