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{{Walkthrough Infobox | |||
{{Walkthrough | |era=[[File:Halo Reach box art.png|40px|link=Halo: Reach]] | ||
|prev=[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]] | |prev=[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]] | ||
|next=[[New Alexandria/Walkthrough|New Alexandria]] | |next=[[New Alexandria (level)/Walkthrough|New Alexandria]] | ||
|name=Exodus | |name=Exodus | ||
|image= | |image= | ||
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*[[M6G Personal Defense Weapon System|M6G Pistol]] | *[[M6G Personal Defense Weapon System|M6G Pistol]] | ||
|new weapons= | |new weapons= | ||
**[[ | **[[Type-25 Spiker]] | ||
**[[ | **[[Type-2 gravity hammer]] | ||
|enemies= | |enemies= | ||
*[[Covenant]] | *[[Covenant]] | ||
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***[[Unggoy Ultra]] | ***[[Unggoy Ultra]] | ||
|skulls= | |skulls= | ||
}} | }} | ||
This is a walkthrough for the seventh level of ''[[Halo: Reach]]'', [[Exodus]]. It is written for play at [[Heroic]] and [[Legendary]] difficulty. | This is a walkthrough for the seventh level of ''[[Halo: Reach]]'', [[Exodus]]. It is written for play at [[Heroic]] and [[Legendary]] difficulty. | ||
==Level Notes== | ==Level Notes== | ||
*This is the first level where you fight [[Jiralhanae]] aka Brutes. They replace [[Sangheili|Elites]] on this level, leading Covenant minor infantry and wielding heavy weapons. Unlike ''Halo 3'''s shielded fairly weak versions, Brutes in ''Reach'' take more after their ''Halo 2'' incarnation, having lots of health, strong melees, and berserking to fight you at melee range | *This is the first level where you fight [[Jiralhanae]] aka Brutes. They replace [[Sangheili|Elites]] on this level, leading Covenant minor infantry and wielding heavy weapons. Unlike ''Halo 3'''s shielded fairly weak versions, Brutes in ''Reach'' take more after their ''Halo 2'' incarnation, having lots of health, strong melees, and berserking to fight you at melee range. They're not nearly as broken as in ''Halo 2'', luckily, being easier to headshot and slightly weaker, though it still takes several shots to break their helmet. Since you don't have to break their shields, the [[Noob Combo]] is useless but [[blamite]] weapons like needlers and needle rifles become very handy. Just avoid fighting them at melee range and you should be capable of dealing with them. | ||
* | *The key weapon to this area is the sniper rifle. You'll receive a lot of ammo for it, and should you position yourself right you can take out a lot of dangerous threats before they're even capable of hurting you. In total you'll have 36 shots on this mission. | ||
*Unlike ''Halo 2'' and ''3'', berserking does not cause a Brute to sheathe his weapon. Instead he'll charge while firing it rapidly. He won't run as fast as in previous games, but if you see a Brute stop shooting and roar, focus on him. | *Unlike ''Halo 2'' and ''3'', berserking does not cause a Brute to sheathe his weapon. Instead he'll charge while firing it rapidly. He won't run as fast as in previous games, but if you see a Brute stop shooting and roar, focus on him. | ||
==The Devil His Due (Mission Start)== | ==The Devil His Due (Mission Start)== | ||
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Once everything is quiet again carefully proceed to the next area. There is Magnum ammo near a dead marine by the elevator doors. Be careful! There is a pit of doom here with some railing missing on some of the bridges. Cross safely and head to the last area. There are multiple Grunts on the level above you and attempt to suicide rush you. You know the drill by now. Safe distance; headshot; and most likely a big chain explosion. If you didn't kill all the Skirmishers in the first encounter, they will be here to pester you. Eliminate them. When every alien is dead it's time to get back to daylight. Climb the stairs and head to the exit. There is a health pack on the wall here if you need it. If you picked up a Needler earlier, you should have a maximum of 96 rounds which is handy in the next section. | Once everything is quiet again carefully proceed to the next area. There is Magnum ammo near a dead marine by the elevator doors. Be careful! There is a pit of doom here with some railing missing on some of the bridges. Cross safely and head to the last area. There are multiple Grunts on the level above you and attempt to suicide rush you. You know the drill by now. Safe distance; headshot; and most likely a big chain explosion. If you didn't kill all the Skirmishers in the first encounter, they will be here to pester you. Eliminate them. When every alien is dead it's time to get back to daylight. Climb the stairs and head to the exit. There is a health pack on the wall here if you need it. If you picked up a Needler earlier, you should have a maximum of 96 rounds which is handy in the next section. | ||
===A Word Of Caution=== | |||
Before you engage in the next section there is one annoying factor thrown into this mission. One of the worst game mechanics is introduced because if at anytime one of the civilians is killed by you ''even by accident,'' '''you die instantly.''' This proves to be a headache as the civilians you are trying to protect have infantile intelligence and tend to get in the way while killing aliens. Try to avoid lobbing grenades or firing any heavy artillery near them. Bottom line: '''Do not kill the civilians!''' Stand by and let the Covenant do it instead. | |||
===Brutes. Even Jackals Don't Like Them=== | ===Brutes. Even Jackals Don't Like Them=== | ||
Exit out the door and a Spirit will pop up with a pack full of Brutes. | |||
Exit out the door and a Spirit will pop up with a pack full of Brutes. These [[Jiralhanae]] are different than the ones in Halo 3 as they have no power armor and are easier to kill than the ones in Halo 2. They are susceptible to needle based weapons and can be killed with a supercombine. They tend to berserk too and try to make a bee-line to you while firing their weapon. Headshot based weapons are good at taking down Brutes from a safe distance. Just aim for the head to pop their helmets off and finish with a shot to the dome. Never attempt to melee a Brute. Their melee attack is very powerful and on higher difficulties, deadly. | |||
As you head left quickly go down the stairs as Brute will be occupied with a civilian. If you are quick enough you can sneak up behind him and land an assassination. ''Alternatively: you can use your Magnum or a Needler if you have one to kill him.'' As you link up with UNSC forces, kill the next Brute ahead of you as they "play" with the civilian. The Spirit will drop off three additional Brutes and another one is in the back near the food kiosk pestering another civilian. The Needler really shines in this section as it only takes 6 needles to supercombine on a non shielded target. Once they are all dead, a door will open and an additional Brute with three Skirmishers will emerge. Take them out. A well placed frag thrown at the door can yield good results as well. With all enemies in the area dead, head back the way you came and go up to the upper level. There is some Sprint you can swap out and a Sniper Rifle! You will be needing this in next area and throughout the end of the mission. Once your set, head to the atrium doors to the west. | |||
As you enter the atrium entrance, head up the stairs to the left. There is usually one or two Grunts here. Melee them. Turn right and head into the main atrium section. There are multiple Brutes, Grunts, and Jackals in this area. They tend to move around the atrium so keep an eye out for enemies close to you. The Brutes are your main enemy to concentrate on. Eliminate them all with headshots, Needler supercombines, ect. There is also a Brute Captain on the upper tier with a Concussion Rifle. If you picked up the Sniper Rifle earlier, drill him with a headshot. There is also a DMR on the top near a planter and one near an ammo case on the bottom floor to the left you can swap out your Magnum for. Clear out all the rest of the enemy forces and head to the elevator at the back. Before pressing the button to call the elevator, take note of the weapons in the area. There is a crate with additional Needler ammo if you need it and a few Magnum rounds near by. If you didn't grab the Sniper Rifle go back and get it. Grab whatever you feel suit to kill Covenant with and activate the button. | As you enter the atrium entrance, head up the stairs to the left. There is usually one or two Grunts here. Melee them. Turn right and head into the main atrium section. There are multiple Brutes, Grunts, and Jackals in this area. They tend to move around the atrium so keep an eye out for enemies close to you. The Brutes are your main enemy to concentrate on. Eliminate them all with headshots, Needler supercombines, ect. There is also a Brute Captain on the upper tier with a Concussion Rifle. If you picked up the Sniper Rifle earlier, drill him with a headshot. There is also a DMR on the top near a planter and one near an ammo case on the bottom floor to the left you can swap out your Magnum for. Clear out all the rest of the enemy forces and head to the elevator at the back. Before pressing the button to call the elevator, take note of the weapons in the area. There is a crate with additional Needler ammo if you need it and a few Magnum rounds near by. If you didn't grab the Sniper Rifle go back and get it. Grab whatever you feel suit to kill Covenant with and activate the button. | ||
===Why Is There Only One Elevator?=== | ===Why Is There Only One Elevator?=== | ||
After you hit the button, two Phantoms | |||
After you hit the button, two Phantoms fly in to drop off reinforcements in the courtyards. The Lower courtyard consists of a pair of Brutes, some Skirmishers, and a Brute Captain wielding a Gravity Hammer. The Upper courtyard consists of an additional pair of Brutes, a group of Grunts, and ''another'' Brute Captain with a Hammer. This guide will start with the latter as you are close and have a elevation advantage over the enemies entering in the lower part of the atrium. The Sniper Rifle is key here. '''Note:''' If you are not adept to sniping you can use the DMR and the Needler to take out enemies as previously mentioned. | |||
As the Phantom lands in the upper courtyard, take out your Sniper Rifle and wait for the pair of Brutes to get out. Drill them with a headshot. Kill the group of Grunts next with a well placed grenade or headshot them with the DMR or Magnum. Immediately switch back to your Sniper Rifle and snipe the Captain as he gets out. Once the upper courtyard is clear, move to focus on the lower courtyard invaders. Mind the Skirmishers and focus on the Brutes. Kill the Brute pair and nail the Captain with some sniper headshots. Clean up the area by eliminating all the Skirmishers and head to the elevator. | As the Phantom lands in the upper courtyard, take out your Sniper Rifle and wait for the pair of Brutes to get out. Drill them with a headshot. Kill the group of Grunts next with a well placed grenade or headshot them with the DMR or Magnum. Immediately switch back to your Sniper Rifle and snipe the Captain as he gets out. Once the upper courtyard is clear, move to focus on the lower courtyard invaders. Mind the Skirmishers and focus on the Brutes. Kill the Brute pair and nail the Captain with some sniper headshots. Clean up the area by eliminating all the Skirmishers and head to the elevator. | ||
==Too Close To The Sun (Rally Point Alpha)== | ==Too Close To The Sun (Rally Point Alpha)== | ||
==I Should Have Become a Watchmaker (Rally Point Bravo)== | |||
{{succession box | before = ''[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''Exodus''''' |after = ''[[New Alexandria (level)/Walkthrough|New Alexandria]]''}} | |||
[[Category:Walkthrough]] | |||
{{succession box | before = ''[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''Exodus''''' |after = ''[[New Alexandria/Walkthrough|New Alexandria]]''}} | |||
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