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{{ | {{Era|RW}} | ||
{{Disambig header|the campaign level|the protagonist of the Halo trilogy|John-117}} | {{Disambig header|the campaign level|the protagonist of the Halo trilogy|John-117}} | ||
{{Level infobox | {{Level infobox | ||
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|prev=''[[Arrival]]'' | |prev=''[[Arrival]]'' | ||
|next=''[[Crow's Nest]]'' | |next=''[[Crow's Nest]]'' | ||
|game=''[[Halo 3]]'' | |||
|devname=<code>010_jungle</code> | |||
|name='''''Sierra 117''''' | |name='''''Sierra 117''''' | ||
|image=[[File:H3 Sierra117 Loadscreen.png|300px]] | |image=[[File:H3 Sierra117 Loadscreen.png|300px]] | ||
|player=[[John-117]] | |||
|player= | |||
|date= [[2552#November|November 17, 2552]] | |date= [[2552#November|November 17, 2552]] | ||
|place= Near [[Mount Kilimanjaro]], [[Tanzania]], [[Africa]] | |place= Near [[Mount Kilimanjaro]], [[Tanzania]], [[Africa]] | ||
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==Plot== | ==Plot== | ||
Having been found by [[Sergeant | Having been found by [[Sergeant Johnson]], [[Stacker|Sergeant Stacker]], some [[UNSC Marine Corps|Marines]], and the [[Arbiter]] [[Thel 'Vadam]], the [[John-117|Master Chief]] is escorted through the jungle, not knowing there is trouble ahead. Johnson has with him two squads of Marines, but, after spotting a Covenant [[Type-52 Troop Carrier|Phantom]] overhead, he decides to split them in order to attempt to reach an evacuation point at a nearby river. The Master Chief, Thel 'Vadam and one squad head one way, following a stream leading to the river, while Johnson and the other [[UNSC]] forces scale a waterfall, and head another way. Bravo squad, apparently left behind by Johnson's team to guard the Landing Zone, where Pelicans were to extract the troops, breaks radio silence, and is attacked by a [[pack]] of [[Jiralhanae]], led by a [[Jiralhanae Chieftain]]. | ||
The Chief encounters the previously patrolling Phantoms, which drop off Jiralhanae and Unggoy. After the battle, they receive notice from Johnson that they cannot get into contact with another Marine team, Bravo. Almost immediately after, the group comes across a stricken marine held captive by a Jiralhanae on a log above them. The Jiralhanae beats the Marine, inquiring about a secret "location." After killing the inquisitive Jiralhanae, they are told that the rest of Bravo is dead, apparently pinned down by a Phantom and slaughtered by a Jiralhanae Chieftain. The Bravo team survivor, [[Reynolds|Gunnery Sergeant Reynolds]], then joins the squad escorting the Master Chief. | The Chief encounters the previously patrolling Phantoms, which drop off Jiralhanae and Unggoy. After the battle, they receive notice from Johnson that they cannot get into contact with another Marine team, Bravo. Almost immediately after, the group comes across a stricken marine held captive by a Jiralhanae on a log above them. The Jiralhanae beats the Marine, inquiring about a secret "location." After killing the inquisitive Jiralhanae, they are told that the rest of Bravo is dead, apparently pinned down by a Phantom and slaughtered by a Jiralhanae Chieftain. The Bravo team survivor, [[Reynolds|Gunnery Sergeant Reynolds]], then joins the squad escorting the Master Chief. | ||
By the time the Master Chief and Thel 'Vadam make it to the river for evacuation, the [[D77H-TCI Pelican|Pelican]]s at the evacuation point are already under attack by [[Covenant Empire|Covenant]] infantry. Johnson is seen using the [[AIE-486H | By the time the Master Chief and Thel 'Vadam make it to the river for evacuation, the [[D77H-TCI Pelican|Pelican]]s at the evacuation point are already under attack by [[Covenant Empire|Covenant]] infantry. Johnson is seen using the [[AIE-486H Heavy Machine Gun|machine gun turret]] at the back of one of the Pelicans, and with combined fire the Covenant are momentarily pushed back. Several [[Type-26 Ground Support Aircraft|Banshees]] swoop in on and attack the Pelicans. Both Pelicans suffer catastrophic wing damage from the Banshee's [[fuel rod cannon]]s and make a fiery exit further down river as more Jiralhanae and Unggoy reinforcements show up to kill Master Chief's squad. After pushing through the Covenant forces, the Chief and Thel 'Vadam are told over the COM that Johnson's Pelican has crash landed and shortly afterward come across him and his squad fleeing from the crash site, pursued by Jiralhanae and Unggoy forces. The Chieftain pulls his own Phantom out of the fight to regroup. | ||
They desperately try to catch up with Johnson, killing many Unggoy, Jiralhanae and [[Kig-Yar]]. After coming across the crashed Pelican, they find [[SRS99D-S2 AM | They desperately try to catch up with Johnson, killing many Unggoy, Jiralhanae and [[Kig-Yar]]. After coming across the crashed Pelican, they find [[SRS99D-S2 AM|Sniper Rifle]]s and [[BR55HB SR Battle Rifle|Battle Rifle]]s and they discover over the Pelican's radio that there is no sign of the second Pelican. It is assumed to have crashed and sunk into the lake. Master Chief, Thel 'Vadam and the surviving marines then find themselves in a thick jungle and have to fight past Kig-Yar hiding in the trees and on the ground, with no sign of Johnson or his squad of marines. | ||
They then reach a large dam where they see Johnson being taunted and kicked into a small building and held captive by a Jiralhanae Chieftain. It is implied that this is the same Chieftain that killed Bravo's men and pursued Johnson from his crash site. The area is also littered with Unggoy and Kig-Yar as well as half a dozen Jiralhanae. With slow progress, the two heroes manage to fight their way through and around the dam and eventually take down the Jiralhanae Chieftain. They then rescue Johnson and the three surviving marines from his squad. (Note: the marines will | They then reach a large dam where they see Johnson being taunted and kicked into a small building and held captive by a Jiralhanae Chieftain. It is implied that this is the same Chieftain that killed Bravo's men and pursued Johnson from his crash site. The area is also littered with Unggoy and Kig-Yar as well as half a dozen Jiralhanae. With slow progress, the two heroes manage to fight their way through and around the dam and eventually take down the Jiralhanae Chieftain. They then rescue Johnson and the three surviving marines from his squad. (Note: the marines will not appear if you still have marines from before) | ||
Johnson calls in Pelican [[Kilo 023]] piloted by [[Hocus]] to come and pick them up, but they are first engaged by two Phantoms which drop off hordes of Unggoy and a few [[Jiralhanae Captain]]s wielding [[Type-25 | Johnson calls in Pelican [[Kilo 023]] piloted by [[Hocus]] to come and pick them up, but they are first engaged by two Phantoms which drop off hordes of Unggoy and a few [[Jiralhanae Captain]]s wielding [[Type-25 Grenade Launcher|brute shot]]s and [[Type-25 Carbine|spiker]]s. Whilst the group engages the ground forces, the Pelican arrives and takes down the two Phantoms with missiles. Hocus then lands and evacuates the survivors and Johnson is seen patting the Chief on the shoulder in thanks before the Pelican flies off. | ||
==Transcript== | ==Transcript== | ||
===Walk It Off=== | ===Walk It Off=== | ||
'''''Brutes on the prowl.''''' | '''''Brutes on the prowl.''''' | ||
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*'''[[Sergeant Major]] [[Avery J. Johnson]]''': "[[First Squad]], you're my scouts. Move out! Quiet as you can." | *'''[[Sergeant Major]] [[Avery J. Johnson]]''': "[[First Squad]], you're my scouts. Move out! Quiet as you can." | ||
*''(2-Player Co-op Change)'' '''Sergeant Johnson''': "First Squad, you're my scouts. Arbiter, watch the Chief's back. Move out! Quiet as you can." | *''(2-Player Co-op Change)'' '''Sergeant Johnson''': "First Squad, you're my scouts. Arbiter, watch the [[John-117|Chief's]] back. Move out! Quiet as you can." | ||
*''(3-4 Players Co-op Change)'': "First Squad, you're my scouts. As for you, just try not to wreck my planet. Move out! Quiet as you can." | *''(3-4 Players Co-op Change)'': "First Squad, you're my scouts. As for you, just try not to wreck my planet. Move out! Quiet as you can." | ||
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*'''Marine #2''': "Yeah, too close." | *'''Marine #2''': "Yeah, too close." | ||
*'''Sergeant Reynolds (COM)''': "Johnson, you be advised. Hostiles are -''{static}''- on the move -''{static}''-. I've got eyes on a -''{static}''- Brute [[Pack]] -''{static}''-. Over." | *'''Sergeant Reynolds (COM)''': "Johnson, you be advised. [[Covenant|Hostiles]] are -''{static}''- on the move -''{static}''-. I've got eyes on a -''{static}''- Brute [[Pack]] -''{static}''-. Over." | ||
*'''Sergeant Johnson''': "Say again, [[UNSC | *'''Sergeant Johnson''': "Say again, [[Gunnery Sergeant (UNSC)|Gunny]]? You're breaking up." | ||
''There is the ominous whisper of gravitational drives as a [[ | ''There is the ominous whisper of gravitational drives as a [[Type-52 Troop Carrier|Phantom]] flies overhead above the trees.'' | ||
*'''Marine #3''': ''(whispers)'' "[[Sergeant Major]], Phantom inbound." | *'''Marine #3''': ''(whispers)'' "[[Sergeant Major]], Phantom inbound." | ||
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*'''Sergeant Johnson''': "Keep an eye out for Bravo Team, Chief! If the Brutes ''do'' have our scent, those boys are in a lot of trouble!" | *'''Sergeant Johnson''': "Keep an eye out for Bravo Team, Chief! If the Brutes ''do'' have our scent, those boys are in a lot of trouble!" | ||
[[File: | [[File:H3_Sierra117_Marines.jpg|thumb|300px|John-117 follows First squad to the river for pickup.]] | ||
''Johnson and Second Squad cross the river above the waterfall and run out of sight. The Master Chief and Thel 'Vadam take charge of First Squad. Thel 'Vadam leads the Chief up onto some rocks around a pile of fallen logs, while First Squad waits to go straight over. They spot a [[Jiralhanae]] [[Jiralhanae Captain Major|Captain Major]] accompanied by a squad of Unggoy.'' | ''Johnson and Second Squad cross the river above the waterfall and run out of sight. The Master Chief and Thel 'Vadam take charge of First Squad. Thel 'Vadam leads the Chief up onto some rocks around a pile of fallen logs, while First Squad waits to go straight over. They spot a [[Jiralhanae]] [[Jiralhanae Captain Major|Captain Major]] accompanied by a squad of Unggoy.'' | ||
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*''(Co-op Change)'' '''Marine #3''': "Maybe the Brutes put something in their [[methane tank|tanks]]." | *''(Co-op Change)'' '''Marine #3''': "Maybe the Brutes put something in their [[methane tank|tanks]]." | ||
''After advancing through the caves, the team enters a massive forested expanse and finds the "Grunt Camp".<ref name="official guide">''[[Halo 3: The Official Guide]]''</ref> Sleeping Unggoy litter the first half while a few Jiralhanae, [[Kig- | ''After advancing through the caves, the team enters a massive forested expanse and finds the "Grunt Camp".<ref name="official guide">''[[Halo 3: The Official Guide]]''</ref> Sleeping Unggoy litter the first half while a few Jiralhanae, [[Kig-yar]] and other Unggoy patrol the far hills.'' | ||
*'''Marine #3''': "Sleepers! Take 'em out, nice and quiet! ''(On [[Heroic]] or [[Legendary]])'' Jackals, on the ridge! Stay low; looks like they've got [[Type-51 Carbine|carbines]]." | *'''Marine #3''': "Sleepers! Take 'em out, nice and quiet! ''(On [[Heroic]] or [[Legendary]])'' Jackals, on the ridge! Stay low; looks like they've got [[Type-51 Carbine|carbines]]." | ||
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'''''Hostile air inbound.''''' | '''''Hostile air inbound.''''' | ||
''First Squad leaves the caves; the river is around the next bend. Three Marine corpses are scattered on the ground, with [[BR55HB SR Battle Rifle]] ammunition and [[M9 | ''First Squad leaves the caves; the river is around the next bend. Three Marine corpses are scattered on the ground, with [[BR55HB SR Battle Rifle]] ammunition and [[M9 High-Explosive Dual-Purpose grenade|Fragmentation Grenade]]s.'' | ||
*'''Sergeant Johnson (COM)''': "Chief, Pelicans are at the river. We've got company, so hustle up!" | *'''Sergeant Johnson (COM)''': "Chief, Pelicans are at the river. We've got company, so hustle up!" | ||
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*'''Pilot (COM)''': "Hold on. Got a contact." | *'''Pilot (COM)''': "Hold on. Got a contact." | ||
''As the Master Chief and his allies take out the Covenant forces that are closest to the Pelicans, two [[Type-26 | ''As the Master Chief and his allies take out the Covenant forces that are closest to the Pelicans, two [[Type-26 Ground Support Aircraft|Banshee]]s streak in along the river.'' | ||
*'''Pilot (COM)''': "[[Banshees]]! Fast and low!" | *'''Pilot (COM)''': "[[Banshees]]! Fast and low!" | ||
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''Johnson and some of the Marines frag the Jiralhanae and the other Covenant troops on the bridge, and run off into a cave.'' | ''Johnson and some of the Marines frag the Jiralhanae and the other Covenant troops on the bridge, and run off into a cave.'' | ||
''The Chief and 'Vadam encounter many hostiles, including a Jiralhanae Chieftain on the side of a Phantom, who flies off when either his gunner or many of his troops are eliminated. The Chief and 'Vadam secure the area, and discover Echo 51's crash site by the riverside. The crashed dropship, lying on an outcropping along the valley wall, is surrounded by [[MA5C | ''The Chief and 'Vadam encounter many hostiles, including a Jiralhanae Chieftain on the side of a Phantom, who flies off when either his gunner or many of his troops are eliminated. The Chief and 'Vadam secure the area, and discover Echo 51's crash site by the riverside. The crashed dropship, lying on an outcropping along the valley wall, is surrounded by [[MA5C Individual Combat Weapon System|assault rifle]]s, [[BR55HB SR|battle rifle]]s, a [[SRS99D-S2 AM|sniper rifle]], ammunition, and Fragmentation Grenades. The Pelican's radio is still operational.'' | ||
''If the Chief or 'Vadam waits by Echo 51's radio:'' | ''If the Chief or 'Vadam waits by Echo 51's radio:'' | ||
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*'''Sergeant Johnson''': "Roger that, Hocus. Friendly gunship, coming in hot!" | *'''Sergeant Johnson''': "Roger that, Hocus. Friendly gunship, coming in hot!" | ||
''Two Phantoms arrive, carrying reinforcements. The Chief, 'Vadam, Johnson and any accompanying Marines engage the newly-arrived Covenant troops. The Phantoms hover over the river, their Unggoy gunners opening fire with their [[ | ''Two Phantoms arrive, carrying reinforcements. The Chief, 'Vadam, Johnson and any accompanying Marines engage the newly-arrived Covenant troops. The Phantoms hover over the river, their Unggoy gunners opening fire with their [[Type-52 Directed Energy Support Weapon|plasma turret]]s.'' | ||
*'''Sergeant Johnson''': "Hocus! Phantom!" | *'''Sergeant Johnson''': "Hocus! Phantom!" | ||
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''Level ends'' | ''Level ends'' | ||
==Trivia== | ==Trivia== | ||
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*This is the only ''Halo 3'' mission where Thel 'Vadam will accompany the player through the entire level. (This does not include Halo, because on single player he will be absent during the fight against 343 Guilty Spark.) | *This is the only ''Halo 3'' mission where Thel 'Vadam will accompany the player through the entire level. (This does not include Halo, because on single player he will be absent during the fight against 343 Guilty Spark.) | ||
*If [[N'tho 'Sraom]] reaches the middle point cutscene/checkpoint of the level, he will appear in the cutscene instead of 'Vadam (Arbiter) and say his dialogue.{{verify}} | *If [[N'tho 'Sraom]] reaches the middle point cutscene/checkpoint of the level, he will appear in the cutscene instead of 'Vadam (Arbiter) and say his dialogue.{{verify}} | ||
*All of the kills Hocus gains through her missiles are headshots. This can be seen by turning on the [[ | *All of the kills Hocus gains through her missiles are headshots. This can be seen by turning on the [[Halo 3 skulls#Grunt Birthday Party Grunt Birthday Party skull]] and leaving some grunts alive at the bridge, then quickly rushing to the bridge (note that the player is not supposed to actually try to kill them, due to her missiles being able to kill the player.) When her missiles kill the [[Grunts]], one can easily see the confetti and hear the children laughter. | ||
*After all the enemies are killed, players can head back to place where the 'Quid Pro Quo' cutscene plays. However, the tunnel entrance will have mysteriously disappeared. | *After all the enemies are killed, players can head back to place where the 'Quid Pro Quo' cutscene plays. However, the tunnel entrance will have mysteriously disappeared. | ||
*If the player deactivates the containment shield holding Johnson without entering the room (by jumping to the ceiling and pressing the switch through the glass), Johnson will still sit there until the player enters the room. | *If the player deactivates the containment shield holding Johnson without entering the room (by jumping to the ceiling and pressing the switch through the glass), Johnson will still sit there until the player enters the room. | ||
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{{Main|Glitches}} | {{Main|Glitches}} | ||
[[File:H3 Sierra 117 Two Johnsons Glitch.jpg|thumb|300px|Two Avery Johnsons as the result of a glitch.]] | [[File:H3 Sierra 117 Two Johnsons Glitch.jpg|thumb|300px|Two Avery Johnsons as the result of a glitch.]] | ||
*The [[Arbiter | *The [[Arbiter Eye Glitch]] can been seen on this level, if paused in Theater mode right at the start of the level before the game goes to full screen. | ||
*In [[Theater]], it is possible to see a six-winged bird. At the start, when the player sees the first Brute, three birds will sometimes fly low through the area and get stuck on the rock that the Brute is standing on, overlapping and forming a six-winged bird. It will disappear in a few seconds, so one may have to view the level in the [[Theater]] and pause when one sees it to get a good look at it. | *In [[Theater]], it is possible to see a six-winged bird. At the start, when the player sees the first [[Brute]], three birds will sometimes fly low through the area and get stuck on the rock that the Brute is standing on, overlapping and forming a six-winged bird. It will disappear in a few seconds, so one may have to view the level in the [[Theater]] and pause when one sees it to get a good look at it. | ||
*There are two [[vacation]]s that can be performed in this level. (See: [[Sierra 117 | *There are two [[vacation]]s that can be performed in this level. (See: [[Sierra 117 Vacation]].) | ||
*It is possible to "break" the level by tossing a [[ | *It is possible to "break" the level by tossing a [[Plasma Grenade]] at [[Kilo 23 (Pelican)|Kilo 23]]'s cockpit at the end of the level. The grenade will pass through the door to the cockpit and kill [[Hocus]], causing the [[Pelican]] to fall through the level's geometry and disappear. Caution: Kilo 23 is rather large. if it falls on you, you may be splattered. | ||
*If, during the ''Charlie Foxtrot'' chapter, you shoot Johnson off of the bridge as he crosses it, he will begin to fight the [[ | *If, during the ''Charlie Foxtrot'' chapter, you shoot [[Avery Junior Johnson|Johnson]] off of the bridge as he crosses it, he will begin to fight the [[Grunts]], and if you are playing on a sufficient difficulty (Legendary with a few gold skulls on), he can be knocked back by grenades and [[Brute Shot]] blasts. On rare occasions, he will be held back and rejoin your group, and on other occasions, he may get "stuck" against an environmental obstacle, able to move but refusing to do so. When you go to the bottleneck of the forest before the [[Brute Chieftain]] locks Johnson in the room, he will vanish. If done correctly, when you look at Johnson being held by the chieftain, he will be running and wielding his rifle. | ||
**You can also grenade him off the bridge. He will generally try to run back up the ridge, and back across the bridge. When this happens, he is unaffected by grenades (they launch him into the air, but while in mid-air, he is posed as if he jumped or fell). He will also rarely respond to shots, though he may occasionally grunt in pain or curse if hit by shots from weapons like the Needler. | **You can also grenade him off the bridge. He will generally try to run back up the ridge, and back across the bridge. When this happens, he is unaffected by grenades (they launch him into the air, but while in mid-air, he is posed as if he jumped or fell). He will also rarely respond to shots, though he may occasionally grunt in pain or curse if hit by shots from weapons like the Needler. | ||
*It is possible to board the Phantom carrying the Brute Chieftain before he flies off to regroup. While inside the Phantom, the Brute cannot be killed. So long as you are on board, and mounted on one of the turrets, the Phantom will always get stuck on the cliff face. Should you dismount, you will fall to your death and the Phantom will resume its journey. | *It is possible to board the Phantom carrying the Brute Chieftain before he flies off to regroup. While inside the Phantom, the Brute cannot be killed. So long as you are on board, and mounted on one of the turrets, the Phantom will always get stuck on the cliff face. Should you dismount, you will fall to your death and the Phantom will resume its journey. | ||
*When playing on [[Heroic]] or [[Legendary]], you can use a glitch to get the [[ | *When playing on [[Heroic]] or [[Legendary]], you can use a glitch to get the [[Energy Sword]] that Thel 'Vadam wields. Deliberately weaken the Arbiter by destroying his shield. Either make sure you see his Energy Sword on his hips, or when near enemies, he'll take it out. Kill him by either sticking him with a Plasma Grenade or letting the Covenant kill him (though the latter method will make it harder to find 'Vadam's corpse and his Energy Sword). When the deed is done, pick up the sword and it'll have around one to five energy left. If you want a fully-charged '''Energy Sword''', repeat the steps again, but wait several seconds after 'Vadam respawns, or he will see you as a [[Treason|traitor]], and kill you with one shot or melee attack. | ||
*On [[Legendary]], with all the skulls on, it is possible to climb to the top of the hill where Sergeant Johnson and the Marines climb, but it is a small gap and very difficult to get there. It is on the left of the water. Up there, the marines will run into a small alcove and disappear. | *On [[Legendary]], with all the skulls on, it is possible to climb to the top of the hill where Sergeant Johnson and the Marines climb, but it is a small gap and very difficult to get there. It is on the left of the water. Up there, the marines will run into a small alcove and disappear. | ||
*In the area where the two Pelicans are shot down by | *In the area where the two Pelicans are shot down by [[Banshee]]s, as you head back into the jungle, you may be able to grenade the Arbiter off the cliff and onto the waterfall. He will slide down into the water, some distance beneath the surface, and run around for a little while. If you fire at him, you may be able to hear him faintly utter the usual phrases (e.x. "Save your fire for the Brutes!"). He will typically head off to the right (your right, when facing the entrance to the jungle) and travel some distance before reappearing back on the cliff, blindly running into a wall until you approach him. | ||
*At the end of the level, it is possible to jump inside the Pelican without pressing RB. If you manage to do this, and melee the marine manning the [[machine gun turret]] to death, you can man the turret, but doing so will cause the level to end. You can also melee attack some of the marines in the seats; they will fall through the floor of the Pelican. | *At the end of the level, it is possible to jump inside the Pelican without pressing RB. If you manage to do this, and melee the marine manning the [[machine gun turret]] to death, you can man the turret, but doing so will cause the level to end. You can also melee attack some of the marines in the seats; they will fall through the floor of the Pelican. | ||
*It is possible to walk on the riverbed where the Pelicans are shot down. You can use this to take your enemies by surprise, but note that the enemies' bullets will still go through the water. | *It is possible to walk on the riverbed where the Pelicans are shot down. You can use this to take your enemies by surprise, but note that the enemies' bullets will still go through the water. | ||
*After the Pelicans crash into the river, you can jump down and find their machine gun turrets. | *After the Pelicans crash into the river, you can jump down and find their machine gun turrets. | ||
*At the end of the level, when Hocus's Pelican arrives and the Phantom's wreckage is still in the water, use a Plasma Grenade to blow one of the weapon crates into the water. If you jump onto the crate, it is possible to jump onto the biggest piece of the phantom. You can ride this until it sinks, where you can stay underwater on top of it indefinitely. You can also grenade jump off of the wreckage to get on top of the Pelican. | *At the end of the level, when Hocus's Pelican arrives and the Phantom's wreckage is still in the water, use a Plasma Grenade to blow one of the weapon crates into the water. If you jump onto the crate, it is possible to jump onto the biggest piece of the phantom. You can ride this until it sinks, where you can stay underwater on top of it indefinitely. You can also grenade jump off of the wreckage to get on top of the Pelican. | ||
*At the end of the level, you can shake Hocus's Pelican. To do this, you'll need the [[ | *At the end of the level, you can shake Hocus's Pelican. To do this, you'll need the [[Gravity Hammer]] and possibly some Plasma Grenades. Jump on top of the Pelican once it comes to pick you up, by using the ledge to the left of it. Whack the tail end with the Gravity Hammer, or throw Plasma Grenades at it, making sure it moves away from the bridge. If done properly, the Pelican should move around. | ||
*With a carefully placed Plasma Grenade into the cockpit, a player can take down the Pelican that comes to pick up Master Chief at the end of the level. | *With a carefully placed Plasma Grenade into the cockpit, a player can take down the Pelican that comes to pick up Master Chief at the end of the level. | ||
*The Brute Chieftain at the end of the level will occasionally be invincible. He will possess no shields, and will bleed when shot, but can not be killed by any weapon, and can be deterred only by tricking him into jumping into the river, where he will not be able to get out. However, examination on Theater mode will show him still forever roaming the bottom. | *The Brute Chieftain at the end of the level will occasionally be invincible. He will possess no shields, and will bleed when shot, but can not be killed by any weapon, and can be deterred only by tricking him into jumping into the river, where he will not be able to get out. However, examination on Theater mode will show him still forever roaming the bottom. | ||
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*At the end there is a Marine manning a machine gun turret in the Pelican, but in the cutscene, he is gone. | *At the end there is a Marine manning a machine gun turret in the Pelican, but in the cutscene, he is gone. | ||
===Easter | ===Easter Eggs=== | ||
{{Main|Easter | {{Main|Easter Egg}} | ||
*When you are approaching the part when you see Johnson and his men running over the bridge, try climbing the rocks in the area behind. You can pick up a Beam Rifle, and if you look closely enough, you might just see a family of [[Cavemen]]. | *When you are approaching the part when you see Johnson and his men running over the bridge, try climbing the rocks in the area behind. You can pick up a Beam Rifle, and if you look closely enough, you might just see a family of [[Cavemen]]. | ||
*Two examples of the trees that have carvings in them are a carved heart that has the initials MF inside the heart and another carved heart that has M + L 7-16-95 inside. | *Two examples of the trees that have carvings in them are a carved heart that has the initials MF inside the heart and another carved heart that has M + L 7-16-95 inside. | ||
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*There are two secret towers outside the map: one behind some two dimensional trees, and one in the same area out by a lighting storm out in the open. They also are behind the invisible wall so you cannot reach them. You can find them if you get outside of the map in the dam area. | *There are two secret towers outside the map: one behind some two dimensional trees, and one in the same area out by a lighting storm out in the open. They also are behind the invisible wall so you cannot reach them. You can find them if you get outside of the map in the dam area. | ||
*At the beginning of the level after the Arrival, it is rumored that [[B-113-421]]'s roars can be heard before entering the pool area. However, this is questionable since B-113-421 is only present and mentioned in ''[[Believe]]'' which was non-canon. | *At the beginning of the level after the Arrival, it is rumored that [[B-113-421]]'s roars can be heard before entering the pool area. However, this is questionable since B-113-421 is only present and mentioned in ''[[Believe]]'' which was non-canon. | ||
*Near the end of the level, you can use the [[ | *Near the end of the level, you can use the [[Elevator glitch]] where the skull is located to get on top of the glass structure. If you walk across the structure and proceed onto the side of the cliff you will be able to find a lone caveman, which is similar to the cavemen you can find at the beginning of the level. | ||
*You can also use the Elevator glitch to get onto the platform above the Skull. You will need the chieftain's Gravity Hammer to get up. Once you are up, get your co-op pal to commit suicide. They should respawn above the player on the ledge above the skull. Once you have beaten the map, you can wander around above the dam and up into the hills on foot. There are numerous features like small hills and large holes in the ground. It has yet to be fully explored. | *You can also use the Elevator glitch to get onto the platform above the Skull. You will need the chieftain's Gravity Hammer to get up. Once you are up, get your co-op pal to commit suicide. They should respawn above the player on the ledge above the skull. Once you have beaten the map, you can wander around above the dam and up into the hills on foot. There are numerous features like small hills and large holes in the ground. It has yet to be fully explored. | ||
*At the end of the level, on the far side of the dam, if you walk down the pipe running parallel to the water and into a small alcove and look up, it appears that there is an image on the ceiling, but it's yet to be identified. | *At the end of the level, on the far side of the dam, if you walk down the pipe running parallel to the water and into a small alcove and look up, it appears that there is an image on the ceiling, but it's yet to be identified. | ||
*If player one takes too long to board Hocus's Pelican at the end of the level, Johnson might say, "Come on, Chief! The fight isn't gonna' finish itself!" This is an obvious reference to the ''[[Halo 3]]'' tagline, "Finish the fight!". | *If player one takes too long to board Hocus's Pelican at the end of the level, [[Avery Junior Johnson|Johnson]] might say, "Come on, Chief! The fight isn't gonna' finish itself!" This is an obvious reference to the ''[[Halo 3]]'' tagline, "Finish the fight!". | ||
*There is a partially rendered entrance to the level "Crow's Nest" if you get out of this level using the method mentioned above. It looks somewhat like a cave, but there is no way out. It is recommended that one player stays out of the area while another goes in. | *There is a partially rendered entrance to the level "Crow's Nest" if you get out of this level using the method mentioned above. It looks somewhat like a cave, but there is no way out. It is recommended that one player stays out of the area while another goes in. | ||
*There are invisible floors on this level that make it seem like you are walking the stairway to Heaven. To do this, just use the Elevator glitch to get out of the map near the dam area by the Iron Skull. | *There are invisible floors on this level that make it seem like you are walking the stairway to Heaven. To do this, just use the Elevator glitch to get out of the map near the dam area by the Iron Skull. | ||
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*Note that the level is called Sierra 117; Sierra is the word used in the NATO phonetic alphabet to represent the letter S, which, when used in a military sense, generally stands for "sniper." However, in ''Halo 3'', it is S-117, which corresponds to [[John-117]]. This has been confirmed in the second Bungie Podcast. | *Note that the level is called Sierra 117; Sierra is the word used in the NATO phonetic alphabet to represent the letter S, which, when used in a military sense, generally stands for "sniper." However, in ''Halo 3'', it is S-117, which corresponds to [[John-117]]. This has been confirmed in the second Bungie Podcast. | ||
*''[[wikipedia:Quid pro quo|Quid pro quo]]'' is Latin for ''"something for something"''. It ''may'' be a reference to ''Silence of the Lambs''. | *''[[wikipedia:Quid pro quo|Quid pro quo]]'' is Latin for ''"something for something"''. It ''may'' be a reference to ''Silence of the Lambs''. | ||
*The Achievement "Landfall" is the same name as the Halo Shorts Series, ''[[Halo: Landfall]]''. | *The Achievement "[[Landfall]]" is the same name as the Halo Shorts Series, ''[[Halo: Landfall]]''. | ||
*The river in the area is the Nkuu river or one of its tributaries. | *The river in the area is the Nkuu river or one of its tributaries. | ||
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===Concept art=== | ===Concept art=== | ||
<gallery> | <gallery> | ||
File:Concept-H3-Sierra-Kilimanjaro.jpg|Concept | File:Concept-H3-Sierra-Kilimanjaro.jpg|Concept art of Mount Kilimanjaro. | ||
File:H3 ManualCover 1 Concept 2.jpg|Concept art of John-117 leading Johnson and Marines in the jungle. | File:H3 ManualCover 1 Concept 2.jpg|Concept art of John-117 leading Johnson and Marines in the jungle. | ||
File: | File:H3_A2Hydro_Concept_1.jpg|Concept art of [[A2 Hydroelectric Facility]]. | ||
File:H3_A2Hydro_Concept_2.jpg|Another concept of the water facility. | |||
File:H3_A2Hydro_Concept_2.jpg|Another concept of the facility. | |||
</gallery> | </gallery> | ||
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File:Emag halo3 092307 2 bd140.jpg|John-117 fires his weapon at the Jiralhanae Chieftain at A2 Hydroelectric Facility. | File:Emag halo3 092307 2 bd140.jpg|John-117 fires his weapon at the Jiralhanae Chieftain at A2 Hydroelectric Facility. | ||
File:HTMCC - H3 Kilo 23 Opens Fire.jpg|Kilo 023 firing Anvil-II air-to-surface missiles at Phantoms. | File:HTMCC - H3 Kilo 23 Opens Fire.jpg|Kilo 023 firing Anvil-II air-to-surface missiles at Phantoms. | ||
</gallery> | </gallery> | ||