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{{ | {{Walkthrough Infobox | ||
|pagelabel=Walkthrough | |||
|era=[[Halo 3]] | |||
|prev=[[The Ark (level)/Walkthrough|The Ark]] | |prev=[[The Ark (level)/Walkthrough|The Ark]] | ||
|next=[[Cortana (level)|Cortana]] | |next=[[Cortana (level)|Cortana]] | ||
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=== Campaign Scoring === | === Campaign Scoring === | ||
{|border="1" | {|border="1" | ||
|+Points information | |+Points information | ||
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=== Starting Weapons === | === Starting Weapons === | ||
{|class="wikitable" border="1" | {|class="wikitable" border="1" | ||
|colspan=1|'''Player V<br />Starting Point >''' | |colspan=1|'''Player V<br />Starting Point >''' | ||
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|colspan=1|'''Master Chief Secondary Weapon<br />Solo''' | |colspan=1|'''Master Chief Secondary Weapon<br />Solo''' | ||
|colspan=1| [[BR55HB SR Battle Rifle]] | |colspan=1| [[BR55HB SR Battle Rifle]] | ||
|colspan=1| [[ | |colspan=1| [[M6G Magnum]] | ||
|colspan=1| M6G Magnum | |colspan=1| M6G Magnum | ||
|colspan=1| N/A | |colspan=1| N/A | ||
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|- | |- | ||
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades''' | |colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades''' | ||
|colspan=1| 2 | |colspan=1| 2 [[Type-1 Antipersonnel Grenade]] | ||
|colspan=1| 2 | |colspan=1| 2 [[Type-1 Antipersonnel Grenade]] | ||
|colspan=1| 2 | |colspan=1| 2 [[Type-1 Antipersonnel Grenade]] | ||
|colspan=1| N/A | |colspan=1| N/A | ||
|colspan=1| N/A | |colspan=1| N/A | ||
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Another method is to go directly to the right at the start of the mission. You will be able to climb high on the rocks and get a good vantage point. From here you can see the entire field and if you clear out the first Brute, your Marine allies will make quick work of the Grunts. Once the first Brute is down move on to the Shades and War Chieftain. | Another method is to go directly to the right at the start of the mission. You will be able to climb high on the rocks and get a good vantage point. From here you can see the entire field and if you clear out the first Brute, your Marine allies will make quick work of the Grunts. Once the first Brute is down move on to the Shades and War Chieftain. | ||
Take out the two Brute bodyguards with your Battle Rifle, and then head to the cliff wall to the far right. Carefully climb the slope, and choose a spot in which you can get a full view of the War Chieftain. Eliminate him with your Spartan Laser. If he has yet to notice you, score a shot to his head without difficulty. If he is aware of your presence, you'll generally have to dodge incoming Fuel Rods as you aim and charge up the laser beam. It is vital that you have at least one remaining shot. Keep a close eye on the | Take out the two Brute bodyguards with your Battle Rifle, and then head to the cliff wall to the far right. Carefully climb the slope, and choose a spot in which you can get a full view of the War Chieftain. Eliminate him with your Spartan Laser. If he has yet to notice you, score a shot to his head without difficulty. If he is aware of your presence, you'll generally have to dodge incoming Fuel Rods as you aim and charge up the laser beam. It is vital that you have at least one remaining shot. Keep a close eye on the [[Anti-Air Wraith]]—you'll have to immediately duck back into cover if it fires. | ||
The Wraith should be your final target. Sneak over carefully, board it from behind and pummel it with melee attacks. Don't bother risking a frontal charge, or engaging the attention of the driver—it is rare the one survives a barrage of those lethal green blasts. There is a Spartan Laser in the Pelican's wreckage but it is only there on easy or normal difficulty. | The Wraith should be your final target. Sneak over carefully, board it from behind and pummel it with melee attacks. Don't bother risking a frontal charge, or engaging the attention of the driver—it is rare the one survives a barrage of those lethal green blasts. There is a Spartan Laser in the Pelican's wreckage but it is only there on easy or normal difficulty. | ||
[[File:John 117 Master Chief Petty Officer.jpg|thumb|250px|Make sure the Marine riding shotgun wields the Spartan Laser.]] | [[File:John 117 Master Chief Petty Officer.jpg|right|thumb|250px|Make sure the Marine riding shotgun wields the Spartan Laser.]] | ||
After the Wraith's down, a [[D77H-TCI Pelican-class Dropship|Pelican]] will drop a [[Warthog]], a [[Mongoose]], and a few [[Marines]]. Give the Marine riding shotgun the Spartan Laser and Marine riding pillion on the Mongoose the Brute Chieftain's dropped Fuel Rod Gun. Your passenger now carries a lethal chaotic weapon with unlimited ammo. Wait for a Marine to man the Warthog's turret, and then hop into the 'Hog's driver seat, and drive forward to trigger the arrival of [[Banshee]]s, then immediately retreat along the beach so your passenger can blast these in turn with his Spartan Laser. This neutralizes the danger of being hit by plasma fire and mortar blasts from above. | After the Wraith's down, a [[D77H-TCI Pelican-class Dropship|Pelican]] will drop a [[Warthog]], a [[Mongoose]], and a few [[Marines]]. Give the Marine riding shotgun the Spartan Laser and Marine riding pillion on the Mongoose the Brute Chieftain's dropped Fuel Rod Gun. Your passenger now carries a lethal chaotic weapon with unlimited ammo. Wait for a Marine to man the Warthog's turret, and then hop into the 'Hog's driver seat, and drive forward to trigger the arrival of [[Banshee]]s, then immediately retreat along the beach so your passenger can blast these in turn with his Spartan Laser. This neutralizes the danger of being hit by plasma fire and mortar blasts from above. | ||
As you push forward towards the bottom of the slope ahead, | As you push forward towards the bottom of the slope ahead, [[Type-32 Ghost]]s will move in to attack. Again, reverse and let your passenger with the Spartan Laser skewer them. When the path splits in two, take the route to your left. Park at the spot where the two paths meet, and let your Marine have a clear shot at the Shade emplacement. Drive up and let your turret operator mow down the infantry. They should also be easy work for the Marine wielding the Fuel Rod Gun. | ||
===Tower 1=== | ===Tower 1=== | ||
As you reach the high pass above the entrance to the Forerunner building, you will encounter two Grunts. One on a Ghost, another is on foot. Neutralize them both without moving any further along the path. This is a battle in which you'll ''really'' begin to appreciate the help that your passenger provides. The [[ | As you reach the high pass above the entrance to the Forerunner building, you will encounter two Grunts. One on a Ghost, another is on foot. Neutralize them both without moving any further along the path. This is a battle in which you'll ''really'' begin to appreciate the help that your passenger provides. The [[Type-26 Wraith|Wraith]] below and to your left will bombard your position with its main cannon as soon as it notices your arrival. Carefully drive off the edge, and give your passenger a clear shot at the Wraith. Keep in mind that landing your Warthog upside down could end in it being blown up. A few direct hits should destroy the tank, but having the luxury of being able to sit there and watch your allies do all the work is a rare opportunity—you'll have to drive fast and precisely to dodge incoming mortars, but still give your passenger a clear view of the Wraith. | ||
After reducing the tank to a wreckage, remain parked at the edge of the cliff, and your heavily armed companion will diligently blast the Shade turret and surrounding infantry on the rock outcrop in the distance, even if the trees are blocking your view of them. When he stops firing, make your way down the next slope <!-- ? -->. Awaiting you will be a Shade turret and additional Ghosts, so proceed with caution. | After reducing the tank to a wreckage, remain parked at the edge of the cliff, and your heavily armed companion will diligently blast the Shade turret and surrounding infantry on the rock outcrop in the distance, even if the trees are blocking your view of them. When he stops firing, make your way down the next slope <!-- ? -->. Awaiting you will be a Shade turret and additional Ghosts, so proceed with caution. | ||
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Cautiously walk up the slope; there are Grunts and Jackals awaiting your arrival. There is also a further group that attacks from the floor level above. Hang back around the corner and shoot targets in the immediate vicinity first. Disable the Brute—or, at the very least, his armor—with the Beam Rifle, but choose your shots carefully, as you'll need to save this weapon's very limited battery supply for the next battle. If the opportunity arises, blow up the [[Fusion Coil]]s on each levels to take out multiple enemies at once. | Cautiously walk up the slope; there are Grunts and Jackals awaiting your arrival. There is also a further group that attacks from the floor level above. Hang back around the corner and shoot targets in the immediate vicinity first. Disable the Brute—or, at the very least, his armor—with the Beam Rifle, but choose your shots carefully, as you'll need to save this weapon's very limited battery supply for the next battle. If the opportunity arises, blow up the [[Fusion Coil]]s on each levels to take out multiple enemies at once. | ||
Jump ''past'' the elevator and into the room containing the [[Terminal | Jump ''past'' the elevator and into the room containing the [[Terminal/Halo 3|Terminal]]. Collect more Carbine ammo and access the Terminal—remember, [[Terminal/Halo 3|it isn't fully accessed until the screen turns red]]. Get on the elevator, and ride up. | ||
Guarding the control console will be several Brutes and a Chieftain wielding a [[Gravity | Guarding the control console will be several Brutes and a Chieftain wielding a [[Gravity Hammer]]. Sounds hazardous, but you'd be well equipped for the situation. Take cover behind the transparent barrier and snipe the first few Brutes who rush in the attack. If you're not confident in your sniper skills, shoot their bodies before finishing them off with the Carbine. | ||
Before the last few Brutes attack, cautiously inch out and snipe the Chieftain. He'll usually stay in plain sight and not charge until all his allies have been slaughtered, so it's pretty easy to kill him from range. If he runs at you, use the Cloaking device to evade him and execute a melee strike to his back. Once he's down, finish off his pack mates, run to the end of the room, deactivate the console, and watch the cutscene. | Before the last few Brutes attack, cautiously inch out and snipe the Chieftain. He'll usually stay in plain sight and not charge until all his allies have been slaughtered, so it's pretty easy to kill him from range. If he runs at you, use the Cloaking device to evade him and execute a melee strike to his back. Once he's down, finish off his pack mates, run to the end of the room, deactivate the console, and watch the cutscene. | ||
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====Vacation==== | ====Vacation==== | ||
This is the part where you can [[glitch]] out of the level and take a little [[vacation]]. Get into a Ghost, and using the boost, fly on top of the tower, using the destroyed Shade turret as a starting point. Once there, jump up onto the next part of the tower, and then [[Explosive | This is the part where you can [[glitch]] out of the level and take a little [[vacation]]. Get into a Ghost, and using the boost, fly on top of the tower, using the destroyed Shade turret as a starting point. Once there, jump up onto the next part of the tower, and then [[Explosive Jumping|Explosive Jump]] onto the yellowish part and keep walking up until you are forced off of it—it's okay, you're supposed to fall off. When you do, walk to your right until you can successfully walk up the mountain; from there, walk up the cliff until you are at the invisible barrier. Walk left to a corner, where you will see blurry images; go down that corner and the game should freeze and say "Loading..." | ||
Get ready, because you can easily die here. When you fall down, you will be outside the barrier; slide against the rock to stay alive. You can travel down a little further (it's the area where you fight the Scarabs), but you will eventually die if you try to get to the actual spot where the battle later takes place. From here, you'll have to die to get back and finish the mission. | Get ready, because you can easily die here. When you fall down, you will be outside the barrier; slide against the rock to stay alive. You can travel down a little further (it's the area where you fight the Scarabs), but you will eventually die if you try to get to the actual spot where the battle later takes place. From here, you'll have to die to get back and finish the mission. | ||
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==''If You Want It Done Right...'' (Rally Point Alpha)== | ==''If You Want It Done Right...'' (Rally Point Alpha)== | ||
===Aerial Battle=== | ===Aerial Battle=== | ||
[[File:Flying Hornet Laser FuelRod.jpg|thumb|250px|Two Marines on the Hornet; one with a Spartan Laser, and one with a Fuel Rod Gun.]] | [[File:Flying Hornet Laser FuelRod.jpg|thumb|right|250px|Two Marines on the Hornet; one with a Spartan Laser, and one with a Fuel Rod Gun.]] | ||
There are two [[AV-14 Attack VTOL|Hornets]] that land on the beach; pilot one and ascend into the battle. You might want to have a Marine with a [[Fuel Rod Gun]] and one with a [[Spartan Laser]] sit on the side of your Hornet. Making it to the third tower alive is really a matter of taking a patient approach; accelerating into the fray too enthusiastically makes you easy prey for [[Banshee]]s. | There are two [[AV-14 Attack VTOL|Hornets]] that land on the beach; pilot one and ascend into the battle. You might want to have a Marine with a [[Fuel Rod Gun]] and one with a [[Spartan Laser]] sit on the side of your Hornet. Making it to the third tower alive is really a matter of taking a patient approach; accelerating into the fray too enthusiastically makes you easy prey for [[Banshee]]s. | ||
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Replenish your supply of Needler ammo if required (gaining the maximum amount of needles should be easy). As you approach the elevator, a swarm of Drones will try to surprise and slaughter you. Dive into the alcove to the right as your position, and pick them off at will. The Elites should be able to effectively dispatch the Drones and finish off the attack force within seconds. The Needler is a hopeless weapon against Drones, so it is a good idea to backtrack and pick up the Battle Rifle (or Carbine) that you set aside earlier, prior to ascending the elevator shaft. Note that another Terminal will be where it was in the first tower, on the opposite side of the elevator. Check it, and then head up the elevator. | Replenish your supply of Needler ammo if required (gaining the maximum amount of needles should be easy). As you approach the elevator, a swarm of Drones will try to surprise and slaughter you. Dive into the alcove to the right as your position, and pick them off at will. The Elites should be able to effectively dispatch the Drones and finish off the attack force within seconds. The Needler is a hopeless weapon against Drones, so it is a good idea to backtrack and pick up the Battle Rifle (or Carbine) that you set aside earlier, prior to ascending the elevator shaft. Note that another Terminal will be where it was in the first tower, on the opposite side of the elevator. Check it, and then head up the elevator. | ||
The following battle is similar to that in the first tower. Pull out your Beam Rifle as your short elevator journey has finished, then land three headshots on the War Chieftain to eliminate him. This one carries a | The following battle is similar to that in the first tower. Pull out your Beam Rifle as your short elevator journey has finished, then land three headshots on the War Chieftain to eliminate him. This one carries a [[Plasma Cannon]] turret, so it may be a little more difficult to get a clear shot without much disturbance. Stay behind the transparent barrier, and wait patiently as each [[Brute Stalker]] moves into the open. In this light, they're actually quite easy to see, so pick them off with your Beam Rifle. | ||
Or get the Arbiter on the elevator and let him do his job. Do not go behind the barrier, as the Chieftain has a annoying habit of throwing his Power Drain at you, if he is spawned with it. Instead, stay on the elevator and go to the Arbiter's position when a Brute Stalker is vulnerable. | Or get the Arbiter on the elevator and let him do his job. Do not go behind the barrier, as the Chieftain has a annoying habit of throwing his Power Drain at you, if he is spawned with it. Instead, stay on the elevator and go to the Arbiter's position when a Brute Stalker is vulnerable. | ||
Make sure you grab two [[Mauler]]s to [[dual wield]] at the weapons dispenser before you deactivate the shield barrier. A cutscene will play, as large, damaged chunks of the [[Flood]]-infected ''[[High Charity]]'' will crash through the window, releasing [[Flood | Make sure you grab two [[Mauler]]s to [[dual wield]] at the weapons dispenser before you deactivate the shield barrier. A cutscene will play, as large, damaged chunks of the [[Flood]]-infected ''[[High Charity]]'' will crash through the window, releasing [[Flood Combat Form|Combat]] and [[Pod infector|Infection Forms]]. | ||
As soon as the cutscene ends, temporarily drop one of the Maulers and grab the Plasma Cannon dropped by the War Chieftain. Constantly fire as Combat Forms charge at you. This will be especially useful when encountering the shielded variety. It may be difficult to handle the Infection Forms as you concentrate on the more deadly targets, so expect them to reanimate the corpses of the Brutes you dispatched earlier. Once the area is visibly clear, drop the turret, pick up your second Mauler, and head towards the elevator. Be careful—there may be more Combat Forms hidden out of sight. | As soon as the cutscene ends, temporarily drop one of the Maulers and grab the Plasma Cannon dropped by the War Chieftain. Constantly fire as Combat Forms charge at you. This will be especially useful when encountering the shielded variety. It may be difficult to handle the Infection Forms as you concentrate on the more deadly targets, so expect them to reanimate the corpses of the Brutes you dispatched earlier. Once the area is visibly clear, drop the turret, pick up your second Mauler, and head towards the elevator. Be careful—there may be more Combat Forms hidden out of sight. | ||
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The Arbiter will board the Phantom and cloak, while Pelicans drop off a [[M12G1 Light Anti-Armor Vehicle|Gauss Warthog]], a Mongoose, and a [[Scorpion]]. The Elites will go join the Marines. Obviously, you'll want to be driving the Scorpion; choosing the Warthog or the Mongoose will make the upcoming encounter much more challenging due to your lack or firepower. You will also want to get the Marine carrying the Rocket Launcher to get on the Scorpion. | The Arbiter will board the Phantom and cloak, while Pelicans drop off a [[M12G1 Light Anti-Armor Vehicle|Gauss Warthog]], a Mongoose, and a [[Scorpion]]. The Elites will go join the Marines. Obviously, you'll want to be driving the Scorpion; choosing the Warthog or the Mongoose will make the upcoming encounter much more challenging due to your lack or firepower. You will also want to get the Marine carrying the Rocket Launcher to get on the Scorpion. | ||
If you performed the Two Arbiters | If you performed the Two Arbiters Glitch, get in the Warthog and get the two Arbiters to ride in the Warthog. You can get to the Hornets without killing any enemies; all of the enemies will be instantly killed. The only real threat will be the Wraith plasma cannon; it will usually drain or badly damage your shield. | ||
==''Journey's End'' (Rally Point Bravo)== | ==''Journey's End'' (Rally Point Bravo)== | ||
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At the next Brute checkpoint, there will be a Wraith. This is obviously your priority. Take it out and then focus on the turret and any stragglers. Ironically, though this area has the most powerful usable Covenant vehicle, it is the easiest to take out. Proceed down the path to where two Hornets are taking up position. | At the next Brute checkpoint, there will be a Wraith. This is obviously your priority. Take it out and then focus on the turret and any stragglers. Ironically, though this area has the most powerful usable Covenant vehicle, it is the easiest to take out. Proceed down the path to where two Hornets are taking up position. | ||
Here you will be faced with a choice. You can either stay in your Scorpion (or chosen vehicle) or get out and commandeer or ride one of the Hornets. Two [[ | Here you will be faced with a choice. You can either stay in your Scorpion (or chosen vehicle) or get out and commandeer or ride one of the Hornets. Two [[Type-47B Scarab|Scarab Tank]]s will drop out of the sky, shortly followed by two Ghosts as support, so you'll be forced to decide quickly. | ||
If you stay in the Scorpion, you trade mobility for firepower, and may have to find a new ride after you take the first Scarab down due to all the enemy fire you'll be taking. With the Hornet, on the other hand, it is possible to destroy the Scarab Tank without even boarding it; simply concentrate your fire on the armor covering the Scarab's rear. If the rear armor takes enough damage, it will fall off, revealing the Scarab's vulnerable core and allowing you to quickly finish it off. This strategy works well on both Scarabs—as long as you keep moving and do not allow its front or rear turrets to hit you—and also allows you to pick off the Ghosts that travel below. | If you stay in the Scorpion, you trade mobility for firepower, and may have to find a new ride after you take the first Scarab down due to all the enemy fire you'll be taking. With the Hornet, on the other hand, it is possible to destroy the Scarab Tank without even boarding it; simply concentrate your fire on the armor covering the Scarab's rear. If the rear armor takes enough damage, it will fall off, revealing the Scarab's vulnerable core and allowing you to quickly finish it off. This strategy works well on both Scarabs—as long as you keep moving and do not allow its front or rear turrets to hit you—and also allows you to pick off the Ghosts that travel below. | ||
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If you performed the Four Arbiters Glitch, you should let the Arbiters fight the Flood for you. They will act as your bodyguards and personal escorts. | If you performed the Four Arbiters Glitch, you should let the Arbiters fight the Flood for you. They will act as your bodyguards and personal escorts. | ||
When the cutscene ends, aim for the two Combat Forms that leap out from above—remember to aim for the Infection Form in their chests to take them down quickly. Proceed across the energy bridge and engage the Flood. Infection Forms will swarm the area, so if you have an Assault Rifle, dual-wielded | When the cutscene ends, aim for the two Combat Forms that leap out from above—remember to aim for the Infection Form in their chests to take them down quickly. Proceed across the energy bridge and engage the Flood. Infection Forms will swarm the area, so if you have an Assault Rifle, dual-wielded [[Plasma Rifle]]s, or other rapid-firing weapons, let the Arbiter draw their fire and attention for the moment and proceed to kill as many as you can. Switch back to a powerful, accurate weapon and engage the Flood, aiming for the Infection Forms in their chest, and make sure to keep on the lookout for mobile [[Infection Forms]] reviving dead Combat Forms. Proceed through the door and into the small chamber, where another [[Cortana Moment]] will occur. | ||
[[Sentinels]] will appear at the midway mark and take down a large chunk of the Flood forces here, though you'll have to take down any Flood that leap past them towards you. On Legendary, the usual Needler wielding Flood Human Combat Form will be replaced with an Elite Combat Form carrying the Energy Sword. This is your number one priority as one blow is strong enough to overpower the Arbiter's shield and kill him. Once you clean up here, proceed through the chamber and onto the last area. Flood Pure Forms are here, so stay close to the Arbiter and concentrate your fire on the mouth area. Afterward, run back up to the elevator and go past it to an elevator shaft. | |||
If you're so inclined, you can grab the [[IWHBYD Skull]] at this point, but just remember to ''carry it with you into the elevator shaft!'' | |||
Jump down the shaft, and the level ends with a cutscene. | |||
==Cooperative Walkthrough (Including [[Terminal/Halo 3|Terminal]] locations)== | |||
==Cooperative Walkthrough (Including [[Terminal | |||
===Normal=== | ===Normal=== | ||
Well, that landing was a lot less friendly than your previous one. Before we begin, let's go through three things. One: this will be your last level facing the Covenant, so make the most of it. Two: the terminals are relatively easy to find, so if you don't understand my meaning, you shouldn't have too much trouble. And three: Player 1 should be mindful there are Shades over the hill, and '''use the [[Spartan Laser]]!'''. | Well, that landing was a lot less friendly than your previous one. Before we begin, let's go through three things. One: this will be your last level facing the Covenant, so make the most of it. Two: the terminals are relatively easy to find, so if you don't understand my meaning, you shouldn't have too much trouble. And three: Player 1 should be mindful there are Shades over the hill, and '''use the [[Spartan Laser]]!'''. | ||
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''Player 1 shall be referred to as Chief; Player 2 as Arbiter.'' | ''Player 1 shall be referred to as Chief; Player 2 as Arbiter.'' | ||
[[John-117|Master Chief]] should switch to his Battle Rifle, and headshot some Grunts, while the Arbiter uses his Beam Rifle to snipe some Brutes. Take down the first flank, and move on. Chief, it's a good idea to Spartan Laser those turrets, while Arbiter does some more sniping on the bigger guys. When the Chief's done with the Laser, he should give it to Stacker, who loves it. There should be a new one by the crashed Pelican. Waste the other enemies, and the Chief should [[ | [[John-117|Master Chief]] should switch to his Battle Rifle, and headshot some Grunts, while the Arbiter uses his Beam Rifle to snipe some Brutes. Take down the first flank, and move on. Chief, it's a good idea to Spartan Laser those turrets, while Arbiter does some more sniping on the bigger guys. When the Chief's done with the Laser, he should give it to Stacker, who loves it. There should be a new one by the crashed Pelican. Waste the other enemies, and the Chief should [[How to Pilot an AA Wraith|hijack the Anti-Air Wraith]] while the Arbiter drives the Warthog that Hocus drops off. Give the dead Brute's Fuel Rod Gun to a Marine. | ||
When you move up, make sure all vehicles stay behind the Wraith, because its turret and mortar fire can be lethal. The enemies shouldn't be too hard to kill. When you reach the tower, wipe out the Wraith first, then aim for the Prowlers and Ghosts. Give that Shade a taste of Fuel Rods, and clear the infantry at the entrance with some more. Get out of the Wraith (for some reason the explosion doesn't hurt you), and let's go in. | When you move up, make sure all vehicles stay behind the Wraith, because its turret and mortar fire can be lethal. The enemies shouldn't be too hard to kill. When you reach the tower, wipe out the Wraith first, then aim for the Prowlers and Ghosts. Give that Shade a taste of Fuel Rods, and clear the infantry at the entrance with some more. Get out of the Wraith (for some reason the explosion doesn't hurt you), and let's go in. | ||
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Several things will now happen. The Rings will be deactivated, Truth will face the death he so rightly deserves, your alliance with the Flood will now turn sour, and the Gravemind will show you what treachery he is capable of. Run for the elevator, fighting past Flood; their's a problem, there are no Pure Forms here to give them special support(Thank god!). Oh look, Sentinels are here to help us. Now, let's go to the elevator. Shit, it doesn't work. The Gravemind deactivated it, thinking you're trapped. Prove him wrong by jumping down the shaft. | Several things will now happen. The Rings will be deactivated, Truth will face the death he so rightly deserves, your alliance with the Flood will now turn sour, and the Gravemind will show you what treachery he is capable of. Run for the elevator, fighting past Flood; their's a problem, there are no Pure Forms here to give them special support(Thank god!). Oh look, Sentinels are here to help us. Now, let's go to the elevator. Shit, it doesn't work. The Gravemind deactivated it, thinking you're trapped. Prove him wrong by jumping down the shaft. | ||
== Debriefing == | == Debriefing == | ||
New Vehicles:[[Hornet]] | New Vehicles:[[Hornet]] | ||
New Weapons: [[Spartan Laser]] | New Weapons: [[Spartan Laser]] | ||
[[Vanguard]] Achievement Milestone: 50,000 points. | [[Vanguard]] Achievement Milestone: 50,000 points. | ||
TIME BONUS | TIME BONUS | ||
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25-30 min - 1.5× | 25-30 min - 1.5× | ||
{{succession box | before = ''[[The Ark (Level)/Walkthrough|The Ark]]'' <br />| title =Halo 3 Campaign Walkthrough for: | years = '''''The Covenant''''' |after = ''[[Cortana (Level)/Walkthrough|Cortana]]''}} | {{succession box | before = ''[[The Ark (Level)/Walkthrough|The Ark]]'' <br />| title =Halo 3 Campaign Walkthrough for: | years = '''''The Covenant''''' |after = ''[[Cortana (Level)/Walkthrough|Cortana]]''}} |