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{{Status|Gameplay}}
{{Walkthrough Infobox
{{Title|The Package/Walkthrough}}
|era=[[File:Halo Reach box art.png|40px|link=Halo: Reach]]
{{Walkthrough infobox
|prev=[[New Alexandria (level)/Walkthrough|New Alexandria]]
||era=[[File:Halo Reach box art.png|40px|link=Halo: Reach]]
|prev=[[New Alexandria/Walkthrough|New Alexandria]]
|next=[[The Pillar of Autumn (Halo: Reach level)/Walkthrough|The Pillar of Autumn]]
|next=[[The Pillar of Autumn (Halo: Reach level)/Walkthrough|The Pillar of Autumn]]
|name=The Package
|name=The Package
|image=[[File:Reach Bbd cth ONI lab.jpg|300px]]
|image=[[File:Reach Bbd cth ONI lab.jpg|300px]]
|player=[[SPARTAN-B312]]
|player=[[SPARTAN-B312]]
|objective= Destroy SWORD Base and defend [[Catherine Halsey]]'s lab.
|objective= Destroy Sword Base
|location=[[SWORD Base]], Babd Catha Ice Shelf, Eposz, Reach
|location=[[ONI: Sword Base]], Babd Catha Ice Shelf, Eposz, Reach
|starting weapons=
|starting weapons=
*[[MA37 Individual Combat Weapon System]]
*[[MA37 Individual Combat Weapon System]]
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**[[Jiralhanae]]
**[[Jiralhanae]]
***[[Jiralhanae Captain]]
***[[Jiralhanae Captain]]
**[[Kig-Yar]]
**[[Kig-yar]]
***[[Kig-Yar Minor]]
***[[Kig-yar Major]]
***[[Kig-yar Major]]
***[[Kig-Yar Sniper]]
***[[Skirmisher]]
**[[Skirmisher]]
***[[Skirmisher Minor]]
***[[Skirmisher Major]]
**[[Unggoy]]
**[[Unggoy]]
***[[Unggoy Minor]]
***[[Unggoy Major]]
***[[Unggoy Major]]
***[[Unggoy Heavy]]
***[[Unggoy Ultra]]
***[[Unggoy Ultra]]
***[[Unggoy Heavy]]
***[[Unggoy Heavy]]
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**[[Mgalekgolo]]
**[[Mgalekgolo]]
|skulls=
|skulls=
|pagegamelabel=HR
}}
}}
This is a walkthrough for the eighth level of ''[[Halo: Reach]]'', [[The Package]]. It is written for play at [[Legendary]] and [[Heroic]] difficulty. Your initial loadout is an [[M392 Designated Marksman Rifle|M392 DMR]] and [[MA37 Individual Combat Weapon System|MA37 assault rifle]].
This is a walkthrough for the ninth level of ''[[Halo: Reach]]'', [[The Package (level)|The Package]]. It is written for play at [[Legendary]] and [[Heroic]] difficulty. Your initial loadout is a [[M392 Designated Marksman Rifle|M392 DMR]] and [[MA37 Individual Combat Weapon System|MA37 assault rifle]].


==Level Notes==
==Level Notes==
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* You might be familiar with the method of hijacking a Wraith by leaping into the gunner seat to force out the driver. In this level that doesn't work. You'll ''have'' to break the cockpit door and kill the driver, leaving the Wraith a little damaged and you a bit more vulnerable. Stand on top of the Wraith and melee the driver, don't use the board command, and melee the door then the driver. This way is slower but will damage the Wraith less than boarding.
* You might be familiar with the method of hijacking a Wraith by leaping into the gunner seat to force out the driver. In this level that doesn't work. You'll ''have'' to break the cockpit door and kill the driver, leaving the Wraith a little damaged and you a bit more vulnerable. Stand on top of the Wraith and melee the driver, don't use the board command, and melee the door then the driver. This way is slower but will damage the Wraith less than boarding.
* Each difficulty has less waves than the higher one. Normal has two, Heroic has three, and Legendary has four.
* Each difficulty has less waves than the higher one. Normal has two, Heroic has three, and Legendary has four.
* If you're using the automated turrets but they're badly damaged, you can melee one yourself to temporarily shut it down so it recharges to full health.
* If you're using the turrets but it's badly damaged, you can melee it yourself to temporarily shut it down so it recharges to full health.


==Torch And Burn (Mission Start)==
==Torch And Burn (Mission Start)==
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Your first plan is to stay back and pick off everything you can from up here. As soon as you drop down from the cliff you're on, the Covenant will be alerted and your teammates will rush ahead and get themselves killed. The cliff is pretty narrow and invisible walls prevent you from climbing higher, but you still have a decent amount of room to shoot at the Shade turrets and the Jackal sniper. It's also harder for them to shoot you at this distance, though still easy enough if you stay put while they shoot. Also look for the Fuel Rod Grunts. You'll be able to headshot two of them for now; the third is behind the generator building and can't be seen yet. Also see if you can kill the Ghost's driver. This is much harder because it doesn't stop moving and because the Grunt driving it has his head protected by its cockpit. So aim carefully with bodyshots, and you might possibly take him out. If you can't from here, move up into the comms building and use the Hologram there to distract it.
Your first plan is to stay back and pick off everything you can from up here. As soon as you drop down from the cliff you're on, the Covenant will be alerted and your teammates will rush ahead and get themselves killed. The cliff is pretty narrow and invisible walls prevent you from climbing higher, but you still have a decent amount of room to shoot at the Shade turrets and the Jackal sniper. It's also harder for them to shoot you at this distance, though still easy enough if you stay put while they shoot. Also look for the Fuel Rod Grunts. You'll be able to headshot two of them for now; the third is behind the generator building and can't be seen yet. Also see if you can kill the Ghost's driver. This is much harder because it doesn't stop moving and because the Grunt driving it has his head protected by its cockpit. So aim carefully with bodyshots, and you might possibly take him out. If you can't from here, move up into the comms building and use the Hologram there to distract it.


Once the Ghost is dead, move up. There's still a lot of Grunts left, including one more Fuel Rod Grunt. Your teammates will cross the lake and attack the Grunts from the right, so you can either join them or come from the left as a flanking maneuver. Sometimes they'll even drive the Ghost, which can be pretty helpful. When you hear Emile and Jun start chatting over the comm, that means everything's dead. Hand Fuel Rod Guns to your teammates before they run off to the next area, grab a plasma pistol for yourself, and restock on DMR ammo before heading off with them.
Once the Ghost is dead, move up. There's still a lot of Grunts left, including one more Fuel Rod Grunt. Your teammates will cross the lake and attack the Grunts from the right, so you can either join them or come from the left as a flanking maneuver. Sometimes they'll even drive the Ghost, which can be pretty helpful. When you hear Emile and Jun start chatting over the comm, that means everything's dead. Hand Fuel Rod Guns to your teammates before they run off to the next area, grab a plasma pistol for yourself, restock on DMR ammo before heading off with them.


===A Spare Tank===
===A Spare Tank===
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===The Ruined Atrium===
===The Ruined Atrium===
*'''Jun-A266''': "Where are we going now, boss?"
*'''Jun-A266''': "Where are we going now, boss?"
*'''Carter-A259''': "Dot?"
*'''Carter-A259''': "Dot?"
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It's important to note that playing on Heroic or Legendary will change the battle significantly, not just in the amount of waves but also in tactics. For instance, the turrets should mostly be ignored on Legendary. On the highest difficulty they will be at most just distractions, and are too far away to reactivate without getting swarmed on the way. Additionally, using a Banshee also changes. On Heroic, it's pretty safe to use a Banshee to rain fire down from above. But on Legendary enemy projectiles travel so fast and vehicle health is so weak that it's best to avoid fighting them lest you get shot down. Additionally, enemy Banshees will attack you, and a new one will spawn for each one you kill, so it's not worth it.
It's important to note that playing on Heroic or Legendary will change the battle significantly, not just in the amount of waves but also in tactics. For instance, the turrets should mostly be ignored on Legendary. On the highest difficulty they will be at most just distractions, and are too far away to reactivate without getting swarmed on the way. Additionally, using a Banshee also changes. On Heroic, it's pretty safe to use a Banshee to rain fire down from above. But on Legendary enemy projectiles travel so fast and vehicle health is so weak that it's best to avoid fighting them lest you get shot down. Additionally, enemy Banshees will attack you, and a new one will spawn for each one you kill, so it's not worth it.


The safest spot in the bunker is right behind the sandbags. They can absorb huge amounts of fire, and you're basically invulnerable should you crouch there unless a grenade is tossed behind it, so stay alert and/or use Armor Lock. It's best to not go past the sandbags when fighting. Past there will be a lot of open land with no cover, and the enemies usually won't come past the sandbags unless they're berserking or kamikazing.
The safest spot in the bunker is right behind the sandbags. They can absorb huge amounts of fire, and you're basically invulnerable should you crouch there unless a grenade is tossed behind it, so stay alert. It's best to not go past the sandbags when fighting. Past there will be a lot of open land with no cover, and the enemies usually won't come past the sandbags unless they're berserking or kamikazing.


Your loudout at this point, as said earlier, should be a Hologram, a fully loaded needle rifle, and a fully charged plasma pistol. After activating the first turret, head to the bunker with your team. Your priority here right now is to hijack a Banshee before the enemies turn up. This Banshee will be for dealing with the Wraiths that will spawn every two waves. Deploy a hologram to lure and distract the two overhead and look for a Jetpack (and grenade launcher if you want to save plasma pistol ammo.) Fly up to the roof of the bunker and EMP a Banshee when it comes close, then board it at the prompt. When it's yours, fly it to either the left or right side of the bunker and park it there. You'll be stashing it here for now to keep it safe from enemies. Then grab a DMR and keep your needle rifle handy as you wait for the Covenant infantry to come.
Your loudout at this point, as said earlier, should be a Hologram, a fully loaded needle rifle, and a fully charged plasma pistol. After activating the first turret, head to the bunker with your team. Your priority here right now is to hijack a Banshee before the enemies turn up. This Banshee will be for dealing with the Wraiths that will spawn every two waves. Deploy a hologram to lure and distract the two overhead and look for a Jetpack (and grenade launcher if you want to save plasma pistol ammo.) Fly up to the roof of the bunker and EMP a Banshee when it comes close, then board it at the prompt. When it's your, fly it to either the left or right side of the bunker and park it there. You'll be stashing it here for now to keep it safe from enemies. Then grab a DMR and keep your needle rifle handy as you wait for the Covenant infantry to come.


===Wave 1===
===Wave 1===
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*'''Halsey (COM)''': "I need more time. Whatever you have to do, do it."
*'''Halsey (COM)''': "I need more time. Whatever you have to do, do it."


The first wave is Jackals, Grunts, and Brutes. The minor infantry will come first, and you should be an expert in killing them by now. Most of them will be distracted by the turret, but it will quickly shut down under their fire. The Jackals will cost you the most DMR ammo, and though you have a lot it becomes scarce as time goes on, so it pays to conserve.
The first wave is Jackalsm Grunts, and Brutes. The minor infantry will come first, and you should be an expert in killing them by now. Most of them will be distracted by the turret, but it will quickly shut down under their fire. The Jackals will cost you the most DMR ammo, and though you have a lot it becomes scarce as time goes on, so it pays to conserve.


Brutes will come shortly behind them. All the Brutes are Captains, wielding plasma repeaters or spikers. Since their helmets are so durable on Legendary, use the needle rifle to explode them. Be careful with your ammo, as you won't get any more during this entire battle. The best time to shoot them is when they're about to go berserk or throwing a grenade, since they'll be stuck in an animation and unable to dodge or use Armor Lock. If they berserk, they'll come past the sandbags. Fall back so they focus on your teammates, and stick them with a plasma grenade.
Brutes will come shortly behind them. All the Brutes are Captains, wielding plasma repeaters or spikers. Since their helmets are so durable on Legendary, use the needle rifle to explode them. Be careful with your ammo, as you won't get any more during this entire battle. The best time to shoot them is when they're about to go berserk or throwing a grenade, since they'll be stuck in an animation and unable to dodge or use Armor Lock. If they berserk, they'll come past the sandbags. Fall back so they focus on your teammates, and stick them with a plasma grenade.
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Don't listen to Jun. Anyway, the second wave will be Elites of various ranks, plus a few Skirmishers, Grunts, and Jackals. Collect a plasma pistol or use the one you brought from earlier; your needle rifle won't be helpful again until later. The Elites will hold position a dozen meters or so from your bunker, so they'll dodge EMP shots. Instead, use the normal shots to "pepper" their shields then follow up with a headshot. EMP shots should only be attempted if they're close enough that the reticle turns red. Frag grenades will damage shields but plasma grenade sticks will not kill them on Legendary.  
Don't listen to Jun. Anyway, the second wave will be Elites of various ranks, plus a few Skirmishers, Grunts, and Jackals. Collect a plasma pistol or use the one you brought from earlier; your needle rifle won't be helpful again until later. The Elites will hold position a dozen meters or so from your bunker, so they'll dodge EMP shots. Instead, use the normal shots to "pepper" their shields then follow up with a headshot. EMP shots should only be attempted if they're close enough that the reticle turns red. Frag grenades will damage shields but plasma grenade sticks will not kill them on Legendary.  


Most of the Elites will be Majors and Rangers, the latter whom have flight mobility but very weak shields. The biggest threats will be Ultras with concussion rifles and the Ghosts that come behind them. These Ghosts will quickly tear up your Banshee if you're in the air, even at maximum height. Try for them last; you can use the rockets on the left side of the bunker. As for the Ultras, watch out for their grenades. Equipping Armor Lock can be useful here if you need to survive a sudden stick.
Most of the Elites will be Majors and Rangers, the latter whom have flight mobility but very weak shields. The biggest threats will be Ultras with concussion rifles and the Ghosts that come behind them. These Ghosts will quickly tear up your Banshee if you're in the air, even at maximum height. Try for them last; you can use the rockets on the left side of the bunker.


NOBLE Team is actually rather helpful here, as they can put heavy dents in the Elites' shields, especially Jun. If a Ranger flies into the bunker area, fall back so it focus on them before taking it out. Also keep a lookout for Skirmishers. They'll carry plasma pistols, and will come close enough that often times you can kill them and grab their weapon during a lull in the fight if your current plasma pistol is running low.
NOBLE Team is actually rather helpful here, as they can put heavy dents in the Elites' shields, especially Jun. If a Ranger flies into the bunker area, fall back so it focus on them before taking it out. Also keep a lookout for Skirmishers. They'll carry plasma pistols, and will come close enough that often times you can kill them and grab their weapon during a lull in the fight if your current plasma pistol is running low.
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This wave is only on Legendary, and when you hear the percussion beats begin, that's when you've known it's started. It can start when there's a few Elites and the Ghost still alive, so keep an eye out and kill them quickly before the next Phantom arrives.
This wave is only on Legendary, and when you hear the percussion beats begin, that's when you've known it's started. It can start when there's a few Elites and the Ghost still alive, so keep an eye out and kill them quickly before the next Phantom arrives.


Soon a Phantom will drop off Hunters and some Brutes. But fortunately, you've got something set aside for the two behemoths: a Spartan Laser. Grab the laser laying in a case right in front of the closed door, then carefully aim at the two. It takes two laser shots to kill both, so don't waste any of the four shots. Hang back and crouch so the Hunters don't see you while you aim. If your teammates get in your way, it's best to stop charging and try again rather than risking a missed shot. If the Hunters survive, use any remaining rockets or plasma grenades.
Soon a Phantom will drop off Hunters and some Brutes But fortunately, you've got something set aside for the two behemoths: a Spartan Laser. Grab the laser laying in a case right in front of the closed door, then carefully aim at the two. It takes two laser shots to kill both, so don't waste any of the four shots. Hand back and crouch so the Hunters don't see you while you aim. If your teammates get in your way, it's best to stop charging and try again rather than risking a missed shot. If the Hunters survive, use any remaining rockets or plasma grenades.


When they're dead, take out any remaining Elites, Jackals, and Brutes. It pays to keep tabs on your needle rifle in the previous waves, as it might despawn if you don't pick it up every once in a while. There won't be nearly as many infantry here as there were the previous waves, so this part should quickly pass.
When they're dead, take out any remaining Elites, Jackals, and Brutes. It pays to keep tabs on your needle rifle in the previous waves, as it might despawn if you don't pick it up every once in a while. There won't be nearly as many as there were the previous times.


===Wave 4===
===Wave 4===
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When you hear Halsey say: "Well done, Spartans. I'm opening the laboratory door", it means the level is almost complete. Kill any infantry left alive then land your Banshee and hit the door's button to end the mission.
When you hear Halsey say: "Well done, Spartans. I'm opening the laboratory door", it means the level is almost complete. Kill any infantry left alive then land your Banshee and hit the door's button to end the mission.


==External links==
==External Links==
*{{Plain|[https://youtu.be/TFat4T0lTNg Hokiebird428's Legendary guide]}}
*{{Plain|[https://youtu.be/TFat4T0lTNg Hokiebird428's Legendary guide]}}
*{{Plain|[https://youtu.be/K4mFzBoYfDU RC Master's Legendary speedrun]}}
*{{Plain|[https://youtu.be/K4mFzBoYfDU RC Master's Legendary speedrun]}}
*{{Plain|[http://halo.bungie.org/gameplay/reach_mythic/tp.html Mythic Tyrant's LASO walkthrough]}}
*{{Plain|[http://halo.bungie.org/gameplay/reach_mythic/tp.html Mythic Tyrant's LASO walkthrough]}}


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

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