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{{Walkthrough Infobox | |||
{{Walkthrough | |era=[[File:Era-RE.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: | |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= | ||
}} | }} | ||
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 | *A BOB can spawn on this level in one of five possible locations. Refer to this guide for where to find them. | ||
==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 | 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 | 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. | 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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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 | 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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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 | 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 | 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 | *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. | ||
*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 | *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 | *RC Master's [https://www.youtube.com/watch?v=bebmXKlMB24 LASO] and [https://www.youtube.com/watch?v=5aovowinsLU Legendary speedrun]. | ||
* | *[https://www.youtube.com/watch?v=q_W-GLglkTA Hokiebird428's Legendary guide]. | ||
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[[Category: | {{succession box | before = ''[[Tip of the Spear/Walkthrough|Tip of the Spear]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''Long Night of Solace''''' |after = ''[[Exodus/Walkthrough|Exodus]]''}} | ||
[[Category:Walkthrough]] |