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{{Status|Gameplay}}
{{Walkthrough Infobox
{{Walkthrough infobox
|era=[[File:Era-RE.png|40px|link=Halo: Reach]]
||era=[[File:Era-RE.png|40px|link=Halo: Reach]]
|prev=[[Exodus/Walkthrough|Exodus]]
|prev=[[Exodus/Walkthrough|Exodus]]
|next=[[The Package/Walkthrough|The Package]]
|next=[[the Package (level)/Walkthrough|The Package]]
|name=[[New Alexandria (location)|New Alexandria]]
|name=[[New Alexandria (location)|New Alexandria]]
|image=[[File:HaloReach - Glassing.jpg|250px]]
|image=[[File:HaloReach - Glassing.jpg|250px]]
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***[[Unggoy Ultra]]
***[[Unggoy Ultra]]
***[[Special Operations Unggoy]]
***[[Special Operations Unggoy]]
|skulls= Catch
|skulls= Catch,
|pagegamelabel=HR
}}
}}
This is a walkthrough for the ''[[Halo: Reach]]'' level ''[[New Alexandria]]''. It is written for play at the [[Legendary]] difficulty, but contains notes for lower difficulties. This is the eighth level of Halo: Reach. For this mission you are still without support from [[Noble Team]] but joined by soldiers manning the guns on your [[UH-144 Falcon]]. Your Mission is to fly your Falcon to various locations to deactivate Covenant Communications Jammers in the city. Your initial loadout for this mission is your trusty [[MA37 Individual Combat Weapon System|MA37 Assault Rifle]] and the [[M392 Designated Marksman Rifle]]. It is important to note that as this walkthrough at the Legendary difficulty, all strengths of enemies reflected are at the Legendary level. Also of note is that this level plays in a pretty open environment, and objectives are randomized. This walkthrough will provide you with all of the necessary pieces but know that they can come in a variety of orders, so you can skip through the walkthrough to the pieces you need.
This is a walkthrough for the ''[[Halo: Reach]]'' level ''[[New Alexandria (level)|New Alexandria]]''. It is written for play at the [[Legendary]] difficulty, but contains notes for lower difficulties. This is the eighth level of Halo: Reach. For this mission you are still without support from [[Noble Team]] but joined by soldiers manning the guns on your [[UH-144 Falcon]]. Your Mission is to fly your Falcon to various locations to deactivate Covenant Communications Jammers in the city. Your initial loadout for this mission is your trusty [[MA37 Individual Combat Weapon System|MA37 Assault Rifle]] and the [[M392 Designated Marksman Rifle]]. It is important to note that as this walkthrough at the Legendary difficulty, all strengths of enemies reflected are at the Legendary level. Also of note is that this level plays in a pretty open environment, and objectives are randomized. This walkthrough will provide you with all of the necessary pieces but know that they can come in a variety of orders, so you can skip through the walkthrough to the pieces you need.


==Fly By Night (Mission Start)==
==Fly By Night (Mission Start)==
[[Catherine-B320|Kat]] is going to give you the overall objective of destroying the Comm jammers placed around the city. To get from place to place your going to use your Falcon. there are a great number of [[Type-26 Ground Support Aircraft|Banshees]] about and they're gunning for you. Your two gunners are invaluable as is your motion tracker. Keep a wary eye on the tracker and don't fly in straight lines, use a lot of sidewards motion so you are more difficult to track. Varying your altitude also works well, as quick drops will cause the Banshees to lose tracking on you. And your ability to turn on a dime means that you will easily be able to turn and fire at any enemy that comes at you. You should try and keep Banshees off your tail, as you have no form of retaliation. If you see banshees behind you on your motion tracker, rotate. Once Kat gives you the location of the first jammer you need to disable a waypoint will appear on your screen head towards it.
[[Kat-B320|Kat]] is going to give you the overall objective of destroying the Comm jammers placed around the city. To get from place to place your going to use your Falcon. there are a great number of [[Type-26 Ground Support Aircraft|Banshees]] about and they're gunning for you. Your two gunners are invaluable as is your motion tracker. Keep a wary eye on the tracker and don't fly in straight lines, use a lot of sidewards motion so you are more difficult to track. Varying your altitude also works well, as quick drops will cause the Banshees to lose tracking on you. And your ability to turn on a dime means that you will easily be able to turn and fire at any enemy that comes at you. You should try and keep Banshees off your tail, as you have no form of retaliation. If you see banshees behind you on your motion tracker, rotate. Once Kat gives you the location of the first jammer you need to disable a waypoint will appear on your screen head towards it.


===It's a Good Thing Your Ugly Ass is Already in A Hospital===
===It's a Good Thing Your Ugly Ass is Already in A Hospital===
When prompted to fly to the hospital, head straight in. There are no exterior defenses here and it's easy to land here. Hop out and head towards the door. You will enter a large atrium, there will be several [[Unggoy|Grunts]] with [[Huragok|Engineer]] overshielding, and so they'll take a few extra rounds to kill. Move to where you have an open shot and use the [[M392 Designated Marksman Rifle|DMR]] to kill it quickly. Head down the ramps to the sides and clear out each level. There will be a variety of Grunts and [[Kig-yar|Jackals]] for you to kill. Before you hit the ground floor, look around, there should have been a [[Armor Abilities#Drop Shield|Drop Shield]] to grab and some DMR ammo on the ground. stay on the lowest tier and move around killing the Grunts on the Ground Floor then finish off the [[Brute Captain Major|Brute Captain]]. Advance to the next hall, and you'll run into a large group of mixed Brutes defending the Jammer. Kill them off with the DMR and grab a Plasma Repeater from one of the bodies. Back in the atrium area near the stairs at ground level there is a reload for your DMR, grab it. Run over to the Jammer and grab the [[Armor Abilities#Jet Pack|Jet Pack]]. You'll have to deal with a squad of [[Sangheili Ranger|Elite Rangers]]. Use your DMR and if you run out of ammo there are a couple [[Type-31 Rifle|Needle Rifles]] around. After this you'll retrace your steps back to your Falcon. At the bottom of the Atrium are Grunts, a couple of Skirmisher snipers on the far stairs and an [[Sangheili Ultra|Elite Ultra]] with a [[Elo'Nakada-pattern concussion rifle|Concussion Rifle]]. In the enclosed space here your best bet for dealing with the Ultra is to grab a {{Pattern|Okarda'phaa|plasma rifle}} and fire at him until his shields drop then finish him off with a headshot or Melee. After you are clear here head back up to your Falcon and take off.
When prompted to fly to the Hospital, head straight in. There are no exterior defenses here and it's easy to land here. Hop out and head towards the door. You will enter a large atrium, there will be several [[Unggoy|Grunts]] with [[Huragok|Engineer]] overshielding, and so they'll take a few extra rounds to kill. Move to where you have an open shot and use the [[M392 Designated Marksman Rifle|DMR]] to kill it quickly. Head down the ramps to the sides and clear out each level. There will be a variety of Grunts and [[Kig-yar|Jackals]] for you to kill. Before you hit the ground floor, look around, there should have been a [[Armor Abilities#Drop Shield|Drop Shield]] to grab and some DMR ammo on the ground. stay on the lowest tier and move around killing the Grunts on the Ground Floor then finish off the [[Brute Captain Major|Brute Captain]]. Advance to the next hall, and you'll run into a large group of mixed Brutes defending the Jammer. Kill them off with the DMR and grab a Plasma Repeater from one of the bodies. Back in the atrium area near the stairs at ground level there is a reload for your DMR, grab it. Run over to the Jammer and grab the [[Armor Abilities#Jet Pack|Jet Pack]]. You'll have to deal with a squad of [[Sangheili Ranger|Elite Rangers]]. Use your DMR and if you run out of ammo there are a couple [[Type-31 Rifle|Needle Rifles]] around. After this you'll retrace your steps back to your Falcon. At the bottom of the Atrium are Grunts, a couple of Skirmisher snipers on the far stairs and an [[Sangheili Ultra|Elite Ultra]] with a [[Type-50 Directed Energy Rifle/Heavy|Concussion Rifle]]. In the enclosed space here your best bet for dealing with the Ultra is to grab a [[Type-25 Directed Energy Rifle|Plasma Rifle]] and fire at him until his shields drop then finish him off with a headshot or Melee. After you are clear here head back up to your Falcon and take off.


===This is One Hell of a Club Party===
===This is One Hell of a Club Party===
You'll get a message to assist troopers at the [[Club Errera]]. Head over and as you approach you're going to want to strafe around the outside platform. There are a number of Brutes and Grunts and Skirmishers that you can kill as well as two [[Rizsheda-pattern Shade|Fuel Rod Shades]]. Once you've pacified the exterior perimeter set down and head out. Your weapon compliment doesn't matter here because you won't be shooting, at all. As long as you still have your Jump Jet you are so golden. Run straight down the middle of the stairs. Jump to the center of the room (no assist needed here). There is a [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]] here but don't bother with it you're not going to shoot anything. Jump jet to the com jammer and shut it down. Now reverse what you just did to get out. The Hunters won't have time to target you let alone kill you. The whole sequence should take less than 30 seconds done properly. Once you're back at the top on the right side (with you facing the door) is a DMR for you, reload if you're still carrying or grab it new. Go Back out to your Falcon and take off, Kat will give you your new objective once you are in the air.
You'll get a message to assist troopers at the [[Club Errera]]. Head over and as you approach you're going to want to strafe around the outside platform. There are a number of Brutes and Grunts and Skirmishers that you can kill as well as two [[Type-26 Anti-Infantry Stationary Gun|Fuel Rod Shades]]. Once you've pacified the exterior perimeter set down and head out. Your weapon compliment doesn't matter here because you won't be shooting, at all. As long as you still have your Jump Jet you are so golden. Run straight down the middle of the stairs. Jump to the center of the room (no assist needed here). There is a [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]] here but don't bother with it you're not going to shoot anything. Jump jet to the com jammer and shut it down. Now reverse what you just did to get out. The Hunters won't have time to target you let alone kill you. The whole sequence should take less than 30 seconds done properly. Once you're back at the top on the right side (with you facing the door) is a DMR for you, reload if you're still carrying or grab it new. Go Back out to your Falcon and take off, Kat will give you your new objective once you are in the air.


===Uncle Buck===
===Uncle Buck===
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==Last One Out, Turn Out The Lights==
==Last One Out, Turn Out The Lights==
Kat's going to directed you to the ONI building to help evacuate the survivors. By "help evacuate" we mean "Kill Covenant". Terminate the six Shade turrets on the roofs surrounding the ONI Tower while avoiding being blown to pieces by the Banshees. Once you've destroyed all turrets, all Covenant forces will retreat. Kat will extend a landing platform for you to land and rejoin your [[Noble Team|Squad]].
Kat's going to directed you to the ONI building to help evacuate the survivors. By "help evacuate" we mean "Kill Covenant". Terminate the six Shade turrets on the roofs surrounding the ONI Tower while avoiding being blown to pieces by the Banshees. Once you've destroyed all turrets Kat will extend a landing platform for you to land and rejoin your [[Noble Team|Squad]].


==Legendary Notes==
==Legendary Notes==
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Have one player a DMR Sniper/Grenadier and the other an AR Rifleman. A grenade in the middle of an enemy squad always causes panic and sniper shots are useful in thinning out enemy lines, ready for the assault rifleman to take 'em out.
Have one player a DMR Sniper/Grenadier and the other an AR Rifleman. A grenade in the middle of an enemy squad always causes panic and sniper shots are useful in thinning out enemy lines, ready for the assault rifleman to take 'em out.


{{succession box | before = ''[[Exodus/Walkthrough|Exodus]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''New Alexandria''''' |after = ''[[The Package/Walkthrough|The Package]]''}}
{{succession box | before = ''[[Exodus/Walkthrough|Exodus]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''New Alexandria''''' |after = ''[[The Package (level)/Walkthrough|The Package]]''}}
[[Category:Halo: Reach walkthroughs]]
[[Category:Walkthrough]]

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