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{{Title|Winter Contingency}} | {{Title|Winter Contingency}} | ||
{{ | {{Era|RW}} | ||
{{Center|'''''Winter Contingency''' redirects here. For articles of the same name, please see [[Winter Contingency (disambiguation)]].''}} | {{Center|'''''Winter Contingency''' redirects here. For articles of the same name, please see [[Winter Contingency (disambiguation)]].''}} | ||
{{Level infobox | {{Level infobox | ||
|pagegamelabel=HR | |pagegamelabel=HR | ||
|prev=''[[Noble Actual]]'' | |prev = ''[[Noble Actual]]'' | ||
|next=''[[ONI: Sword Base]]'' | |next = ''[[ONI: Sword Base]]'' | ||
|name='''''Winter Contingency''''' | |game = ''[[Halo: Reach]]'' | ||
|image=[[File:HR WinterContingency Loadscreen.png|300px]] | |name = '''''Winter Contingency''''' | ||
|image = [[File:HR WinterContingency Loadscreen.png|300px]] | |||
|player = [[SPARTAN-B312]] | |||
|player=[[ | |date = [[2552#July|July 24, 2552]] | ||
|date=[[2552#July|July 24, 2552]] | |place = [[Visegrád]], [[Reach]], [[Epsilon Eridani System]] | ||
|place=[[Visegrád]], [[Reach]], [[Epsilon Eridani System]] | |objective = Eliminate hostiles in [[Visegrad]] and re-activate the [[Visegrád Relay|relay]]. | ||
|objective=Eliminate hostiles in [[Visegrad]] and re-activate the [[Visegrád Relay|relay]]. | |||
|partime=00:15:00 {{C|''Master Chief Collection''}} | |partime=00:15:00 {{C|''Master Chief Collection''}} | ||
|parscore=15,000 {{C|''Master Chief Collection''}}<br/>10,000 {{C|''Halo: Reach''}} | |parscore=15,000 {{C|''Master Chief Collection''}}<br/>10,000 {{C|''Halo: Reach''}} | ||
}} | }} | ||
{{Article | {{Article Quote|There's a disturbance on the frontier.}} | ||
'''Winter Contingency''' is the second level in the [[campaign]] of ''[[Halo: Reach]]'' and the first level to feature gameplay.<ref name="bnet">[http://halo.bungie.net/News/content.aspx?type=topnews&cid=27328 '''Bungie.net''': ''Bungie Weekly Update: 07.16.10'']</ref> It immediately follows the first level [[Noble Actual]], which includes the game's opening cinematic. | '''Winter Contingency''' is the second level in the [[campaign]] of ''[[Halo: Reach]]'' and the first level to feature gameplay.<ref name="bnet">[http://halo.bungie.net/News/content.aspx?type=topnews&cid=27328 '''Bungie.net''': ''Bungie Weekly Update: 07.16.10'']</ref> It immediately follows the first level [[Noble Actual]], which includes the game's opening cinematic. | ||
==Summary== | ==Summary== | ||
In the level, [[Noble Team]] is sent to [[Visegrad]], a remote agricultural region of the planet [[Reach]], to investigate a disturbance in the [[Visegrad Relay|communications relay]] responsible for the planet's communications to the rest of the [[United Nations Space Command|UNSC]], and the disappearance of the [[UNSC Army|Army troopers]] sent in to investigate before them.<ref>[http://www.totalvideogames.com/Halo-Reach/preview-15533.html Total video games.com]</ref> Sabotage by [[insurrectionist]]s is suspected, but the cause of the disruption is revealed to be a [[Covenant Empire|Covenant]] advance infiltration force.<ref name="GI">[http://gameinformer.com/mag/haloreach.aspx '''GameInformer''']: ''February 2010 issue''</ref> At the Visegrad relay, Noble Team finds the corpse of a [[Laszlo Sorvad|researcher]] alongside his surviving [[Sára Sorvad|daughter]]. Shortly after, several [[Sangheili Zealot]]s attack the Spartans, and after a brief scuffle they retreat deeper into the facility. Eventually Noble Team brings the relay back online, and contact [[Urban Holland|Colonel Holland]], declaring Winter Contingency. | In the level, [[Noble Team]] is sent to [[Visegrad]], a remote agricultural region of the planet [[Reach]], to investigate a disturbance in the [[Visegrad Relay|communications relay]] responsible for the planet's communications to the rest of the [[United Nations Space Command|UNSC]], and the disappearance of the [[UNSC Army|Army troopers]] sent in to investigate before them.<ref>[http://www.totalvideogames.com/Halo-Reach/preview-15533.html Total video games.com]</ref> Sabotage by [[insurrectionist]]s is suspected, but the cause of the disruption is revealed to be a [[Covenant Empire|Covenant]] advance infiltration force.<ref name="GI">[http://gameinformer.com/mag/haloreach.aspx '''GameInformer''']: ''February 2010 issue''</ref> At the Visegrad relay, Noble Team finds the corpse of a [[Laszlo Sorvad|researcher]] alongside his surviving [[Sára Sorvad|daughter]]. Shortly after, several [[Sangheili Zealot]]s attack the Spartans, and after a brief scuffle they retreat deeper into the facility. Eventually Noble Team brings the relay back online, and contact [[Urban Holland|Colonel Holland]], declaring [[Winter Contingency]]. | ||
==Transcript== | ==Transcript== | ||
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*'''[[Commander (UNSC)|Commander]] Carter-A259''': "Listen up, Noble Team. We're looking at a downed relay outpost, fifty klicks from [[Visegrad]]. We're going to introduce ourselves to whoever took it out, then Kat's going to get it back online." | *'''[[Commander (UNSC)|Commander]] Carter-A259''': "Listen up, Noble Team. We're looking at a downed relay outpost, fifty klicks from [[Visegrad]]. We're going to introduce ourselves to whoever took it out, then Kat's going to get it back online." | ||
*'''[[Lieutenant Commander]] [[ | *'''[[Lieutenant Commander]] [[Kat-B320]]''': "Just get me under the hood, Commander." | ||
*'''[[Warrant Officer|Chief Warrant Officer]] [[Jorge-052]]''': "Sir, why would rebels want to cut off Reach from the rest of the colonies?" | *'''[[Warrant Officer|Chief Warrant Officer]] [[Jorge-052]]''': "Sir, why would rebels want to cut off Reach from the rest of the colonies?" | ||
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*'''Jun-A266 (COM)''': "Noble Leader, I'm seeing heat-sigs in the structure ahead." | *'''Jun-A266 (COM)''': "Noble Leader, I'm seeing heat-sigs in the structure ahead." | ||
[[File:1INSURGENTWINTERCONTIGENCY.jpg|300px|thumb|Noble Team meeting a civilian suspected of being an insurgent.]] | [[File:1INSURGENTWINTERCONTIGENCY.jpg|300px|thumb|Noble Team meeting a civilian suspected of being an insurgent.]] | ||
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*'''Carter-A259''': "Noble Two, move up to the west. We're about to be flanked." | *'''Carter-A259''': "Noble Two, move up to the west. We're about to be flanked." | ||
''Noble Team moves to a set of windows, where they see the contacts: [[Unggoy]] and [[ | ''Noble Team moves to a set of windows, where they see the contacts: [[Unggoy]] and [[Skirmisher]]s. One of the Skirmishers sees Noble Team and begins squawking in alarm.'' | ||
*'''Jorge-052''': "Huh?" | *'''Jorge-052''': "Huh?" | ||
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*'''Pilot (COM)''': "Banshees! Heads up, ''[[Charlie 1]]''!" | *'''Pilot (COM)''': "Banshees! Heads up, ''[[Charlie 1]]''!" | ||
''Noble Team clears out the Covenant near the farm, while the Falcon shoots down the Banshees. A [[ | ''Noble Team clears out the Covenant near the farm, while the Falcon shoots down the Banshees. A [[Type-25 Spirit|Spirit]] dropship touches down across a nearby bridge and begins deploying troops.'' | ||
*'''Jun-A266 (COM)''': "Noble Leader, enemy dropships inbound!" | *'''Jun-A266 (COM)''': "Noble Leader, enemy dropships inbound!" | ||
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*'''Carter-A259''': "Roger, Three. We're en route." | *'''Carter-A259''': "Roger, Three. We're en route." | ||
''The team moves on to the next location. The Spartans clear the area of Covenant.'' | ''The team moves on to the next location. The Spartans clear the area of Covenant.'' | ||
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*'''Carter-A259''': "Everybody inside! Go, go, go!" | *'''Carter-A259''': "Everybody inside! Go, go, go!" | ||
''An overwhelming number of Covenant swarms across the courtyard. On [[Legendary]] difficulty an [[Type-1 energy sword|energy sword]]-wielding Sangheili General and a team of [[ | ''An overwhelming number of Covenant swarms across the courtyard. On [[Legendary]] difficulty an [[Type-1 energy sword|energy sword]]-wielding Sangheili General and a team of [[Special Operation Sangheili]] are dropped off.'' | ||
''If the player stalls:'' | ''If the player stalls:'' | ||
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'''''You've arrived at the Visegrad Relay Outpost. Advance inside.''''' | '''''You've arrived at the Visegrad Relay Outpost. Advance inside.''''' | ||
*'''Carter-A259''': "We need to find the control room. From there, Kat can get the relay back online. Emile, post here. If we flush any hostiles, they're yours. | *'''Carter-A259''': "We need to find the control room. From there, Kat can get the relay back online. Emile, post here. If we flush any hostiles, they're yours. All right, let's do this." | ||
'''''Note''': Carter may not always say this; it is unknown why this happens. He always says this if the player starts the level Rally Point Bravo.'' | '''''Note''': Carter may not always say this; it is unknown why this happens. He always says this if the player starts the level Rally Point Bravo.'' | ||
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*'''Carter-A259''': "Negative, Four, stay on the entrance! Two, handle her! Five and Six, clear the hole!" | *'''Carter-A259''': "Negative, Four, stay on the entrance! Two, handle her! Five and Six, clear the hole!" | ||
''Noble Six reloads. | ''Noble Six reloads. He/she and Jorge head into the room, which Jorge then seals shut behind them.'' | ||
'''{''Gameplay''}''' | '''{''Gameplay''}''' | ||
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*'''Holland (COM)''': "Come again, Noble One? Did you say ''Covenant?''" | *'''Holland (COM)''': "Come again, Noble One? Did you say ''Covenant?''" | ||
*'''Carter-A259''': "Affirmative. It's the Winter Contingency." | *'''Carter-A259''': "Affirmative. It's the [[Winter Contingency]]." | ||
*'''Holland (COM)''': "''May God help us all.''" | *'''Holland (COM)''': "''May God help us all.''" | ||
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|[[File:HTMCC HR Achievement ClearandPresentDanger Steam.jpg|center|64px]] | |[[File:HTMCC HR Achievement ClearandPresentDanger Steam.jpg|center|64px]] | ||
|<center>'''[[Clear and Present Danger]]'''</center> | |<center>'''[[Clear and Present Danger]]'''</center> | ||
|Kill the cloaked Stealth Elite | |Kill the cloaked Stealth Elite that carries Data Pad 10 at the beginning of Winter Contingency on Legendary difficulty. | ||
|<center>''[[Halo: The Master Chief Collection]]''</center> | |<center>''[[Halo: The Master Chief Collection]]''</center> | ||
|} | |} | ||
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===Mistakes=== | ===Mistakes=== | ||
*In the opening cutscene, both Falcons are armed with side mounted machine gun turrets. However, during gameplay, the Falcons are only armed with forward mounted turrets. This is to prevent the second, third and fourth player from firing the turrets, as they sit on the gunner seats in co-op. | *In the opening cutscene, both Falcons are armed with side mounted machine gun turrets. However, during gameplay, the Falcons are only armed with forward mounted turrets. This is to prevent the second, third and fourth player from firing the turrets, as they sit on the gunner seats in co-op. | ||
*Several seconds before the player exits the Falcon (at the beginning of the level), if | *Several seconds before the player exits the Falcon (at the beginning of the level), if he/she keeps on looking left they will notice that the Falcon flies right through the trees. | ||
*Upon exiting the abandoned building at the beginning of the level, the player can hear an Elite growl. However, if the player manages to catch a glimpse of the fleeing Covenant, it is revealed that it is actually a [[Skirmisher]]. This can easily be seen in [[Theater]] mode. | *Upon exiting the abandoned building at the beginning of the level, the player can hear an Elite growl. However, if the player manages to catch a glimpse of the fleeing Covenant, it is revealed that it is actually a [[Skirmisher]]. This can easily be seen in [[Theater]] mode. | ||
*When Noble Six punches the Zealot attacking him, its shields do not flare. Seconds later, Kat shoots at it with her [[ | *When Noble Six punches the Zealot attacking him, its shields do not flare. Seconds later, Kat shoots at it with her [[Magnum]], and its shields flare. A similar mistake happens earlier, Jorge's shields do not flare when [[Sára Sorvad]] punches him. | ||
===Glitches=== | ===Glitches=== | ||
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*When Jorge tells the farmer to get back inside, the player can block the door (which would automatically close regardless), preventing him from entering. He would now speak in English when touched or shot at like a normal civilian, despite appearing to only speak Hungarian previously. | *When Jorge tells the farmer to get back inside, the player can block the door (which would automatically close regardless), preventing him from entering. He would now speak in English when touched or shot at like a normal civilian, despite appearing to only speak Hungarian previously. | ||
*Just after Rally Point Alpha, the player can use a [[Plasma Pistol]] to disable and steal Jun's [[Falcon]], holding position above a hill. The invisible "driver" of the Falcon will be ejected when it is upside down (an Assault Rifle will drop out of the cockpit). The player can then fly the Falcon around the level, but numerous invisible barriers will make travel difficult. If the player does not dismount before rescuing the Troopers, the player will be stuck inside the Falcon (the player wasn't supposed to exit the Falcon until it has reached the relay outpost). Because only an AI driver could bypass invisible barriers, the player must restart to proceed. Alternatively, they may continue until the dropships are assaulting the troops, and park the Falcon in the energy field in between the drop ship's prongs. Eventually, the ship will fly away, taking the Falcon with it. About five seconds after the dropship moves past the ruined bridge, the player is now past the invisible wall. They can then release themselves from the dropship and fly to the Relay Station by following the road, continuing the mission normally. However, it's possible to get past the invisible barriers while still in full control of the Falcon. The player must fly it into the forward section (inside the U) of a Spirit dropship and getting the Falcon somewhat locked into it, so that when the Spirit eventually flies away, it takes the Falcon (and thus the player) with it. The tricky part is keeping the Falcon still locked into the forward section while the Spirit often wobbles around and can sometimes shake the player off, forcing him/her to start over. When the Spirit hits the invisible barrier, still with the player's Falcon locked into it, the Falcon will be pushed through the barrier with the Spirit, although the player will take extreme damage (to the point of no health bars even left) from the pressure of breaking through the barrier, but will not die as the Falcon is fully indestructible. The Falcon at a point through the break-through may be dislodged and unsuccessful in getting past the barrier, but if successful, the player will be past the barrier and is now fully free to fly throughout the entire map without the fear of any more barriers. Do note that the entire map is extremely large end to end and transversing it may take a very long time, and it can be very easy to get lost if the player wants to fly back to where the game is supposed to take place. | *Just after Rally Point Alpha, the player can use a [[Plasma Pistol]] to disable and steal Jun's [[Falcon]], holding position above a hill. The invisible "driver" of the Falcon will be ejected when it is upside down (an Assault Rifle will drop out of the cockpit). The player can then fly the Falcon around the level, but numerous invisible barriers will make travel difficult. If the player does not dismount before rescuing the Troopers, the player will be stuck inside the Falcon (the player wasn't supposed to exit the Falcon until it has reached the relay outpost). Because only an AI driver could bypass invisible barriers, the player must restart to proceed. Alternatively, they may continue until the dropships are assaulting the troops, and park the Falcon in the energy field in between the drop ship's prongs. Eventually, the ship will fly away, taking the Falcon with it. About five seconds after the dropship moves past the ruined bridge, the player is now past the invisible wall. They can then release themselves from the dropship and fly to the Relay Station by following the road, continuing the mission normally. However, it's possible to get past the invisible barriers while still in full control of the Falcon. The player must fly it into the forward section (inside the U) of a Spirit dropship and getting the Falcon somewhat locked into it, so that when the Spirit eventually flies away, it takes the Falcon (and thus the player) with it. The tricky part is keeping the Falcon still locked into the forward section while the Spirit often wobbles around and can sometimes shake the player off, forcing him/her to start over. When the Spirit hits the invisible barrier, still with the player's Falcon locked into it, the Falcon will be pushed through the barrier with the Spirit, although the player will take extreme damage (to the point of no health bars even left) from the pressure of breaking through the barrier, but will not die as the Falcon is fully indestructible. The Falcon at a point through the break-through may be dislodged and unsuccessful in getting past the barrier, but if successful, the player will be past the barrier and is now fully free to fly throughout the entire map without the fear of any more barriers. Do note that the entire map is extremely large end to end and transversing it may take a very long time, and it can be very easy to get lost if the player wants to fly back to where the game is supposed to take place. | ||
*The [[Weaponless Elite | *The [[Weaponless Elite Glitch]] can be performed in this level. | ||
*It is possible to prevent Carter from getting into the Falcon after rescuing the troopers by parking the Spade on the Falcon's landing site. If the Falcon is rammed at the right time neither of them will get in and they appear at the outpost alongside Emile and Kat. Carter will not be heard responding to other NPC's dialogue, until he reappears at the relay outpost. | *It is possible to prevent Carter from getting into the Falcon after rescuing the troopers by parking the Spade on the Falcon's landing site. If the Falcon is rammed at the right time neither of them will get in and they appear at the outpost alongside Emile and Kat. Carter will not be heard responding to other NPC's dialogue, until he reappears at the relay outpost. | ||
*It is possible for Carter and other members of Noble Team (except Six) to get shut out of the outpost when the door seals. Despite this, Carter will still be heard saying "[I]'' Can't see a thing... Noble Six, turn on your night vision''," as if he was right next to the player. | *It is possible for Carter and other members of Noble Team (except Six) to get shut out of the outpost when the door seals. Despite this, Carter will still be heard saying "[I]'' Can't see a thing... Noble Six, turn on your night vision''," as if he was right next to the player. | ||
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*This level marks the first appearance of [[Skirmisher]]s in the ''Halo'' franchise. | *This level marks the first appearance of [[Skirmisher]]s in the ''Halo'' franchise. | ||
*This is the second time in the ''Halo'' series where the first playable level features drivable vehicles. | *This is the second time in the ''Halo'' series where the first playable level features drivable vehicles. | ||
*There are eagles | *There are eagles or possibly another bird of prey flying around the landscape. They can be shot and will react similar to the seagulls on ''[[Halo 3]]'' [[multiplayer]] map ''[[Last Resort]]''. | ||
*When playing on Legendary difficulty, a cloaked [[Special Operations Sangheili|SpecOps Elite]] will spawn near the start of the level, fleeing from the site of the distress beacon to the bottom of the first hill. It holds a [[Data pads|data pad]], which can be accessed if the player kills the Elite. To keep to the storyline consistent, Noble Team will not react to its death. | *When playing on Legendary difficulty, a cloaked [[Special Operations Sangheili|SpecOps Elite]] will spawn near the start of the level, fleeing from the site of the distress beacon to the bottom of the first hill. It holds a [[Data pads|data pad]], which can be accessed if the player kills the Elite. To keep to the storyline consistent, Noble Team will not react to its death. | ||
*This is the first of the four levels (the others being [[ONI: Sword Base]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]]) where the [[MA37 Individual Combat Weapon System|assault rifle]] Six starts with has more than the usual 288 rounds. In this case, it carries 600 rounds. This could be a possible homage to the [[MA5B Individual Combat Weapon System|assault rifle]] from ''[[Halo: Combat Evolved]]'', which also had a capacity of 600 rounds. | *This is the first of the four levels (the others being [[ONI: Sword Base]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]]) where the [[MA37 Individual Combat Weapon System|assault rifle]] Six starts with has more than the usual 288 rounds. In this case, it carries 600 rounds. This could be a possible homage to the [[MA5B Individual Combat Weapon System|assault rifle]] from ''[[Halo: Combat Evolved]]'', which also had a capacity of 600 rounds. | ||
*If the player were to kill the farmer while he was being interrogated, the player will die instantly. | *If the player were to kill the farmer while he was being interrogated, the player will die instantly. | ||
*It is possible to kill the Skirmisher that is seen early in the level if the player runs out quickly and fires on it with their [[M6G Personal Defense Weapon System|pistol]]. Noble Team may even react to this kill with combat dialog (e.g. Good shot, Six!) that severely contradicts the fact that they are unaware of the Covenant presence. | *It is possible to kill the Skirmisher that is seen early in the level if the player runs out quickly and fires on it with their [[M6G Personal Defense Weapon System|pistol]]. Noble Team may even react to this kill with combat dialog (e.g. Good shot, Six!) that severely contradicts the fact that they are unaware of the Covenant presence. | ||
*A "Micro" Skirmisher can be seen on top of a barn in this level. It will not try to escape and will recoil if shot. If killed, it will drop a needle rifle. | *A "Micro" Skirmisher can be seen on top of a barn in this level. It will not try to escape and will recoil if shot. If killed, it will drop a needle rifle. This can be seen [http://halo.bungie.net/Silverlight/bungiemediaplayer/embed.aspx?fid=9538411 here]. | ||
*One of the Zealots can be seen fiddling with the junction that the player later has to reset. | *One of the Zealots can be seen fiddling with the junction that the player later has to reset. | ||
*The Zealot who attacks Noble Six in the cutscene hits his head on the doorway just as his shields recharge.<ref>[http://www.youtube.com/watch?v=RWgzBUhTQKo '''Youtube:''' ''Halo Reach Legendary Edition - Developer Commentary Part 2'']</ref> | *The Zealot who attacks Noble Six in the cutscene hits his head on the doorway just as his shields recharge.<ref>[http://www.youtube.com/watch?v=RWgzBUhTQKo '''Youtube:''' ''Halo Reach Legendary Edition - Developer Commentary Part 2'']</ref> | ||
*Regardless of the weapons the player is carrying before the cutscene in which the Zealot strike team ambushes Noble Team in the outpost, the player's loadout will reset to [[MA37 Individual Combat Weapon System|assault rifle]] and a magnum when the pursuit starts. Similarly, Noble Six will always wield an [[MA37 Individual Combat Weapon System|assault rifle]] in cutscenes even if they do not carry the weapon in gameplay. | *Regardless of the weapons the player is carrying before the cutscene in which the Zealot strike team ambushes Noble Team in the outpost, the player's loadout will reset to [[MA37 Individual Combat Weapon System|assault rifle]] and a [[magnum]] when the pursuit starts. Similarly, Noble Six will always wield an [[MA37 Individual Combat Weapon System|assault rifle]] in cutscenes even if they do not carry the weapon in gameplay. | ||
==Gallery== | ==Gallery== | ||
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File:HR_WinterContingency_Landscape_Concept_1.jpg|Landscape of Reach. | File:HR_WinterContingency_Landscape_Concept_1.jpg|Landscape of Reach. | ||
File:HR_WinterContingency_Landscape_Concept_2.jpg|Landscape of the level. | File:HR_WinterContingency_Landscape_Concept_2.jpg|Landscape of the level. | ||
</gallery> | </gallery> | ||
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<gallery> | <gallery> | ||
File:Level - WinterContingency.jpg|Preview of the level in ''Halo: Reach'' menu. | File:Level - WinterContingency.jpg|Preview of the level in ''Halo: Reach'' menu. | ||
File:Enviro 02.jpg|An Alpha build view of a Covenant [[Type-25 Troop Carrier|Spirit dropship]], with the communications array seen in the background. | |||
File:ReachCampaign m10 Skirmishers2.jpg|An Alpha build screenshot of [[Skirmisher]]s near a homestead. | |||
File:Reach-m10_evironment.jpg|Rain-soaked landscape late in the level's development. | |||
File:HR Winter Contingency Falcons.jpg|Two Falcons dropping off Noble Team. | File:HR Winter Contingency Falcons.jpg|Two Falcons dropping off Noble Team. | ||
File:NobleteamWINTERCONTIGENCY.jpg|Emile finds the distress beacon from the missing troopers. | File:NobleteamWINTERCONTIGENCY.jpg|Emile finds the distress beacon from the missing troopers. | ||
File:HR NobleSprinting.jpg|Carter, Kat, and Six sprinting. | File:HR NobleSprinting.jpg|Carter, Kat, and Six sprinting. | ||
File: | File:Reach-m10 3rdperson.jpg|Noble Six engages several [[Unggoy]] and a [[Kig-Yar]]. | ||
File:HR NobleDefendsLZ.jpg|Carter, Jorge, and Six fighting Covenant in the valley. | File:HR NobleDefendsLZ.jpg|Carter, Jorge, and Six fighting Covenant in the valley. | ||
File:HaloReach - Visegrad.png|A Falcon preparing to deploy Noble Team into the communication outpost. | File:HaloReach - Visegrad.png|A Falcon preparing to deploy Noble Team into the communication outpost. | ||
File:HR RelayDefense.jpg|NOBLE Team defends the entrance of the outpost. | File:HR RelayDefense.jpg|NOBLE Team defends the entrance of the outpost. | ||
File:Reach "The Battle Begins"-Elite.png|[[Sangheili Zealot]]s preparing to attack Noble Team. | File:Reach "The Battle Begins"-Elite.png|[[Sangheili Zealot]]s preparing to attack Noble Team. | ||
</gallery> | </gallery> | ||