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{{Status|Gameplay}}
{{Walkthrough Infobox
{{Walkthrough infobox
|era=[[File:Era-RE.png|40px|link=Halo: Reach]]
||era=[[File:Halo Reach box art.png|40px|link=Halo: Reach]]
|prev=[[Tip of the Spear/Walkthrough|Tip of the Spear]]
|prev=[[Tip of the Spear/Walkthrough|Tip of the Spear]]
|next=[[Exodus/Walkthrough|Exodus]]
|next=[[Exodus/Walkthrough|Exodus]]
|name=Long Night of Solace
|name=[[Long Night of Solace (level)|Long Night of Solace]]
|image=[[File:Reach E310 Campaign09.jpg|300px]]
|image=[[File:HaloReach - Space Battle.jpg|300px]]
|player=[[SPARTAN-B312]]
|player=[[SPARTAN-B312]]
|objective= Destroy Covenant supercarrier with a hijacked Covenant corvette.
|objective= Destroy Covenant supercarrier with a hijacked Covenant corvette.
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**[[Huragok]]
**[[Huragok]]
|skulls=  
|skulls=  
|pagegamelabel=HR
}}
}}
This is a walkthrough for the fifth mission of the ''[[Halo: Reach]]'' campaign, [[Long Night of Solace (level)|Long Night of Solace]]. It is written for Heroic and Legendary difficulty, with specifying notes for either, and does not involve skips or hacks.
This is a walkthrough for the fifth mission of the ''[[Halo: Reach]]'' campaign, [[Long Night of Solace (level)|Long Night of Solace]]. It is written for Heroic and Legendary difficulty, with specifying notes for either, and does not involve skips or hacks.
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*If you're disorientated flying upside down on the Sabre, let go of the control stick for a few seconds and it will automatically right itself.
*If you're disorientated flying upside down on the Sabre, let go of the control stick for a few seconds and it will automatically right itself.
*The Black Eye skull has no effect on the Sabre, as it is nearly impossible for it to "melee" opponents short of ramming them, which usually destroys the Sabre in the process.
*The Black Eye skull has no effect on the Sabre, as it is nearly impossible for it to "melee" opponents short of ramming them, which usually destroys the Sabre in the process.
*A BOB can spawn on this level in one of five possible locations. Refer to {{Plain|[https://youtu.be/h51GvmLyJx4 this guide]}} for where to find them.
*A BOB can spawn on this level in one of five possible locations. Refer to this guide for where to find them.
*Make sure you save magnum ammo! On lower difficulties you can go wild with it, but on higher ones, its headshot capabilities are priceless.


==Level Start: First Floor: Aliens, Beaches, Secret Launch Stations==
==Level Start: First Floor: Aliens, Beaches, Secret Launch Stations==
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The first encounter is on the beach heading to the launch facility. You'll be on even ground with lots of rocks fighting four Grunts, three Jackals, and four Elites. You'll be armed with an assault rifle with 400 rounds, two frag grenades, and a pistol with 60 shots. You'll be accompanied by Jorge with his turret, Kat with her pistol, and Carter with his DMR.
The first encounter is on the beach heading to the launch facility. You'll be on even ground with lots of rocks fighting four Grunts, three Jackals, and four Elites. You'll be armed with an assault rifle with 400 rounds, two frag grenades, and a pistol with 60 shots. You'll be accompanied by Jorge with his turret, Kat with her pistol, and Carter with his DMR.


As you run past Noble Team towards the beach, you'll enter through a somewhat narrow crevasse to see a Spirit dropping four Grunts behind the rocks just ahead of you, with a drop pod following afterward. On high difficulties, you may want to wait a bit for the Spirit to start flying away so that it doesn't shell you from above. Then head for the rocks, circle around, and toss a grenade into the pack of Grunts. Mop up any that are left with your assault rifle, but watch for the Elite that just landed in the drop pod by them. Usually it's a Minor and Major Elite, with another landing further to the right of the beach. They'll tend to fight a bit then flee. Three Jackals will be by the second Elite. They'll retreat too, but they'll be hard to headshot from this range, so you can ignore them for now.
As you run past Noble Team towards the beach, you'll enter through a somewhat narrow crevasse to see a Spirit dropping four Grunts behind the rocks just ahead of you, with a drop pod following afterward. On high difficulties, you may want to wait a bit for the Spirit to start flying away so that it doesn't shell you from above. Then head for the rocks, circle around, and toss a grenade into the pack of Grunts. Mop up any that are left with either of your weapons, but watch for the Elite that just landed in the drop pod by them. Usually it's a Minor and Major Elite, with another landing further to the right of the beach. They'll tend to fight a bit then flee. Three Jackals will be by the second Elite. They'll retreat too, but they'll be hard to headshot from this range, so you can ignore them for now.


As you move up the beach, you and Noble Team will battle the Elites. The Elites will often retreat behind the rocks, so try flanking them. The [[Noob Combo]], using a plasma pistol from one of the Grunts, can be helpful here, but the Elites will be fairly far away and they have greater accuracy than you. Approaching from the left, by the coast, can be safer, since the Elites will be farther away, but this will still put them rather far for good accuracy. Try to flank them when they're more focused on your allies then on you. Sometimes the Elites will charge if their shields are down and you're fairly close; whip out your pistol and rapid-fire at their head before they reach you.
As you move up the beach, you and Noble Team will battle the Elites. The Elites will often retreat behind the rocks, so try flanking them. The [[Noob Combo]], using a plasma pistol from one of the Grunts, can be helpful here, but the Elites will be fairly far away and they have greater accuracy than you. Approaching from the left, by the coast, can be safer, since the Elites will be farther away, but this will still put them rather far for good accuracy. Try to flank them when they're more focused on your allies then on you. Sometimes the Elites will charge if their shields are down and you're fairly close; whip out your pistol and rapid-fire at their head before they reach you.


After killing the first three Elites, the last Elite will land, and he’s an Ultra. He isn't shy about tossing grenades and any surviving Jackals will be on a hill behind him providing covering fire. Once again, wait for him to engage your allies. The best time to noob combo is when he's tossing a grenade, as he'll be stuck in place. If you do it too late, you will be in some serious trouble so hurry. Once he's dead, Noble Team will aid you with any remaining Jackals and then advance to the next area. Leave your plasma pistol or assault rifle behind, keep your magnum and grab a plasma rifle, and look for any spare plasma grenades by the dead Elites or Grunts. Then move with Noble over the hill.
After killing the first three Elites, the last Elite will land, and he’s an Ultra. He isn't shy about tossing grenades and any surviving Jackals will be on a hill behind him providing covering fire. Once again, wait for him to engage your allies. The best time to noob combo is when he's tossing a grenade, as he'll be stuck in place. Once he's dead, Noble Team will aid you with any remaining Jackals and then advance to the next area. Leave your plasma pistol or assault rifle behind, keep your magnum and grab a plasma rifle, and look for any spare plasma grenades by the dead Elites or Grunts. Then move with Noble over the hill.


===The Beach Hillside and Into the Launch Station===
===The Beach Hillside and Into the Launch Station===
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*'''Carter-A259''': "Root 'em out."
*'''Carter-A259''': "Root 'em out."


The next section is a hill covered in boulders that leads to the launch station's entrance. Several Grunts will be hiding behind the first rocks, but they'll soon retreat. Move around the rock to take them out, either with your plasma rifle or pistol. (And watch your aim if the Seraph crashing into the facility shakes the beach.) Noble Team will aid in tearing them up, then they'll focus on the Jackals guarding the hill by a metal barrier and their shields. Those Jackals you can ignore at first; your next priority is the two Jackal marksmen with needle rifles. They're on top of a rocky hill firing at Noble Team, and their needle projectiles will strip your shields quickly and force your teammates into Armor Lock. Since the marksmen will strip your shields if you get too close, use your pistol to peg them from afar. The shot hits a little higher than center on the reticle, so remember than when trying to headshot. If you can’t kill in one shot, consider moving closer as to not wast ammo.  When they’re dead, you can concentrate on the several shield Jackals defending the hill. Use your plasma rifle to get them; it has much better range than the assault rifle or pistol, has a fast rate of fire, will greatly weaken their shield, and your pistol is likely low on ammo now.
The next section is a hill covered in boulders that leads to the launch station's entrance. Several Grunts will be hiding behind the first rocks, but they'll soon retreat. Move around the rock to take them out, either with your plasma rifle or pistol. (And watch your aim if the Seraph crashing into the facility shakes the beach.) Noble Team will aid in tearing them up, then they'll focus on the Jackals guarding the hill by a metal barrier and their shields. Those Jackals you can ignore at first; your next priority is the two Jackal marksmen with needle rifles. They're on top of a rocky hill firing at Noble Team, and their needle projectiles will strip your shields quickly and force your teammates into Armor Lock. Since the marksmen will strip your shields if you get too close, use your pistol to peg them from afar. The shot hits a little higher than center on the reticle, so remember than when trying to headshot. When they’re dead, you can concentrate on the several shield Jackals defending the hill. Use your plasma rifle to get them; it has much better range than the assault rifle or pistol, has a fast rate of fire, will greatly weaken their shield, and your pistol is likely low on ammo now.


The last few enemies will retreat to the top of the hill near the entrance, and an Ultra Elite in a drop pod will land. He's the biggest threat with his concussion rifle, but Noble will quickly distract him. Keep your distance with potshots while he fights your teammates, or flank him by heading to the far right of the hill, around some large rock dividers, to get him from behind. Use your plasma rifle at close range to mow down infantry and pop his shields. Once all the enemies are dead, a Pelican will land and drop troopers to reclaim the beach.
The last few enemies will retreat to the top of the hill near the entrance, and an Ultra Elite in a drop pod will land. He's the biggest threat with his concussion rifle, but Noble will quickly distract him. Keep your distance with potshots while he fights your teammates, or flank him by heading to the far right of the hill, around some large rock dividers, to get him from behind. Use your plasma rifle at close range to mow down infantry and pop his shields. Once all the enemies are dead, a Pelican will land and drop troopers to reclaim the beach.
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Once the Banshee wave is done, you’ll only get a few seconds warning before four Seraphs come in. While there’s only a few of them, they’re significantly more challenging than the Banshees since their shots are stronger and they’ll frequently gang up on you. Also, like Colonel Holland reminds you, you need to wear down their shields with bullets before finishing them off with missiles. But if you move quickly, you can even the odds a bit as soon as they arrive like so.
Once the Banshee wave is done, you’ll only get a few seconds warning before four Seraphs come in. While there’s only a few of them, they’re significantly more challenging than the Banshees since their shots are stronger and they’ll frequently gang up on you. Also, like Colonel Holland reminds you, you need to wear down their shields with bullets before finishing them off with missiles. But if you move quickly, you can even the odds a bit as soon as they arrive like so.


As the waypoint marking the Seraphs’ arrival site appears, fly straight toward it while aiming a bit above it. When the Seraphs appear, flip around with a trick and fire at the Seraphs below and furthest behind all the rest. Done right, and it will quickly be destroyed before it has the chance to turn around. Waypoints will then appear on the last three, making them easier to hunt down.
As the waypoint marking the Seraphs’ arrival site appears, fly straight toward while aiming a bit above it. When the Seraphs appear, flip around with a trick and fire at the Seraphs below and furthest behind all the rest. Done right, and it will quickly be destroyed before it has the chance to turn around. Waypoints will then appear on the last three, making them easier to hunt down.


The Seraphs tend to fly in back and forth directions, speeding across one side of the battlefield then turning around to head the other way. As such, they tend to fly close together and combine their fire. When shot at, they usually break off, especially when getting close to your Sabre, so you usually don’t have to worry about crashing. If they blast your shield, flip around to face them, fire at them so they break off, then pursue as they flee. Like you did for the first one, you generally want to target the Seraph that’s the furthest back of all the others, so they won’t retaliate while you attack one. If wounded, it’s better to break off the chase and try again later than to pursue relentlessly hoping your attackers will give up.
The Seraphs tend to fly in back and forth directions, speeding across one side of the battlefield then turning around to head the other way. As such, they tend to fly close together and combine their fire. When shot at, they usually break off, especially when getting close to your Sabre, so you usually don’t have to worry about crashing. If they blast your shield, flip around to face them, fire at them so they break off, then pursue as they flee. Like you did for the first one, you generally want to target the Seraph that’s the furthest back of all the others, so they won’t retaliate while you attack one. If wounded, it’s better to break off the chase and try again later than to pursue relentlessly hoping your attackers will give up.
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Your priority targets are Banshees, but weakened Seraphs are next. If you spot a Seraph with an already damaged shield, fight him over a full shield one; a few hits will mean a few seconds difference between its destruction or you having to give up the chase. Anchor 9 will be a huge help here with its autoturrets. Now that all its defenses are online, it will constantly pepper Seraphs with overlapping fire and be pretty accurate at closer range. It usually can’t both take down a Seraph’s shield and destroy it, but it can usually achieve one of them so you can accomplish the rest.
Your priority targets are Banshees, but weakened Seraphs are next. If you spot a Seraph with an already damaged shield, fight him over a full shield one; a few hits will mean a few seconds difference between its destruction or you having to give up the chase. Anchor 9 will be a huge help here with its autoturrets. Now that all its defenses are online, it will constantly pepper Seraphs with overlapping fire and be pretty accurate at closer range. It usually can’t both take down a Seraph’s shield and destroy it, but it can usually achieve one of them so you can accomplish the rest.


Once enough Seraphs and Banshees are dead, five Phantoms will arrive as the fourth wave. This part is actually significantly easier than wave 3, as the Phantoms are basically immobile and the Seraphs become much less aggressive. The Phantoms’ concussion shots are more annoying than deadly, as they merely heat up your screen but cause your ship little damage. As long as you roll to dodge them, they’re easily avoided. Reinforcing Seraphs and Banshees will come with them, plus a few survivors from Wave 3, but once again they’re much less aggressive now and will mostly fly around the outer edges of the field. You can either fill the Phantoms with missiles (they don’t have shields) and then all the remaining fighters will flee, or you can take out all the fighters; no further reinforcements will come. Once all the Covenant are gone, dock with Anchor 9 to play the cutscene and continue to the Covenant corvette.
Once enough Seraphs and Banshees are dead, five Phantoms will arrive as the fourth wave. This part is actually significantly easier than wave 3, as the Phantoms are basically immobile and the Seraphs become much less aggressive. The Phantoms’ concussion shots are more annoying than deadly, as they merely heat up your screen but cause your ship little damage. As long as you roll to avoid them, they’re easily avoided. Reinforcing Seraphs and Banshees will come with them, plus a few survivors from Wave 3, but once again they’re much less aggressive now and will mostly fly around the outer edges of the field. You can either fill the Phantoms with missiles (they don’t have shields) and then all the remaining fighters will flee, or you can take out all the fighters; no further reinforcements will come. Once all the Covenant are gone, dock with Anchor 9 to play the cutscene and continue to the Covenant corvette.


===The Corvette===
===The Corvette===
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The bridge room is divided into two decks and shaped roughly like an upside-down Reclaimer symbol. Surrounding the room on the lower deck are four consoles that may be manned by Grunts. On the inner deck are three Spec Ops Elites, two of which are typing on consoles and one of which is pacing around a holographic globe of Reach. A BOB may be typing on another console nearby. Also pacing is an Elite General, who will stop by the globe, on either side of the inner deck facing in, or past all the decks to look out the window. Whether you can beat this room with perfect stealth, though, depends on the Grunts. Up to two may be with the Spec Ops Elite watching the globe. If there’s none, it’s almost guaranteed. If there’s one, it’s harder but still possible. If there’s two, then it’s not worth trying. For one or none, here’s how.
The bridge room is divided into two decks and shaped roughly like an upside-down Reclaimer symbol. Surrounding the room on the lower deck are four consoles that may be manned by Grunts. On the inner deck are three Spec Ops Elites, two of which are typing on consoles and one of which is pacing around a holographic globe of Reach. A BOB may be typing on another console nearby. Also pacing is an Elite General, who will stop by the globe, on either side of the inner deck facing in, or past all the decks to look out the window. Whether you can beat this room with perfect stealth, though, depends on the Grunts. Up to two may be with the Spec Ops Elite watching the globe. If there’s none, it’s almost guaranteed. If there’s one, it’s harder but still possible. If there’s two, then it’s not worth trying. For one or none, here’s how.


Enter the room; the troopers will keep quiet and hang back until you or the Covies open fire. Your first target is the Spec Ops Elite watching the globe; your last is (likely) the Elite General. When the General leaves and the Spec Ops Elite starts walking, punch the Spec Ops in the back. Make sure it's a beatdown, not an assassination, or the other enemies will hear you. If there's a Grunt with him, kill the Grunt then him while he's walking. After he's dead, beatdown the next Spec Ops Elite typing on a console to the right of the globe. Once he's down, look for the General. If he's at the inner deck's edges looking in, round a small barrier on its edge so he doesn't see, then carefully beatdown him before getting the others. If he's on the outer deck looking out the window, go up to the consoles on the north, beatdown the BOB, then the Spec Ops, then lastly the Elite General. At this point the Grunts will usually come alert and attack. Take them out with your needle rifle or DMR; your allies will pitch in and help you.
Enter the room; the troopers will keep quiet and hang back until you or the Covies open fire. Your first target is the Spec Ops Elite watching the globe; your last is (likely) the Elite General. When the General leaves and the Spec Ops Elite starts walking, punch the Spec Ops in the back. Make sure it's a beatdown, not an assassination, or the other enemies will hear you. If there's a Grunt with him, kill the Grunt then him while he's walking. After he's dead, beatdown the next Spec Ops Elite typing on a console to the right of the globe. Once he's down, look for the General. If he's at the inner deck's edges looking in, round a small barrier on its edge so he doesn't see, then carefully beatdown him before getting the others. If he's on the outer deck looking out the window, go up to the consoles on the north, beatdown the BOB, then the Spec Ops, then lastly the Elite General. At this point the Grunts will usually come alert and attack. Take them out with your needle rifle; your allies will pitch in and help you.


If it's too hard to do this room by stealth, then stick by the outer deck using the barriers for cover. Your needle rifle or DMR will handle Grunts, but the cloaking Spec Ops Elites will be more tricky. They'll be three with plasma rifles on Heroic; on Legendary one of them has an energy sword. Keep an eye on your radar to spot them, especially if they're charging, then try for a noob combo. If they drop your shield, you have a bubble shield. The Elite General will stay in the inner deck and blast you with the concussion rifle. He also likes to throw grenades, so stay aware and dodge his shots. To close the gap with him, spam your needle rifle; he'll dodge the shots like plague or go into armor lock. Use his panic to get closer and then noob combo him. If you need another plasma pistol, the Grunts may have some.
If it's too hard to do this room by stealth, then stick by the outer deck using the barriers for cover. Your needle rifle will handle Grunts, but the cloaking Spec Ops Elites will be more tricky. They'll be three with plasma rifles on Heroic; on Legendary one of them has an energy sword. Keep an eye on your radar to spot them, especially if they're charging, then try for a noob combo. If they drop your shield, you have a bubble shield. The Elite General will stay in the inner deck and blast you with the concussion rifle. He also likes to throw grenades, so stay aware and dodge his shots. To close the gap with him, spam your needle rifle; he'll dodge the shots like plague or go into armor lock. Use his panic to get closer and then noob combo him. If you need another plasma pistol, the Grunts may have some.


Once they're all dead the bridge is yours. Before you press the console button like Holland radios in to tell you to, you want to prepare your troopers for the next encounter. Around the deck are crates with needle rifles, concussion rifles, and dropped plasma rifles from dead Elites. Arm your troopers with the needle rifles and plasma rifles. Since you can have four troopers max, go for an even mix. Take one yourself if your DMR is low, and grab a plasma pistol too.
Once they're all dead the bridge is yours. Before you press the console button like Holland radios in to tell you to, you want to prepare your troopers for the next encounter. Around the deck are crates with needle rifles, concussion rifles, and dropped plasma rifles from dead Elites. Arm our troopers with the needle rifles and plasma rifles. Since you can have four troopers max, go for an even mix. Take one yourself if your DMR is low, and grab a plasma pistol too.


===Back to the Hangar===
===Back to the Hangar===
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There are two ways of beating the hangar, one being the "no cheats" way and the other taking advantage of [[Usable Pelican turret|a secret Easter Egg]]. As such, this guide will list both, but first it will list the wave basics.
There are two ways of beating the hangar, one being the "no cheats" way and the other taking advantage of [[Usable Pelican turret|a secret Easter Egg]]. As such, this guide will list both, but first it will list the wave basics.


The final battle in the hangar is split into five waves. The first wave is four Grunts, two Jackals, and an Elite Major that are attacking Jorge when you enter. The second wave is a pair of Jackal marksmen and four Majors that will come from the side you just entered from. The third wave is an Elite Major leading Grunts from the ground floor on the opposite side. The fourth is a pack of Grunts that come from the door leading to the comms room along with two or three Elites coming from the balcony above it. The last wave is four Ultra Elites coming from the four corners of the room, each from the doors at the balconies.
The final battle in the hangar is split into five waves. The first is a four Grunts, two Jackals, and an Elite Major that are attacking Jorge when you enter. The second wave is a pair of Jackal marksmen and four Majors that will come from the side you just entered from. The third wave is an Elite Major leading Grunts from the ground floor on the opposite side. The fourth is a pack of Grunts that come from the door leading to the comms room along with two or three Elites coming from the balcony above it. The last wave is four Ultra Elites coming from the four corners of the room, each from the doors at the balconies.


====Pelican Turret====
====Pelican Turret====
When entering the room, pick off the infantry with your needle rifle or DMR and head for the right side of the parked Pelican's cockpit. Looking at it, you should see a small black triangle pointing downward. Crouch next to it and keep hitting X like to enter a vehicle. Done right, and you'll enter inside the Pelican's chin turret. Shoot at the ground until your vision clears. You're now in control of a Pelican turret.
When entering the room, pick off the infantry with your needle rifle and head for the right side of the parked Pelican's cockpit. Looking at it, you should see a small black triangle pointing downward. Crouch next to it and keep hitting X like to enter a vehicle. Done right, and you'll enter inside the Pelican's chin turret. Shoot at the ground until your vision clears. You're now in control of a Pelican turret.


The turret does the damage of that of a Falcon, and also has the same reticule. Inside it you are immobile but completely invincible. Even a direct stick from a grenade will not kill you while you’re in there. Unfortunately, when you fire the firing flash will briefly obscure your vision. Also, enemies will often hide behind cover or stay far away. If you’re impatient, you can exit the turret, walk over to kill them, then walk back and climb inside again. Just be careful about doing this at the end of a wave, as you might get ambushed by the next incoming enemies.
The turret does the damage of that of a Falcon, and also has the same reticule. Inside it you are immobile but completely invincible. Even a direct stick from a grenade will not kill you while you’re in there. Unfortunately, when you fire the firing flash will briefly obscure your vision. Also, enemies will often hide behind cover or stay far away. If you’re impatient, you can exit the turret, walk over to kill them, then walk back and climb inside again. Just be careful about doing this at the end of a wave, as you might get ambushed by the next incoming enemies.
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==Alternate strategies==
==Alternate strategies==
*On lower difficulties one could take the DMR instead of the sniper rifle to the corvette, as it will perform better on incoming Rangers than the needle rifle.
*On lower difficulties one could take the DMR in the Sabre to the corvette, as it will perform better on incoming Rangers than the needle rifle.
*Jackals shot in the hand with the needle rifle will not flinch like with the DMR. Use a plasma pistol overcharge on them to make them do so.
*At the beach, Pelicans will regularly land carrying troopers armed with assault rifles, DMRs, rocket launchers, and sniper rifles. You could grab their weapons or gain more ammo from them, but be aware that their weapons quickly despawn when they die. The Wraith will also sometimes fire a mortar near the Pelican, so stay alert.
*At the beach, Pelicans will regularly land carrying troopers armed with assault rifles, DMRs, rocket launchers, and sniper rifles. You could grab their weapons or gain more ammo from them, but be aware that their weapons quickly despawn when they die. The Wraith will also sometimes fire a mortar near the Pelican, so stay alert.
*If you want to assassinate the Elite in the launch station, you can take Sprint with you inside to do so. Note that switching Sprint for Drop Shield at the entrance will cause the latter ability to despawn shortly after. It is also more risky to fight the Wraith with Sprint.
*If you want to assassinate the Elite in the launch station, you can take Sprint with you inside to do so. Note that switching Sprint for Drop Shield at the entrance will cause the latter ability to despawn shortly after. It is also more risky to fight the Wraith with Sprint.
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==External links==
==External links==
*Mythic Tyrant's {{Plain|[https://youtu.be/7nI_Ems4QNI Legendary guide]}} and {{Plain|[http://halo.bungie.org/gameplay/reach_mythic/lnos.html Mythic guide]}}.
*Mythic Tyrant's [https://www.youtube.com/watch?v=7nI_Ems4QNI Legendary guide] and [http://halo.bungie.org/gameplay/reach_mythic/lnos.html Mythic guide].
*RC Master's {{Plain|[https://youtu.be/bebmXKlMB24 LASO]}} and {{Plain|[https://youtu.be/5aovowinsLU Legendary speedrun]}}.
*RC Master's [https://www.youtube.com/watch?v=bebmXKlMB24 LASO] and [https://www.youtube.com/watch?v=5aovowinsLU Legendary speedrun].
*{{Plain|[https://youtu.be/q_W-GLglkTA Hokiebird428's Legendary guide]}}.
*[https://www.youtube.com/watch?v=q_W-GLglkTA Hokiebird428's Legendary guide].


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[[Category:Halo: Reach walkthroughs]]
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