Halo: Reach radio conversations: Difference between revisions
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{{Status|Gameplay}} | {{Status|Gameplay}} | ||
[[File:HReach-UNSCRadio.png|thumb| | {{Title|''Halo: Reach'' radio conversations}} | ||
[[File:HReach-UNSCRadio.png|thumb|One of the radios in ''Halo Reach''.]] | |||
In ''[[Halo: Reach]]'', there are [[United Nations Space Command | In ''[[Halo: Reach]]'', there are '''radio conversations''' between [[United Nations Space Command]] personnel in most of the [[Multiplayer]] and [[Firefight]] maps. Some of the conversations are linked to each other to form a narrative.{{Ref/Site|URL=http://halo.bungie.net/Forums/posts.aspx?postID=49670283|Site=Bungie.net Forums|Page=Turn Up The Radio: Radio Logs from Reach|D=24|M=06|Y=2018}}{{Ref/Site|URL=http://halo.bungie.org/misc/reach_radio_transmissions/|Site=halo.bungie.org|Page=Reach Radio Transmissions|D=17|M=04|Y=2021}} | ||
== | ==Transcript== | ||
===Red Team story arc=== | ===Red Team story arc=== | ||
A number of radio logs can be combined to recreate the battle [[Beta-Red| | A number of radio logs can be combined to recreate the battle [[Red Team]]'s [[Beta-Red|Beta splinter unit]] fought to protect [[Orbital Defense Generator Facility A-331|ODG A-331]] from [[Covenant]] forces. | ||
====Part 1 - Breakpoint==== | ====Part 1 - Breakpoint==== | ||
The radio is located on the floor, next to the control panel near the window, in "Research Station". | |||
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====Part 2 - Spire==== | ====Part 2 - Spire==== | ||
The radio is located on a large concrete pad alongside the dirt trail labeled 'Mountain Road'. | |||
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====Part 3 - Powerhouse==== | ====Part 3 - Powerhouse==== | ||
The radio is located on the kitchen counter of the dormitory, the single-story building south of the gate. | |||
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====Part 4 - Countdown==== | ====Part 4 - Countdown==== | ||
The radio is located in the south-east corner of the third floor, tucked behind a ridge of concrete near a [[fusion coil]]. | |||
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*'''Chapman''': "Dammit, Red, I heard you [[SPARTAN-II Program|Spartans]] were crazy. Gamma-Five: radio check, over." | *'''Chapman''': "Dammit, Red, I heard you [[SPARTAN-II Program|Spartans]] were crazy. Gamma-Five: radio check, over." | ||
*'''Buckman''': "Five by five, Gamma-One Actual. [[F-99 | *'''Buckman''': "Five by five, Gamma-One Actual. [[F-99 Wombat|Drone]] is holding station at ten thousand feet. We got eyes on the whole damn thing." | ||
*'''Chapman''': "Those Spartans ''are'' crazy, they're gonna get us killed." | *'''Chapman''': "Those Spartans ''are'' crazy, they're gonna get us killed." | ||
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====Part 5 - Boardwalk==== | ====Part 5 - Boardwalk==== | ||
The radio is located in the north-west corner of the map, bottom level (in the | The radio is located in the north-west corner of the map, bottom level (in the "Courtyard" area), on a bench next to an overlook. | ||
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|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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====Part 6.1 - Reflection==== | ====Part 6.1 - Reflection==== | ||
The radio is located at the south end of the map (area labeled "Back Hall"), in the room with the vending machines. | |||
{|cellspacing="3" valign="top" width="100%" | {|cellspacing="3" valign="top" width="100%" | ||
|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
*'''{{UNSCShip|Majestic}}''': "[[Alpha 20]], This is UNSC ''Majestic'', two mikes out from window. Once we're on station you'll have us for all of three-zero seconds, over." | *'''{{UNSCShip|Majestic}}''': "[[Alpha 20]], This is UNSC ''Majestic'', two mikes out from window. Once we're on station you'll have us for all of three-zero seconds, over." | ||
*'''Alpha | *'''Alpha 20''': "Acknowledged, Majestic. Stand by, we are waiting for the go/no-go on the shoot. Uploading telemetry on target." | ||
*'''UNSC ''Majestic''''': "Telemetry received, on standby." | *'''UNSC ''Majestic''''': "Telemetry received, on standby." | ||
*'''Alpha | *'''Alpha 20''': "CENTCOM, OWA is one mike three-zero seconds out from window, DD with five-zero one-hundred-sixty charlie mike, once on station we'll have three-zero seconds of trigger time, over." | ||
*'''[[Central Command|CENTCOM]]''': "Alpha | *'''[[Central Command|CENTCOM]]''': "Alpha 20, this is CENTCOM. Beta-Red is directly in the splash zone. Until we have visual confirmation of their status we are no-go, over." | ||
*'''Alpha | *'''Alpha 20''': "CENTCOM, those cruisers are burning birds out to five-zero klicks; hell, they've hit civvy evac birds all the way out to CIS. Beta Red have gone above and beyond but there's no way out for them, they just bought us our window, now give me the go and I'll finish the job." | ||
*'''CENTCOM''': "God help us... Go hot. Out." | *'''CENTCOM''': "God help us... Go hot. Out." | ||
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*'''UNSC ''Majestic''''': ''(fading in)'' This is ''Majestic''. Copy, Alpha, requesting go for shoot." | *'''UNSC ''Majestic''''': ''(fading in)'' This is ''Majestic''. Copy, Alpha, requesting go for shoot." | ||
*'''Alpha | *'''Alpha 20''': "Affirmative, we are go on the shoot." | ||
*'''UNSC ''Majestic''''': "Acknowledge. Shoot is a go, out." | *'''UNSC ''Majestic''''': "Acknowledge. Shoot is a go, out." | ||
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*'''UNSC ''Majestic''''': "Six rounds, target number Kilo Tango 2005." | *'''UNSC ''Majestic''''': "Six rounds, target number Kilo Tango 2005." | ||
*'''Alpha | *'''Alpha 20''': "Copy, ''Majestic''. Six rounds, target number Kilo Tango 2005." | ||
*'''UNSC ''Majestic''''': "Shot, over." | *'''UNSC ''Majestic''''': "Shot, over." | ||
*'''Alpha | *'''Alpha 20''': "Shot, out." | ||
*'''UNSC ''Majestic''''': "Splash, over." | *'''UNSC ''Majestic''''': "Splash, over." | ||
*'''Alpha | *'''Alpha 20''': "Splash, out." | ||
*'''UNSC ''Majestic''''': "Rounds complete, over." | *'''UNSC ''Majestic''''': "Rounds complete, over." | ||
*'''Alpha | *'''Alpha 20''': "Rounds complete, out." | ||
*'''Alpha | *'''Alpha 20''': ''(fading in)'' "Alpha 20 to Majestic, all three target vehicles neutralized. I don't even want to guess what happened below." | ||
*'''UNSC ''Majestic''''': "I copy, Alpha. End of mission, all three target vehicles neutralized. It's been fun, hope we get a chance to do it again. Out." | *'''UNSC ''Majestic''''': "I copy, Alpha. End of mission, all three target vehicles neutralized. It's been fun, hope we get a chance to do it again. Out." | ||
*'''Alpha | *'''Alpha 20''': "God willing. Out." | ||
(loops) | (loops) | ||
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====Part 6.2 - Long Night of Solace==== | ====Part 6.2 - Long Night of Solace==== | ||
This is a unique radio as it is the only one in campaign. Randomized transmission are played during the first space segment in the level. The transmissions seem to happen during the Reflection radio. The game code has the transmissions in the following order in the transcript: | This is a unique radio as it is the only one found in campaign. Randomized transmission are played during the first space segment in the level. The transmissions seem to happen during the Reflection's radio conversation. The game code has the transmissions in the following order in the transcript: | ||
{|cellspacing="3" valign="top" width="100%" | {|cellspacing="3" valign="top" width="100%" | ||
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*'''[[Alpha 93]]''': Alpha 20, this is Alpha Niner 3, we need suppression forward, direction 5-800 distance 200, over. | *'''[[Alpha 93]]''': Alpha 20, this is Alpha Niner 3, we need suppression forward, direction 5-800 distance 200, over. | ||
*'''Alpha 20''': Alpha Niner 3 this is Alpha 20, we copy, need suppression forward, direction 5-800 distance 200, standby | *'''Alpha 20''': Alpha Niner 3 this is Alpha 20, we copy, need suppression forward, direction 5-800 distance 200, standby. | ||
*'''Alpha 93''': Alpha 20, this is Alpha Niner 3, adjust fire laser grid, over. | *'''Alpha 93''': Alpha 20, this is Alpha Niner 3, adjust fire laser grid, over. | ||
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*'''Unknown''': I copy alpha, 6 rounds, target number Kilo Tango 2 0 0 5, out. | *'''Unknown''': I copy alpha, 6 rounds, target number Kilo Tango 2 0 0 5, out. | ||
*'''Unknown''': | *'''Unknown''': Right pod 0, at 150, over. | ||
*'''Unknown''': | *'''Unknown''': Drop pod 0, fire for effect, over. | ||
*'''Unknown''': Estimate 2 enemy dismount casualties and one vehicle neutralized, over. | *'''Unknown''': Estimate 2 enemy dismount casualties and one vehicle neutralized, over. | ||
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====Part 7 - Boneyard==== | ====Part 7 - Boneyard==== | ||
The radio is located in the north-east corner of the map (area labeled "Junkyard"), inside the temporary prefab building next to a rock wall. | |||
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===ONI conversations=== | ===ONI conversations=== | ||
The following two conversations are apparently linked, featuring the same characters discussing Dr. [[Catherine Halsey]] and the secrecy surrounding her work. | The following two conversations are apparently linked, featuring the same two characters discussing Dr. [[Catherine Halsey]] and the secrecy surrounding her work. | ||
====Glacier==== | ====Glacier==== | ||
The radio is on the ground immediately to the right of the back door (and exit from the spawn point) as one exits from it. | |||
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|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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====Outpost==== | ====Outpost==== | ||
The radio is located in the small lookout building to the east of the anti-air batteries. (In the area labeled "Central Fire Zone".) | |||
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===Other conversations=== | ===Other conversations=== | ||
====Anchor 9==== | ====Anchor 9==== | ||
The radio is located on a table in the yellow building on the east side of the map, in the "Weapons Room" area. It depicts the civilian evacuation of Reach. | |||
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====Beachhead==== | ====Beachhead==== | ||
The radio is on a bench in a room in the "Pavilion" area that overlooks the south-west section of the map. It is located near the spawn area and is the room that contains the missile launch control in the campaign. | |||
{|cellspacing="3" valign="top" width="100%" | {|cellspacing="3" valign="top" width="100%" | ||
|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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====Breakpoint==== | ====Breakpoint==== | ||
Breakpoint features a second radio, which can be found inside | Breakpoint features a second radio, which can be found inside "Hub". | ||
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|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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====Courtyard==== | ====Courtyard==== | ||
The radio is located at the bottom of the ramp that leads out of Sword Base (area labeled "Bend"), to the west side of the (blocked off) exit on a concrete ledge. | |||
{|cellspacing="3" valign="top" width="100%" | {|cellspacing="3" valign="top" width="100%" | ||
|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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====Highlands==== | ====Highlands==== | ||
A transmission can be heard from the crashed Pelican's cockpit section. The dialogue from the cockpit is a scrambled up version of | A transmission can be heard from the crashed Pelican's cockpit section. The dialogue from the cockpit is a scrambled up version of [[Sergeant]] [[Marcus Stacker|Stacker]] asking for protective fire on a corvette in the campaign level [[Exodus]]. | ||
{|cellspacing="3" valign="top" width="100%" | {|cellspacing="3" valign="top" width="100%" | ||
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====Holdout==== | ====Holdout==== | ||
The radio is located on a table in the yellow building on the west side of the map (in the "Field Office" area). The room hosts am ammo resupply crate, and has a small shed on the roof. | |||
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|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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====Overlook==== | ====Overlook==== | ||
The radio is located on the top floor of the large two story building (in the "Barn High" area) across from a pair of blue water drums. | |||
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|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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====Waterfront==== | ====Waterfront==== | ||
The radio is to the right of the gate at the end of the road (area labeled "Road") that leads out of the pumping station. | |||
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|class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | |class="Box 2" style="border:1px solid #000066; padding: .5em 1em 1em; color: #000; background-color: #f0f0ff"| | ||
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They aim to kill us all, burn our cities and leave [[Reach]] as one more burned-out rock spinning in the darkness. | They aim to kill us all, burn our cities and leave [[Reach]] as one more burned-out rock spinning in the darkness. | ||
And they're gonna do it too. Nothing you and me can do to stop them. They've done it plenty of times before. | And they're gonna do it too. Nothing that you and me can do to stop them. They've done it plenty of times before. | ||
They've bloodied our noses at [[Harvest]], at [[Madrigal]], at [[Miridem]], but this time it's gonna cost them. This time they're gonna jerk back a bloody stump. | They've bloodied our noses at [[Harvest]], at [[Madrigal]], at [[Miridem]], but this time it's gonna cost them. This time they're gonna jerk back a bloody stump. | ||
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==Trivia== | ==Trivia== | ||
*To date, no radios have been found on the multiplayer maps [[Forge World]], [[Zealot (map)|Zealot]], [[Sword Base]], and [[Condemned]]. There is a radio in the | *To date, no radios have been found on the multiplayer maps [[Forge World]], [[Zealot (map)|Zealot]], [[Sword Base]], and [[Condemned]]. There is a radio in the "Safe Room" area of the Firefight map [[Corvette (map)|Corvette]] as well as the "Upper Deck" of [[Installation 04 (map)|Installation 04]]; however, there have been no reports of either picking up anything other than static. | ||
*The radio | *The radio's display reads "7.070.763" as a [[seven]] reference. | ||
*In the ''[[Halo: Reach Multiplayer Beta]]'', the Courtyard conversation could instead be heard on the map [[Overlook]], from a radio in the structure where the [[SPARTAN Program|Spartan]] team spawns. | *In the ''[[Halo: Reach Multiplayer Beta]]'', the Courtyard conversation could instead be heard on the map [[Overlook]], from a radio in the structure where the [[SPARTAN Program|Spartan]] team spawns.{{Ref/YouTube|H82rzf1LmSc|Zealous Sangheili|Overlook Radio Conversations|D=16|M=5|Y=2010}} | ||
*The conversation about zombie plans on Holdout may be a reference to a similar conversation about zombie plans in ''Red vs. Blue''. It also foreshadows the [[ | *The conversation about zombie plans on Holdout may be a reference to a similar conversation about zombie plans in ''Red vs. Blue''. It also foreshadows the [[Flood]]. | ||
*Listening to a radio conversation in ''[[Halo: The Master Chief Collection]]'' will unlock the [[Easy to Overlook]] achievement. | *Listening to a radio conversation in ''[[Halo: The Master Chief Collection]]'' will unlock the [[Easy to Overlook]] achievement. | ||
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{{Ref/Sources}} | {{Ref/Sources}} | ||
{{Easter Egg}} | {{Easter Egg}} | ||
[[Category:Halo: Reach Easter eggs]] | [[Category:Halo: Reach Easter eggs]] | ||
[[Category:Collectibles]] | [[Category:Collectibles]] |
Latest revision as of 13:31, November 12, 2024
In Halo: Reach, there are radio conversations between United Nations Space Command personnel in most of the Multiplayer and Firefight maps. Some of the conversations are linked to each other to form a narrative.[1][2]
Transcript[edit]
Red Team story arc[edit]
A number of radio logs can be combined to recreate the battle Red Team's Beta splinter unit fought to protect ODG A-331 from Covenant forces.
Part 1 - Breakpoint[edit]
The radio is located on the floor, next to the control panel near the window, in "Research Station".
[loops] |
Part 2 - Spire[edit]
The radio is located on a large concrete pad alongside the dirt trail labeled 'Mountain Road'.
[loops] |
Part 3 - Powerhouse[edit]
The radio is located on the kitchen counter of the dormitory, the single-story building south of the gate.
|
Part 4 - Countdown[edit]
The radio is located in the south-east corner of the third floor, tucked behind a ridge of concrete near a fusion coil.
[radio hiss, gunfire, explosions] |
Part 5 - Boardwalk[edit]
The radio is located in the north-west corner of the map, bottom level (in the "Courtyard" area), on a bench next to an overlook.
[loops] |
Part 6.1 - Reflection[edit]
The radio is located at the south end of the map (area labeled "Back Hall"), in the room with the vending machines.
(loops) |
Part 6.2 - Long Night of Solace[edit]
This is a unique radio as it is the only one found in campaign. Randomized transmission are played during the first space segment in the level. The transmissions seem to happen during the Reflection's radio conversation. The game code has the transmissions in the following order in the transcript:
|
Part 7 - Boneyard[edit]
The radio is located in the north-east corner of the map (area labeled "Junkyard"), inside the temporary prefab building next to a rock wall.
[loops] |
ONI conversations[edit]
The following two conversations are apparently linked, featuring the same two characters discussing Dr. Catherine Halsey and the secrecy surrounding her work.
Glacier[edit]
The radio is on the ground immediately to the right of the back door (and exit from the spawn point) as one exits from it.
[loops] |
Outpost[edit]
The radio is located in the small lookout building to the east of the anti-air batteries. (In the area labeled "Central Fire Zone".)
[loops] |
Other conversations[edit]
Anchor 9[edit]
The radio is located on a table in the yellow building on the east side of the map, in the "Weapons Room" area. It depicts the civilian evacuation of Reach.
[loops] |
Beachhead[edit]
The radio is on a bench in a room in the "Pavilion" area that overlooks the south-west section of the map. It is located near the spawn area and is the room that contains the missile launch control in the campaign.
|
Breakpoint[edit]
Breakpoint features a second radio, which can be found inside "Hub".
|
Courtyard[edit]
The radio is located at the bottom of the ramp that leads out of Sword Base (area labeled "Bend"), to the west side of the (blocked off) exit on a concrete ledge.
|
Highlands[edit]
A transmission can be heard from the crashed Pelican's cockpit section. The dialogue from the cockpit is a scrambled up version of Sergeant Stacker asking for protective fire on a corvette in the campaign level Exodus.
|
Holdout[edit]
The radio is located on a table in the yellow building on the west side of the map (in the "Field Office" area). The room hosts am ammo resupply crate, and has a small shed on the roof.
[loops] |
Overlook[edit]
The radio is located on the top floor of the large two story building (in the "Barn High" area) across from a pair of blue water drums.
|
Tempest[edit]
The radio can be found under the downed UNSC Longsword on the beach.
|
Waterfront[edit]
The radio is to the right of the gate at the end of the road (area labeled "Road") that leads out of the pumping station.
"Well, cousins, the gig is finally up. As an indication of how serious this is, I'm broadcasting to you over an open, unencrypted channel. When I'm done, I'm gonna loop it and split. There's no sense sticking around here yapping any longer than 'tis necessary. I saw a "for sale" sign go up in the front yard of your dad's place, but your older brother didn't put it there. Some out-of-towners might have. What you've got to look forward to now is nothing less than absolute destruction. These folks don't do things by half-measures. They aim to kill us all, burn our cities and leave Reach as one more burned-out rock spinning in the darkness. And they're gonna do it too. Nothing that you and me can do to stop them. They've done it plenty of times before. They've bloodied our noses at Harvest, at Madrigal, at Miridem, but this time it's gonna cost them. This time they're gonna jerk back a bloody stump. There's no two ways about this. It's gonna be a nightmare. The heavens are gonna burn, and the ground is going to tremble beneath our feet. They're gonna rain death and destruction down on our heads, but we're not gonna give up a single damn inch of dirt without a fight. And they're gonna get their full measure of nightmare, too. And when I see 'em, I'm gonna tell 'em - Welcome to the nightmare, you sons of bitches. Welcome to Reach." [loops] |
Trivia[edit]
- To date, no radios have been found on the multiplayer maps Forge World, Zealot, Sword Base, and Condemned. There is a radio in the "Safe Room" area of the Firefight map Corvette as well as the "Upper Deck" of Installation 04; however, there have been no reports of either picking up anything other than static.
- The radio's display reads "7.070.763" as a seven reference.
- In the Halo: Reach Multiplayer Beta, the Courtyard conversation could instead be heard on the map Overlook, from a radio in the structure where the Spartan team spawns.[3]
- The conversation about zombie plans on Holdout may be a reference to a similar conversation about zombie plans in Red vs. Blue. It also foreshadows the Flood.
- Listening to a radio conversation in Halo: The Master Chief Collection will unlock the Easy to Overlook achievement.
Sources[edit]
- ^ Bungie.net Forums, Turn Up The Radio: Radio Logs from Reach (Retrieved on Jun 24, 2018) [archive]
- ^ halo.bungie.org, Reach Radio Transmissions (Retrieved on Apr 17, 2021) [archive]
- ^ YouTube - Zealous Sangheili, Overlook Radio Conversations (Retrieved on May 16, 2010)