Editing The Package/Walkthrough

From Halopedia, the Halo wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Status|Gameplay}}
{{Walkthrough Infobox
{{Title|The Package/Walkthrough}}
|era=[[File:Era-RE.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 (level)|The Package]]
|image=[[File:Reach Bbd cth ONI lab.jpg|300px]]
|image=[[File:HaloReach - Finale.png|250px]]
|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]]
Line 15: Line 13:
|new weapons=
|new weapons=
|enemies=  
|enemies=  
*[[Covenant]]
*Covenant
**[[Sangheili]]
**[[Sangheili]]
***[[Sangheili Major]]
***[[Sangheili Major]]
***[[Sangheili Ultra]]
***[[Sangheili Ultra]]
***[[Special Operations Sangheili]]
***[[Special Operations Sangheili]]
***[[Sangheili Ranger]]
***[[Sangheili General]]
***[[Sangheili General]]
**[[Jiralhanae]]
**[[Jiralhanae]]
***[[Jiralhanae Captain]]
***[[Jiralhanae Minor]]
**[[Kig-Yar]]
***[[Jiralhanae Captain Major]]
***[[Kig-Yar Minor]]
**[[Kig-yar]]
***[[Kig-yar Major]]
***[[Kig-yar Major]]
***[[Kig-Yar Sniper]]
***[[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]]
***[[Special Operations Unggoy]]
**[[Huragok]]
|skulls= Catch, Thunderstorm, Tilt, Black Eye and Cloud
**[[Mgalekgolo]]
|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 [[Halo: Reach]] level [[The Package (level)|The Package]]. It is written for play at the [[Legendary]] difficulty, but contains notes for lower difficulties. This is the ninth level of Halo: Reach. For this mission you are joined by [[Noble Team]]. Your Mission is destroy Sword Base to keep valuable information out of Covenant Hands. Or is it?. 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.
 
==Level Notes==
* The [[glassing]] of Reach has lit up the atmosphere and scorched the surface, and a result everything looks brown and black. Turn up the brightness in the gameplay options to make the level easier to see.
* [[The Package (music)|Musical cues]] are your friend in this level. Use the music to know when a new wave is coming.
* [[NOBLE Team]] is of limited help here. Because some parts of the level are so cramped, they tend to bunch up together. This also holds true for the lab defense, as they will not leave the holdout area. That said, they can whittle down enemies on their own, even on Legendary. Jun's sniper rifle and their grenades will be the most useful for weakening troublesome targets.
* 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.
* 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.


==Torch And Burn (Mission Start)==
==Torch And Burn (Mission Start)==
===Heavy Defenses===
===Smoke 'Em If You Got 'Em===
*'''Carter-A259 (COM)''': "[[Covenant]] own this sector now. They are defending for a full major strike, not a small-group infiltration. Eliminate all hostile ground air-defense so the rest of Noble can land at Sword Base for the torch-and-burn. Keep a low profile - we'll take them by surprise, this will be a hell lot easier."
Before you run forward, grab your DMR and zoom in. Look at your enemies. You have two [[Type-26 Anti-Infantry Stationary Gun|Shade turrets]], two [[Type-25 Rapid Assault Vehicle|Ghosts]] (though one may be hidden at first it is there) a sniper in the [[Deployable lookout tower]] with a [[Type-52 Special Applications Rifle|Focus Rifle]] and a plethora of [[Unggoy|Grunts]] with [[Type-33 Light Anti-Armor Weapon|Fuel Rod Guns]]. Now you can go in and pick off your enemies at your leisure but if you want to make the next section a cake walk you'll have to do this fast, to keep your soldiers alive as long as possible. There is a building directly in front of you and you can enter from the back right side. This will bring you into a room that has decent cover and good vantage points for killing. turn to the right and move until you can see the low ground Shade. You should be able to easily snipe the Grunt in it before anything else starts. Turn left and quickly move to take the sniper in the Tower before he can really start on your troops. The next one is a little harder. The high ground turret is going to focus on you. At this point it is easiest to kill the grunt inside aim a little high of the center line and take out the Grunt with a head shot. You'd think the next move would be the Ghosts, but it's not. Concentrate on killing all the Grunts with Fuel Rod Guns. They'll do the most splash damage and kill your guys faster than the Ghosts. If the opportunity arises quickly headshot the drivers of the Ghosts. Since these Ghosts are driven by Grunts, their methane tanks stick up over the cowling of the Ghost. Hit the methane tank with a few bullets and the Grunt will die. Before you advance have a look around the Tower and in it. You can grab the Focus Rifle for your Assault Rifle. If you have only one soldier left don't do anything with him, but if you have more than one you can give one or more Fuel Rod Guns. Make sure to leave at least one with regular weapons.
 
The start of the level puts back at Farragut Station, but not as you remember it from [[ONI: Sword Base]]. The area has flooded and there's tight Covenant defenses. Looking out from the ridge, you'll see two Shade turrets, a Ghost driven by a Grunt, three Heavy Grunts with Fuel Rod Guns, a lookout tower with a Jackal Sniper, and many more Grunts behind what was the comms building. You have three [[Orbital Drop Shock Troopers]] as teammates, but they won't last long against all those turrets or Ghost. As for yourself, you have enough DMR ammo, a Hologram armor ability in the building in front, and the high ground.
 
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.
 
===A Spare Tank===
*'''Carter-A259 (COM)''': "Might be a Scorpion still operational, Six. Check it out."
 
Unlike the tank sections in ''Halo 3'', the Scorpion should be used with caution than with reckless abandon. It responds to enemy fire more, having weaker armor and a screen heating effect when it's shot at. It's more powerful than in ''Halo 3'' but has a slightly slower firing rate, and your teammates, even armed with Fuel Rod Guns, don't have much effective range. The key word of this area is ''vigilance''. Stay alert of everything coming and shoot before you can get shot at.
 
Anyway, first headshot the Grunt gunner on the lookout tower overlooking the Scorpion. Then jump in and slowly go around the boulder it's parked at. On the other side is a Shade turret, past it is another, and then past them is a bunch of Elite and Grunt infantry. Coming down the mountain after them will be two Ghosts. Try to engage everything one at a time and watch your reticle for when it turns red. Corners and boulders are ideal cover, and if you see an glowing blue explosive plasma batteries, shoot them to mop up infantry with them. Once they're all destroyed, drive up the mountain to where Airview Base used to be.
 
===The Tyrant Guns===
*'''Carter-A259 (COM)''': "Time to get to work, Noble Six. Take out those guns!"


As you come up the hill, you'll see two Tyrant anti-air guns. As they're immobile, huge, and scripted to shoot at the UNSC aircraft on the other side, they're no threat to you. It takes eight shots to destroy each with the tank. The bigger danger is Banshees. There are roughly eight to ten Banshees flying in this area, and their weapons are powerful. Should they gang up you, your tank is not likely to make it out. So you have to progress through this area slowly and cautiously, watching for any Banshees that are flying by. Shoot them down with the tank; it only takes one shot to destroy each. Also, your tank shell is not hitscan, so you'll have to lead your shots a bit.
===My Gun Is Bigger Than Your Gun===
 
You will advance and find a [[M808B Main Battle Tank|Scorpion Main Battle Tank]]. The reason you left one of your ODST's without a Fuel Rod Gun was so that he will man the turret, if everyone has a Fuel Rod Gun, they just sit on the treads. While it is advantageous to have many Fuel Rod Guns, should your Scorpion take damage they are the first to die, where if you have someone in the turret they will last much longer and be able to provide constant support. Your Scorpion is like every vehicle, destructible and extra assistance will keep you intact for a greater period of time than on your own. Hop in. Your ODST's will hop on the treads or the machine gun turret. Destroy the tower in front of you, but don't move just yet. Traverse the turret to spot another lookout tower between two rocks. Fire at the tower to destroy it and ease your progress. Start moving down the road. A Shade emplacement is on your right, near where the second lookout tower was. Kill it quick, then proceed. The Scorpion is powerful but it's quite fragile for a tank. Try to avoid taking damage if at all possible. At the far end of the road here is another Shade and various baddies. Destroy the Shade first, then bombard the ground troops at range. Make sure any Elites are dead before proceeding. Although the Scorpion's shells are more accurate than the Wraith, the tank has a large dead zone where the main gun can't target enemies. If any Elites get close, you can easily be hijacked and killed. As you come to the turn you will be faced with several Ghosts, which you should blow into tiny little pieces. Proceed along the road and you will see the first of the [[Type-38 Anti-Aircraft Cannon|AA batteries]] you need to kill. Stay in the tank, there's no need to go inside the AA guns this time. Pound both into oblivion with the Scorpion's main gun. Once one of the AA batteries is dead you will be attacked by [[Type-26 Ground Support Aircraft|Banshees]]. Line up with the turret and let fly, one hit will take out a Banshee. You will need to lead your shots slightly at long range, the Scorpion's cannon does not fire hit-scan projectiles. The few ground enemies here will be slaughtered by friendly Falcons once the AA turrets are down. Proceed along the road. Another deployable lookout tower will be in your way, destroy it and advance. The Grunts on this tower are equipped with Fuel Rod Guns and can survive the destruction of the tower so be careful. There will be an outcropping of rocks here with more Ghosts for you to send flipping into the air. The terrain makes targeting them a bit irritating. Hang back until they expose themselves, then snipe them with the main gun. Now before you advance, it is important to note how to do it. One way will almost certainly render you without ground transport and with a high probability of being dead, the other should provide you with just enough of an advance that you can engage without getting slaughtered. Go around the rocks clockwise, do NOT go through them. This will leave you enough declination for your cannon to engage the [[Type-48 Light Assault Gun Carriage|Revenant]] in front of you. There is a Fuel Rod Shade on an outcrop directly behind the Revenant at your 12 o'clock, destroy it quickly before it notices you. The Shades in this section (there are four) are hard to spot if they aren't firing. Look for the muzzle flashes and follow the projectiles to discover their locations. At your 2 o'clock is a standard Shade that is probably firing at the Falcons helping you out; destroy it as well. To the left of this Shade, at approximately 1 o'clock, is a second standard Shade. It's much farther away, so give it a few rounds to ensure its destruction. DO NOT move past the wall on your left yet. Once you've dealt with the Revenant and the first three Shades, turn your turret to the 10 o'clock high position and slowly advance. There is another Fuel Rod Shade up on the ridge across from you. It's hard to notice until it starts shooting at you, because it's so far away and blends well with the landscape, but it is directly to the right of some maroon containers. If you're lucky, it will be shooting at your Falcons and you can kill it easily before it fires at you. Line up your shot and plaster the area with shells. If you see green, retreat! The Fuel Rod Shade will destroy the Scorpion very quickly if it hits you. Rinse and repeat, eventually you'll kill it. then pull out and turn left. There will be a Revenant hovering near the door of the base, destroy it. Hop out of your Scorpion and go under the wall into the base.
When both Tyrant guns are destroyed, several Falcons, one of which is carrying NOBLE Team, will fly down to help you out. You will be allowed to progress through the area. Keep an eye out for infantry and use the explosive canisters to kill them. There's also a Ghost or two in this area, though the Falcons sometimes take it out. Stay alert, and head on to the gate.
 
===Fuel Rod Turrets at the Gate===
*'''Carter-A259 (COM)''': "Noble Team: Falcon group has landed, hostiles engaged. Jun is working on getting the gate open."
*'''Jun-A266 (COM)''': "Really missing Kat right about now..."
 
Now comes what is perhaps one of the hardest sections in the level, if not the game. In what was the western plains, you'll have two Ghosts and a lookout turret with a fuel rod Grunt in it. Past them are four Shade turrets and two Revenants guarding the gate. Two of the turrets fire rapid-fire plasma shots and the other two fire fuel rods. Not only do these fuel rods travel faster than you'd think, but the turrets are so far away that you ''have'' to know beforehand where they are to shoot them. And on top of that, there are ''no'' checkpoints in this section until the whole area is cleared. Screw up one turret, and your tank explodes and you have to do the level over again.
 
So when entering, first aim for the lookout tower and blow up. Then rev forward and take out Ghosts as you see them. When you come to a large boulder bordering this plain from the gate area, carefully rev around and shoot to your right to blow up a fuel rod turret. If it fires, rev back immediately so its shots hit the boulder, then try again. When it's blown up, drive around the rock and blow up a Shade turret that'll be on your right. Ahead of you in the valley you'll see a Revenant, shoot it, and past it will be another far-off Shade turret.
 
As this point you should be against the left wall of SWORD Base in prep for the last and most difficult fuel rod turret. This one is on a mountain high above you, and is so close that the tank can't dodge its shots. So, use the base corner for cover. Position your tank so it's facing the wall, then carefully rev backwards and fire at the turret. If it fires back, drive forward so its shots miss or hit the wall. The tank is slow but you need fast reflexes for this; drive forward as soon as it shoots.
 
When it's blown up, the objective may say the area is clear, but it really isn't. There's one more Revenant hiding back right in front of the gate. Drive around the corner and keep moving so it doesn't shell you. Then once you see it, blow it up. The area will then be safe for you to park your tank at the open gate.


==Latchkey (Rally Point Alpha)==
==Latchkey (Rally Point Alpha)==
===Courtyard Reunion===
===This Used To Be Such A Nice Neighborhood===
*'''Emile-A239''': "Just in time, Six."
Bring out your DMR. Rejoin your team and help clear the exterior. It may be tempting to assassinate the two Elites in front of you while they are distracted by your squad members, but this is dangerous at best even on Heroic. If you assassinate one, the other is almost guaranteed to berserk charge you, and you'll be hard-pressed to kill him before he smashes your head in. If you do try, assassinate the Elite that's higher rank to give you a better chance. Mop up the rest of the enemies, consisting of a third Elite, a few Grunts and some Jackals who will be preoccupied with your squad. Head into the garage. There are two [[Type-52 Directed Energy Support Weapon|Plasma Turrets]] here, manned by Grunts. Your squadmates will probably kill one of them. Either way, once they're dead, head to the right between the trucks and you'll find some ammo for your DMR. Head forward and you'll come to a small room with some [[Armor Abilities#Armor Lock|Armor Locks]] and a Shotgun lying on the ground. Swap your sprint if you want. The next room has multiple levels. On the ground floor, there is a fully-charged Energy Sword lying under the ramp on the right. The Sword isn't incredibly helpful here, but if you prefer it to the Shotgun, grab it and use it. There are many [[Kig-yar]] in this room, usually in groups. [[Kig-yar Major|Majors]] and [[Kig-yar Minor|Minors]] will usually try to shield the [[Kig-yar Sniper|Snipers]] that fire on you as you ascend. Grenades, the DMR, and the Energy Sword work just fine in taking them out. There's are cases of DMR and Shotgun ammunition on the walls as you move up the levels so ammunition shouldn't be a problem. Continue along the corridor to get to the next area, which you may recognize as the security office. There is a crate with more armor abilities here, including Hologram, Armor Lock, and Sprint, so switch up to suit your taste. In addition, there is a crate of Assault Rifle and Magnum ammunition (not too helpful on Legendary) and a fully-charged Plasma Repeater on the ground (even less helpful on Legendary). Head through the door. You will find yourself in the same large atrium that you had to fight through in [[ONI: Sword Base/Walkthrough|ONI: Sword Base]]; it's now completely mangled, with wreckage all over the place. There are around four  cloaked [[Special Operations Sangheili|Spec-Ops Elites]] in middle of the atrium, plus an Engineer hovering at the other end. The Engineer's shields actually make the cloaked Elites easier to spot, but kill it first anyway; the shield is too much of a problem. Stay behind your team. When the Spec-Ops Elites fire at them, they will reveal themselves. Hit them with the DMR. They are quite fragile, so taking them out shouldn't be too difficult once you spot them. Once you've taken the Spec-Ops Elites out, a [[Sangheili General|Elite General]] will come out on a ramp to your right. He's only got a Concussion Rifle, so you can strafe back and forth and chip away at his shields with the DMR from long range without too much trouble. If you're a bold sort and close to the ramp, charge up to him with the Energy Sword and introduce it to him before he can fire at you. Laugh with glee at the ease of this mission and move on to detonate the facility.
*'''Carter-A259''': "Kill 'em all, Noble!"
 
The main door at the gate won't open, just a small parking spot, so you're forced to leave the tank and the ODSTs behind. But should you have a DMR and plasma pistol gained back in the first area, then you should be fine for this next encounter.
 
Head into the gate and up the road leading to the courtyard of SWORD Base. As you reach the top, you'll see NOBLE Team fighting two Elites, some Jackals, and a pack of Grunts. They'll be busy fighting your teammates with their backs turned to you, so you can easily surprise one Elite with a noob combo before finishing off the other. With the Elites down, Noble will mop up the Grunts fairly quickly and then head into the base. At its entrance ramp will be two Grunts manning plasma turrets. Approach them carefully to headshot them, and since they're immobile NOBLE might easily take them out themselves. Once they're dead the entire area should be clear.
 
The only complication of note with this area is that sometimes a [[BOB]] spawns in the balcony to your left. He'll have a concussion rifle and is as strong as a General. You can noob combo with caution, but keep your distance and don't try to fight him hand to hand. When you leave the area, you can bring a plasma pistol and one of the turrets, but neither will be that necessary. If you need a health pack, there will be one right by your teammates at the door to the elevator.
 
===The Catwalk===
*'''Carter-A259''': "Have to go through maintenance. Elevator's out."
*'''Emile-A239''': "The way this place has been done? We're lucky ''anything'' still works."
 
The next room will have a maintenance catwalk filled with nothing but Jackals and Skirmishers of various ranks. This part may look simple but it's actually deceptively tricky. The catwalk has no cover and huge sightlines for snipers forwards, backwards, and sideways. Should you rush out to run and gun, you'll get quickly mowed down as Jackals surround you and shoot at you from above. Once again, caution is key.
 
First, scope in and look carefully in the room to take out as many Covenant as you can. There will be marksmen with needle rifles far back and shield bearing ones close by, as well as Skirmishers that will rush up. Let them focus on your teammates and pick them off one by one. If you have the plasma turret, you can use it to wear down their shields, though be carefully about getting flooded with return fire. You can also use a plasma pistol overcharge to temporarily stun a shield Jackal as well, though it won't break their shield. You can also use the Hologram to lure out enemies. If you haven't got it already, you can get it from a case on the opposite side of the entrance room, though clear out enemies first or you'll get swarmed while trying to grab it.
 
When you can't see any more enemies, carefully exit the entrance to start going up the catwalk. Use your hologram to see if the path ahead is safe, and check all around you. There's two dangers when going up. First, Jackals that might be on the catwalk above and behind you, so check behind you often. Second, on Legendary there's a [[Jackal Sniper]] with a Focus Rifle who can quickly drain your shields and health. Use the hologram to lure him out for headshotting. There's crates full of DMR ammo on the ground floor and at the top, so don't worry about conserving at all. There's also an energy sword, but it's not very useful here against Jackals.
 
Keep proceeding to the top, picking off Jackals as you go. When you reached the stop and are sure everything in the room is dead, you'll need to rearm. Go back down and collect all the needle rifle ammo you can get; there will be more than enough to completely fill it. Then look for a focus rifle. You can get the one from the dead sniper, or you could grab a full one that's been left on a small platform in the room's central pillar. Go to the second floor and look in the middle to find it, then jump up to grab it. Leave this area with a full needle rifle, full focus rifle, and Hologram.
 
===The Ruined Atrium===
*'''Jun-A266''': "Where are we going now, boss?"
*'''Carter-A259''': "Dot?"
*'''Auntie Dot (COM)''': "Please proceed to the prearranged coordinates.”
*'''Emile-A239''': "Cryptic..."
*'''Auntie Dot (COM)''': "You know as much as I do, Noble Four."
 
There are no enemies in SWORD Base's bombed out security station, but there's a lot of fully loaded weapons here. There's a full plasma pistol on the floor, which you'll take with you later, and full DMRs in a crate. Swap your needle rifle for one and then open the door to SWORD Base's ground floor.
 
There you'll fight numerous Spec Ops Elites, an Elite General, and an Engineer shielding them all. They'll take a while to enter first, so use the brief opening to take out the Engineer. Kill it with the focus rifle; there's no point in sparing it as NOBLE Team will just kill it anyway and it gives the Elites more shields every few seconds. The cloaked Elites will then rush in while the General hangs back for now. Use the focus rifle to wear down their shields then use the DMR to headshot them. You could possibly use the focus rifle to kill them too, but it'll expend ammo faster. You can also use the hologram to lure them out, as you'll take a lot of fire trying to move up in the room.
 
When all the Spec Ops Elites are dead, the General will come. He's got a concussion rifle and stands on top of a narrow ramp, making trying to engage him close-range with the noob combo far too risky. So use your focus rifle again to wear down his shields, and then a DMR headshot to kill him.
 
When everything's dead, go back for your needle rifle and leave the DMR. Then swap your near-depleted focus rifle for a fully charge plasma pistol you'll find near the entrance of the security room. Then go up with NOBLE Team into the first floor and push the button to initiate the cutscene.


==This Cave Is Not A Natural Formation (Rally Point Bravo)==
==This Cave Is Not A Natural Formation (Rally Point Bravo)==
*'''Halsey (COM)''': "Spartans, you cannot allow the Covenant to break through the door to my lab."
===The Lady Gave Us A Job To Do===
*'''Carter-A259''': "Understood. Let's give the doctor the time she needs."
Well, that sucked. Thought you were getting off easy huh? Not a chance. This is where Sprint comes in handy. Run around activating the turrets in a counterclockwise pattern and you should have all four of them up and running before the first Covenant troops hit the ground. You can choose to fight this battle defensively or offensively; either will be successful if done correctly.
*'''ONI Control (COM)''': "Noble Team, there are four defense turrets to assist you in defending the lab. Get them online, and quick! When the turrets take too much damage, they'll shut down to recharge. You'll need to reactivate them when they come back online."
====A. OFFENSE====
 
Take a Jetpack, a DMR, and your choice of secondary weapon. The Grenade Launcher is the best option if you're comfortable with it. Establish yourself in the rocks between turrets B and C. Pick off whatever you can see and hop out to reactivate the turrets when they go down, creating a circle of death that will quickly annihilate the Covenant forces. Alternatively, you can play defense but go on "raids" with the Mongoose to reactivate the turrets during relative lulls in the fighting. Either strategy is challenging, but very effective. Eventually you'll get to the point where there's a [[Type-25 Assault Gun Carriage|Wraith]] dropped on the right side of the map, relative to the lab. The Wraith will shell the entrance to the lab but will otherwise ignore you. Snipe the turret operator and then board and hijack the tank. Drive around and wreak havoc, enjoying the carnage. Another method of this offensive rampage is performed with the Banshee. Play defense initially. Grab a Grenade Launcher and wait for a Banshee to attack you, they'll come in on strafing runs early in the battle. EMP the Banshee with the Grenade Launcher's secondary fire and skyjack it. Fly high. Drop bombs. Laugh maniacally. Keep in mind that this strategy is only really plausible early in the fight when the Wraiths aren't bombarding you and the infantry are busy fighting with the turrets. If you wait, hijacking a Banshee gets much harder.
Dr. Halsey's lab needs defending from an entire of army of Covenant, and they're going to throw everything they've got at you. The only rank that doesn't show up is Brute Chieftains, but every other species does, as well as vehicles like Ghosts, Banshees, and Wraiths. But you've got more than enough armament at the holdout bunker to help you. There are multiple DMRs, grenade launchers, assault rifles, pistols, rockets, armor abilities, Mongooses, and a single Spartan Laser. And as the dialogue informs you, there are also four defense turrets that auto-fire at enemies and need to be reactivated when damaged. And of course, your Spartan teammates are there too.
 
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.
 
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.
 
===Wave 1===
*'''Carter-A259''': "They're landing out of range, across the bridge!"
*'''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.
 
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.
 
When you hear Emile say: "Watch out for the Wraith!", go to your Banshee and fly up high. Flank and destroy any Banshees you see so they don't get you; one fuel rod and then tons of plasma shots should do it. Then target the Wraith with locked-on fuel rods. It'll take four to five shots to blow it up. Take care to not fly too low or its gunner will shoot you with its plasma turret. Then fly back to the bunker and park your Banshee again. Don't fall into the temptation of trying to blast the infantry with the Banshee; they ''will'' shoot you down. Mop up the rest with your DMR and needle rifle.
 
===Wave 2===
*'''Halsey (COM)''': "Hold on, Spartans. I'm getting close."
*'''Carter-A259''': "Another Phantom! Dropping troops to flank us!"
*'''Jun-A266''': "Maybe we can grab a Banshee and bring the fight to them."
 
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.
 
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.
 
===Wave 3===
*'''Emile-A239''': "Here comes some Hunters!"
 
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.
 
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.
 
===Wave 4===
*'''Halsey (COM)''': "Package is almost ready. Just a little more."
*'''Carter-A259''': "More Covenant! Get your defenses ready, Six!"


Those words and the new music mean the beginning of the final wave, which brings two Wraiths, fuel rod Grunts, an Engineer, and an Elite General with an energy sword. The Wraiths should be taken out first; blow up them and any remaining Ghost with your Banshee's fuel rods. One will be at the bridge where you and NOBLE entered, and the other will be towards the end by the very edge of the map where troops were dropped.
====B. DEFENSE====
Once the last turret is active go back to the defensive position at the door. Hold fast against the waves of Covenant that attack the lab. There is plenty of ammo and equipment at the door to hold off the number of enemies that appear here, but the DMR and Grenade Launcher should be your primary weapons for most of the fight. Unfortunately, exiting to rearm turrets is very dangerous if you defend here, you'll have to get through a lot of Covenant to get to the turrets. If you want to chance it, take a Mongoose to get to the farther turrets. Otherwise, stay near your squadmates and use the DMR and the [[M301 40mm Grenade Launcher|Grenade Launcher]] to kill. The first few waves will consist of Brute Captains, Grunts, and Jackals, and the turrets should take a pretty big toll on them before being knocked out. Use the Grenade Launcher to fire into clusters of Brutes and Jackals while they're busy fighting the turrets. The next waves will see some moderately ranked Elites, a large number of Elite Rangers and some high ranking standard Elites, including Ultras. A Wraith will begin shelling the lab from stand-off range. Stay under cover unless you need to grab ammunition and you should be well protected from the Wraith. The final waves are the hardest. Trying to reactivate turrets here is very dangerous. The final waves add additional Wraiths to the bombardment group, several Ghosts to prevent you from escaping the area to go reactivate turrets, Grunts equipped with Fuel Rod Guns, and a Elite General with the [[Type-1 Energy Weapon/Sword|Energy Sword]]. You can use the [[Weapon/Anti-Vehicle Model 6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]] to fight off the General, but he can sneak up on you if you aren't careful. Try to make him attack your allies, and they should take care of him for you. Once the General is down, Dr. Halsey will call for you to enter the lab.


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.
==Legendary Notes==
*The Scorpion is not invincible, don't take chances, fire lots of rounds into the areas ahead of you to clear them out. Especially if you don't have support troops on the turret and treads.
*Watch for the explosive canisters, you can detonate them to help clear enemies in certain areas or they can kill you.
*There's plenty of DMR ammo here, you can pretty much complete the level using only your DMR.
*Your squad is ruthlessly efficient in the open spaces, let them stay to the front and bear the brunt of the attacks while you sit back and pick off the enemies that they leave weakened and stunned.
*When in the cave, if you choose to defend the door, stay under the center in order to avoid being killed by Wraith Plasma or [[Type-52 Infantry Support Vehicle|Phantom]] cannons.
*If you can hijack a Banshee (as suggested by [[Emile-A239]]) you can strafe and clear the areas really quickly.
*Good Skulls here are Catch, Thunderstorm, Tilt, Black Eye and Cloud. They make this level infinitely more challenging and leave you feeling like a god when you finish.
*The [[Armor Abilities#Hologram|Hologram]] can be an valuable aid in distracting the Jackals.
*Using a [[Type-25 Directed Energy Pistol|Plasma Pistol]] to overcome shielding can increase your effectiveness for those who have difficulty with accuracy, or those short on ammunition.


==External links==
==Notes for Lower Difficulties==
*{{Plain|[https://youtu.be/TFat4T0lTNg Hokiebird428's Legendary guide]}}
*The only real difference between approaching this level on lower difficulties is that you can get away with jetting around, reactivating turrets during the firefights to assist in the killing.
*{{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]}}


{{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]]''}}
==Statistics==
[[Category:Halo: Reach walkthroughs]]
===Achievements===
*[[Tank Beats Everything]]- Reach [[ONI: Sword Base]] with your Scorpion intact on the Legendary Difficulty. There are many ways to achieve this, depending on your individual strengths as a player. You can use a second vehicle to complete then go back, you can walk (although this is really long and not reccomended) or just play through and use the tank as effectively as possible. One of the easier achievements to earn.
{{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:Walkthrough]]

Please note that all contributions to Halopedia are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see Halopedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.