Gameplay

Sierra 117: Difference between revisions

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{{era|H3}}
{{Status|Gameplay}}
{{Ratings}}
{{Disambig header|the campaign level|the protagonist of the Halo trilogy|John-117}}
<center>''Were you looking for [[John-117]], the protagonist of the Halo trilogy?''</center>
{{Level infobox
{{Level infobox
|prev=''[[Arrival (Level)|Arrival]]''
|pagegamelabel=H3
|next=''[[Crow's Nest (Level)|Crow's Nest]]''
|prev=''[[Arrival]]''
|next=''[[Crow's Nest]]''
|name='''''Sierra 117'''''
|image=[[File:H3 Sierra117 Loadscreen.png|300px]]
|game=''[[Halo 3]]''
|game=''[[Halo 3]]''
|name='''''Sierra 117'''''
|devname=<code>010_jungle</code>{{Ref/File|Id=H3EK|H3EK|H3EK\tags\levels\solo\010_jungle\010_jungle.scenario}}
|image=[[Image:Master Chief & The Arbiter.jpg|300px]]
|player=*[[Master_Chief_(gameplay)#Halo_3|Master Chief]] (player 1)
|player=[[John-117|SPARTAN-117]]
*[[Arbiter_(player_character)#Halo_3|Arbiter]] (player 2)
|date= [[2552|November 17, 2552]]
*[[Elite (co-op)|N'tho 'Sraom]] (player 3)
|place= [[United Republic of Tanzania]], [[Africa]]
*[[Elite (co-op)|Usze 'Taham]] (player 4)
|Objective= Move to the river for evac, find/rescue [[Avery J. Johnson|Johnson]].
|date= [[2552#November|November 17, 2552]]
|enemies=
|place= Near [[Mount Kilimanjaro]], [[Tanzania]], [[Africa]]
*[[Brutes (Jiralhanae)|Brute]]s
*[[A2 Hydroelectric Facility]]
*[[Grunts (Unggoy)|Grunt]]s
|objective= *Move to the river for evacuation
*[[Jackals (Kig-yar)|Jackal]]s
*Find and rescue [[Avery Johnson|Johnson]].
|partime=00:15:00 {{C|''Master Chief Collection''}}
|parscore=13,000 {{C|''Master Chief Collection''}}<br/>15,000 {{C|''Halo 3''}}
}}
}}
{{Article Quote|Rise up. Start the Fight.}}
{{Article quote|Rise up. Start the fight.}}
'''Sierra 117''' is the second [[Campaign]] level of ''[[Halo 3]]''. It is the first [[level]] to feature real game play, as opposed to the first level, [[Arrival]], which is merely a cutscene and tutorial. Also, this is the first level to feature [[Cortana Moment]]s.
'''Sierra 117''' is the second [[campaign]] level of ''[[Halo 3]]''. It is the first level in ''Halo 3'' to feature real gameplay, as opposed to the first level, [[Arrival]], which is purely a [[cutscene]] and tutorial. This is also the first level to feature [[Cortana Moment]]s.


Upon completing it on the [[Normal]], [[Heroic]], or [[Legendary]] difficulties, the player will earn the [[Landfall (Achievement)|"Landfall" achievement]] and 20 Gamer points.<ref>[[Halo 3 Achievements]]</ref> Upon earning 15,000 points in [[Campaign Scoring]], the player will be awarded with the [[Guerilla]] achievement and 10 gamer points.
Upon completing the level on the [[Normal]], [[Heroic]], or [[Legendary]] difficulties, the player will earn the [[Landfall (Achievement)|"Landfall" achievement]] and 20 Gamerscore. Upon earning 15,000 points in [[Campaign Scoring]], the player will be awarded with the [[Guerilla]] achievement and 10 Gamerscore.


==Setting==
==Setting==
This level takes place in an African jungle that lies on the southern slopes of Shira peak, as confirmed from the hexadecimal code of the ''[[Halo 3 Beta]]'' and physically confirmed in the ''[[Halo 3 E3 2007 Trailer]]'' and the short video subsequent [[Bungie]] Podcasts (Mawenzi peak can be seen slightly obscured to the right of Uhuru peak, both which are part of the Kilimanjaro mountain.) The jungle is home to a [[Covenant Loyalist]] encampment, and hosts lush verdant forestry, rivers, rocky landscapes, waterfalls, and tunnels. It has been compared to "Off the Rock, Through the Bush, Nothing but Jackal" of [[Halo 2]]'s [[Delta Halo (Level)|Delta Halo]], although it isn't the same place, because Sierra 117 is on [[Earth]] and Delta Halo takes place on  [[Installation 05]].
This level takes place in a lush African jungle that lies on the southern slopes of Shira peak of [[Mount Kilimanjaro]], as confirmed from the hexadecimal code of the ''[[Halo 3 Beta]]'' and physically confirmed in the ''[[Halo 3 E3 2007 Trailer]]'' and the short video subsequent [[Bungie]] Podcasts (Mawenzi peak can be seen slightly obscured to the right of Uhuru peak, both of which are part of the Kilimanjaro mountain.) The jungle is home to a Covenant encampment, and hosts lush verdant forestry, rivers, rocky landscapes, waterfalls, and tunnels. The environment bears some resemblance to the "Off the Rock, Through the Bush, Nothing but Jackal" section of ''[[Halo 2]]''<nowiki>'</nowiki>s ''[[Delta Halo]]'', although the location is different; ''Sierra 117'' takes place on [[Earth]], while ''Delta Halo'' is set on [[Installation 05]].
 
==Available Weapons==
*[[MA5C Assault Rifle|Assault Rifle]]
*[[M6G Pistol|Pistol]]
*[[AIE-486H Heavy Machine Gun|Heavy Machine gun]] (Heroic or Above Only)
*[[Plasma Cannon]]
*[[Plasma Pistol]]
*[[Plasma Rifle]]
*[[Sniper Rifle]]
*[[Spiker]]
*[[Frag Grenade]]
*[[Plasma Grenade]]
*[[Gravity Hammer]]
*[[BR55HB SR Battle Rifle|Battle Rifle]]
*[[Covenant Carbine|Covenant Carbine]]
*[[Particle Beam Rifle|Particle Beam Rifle]] (Heroic or Above Only)
 
== Starting Weapons ==
{|class="wikitable" border="1"
|colspan=1|'''Player V <br> Starting Point >'''
|colspan=1|'''Mission Start'''
|colspan=1|'''Rally Point Alpha'''
|colspan=1|'''Rally Point Bravo'''
|----
|colspan=1|'''[[John-117|Master Chief]] Primary Weapon <br> Solo'''
|colspan=1| [[MA5C Assault Rifle]]
|colspan=1| MA5C Assault Rifle
|colspan=1| MA5C Assault Rifle
|----
|colspan=1|'''Master Chief Secondary Weapon <br> Solo'''
|colspan=1| [[M6G Magnum]]
|colspan=1| M6G Magnum
|colspan=1| M6G Magnum
|----
|colspan=1|'''Master Chief Primary Weapon <br> Co-op'''
|colspan=1| MA5C Assault Rifle
|colspan=1| MA5C Assault Rifle
|colspan=1| MA5C Assault Rifle
|----
|colspan=1|'''Master Chief Secondary Weapon <br> Co-op'''
|colspan=1| [[BR55HB SR Battle Rifle]]
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
|----
|colspan=1|'''[[Thel 'Vadam]]/[[N'tho 'Sraom]]/[[Usze 'Taham]] Primary Weapon'''
|colspan=1| [[Type-51 Carbine]]
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|----
|colspan=1|'''Thel 'Vadam/N'tho 'Sraom/Usze 'Taham Secondary Weapon'''
|colspan=1| [[Type-25 Directed Energy Rifle]]
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|}


==Plot==
==Plot==
Having been found by Johnson, his Marines and the [[Arbiter (rank)|Arbiter]] [[Thel 'Vadam]], the Master Chief is escorted through the jungle not knowing there was trouble ahead. Johnson has with him two squads of marines but after spotting a Covenant Phantom overhead, he decides to split them into two teams to try and reach an evacuation point at the nearby river. The Master Chief, Thel 'Vadam and one squad head one way, following the stream, while Johnson and the other UNSC forces scale a waterfall and head another way. Bravo squad, apparently left behind by Johnson's team to guard the PZ, then breaks radio silence and is attacked by a Brute Chieftain.
Having been found by [[Sergeant]] [[Avery Johnson]], [[Marcus Stacker]], some [[UNSC Marine Corps|Marines]], and the [[Arbiter]] [[Thel 'Vadam]], the [[John-117|Master Chief]] is escorted through the jungle, not knowing there is trouble ahead. Johnson has with him two squads of Marines, but, after spotting a Covenant [[Ru'swum-pattern Phantom|Phantom]] overhead, he decides to split them in order to attempt to reach an evacuation point at a nearby river. The Master Chief, Thel 'Vadam and one squad head one way, following a stream leading to the river, while Johnson and the other [[United Nations Space Command|UNSC]] forces scale a waterfall, and head another way. Bravo squad, apparently left behind by Johnson's team to guard the Landing Zone, where Pelicans were to extract the troops, breaks radio silence, and is attacked by a [[pack]] of [[Jiralhanae]], led by a [[Jiralhanae Chieftain]].
                                     
The Chief encounters the previously patrolling Phantoms, which drop off Brutes and Grunts. They also have to face a  [[Jackal]] Marksman. Around the time they finish mopping up the first group of Covenant, they receive notice from Johnson that they cannot get into contact with another marine team, Bravo. Almost immediately after, the group comes across a stricken Marine held captive by a Brute on a log above them. The [[Brute]] beats the [[Marine]], inquiring about an "Ark". After killing the [[Brute]] who was torturing the [[Marine]], they are told the rest of Bravo is dead, apparently pinned down by a [[Phantom]] and slaughtered by a [[Brute Chieftain]]. The Bravo team survivor, [[Gunnery Sergeant Reynolds]], then joins their cause.
 
Later on, UNSC forces and Thel 'Vadam make it to the river for evacuation, but the Pelicans at the evacuation point are already under attack by Covenant infantry. Johnson is seen firing from the back of one of the Pelicans with a Machine Gun Turret and with combined fire, the Covenant are momentarily pushed back. However, before the Chief and Arbiter can reach them, Banshees show up and fire on the Pelicans with their Fuel Rod Cannons. Heavily damaged, they make a fiery exit out of the Chief's sight and more Brute and Grunt reinforcements show up to mop up survivors. After pushing through the Covenant forces, the Chief and Thel 'Vadam are told over the COM that Johnson's Pelican has crash landed and shortly afterwards come across him and his squad fleeing from the crash site, pursued by Brutes and Grunts. The Chieftain mentioned earlier pulls his own Phantom out of the fight to regroup.
 
They desperately try to catch up with Johnson, killing dozens of Grunts, many Brutes and a handful of Jackal Snipers or marksman jackels (depending on the difficulty) that were crowded around the area. After coming across the crashed Pelican, they find Sniper Rifles and Battle Rifles and they discover over the Pelican's radio that there is no sign of the second Pelican. It is assumed to have crashed and sunk into the lake. Master Chief, Thel 'Vadam and the surviving marines then find themselves in a thick jungle and have to fight past Jackals hiding in the trees and on the ground, with no sign of Johnson or his squad of marines.
 
They then reach a large dam where they see Johnson being taunted and kicked into a small building and held captive by a Brute Chieftain. It is implied this is the same Chieftain that killed Bravos men and pursued Johnson from his crash site. The area is also littered with Grunts and Jackals as well as half a dozen Brutes. With slow progress, the two heroes manage to fight their way  through and around the dam and eventually take down the Brute Chieftain. They then rescue Johnson and the three surviving marines from his squad.
 
Johnson calls in Pelican [[Kilo 023]] piloted by Hocus to come and pick them up, but are first engaged by two Phantoms which drop off hordes of Grunts and a few Brute Captains wielding Brute Shots and Spikers. Whilst the group engages and kills the ground forces, the Pelican arrives and takes down the two Phantoms with missiles. Hocus then lands and evacuates the survivors and Johnson is seen patting the Chief on the shoulder in thanks before the Pelican flies off.
 
{{Wide Image|Sierra 117 Panorama.jpg|1200px|Sierra 117 panorama.}}
 
=='''Transcript'''==
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 


The Chief encounters the previously patrolling Phantoms, which drop off Jiralhanae and Unggoy. After the battle, they receive notice from Johnson that they cannot get into contact with another Marine team, Bravo. Almost immediately after, the group comes across a stricken marine held captive by a Jiralhanae on a log above them. The Jiralhanae beats the Marine, inquiring about a secret "location." After killing the inquisitive Jiralhanae, they are told that the rest of Bravo is dead, apparently pinned down by a Phantom and slaughtered by a Jiralhanae Chieftain. The Bravo team survivor, [[Reynolds|Gunnery Sergeant Reynolds]], then joins the squad escorting the Master Chief.


By the time the Master Chief and Thel 'Vadam make it to the river for evacuation, the [[D77H-TCI Pelican|Pelican]]s at the evacuation point are already under attack by [[Covenant Empire|Covenant]] infantry. Johnson is seen using the [[AIE-486H machine gun|machine gun turret]] at the back of one of the Pelicans, and with combined fire the Covenant are momentarily pushed back. Several [[Type-26 Banshee|Banshees]] swoop in on and attack the Pelicans. Both Pelicans suffer catastrophic wing damage from the Banshees' [[fuel rod cannon]]s and make a fiery exit further down river as more Jiralhanae and Unggoy reinforcements show up to kill Master Chief's squad. After pushing through the Covenant forces, the Chief and Thel 'Vadam are told over the COM that Johnson's Pelican has crash landed and shortly afterward come across him and his squad fleeing from the crash site, pursued by Jiralhanae and Unggoy forces. The Chieftain pulls his own Phantom out of the fight to regroup.


They desperately try to catch up with Johnson, killing many Unggoy, Jiralhanae and [[Kig-Yar]]. After coming across the crashed Pelican, they find [[SRS99D-S2 AM sniper rifle|Sniper Rifle]]s and [[BR55HB SR Battle Rifle|Battle Rifle]]s. Master Chief, Thel 'Vadam and the surviving marines then find themselves in a thick jungle and have to fight past Kig-Yar hiding in the trees and on the ground, with no sign of Johnson or his squad of marines.


They then reach a large dam where they see Johnson being taunted and kicked into a small building and held captive by a Jiralhanae Chieftain. It is implied that this is the same Chieftain that killed Bravo's men and pursued Johnson from his crash site. The area is also littered with Unggoy and Kig-Yar as well as half a dozen Jiralhanae. With slow progress, the two heroes manage to fight their way through and around the dam and eventually take down the Jiralhanae Chieftain. They then rescue Johnson and the three surviving marines from his squad. (Note: the marines will be dead if you still have marines from before)


Johnson calls in Pelican [[Kilo 023]] piloted by [[Hocus]] to come and pick them up, but they are first engaged by two Phantoms which drop off hordes of Unggoy and a few [[Jiralhanae Captain]]s wielding [[Type-25 Brute Shot|brute shot]]s and [[Paegaas Workshop Spiker|spiker]]s. Whilst the group engages the ground forces, the Pelican arrives and takes down the two Phantoms with missiles. Hocus then lands and evacuates the survivors and Johnson is seen patting the Chief on the shoulder in thanks before the Pelican flies off.


==Transcript==
===Walk It Off===
'''''Brutes on the prowl.'''''


[[File:Master Chief & The Arbiter.jpg|thumb|300px|John-117 and Thel 'Vadam together in the jungle.]]
'''{''Gameplay''}'''


*'''[[Sergeant Major]] [[Avery J. Johnson]]''': "[[First Squad]], you're my scouts. Move out! Quiet as you can."


*''(2-Player Co-op Change)'' '''Sergeant Johnson''': "First Squad, you're my scouts. Arbiter, watch the Chief's back. Move out! Quiet as you can."


*''(3-4 Players Co-op Change)'': "First Squad, you're my scouts. As for you, just try not to wreck my planet. Move out! Quiet as you can."


''If the player stalls:''


*'''Sergeant Johnson''': "Let's get moving, Chief. Come on, I'll lead you out."


''They come across a log. The Marines climb over, and Johnson stands on the log, waiting for Chief.''


''If the player stalls:''


*'''Sergeant Johnson''': "Up and over, Chief."


''If the player further stalls:''


*'''Sergeant Johnson''': "Jump! Stretch those legs, Spartan."


''The squad moves out.''


*'''Sergeant Johnson''': "[[Bravo Team]], this is Johnson. We got him. Fall back to the extraction point. Over."


*'''[[Gunnery Sergeant (UNSC)|G. Sgt.]] [[Reynolds]] (COM)''': "Roger that. Reynolds out."


''A [[Jiralhanae]] howls off in the distance.''


*'''[[UNSC Marine Corps|Marine]] #1''': "That sounded close."


*'''Marine #2''': "Yeah, too close."


*'''Sergeant Reynolds (COM)''': "Johnson, you be advised. Hostiles are -''{static}''- on the move -''{static}''-. I've got eyes on a -''{static}''- Brute [[Pack]] -''{static}''-. Over."


*'''Sergeant Johnson''': "Say again, [[UNSC rank structure|Gunny]]? You're breaking up."


''There is the ominous whisper of gravitational drives as a [[Ru'swum-pattern Phantom|Phantom]] flies overhead above the trees.''


*'''Marine #3''': ''(whispers)'' "[[Sergeant Major]], Phantom inbound."


*'''Sergeant Johnson''': "We stick together and we're gonna get spotted. Let's split up, meet back at the LZ. Chief, go with the Arbiter, head toward the river. [[Second Squad]], you're with me."


*''(Co-op Change)'' '''Sergeant Johnson''': "Chief, you and the Arbiter head toward the river."


''Johnson and Second Squad climb up the cliff by the waterfall.''


''If the Chief attempts to follow Johnson and stares at him after the climb:''


*'''Sergeant Johnson''': "Keep an eye out for Bravo Team, Chief! If the Brutes ''do'' have our scent, those boys are in a lot of trouble!"


[[File:H3 Sierra117 Marines.jpg|thumb|300px|John-117 follows First squad to the river for pickup.]]
''Johnson and Second Squad cross the river above the waterfall and run out of sight. The Master Chief and Thel 'Vadam take charge of First Squad. Thel 'Vadam leads the Chief up onto some rocks around a pile of fallen logs, while First Squad waits to go straight over.  They spot a [[Jiralhanae]] [[Jiralhanae Captain Major|Captain Major]] accompanied by a squad of Unggoy.''


*'''[[Jiralhanae Captain Major]]''': "Spread out, you [[Unggoy|whelps]]! Find them!"


*'''Marine #3''': ''(whispers)'' "Up ahead! Single Brute, plus backup!"


*'''Marine #3''': "He's got [[Jiralhanae power armor|power armor]], Chief!  Take down its shields before you close!"


''Master Chief and 'Vadam engage the Jiralhanae and his Unggoy subordinates. First Squad provides assistance for the Chief. After killing the Covenant patrol, they regroup.''


*'''[[Arbiter]] [[Thel 'Vadam]] (Single Player Only)''': ''(to the Jiralhanae corpse)'' "The [[San'Shyuum|Prophets]] are liars, but you are fools to do their bidding!"


''A couple more Phantoms arrive and deploy additional [[lance]]s of Unggoy and Jiralhanae. After clearing these enemies out, the Chief and his allies form up at a winking flare at an underground cave.''


*'''Marine #3''': "These Brutes are tough."


*'''Female Marine #4''': "Grunts ain't no slouches either."


*'''Thel 'Vadam''': "The Grunts' new-found courage is but fear. When we are victorious, all who serve the Prophets will be punished."


*''(Co-op Change)'' '''Marine #3''': "Maybe the Brutes put something in their [[methane tank|tanks]]."


''After advancing through the caves, the team enters a massive forested expanse and finds the "Grunt Camp".<ref name="official guide">''[[Halo 3: The Official Guide]]''</ref> Sleeping Unggoy litter the first half while a few Jiralhanae, [[Kig-Yar]] and other Unggoy patrol the far hills.''


*'''Marine #3''': "Sleepers! Take 'em out, nice and quiet! ''(On [[Heroic]] or [[Legendary]])'' Jackals, on the ridge! Stay low; looks like they've got [[Type-51 Carbine|carbines]]."


''When the team is spotted by the Covenant:''


*'''Marine #3''': ''(on Heroic or Legendary)'' "I hate it when I'm right!"


''A large battle erupts in the camp. Additional Covenant reinforcements enter from the next area, but all fall to the team. They regroup near the exit:''


*'''Sergeant Johnson (COM)''': "[[D77H-TCI|Pelicans]] are en route, Chief, but I can't reach Bravo. If you find 'em, get 'em to the extraction point."


''If the player stalls:''


*'''Thel 'Vadam''': "Come. The landing zone is this way."


''Beyond the encampment, a [[Jiralhanae Captain]] is torturing Sergeant Reynolds on a log. Several other Covenant troops are nearby. It is possible and optional to save the Marine by killing or distracting the Jiralhanae before he kills him.''


*'''Jiralhanae Captain''': "Tell me its location!"


*'''Sergeant Reynolds''': "Kiss... my... ass."


''If the Sergeant is not saved, the Jiralhanae Captain breaks his spine and throws him down, before noticing the Master Chief and 'Vadam. If he is saved, Reynolds jumps down from the log, grabs a nearby Assault Rifle and joins the Master Chief and 'Vadam in their fight.''


''After the area is clear, Reynolds (if he survived) speaks with the Chief.''


*'''Sergeant Reynolds''': "Brute Chieftain. A Phantom. Pinned us down... killed my men."


''First Squad cross the log bridge, clear out additional Covenant troops, including another Jiralhanae Captain and continue on until they reach another cave.''


*'''Thel 'Vadam''': "The river, hurry!"


[[File:Cortanam.jpg|thumb|300px|Cortana flashes over John-117's HUD.]]
''The [[UNSC]] squad continues forward and heads into the cave. They move down a steep slope and enter an underground cave leading to the river where Johnson has established an extraction point. The Chief's vision suddenly distorts. Purple lines flare across his view and the face of Cortana appears.''


*'''[[Cortana]] ([[Cortana Moment]])''': "Could you sacrifice me to complete your mission? Could you watch me die?"


*'''Marine #3''': ''(looks back)'' "Sir, you okay?"


*'''Marine #4''': ''(concerned)'' "Your vitals just pinged KIA."


===Charlie Foxtrot===
'''''Hostile air inbound.'''''


''First Squad leaves the caves; the river is around the next bend. Three Marine corpses are scattered on the ground, with [[BR55HB SR Battle Rifle]] ammunition and [[M9 fragmentation grenade|Fragmentation Grenade]]s.''


*'''Sergeant Johnson (COM)''': "Chief, Pelicans are at the river. We've got company, so hustle up!"


*'''Thel 'Vadam''': "Grenades! Blow them to bits!"


''Beyond the steep slope is a river substation{{Ref/Reuse|official guide}} next to a raging river. A pair of [[D77H-TCI Pelican|Pelican]] dropships hover above the river as gunners in their troop bays fire upon a cluster of Covenant troops that have tunneled themselves in the substation.''


*'''Pilot (COM)''': "Hold on. Got a contact."


''As the Master Chief and his allies take out the Covenant forces that are closest to the Pelicans, two [[Type-26 Banshee|Banshee]]s streak in along the river.''


*'''Pilot (COM)''': "[[Banshees]]! Fast and low!"


*'''[[Echo 51]] Pilot (COM)''': "Break off — ''now''!"


[[File:Halo3-Banshee-Hits-Pelican.jpg|thumb|300px|The Pelican's thrusters burst into flames after the Banshees' attack.]]
''The Banshees fire their [[fuel rod cannon]]s at the Pelicans, and score direct hits on both. Explosions cascade over the Pelicans. Echo 51's wingman collides with Echo 51.''


*'''Echo 51 Pilot (COM)''': "Watch yourself!"


*'''Pilot (COM)''': "I'm hit! ARRGH!"


*'''Echo 51 Pilot (COM)''': "Lost a thruster. Hang on!"


*'''Sergeant Johnson (COM)''': "Get a hold of her!"


*'''Echo 51 Pilot (COM)''': "Negative! We're going down!"


''Both damaged Pelicans streak away around the river bend in a futile attempt to escape. Echo 51's wingman loses altitude and immediately plunges into the river beyond the dam, most likely drowning all of its occupants. Echo 51 manages to clear the river, but skims the top of a cliff, flips over in the air, and crashes out of sight.''


''With their evac gone, the Master Chief, Thel 'Vadam, and the Marines fight to secure the substation, defeating two waves of Jiralhanae-led Covenant reinforcements.''{{Ref/Reuse|official guide}}


*'''Thel 'Vadam (Single Player)''': "The Banshees will return. Hurry, back into the jungle!"


*''(Co-op Change)'' '''Marine #3''': "Banshees are gonna circle back. Let's head into the jungle, sir."


''The Chief and his allies re-enter the jungle.''


*'''Sergeant Johnson (COM)''': "Chief, can you hear me?...''(static)'' My bird's down. Half a [[Wiktionary:klick|klick]] -''(static)''- downriver from your position."


''On [[Easy]] or [[Normal]]:''


*'''Marine #3''': "Jackals. On the ridge. Stay low. Looks like they got Carbines."


''On higher difficulties, some of the Kig-Yar in this area are armed with [[Type-50 particle beam rifle|Particle Beam Rifle]]s.''


''After the Chief and 'Vadam pass through the short Kig-Yar-laden "Sniper Alley",{{Ref/Reuse|official guide}} they see a bridge. Three Marines are crossing it, under heavy fire, retreating from the wreckage of Echo 51. They hear Johnson's voice over the COM unit as a Jiralhanae leads a charge against the fleeing Marines.''


*'''Sergeant Johnson (COM)''': "Come on, you dumb [[Jiralhanae|apes]]! You want breakfast? You gotta catch it!"


''Johnson and some of the Marines frag the Jiralhanae and the other Covenant troops on the bridge, and run off into a cave.''


''The Chief and 'Vadam encounter many hostiles, including a Jiralhanae Chieftain on the side of a Phantom, who flies off when either his gunner or many of his troops are eliminated. The Chief and 'Vadam secure the area, and discover Echo 51's crash site by the riverside.  The crashed dropship, lying on an outcropping along the valley wall, is surrounded by [[MA5C assault rifle|assault rifle]]s, [[BR55HB SR|battle rifle]]s, a [[SRS99D-S2 AM|sniper rifle]], ammunition, and Fragmentation Grenades. The Pelican's radio is still operational.''


''If the Chief or 'Vadam waits by Echo 51's radio:''


*'''[[Crow's Nest (Base)|Crow's Nest]] Controller (Echo 51's Radio)''': "Echo Five-One, this is Crow's Nest. Echo Five-One, please respond! ''(pause)'' Hocus, Five-One is down. Divert for emergency evac, over."


''The Chief and his allies head up a slope, clear out more Covenant, and arrive at another cave.''


*'''Marine''': "Sergeant Major went this way, Chief. Through the cave."


''The Master Chief leads 'Vadam (and any accompanying Marines) through the cave and into a narrow section of jungle. They soon arrive at a clearing.''


 
===Quid Pro Quo===
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
===Walk It Off===
'''''Brutes on the prowl.'''''
 
''{Gameplay}''
 
'''[[Sergeant Johnson]]:''' "[[First Squad]], you're my scouts. Move out! Quiet as you can."
 
''Co-op change:'' '''Johnson''': "First Squad, you're my scouts. Arbiter, watch the [[Master Chief|Chief's]] back. Move out! Quiet as you can."
 
''(3-4 Players Co-op)'' First squad you're my scouts. As for you, just try not to wreck my planet. Move out quiet as you can.
 
''If the Chief waits and hangs around.''
 
'''Sergeant Johnson:''' "Let's get moving, Chief. Come on. I'll lead you out."
 
'''Sergeant Johnson:''' "[[Bravo Team]], this is Johnson. We got him. Fall back to the extraction point. Over."
 
'''Sergeant [[Reynolds]] ''{COM}'':''' "Roger that. Reynolds out."
 
''A [[Brute]] howls off in the distance.''
 
'''[[Marine]]:''' "That sounded close."
 
'''Marine:''' "Yeah, too close."
 
'''Sergeant Reynolds ''{COM}'':''' "Johnson, you be advised. [[Covenant Loyalist|Hostiles]] are -''{static}''- on the move -''{static}''-. I've got eyes on a -''{static}''- Brute Pack -''{static}''-. Over."
 
'''Sergeant Johnson''': "Say again, [[Gunnery Sergeant|Gunny]]? You're breaking up."
''There is the ominous whisper of gravitational drives as a [[Phantom]] flies overhead above the trees.''
 
'''Marine''{Whisper}:''' "[[Sergeant Major]], Phantom inbound."
 
'''Sergeant Johnson:''' "We stick together, we're gonna get spotted. We'll split up, and meet back at the LZ. Chief, go with the Arbiter, head toward the river. [[Second Squad]], you're with me."
 
''Co-op change:''
'''Sergeant Johnson:''' "Chief, you and the Arbiter head toward the river."
 
''Johnson and Second Squad climb up the cliff by the water fall. The Master Chief and Thel 'Vadam lead First Squad. The Arbiter leads the Chief up on some rocks around a pile of fallen logs, while First Squad waits to go straight over, pointing out a [[Brute Captain Major]].''
 
'''[[Brute Captain]]:''' "Spread out, you [[Grunt|whelps]]! Find them!"
 
'''Marine''(Whisper)'':''' "Up ahead! Single Brute, plus backup!"
 
'''Marine:''' "He's got power armor Chief!"
 
''First Squad engages the Brute and his Grunt subordinates along with the Master Chief and Thel 'Vadam, taking them by surprise. They regroup.''
 
'''Thel 'Vadam:''' (To the Brute corpse): "The [[Prophet|Prophets]] are liars, but you are fools to do their bidding!" ''(Single Player Only)''
 
''A couple of Phantoms draw near, each deploying a squad of Grunts and Brutes, blocking the advance of the Master Chief and his allies. Eventually, they are cleared, and the Marines form up at a winking flare at an underground cave.''
 
'''Male Marine/Female Marine:''' "Those Brutes are tough. Grunts ain't no slouches either."
 
'''Thel 'Vadam:''' "The Grunts' new-found courage is but fear. When we are victorious, all who serve the Prophets will be punished."
 
''Reply in Co-op:'' '''Female Marine or Male Marine ''': "Maybe the Brutes put something in their [[methane tank|tanks]]."
 
''Or if there are no Marines left:''
 
'''Thel 'Vadam:''' "When we are victorious, all who serve the Prophets will be punished."
 
''After advancing through the caves, a massive forested expanse is found: the "Grunt Camp"<ref>''[[Halo 3: The Official Guide]]''</ref>. Sleeping Grunts litter the first half while a few Brutes, [[Jackal]]s, and other Grunts patrol the far hills.''
 
'''Marine:''' "Sleepers! Take 'em out, nice and quiet! ''{On [[Heroic]] or [[Legendary]]}'' Jackals, on the ridge! Stay low; looks like they've got [[Covenant Carbine|Carbines]]."
 
''When you are spotted by Covenant:''
 
'''Marine:''' ''{On Heroic or Legendary}'' I hate it when I'm right!
 
''After the team clears the Covenant Camp.''
 
'''Sergeant Johnson ''{COM}'':''' "[[Pelican]]s are ''en route'', Chief, but I can't reach Bravo. If you find 'em, get 'em to the extraction point."
 
''Beyond the encampment, a Brute Captain is torturing a Marine Sergeant on a log {It is possible and optional to save the Marine by killing the Brute}.''
 
'''Brute Captain:''' "Tell me its location!"
 
'''Sergeant Reynolds:''' "Kiss...my...ass."
 
''If the Sergeant is not saved, the Brute Captain breaks his spine and throws him down, noticing the Master Chief and 'Vadam. If he is saved, Reynolds jumps down from the log, grabbing a nearby fallen Assault Rifle and joining the Master Chief and 'Vadam in their fight.''
 
'''Sergeant Reynolds:''' "Brute Chieftain. Phantom. Pinned us down... killed my men."
 
''First Squad continues on until they reach another cave.''
 
'''Thel 'Vadam:''' "The river. Hurry!"
 
''The minor [[UNSC]] force continues forward, towards further caves and pushing towards the river, where Johnson has established an extraction point for Second Squad. They head down a steep slope for some underground caves that lead to the river.''
 
'''[[Cortana]] ''{[[Cortana Moment]]}'':''' "Could you sacrifice me to complete your mission? Could you watch me die?"
 
'''Marine:''' (looks back) "Sir, you okay?"
 
'''Marine:''' (concerned) "Your vitals just pinged KIA."
 
'''Marine:''' (looks back, on legendary with IWHBYD) "Uhh, You're a chick, Right?"
 
===Charlie Foxtrot===
'''''Hostile air inbound.'''''
 
''Second Squad leaves the caves; the river is around the next bend, Three Marine corpses are scattered on the ground, with [[BR55HB SR Battle Rifle]] ammunition and [[Fragmentation Grenade]]s.''
 
'''Sergeant Johnson ''{COM}'':''' "Chief, Pelicans are at the river. We've got company, so hustle up!"
 
'''Thel 'Vadam:''' "Grenades! Blow them to bits!"
 
''Beyond the steep slope is a river substation<ref>''[[Halo 3: The Official Guide]]''</ref>, next to a raging river. A pair of Pelican drop ships, hover above the river, and their door gunners fire on a cluster of Covenant troops that have tunneled themselves in the substation. They are the extraction force to evacuate the Master Chief and his team.''
 
'''[[Hocus]] ''{COM}'':''' "Hold on. Got a contact."
 
''As the Master Chief and his allies clear the site of Covenant that is nearer to the Pelicans in the substation, two Banshees streak in along the river.''
 
'''Hocus ''{COM}'':''' "[[Banshees]]! Fast and low!!"
 
'''[[Echo 51]] ''{COM}'':''' "Break off- NOW!"
 
''The Banshees launch a high-speed strafing run against the Pelicans, and explosions cascade over them as the Pelicans rock. Kilo 23 collides with Echo 51.''
 
'''Echo 51 ''{COM}'':''' "Watch yourself!"
 
'''Hocus ''{COM}'':''' "I'm hit! I'm hit! AAARHHHH!"
 
'''Echo 51 ''{COM}'':''' "Lost a thruster. Hang on!"
 
'''Sergeant Johnson ''{COM}'':''' "Get a hold of her!
 
'''Echo 51 ''{COM}'':''' "Negative! We're going down!"
 
''Both Pelicans streak away around the river bend. The first Pelican plunges into the river beyond the dam, but the second, Echo 51 loses control, plowing into the top of the cliff and drops down, en route to [[Crow's Nest (Base)|Crow's Nest]] for repair. While Master Chief, Thel 'Vadam, and the Marines fight through to secure the substation despite two waves of Brute-led Covenant Loyalist reinforcements, Johnson and his team leave the wreck of Echo 51 but are beset by a Brute ambush<ref>''Halo 3: The Official Guide''</ref>.''
 
'''Thel 'Vadam/Marine''{Co-op only}'':''' "The Banshees will return. Back into the jungle, hurry."
 
'''Sergeant Johnson ''{COM}'':''' "Chief, can you hear me?...''{static}'' My bird's down. Half a klick -''{static}''- downstream from your position."
 
''If on [[Easy]] or [[Normal]]''
 
*'''Marine''': "Jackals. On the ridge. Stay low. Looks like they got Carbines."
 
''After the Chief and 'Vadam pass through the short Jackal Sniper-laden gorge "Sniper Alley"<ref>''[[Halo 3: The Official Guide]]''</ref>, they see a bridge. Three Marines are crossing it, under heavy fire, retreating from the crashed Pelican Echo 51. They hear a familiar voice over the COM unit as a Brute leads a charge against the fleeing Marines.''
 
'''Sergeant Johnson''' ''{COM}'': "Come on, you dumb [[Brutes|apes]]! You want breakfast? You gotta catch it!"
 
''Johnson and some of the Marines frag the Brute and his fellow soldiers on the bridge, and run off into a cave.''
 
''The Chief and 'Vadam encounter many hostiles, including a Brute Chieftain on the side of a Phantom, who flies off when either his gunner, or much of his troops are eliminated. The Chief and 'Vadam secure the area, and discover Echo 51's crash site by the riverside: the Pelican flipped over after hitting the cliff, scattering ammunition and weapon racks in the area, including a [[SRS99D-S2 AM Sniper Rifle]] and other munitions. To get to Echo 51, go under the bridge towards the river. At the rivers edge, walk towards the valley wall on your right. The wreckage of Echo 51 is on an outcrop. There are ample frags, assault and BR ammo. Echo 51's radio is still operational, however.''
 
''If the Chief or 'Vadam waits by Echo 51's radio.''
 
'''[[Crow's Nest (Base)|Crow's Nest]] Controller: ''{Echo 51's Radio}'':''' "Echo Five-One, this is Crow's Nest. Echo Five-One, please respond! ''{Pause}'' Hocus, Five-One is down, divert for emergency evac. Over."
 
''If any of Echo 51's Marines are still alive''
 
'''Thel 'Vadam:''' "Again, the Brutes show their weakness."
 
''If any Marines accompany the Chief and 'Vadam.''
 
*'''Marine:''' "Sergeant Major went this way, Chief. Through the cave."
 
''The Master Chief leads 'Vadam (and any accompanying Marines) through the caves towards where Johnson is being held.''
 
===Quid Pro Quo ===
'''''Rescue at the dam.'''''
'''''Rescue at the dam.'''''


''[http://www.youtube.com/watch?v=czytlV6jdYI {Cutscene}]''
[http://www.youtube.com/watch?v=kX5zR-rFTlc '''{''Cutscene''}''']


''At the end the Master Chief and 'Vadam reach a low cliff, viewing a Loyalist-held dam. 'Vadam spots the Chieftain beating Johnson soundly on the far left in front of a small building.''
''At the end the Master Chief and 'Vadam reach a low cliff, viewing a Covenant-held dam. 'Vadam spots the Jiralhanae Chieftain beating Johnson on the far left in front of a small building.''


'''Thel 'Vadam:''' "See how they bait their trap?"
*'''Thel 'Vadam''': "See how they bait their trap?"


''The Chieftain roars at Johnson. Johnson punches the Chieftain in the stomach with no effect.''
''The Chieftain roars at Johnson. Johnson punches the Chieftain in the stomach with no effect.''


'''Thel 'Vadam:''' "I will help you spring it."
*'''Thel 'Vadam''': "I will help you spring it."
 
''The Chieftain growls loudly and kicks him back inside the "prison".


''{Gameplay}''
''The Chieftain growls loudly and kicks Johnson back inside the "prison".''


''The Chief and 'Vadam battle their way across the dam, taking down the Chieftain. They finally reach Johnson, who's been tied up and imprisoned behind a plasma shield.''
'''{''Gameplay''}'''


''Keep on going. When the passageway ends, turn to your left and you will be on the other side of the dam. You can run and rescue Johnson without killing all those Covenant on the main walkway on the dam.''
''The Chief and 'Vadam battle their way across the dam, engaging a plethora of Unggoy, Kig-Yar (including several [[Kig-Yar Sniper]]s) and Jiralhanae. Once enough of his subordinates have been killed, the Chieftain charges, oftentimes activating his [[invincibility]] device. Ultimately the Chief, with the help of 'Vadam and any other Marines that are still alive manage to kill all of the Covenant troops in the area. They finally reach Johnson, who's been tied up and imprisoned behind a plasma shield.''


'''Sergeant Johnson:''' "This isn't as fun as it looks. Cut the power!"
*'''Sergeant Johnson''': "This isn't as fun as it looks. Cut the power!"


''If no Marines came with the Chief or 'Vadam already died, the other three Marines in the prison will be still alive and await rescue.''
''If no Marines came with the Chief, the other three Marines in the prison will still be alive and awaiting rescue.''


'''Marine Escapee:''' "Brutes were gonna gut us, sir."
*'''Marine Escapee''': "Brutes were gonna gut us, sir."


''The Master Chief releases the plasma shield that was imprisoning Johnson and his fellow Marines.''
''The Master Chief deactivates the plasma shieldJohnson (and any other Marine prisoners) break free of their bindings and stand up.''


'''Sergeant Johnson:''' "We're even, as long as we're only counting today. [[Kilo 023|Kilo 23]], what's your ETA?"
*'''Sergeant Johnson''': "We're even, as long as we're only counting today. [[Kilo 023]], what's your ETA?"


'''[[Hocus]] ''{COM}'':''' "Imminent, Sergeant. Find some cover. Gotta clear a path."
*'''[[Hocus]] (COM)''': "Imminent, Sergeant. Find some cover. Gotta clear a path."


''Sergeant Johnson and the Marines grab Covenant weaponry from nearby crates.''
''Sergeant Johnson and the Marine survivors grab Covenant weaponry from nearby crates.''


'''Sergeant Johnson:''' "Roger that, Hocus. Friendly gunship, coming in hot!"
*'''Sergeant Johnson''': "Roger that, Hocus. Friendly gunship, coming in hot!"


''Two Phantoms arrive, carrying reinforcements. The Chief, 'Vadam, Johnson and any accompanying Marines hold position in the building for shelter until Kilo 23 arrives.''  
''Two Phantoms arrive, carrying reinforcements. The Chief, 'Vadam, Johnson and any accompanying Marines engage the newly-arrived Covenant troops. The Phantoms hover over the river, their Unggoy gunners opening fire with their [[Pek-pattern plasma cannon|plasma turret]]s.''


'''Sergeant Johnson:''' "Hocus! Phantom!"
*'''Sergeant Johnson''': "Hocus! Phantom!"


'''Hocus ''{COM}'':''' "I see 'em! Standby. Going loud. Everyone down!"
*'''Hocus (COM)''': "I see 'em! Standby. Going loud. Everyone down!"


''The Pelican Dropship Kilo 23 rounds the river bend, directly in front of the two hovering Phantoms. Hocus, Kilo 23's pilot, lets loose a missile barrage, etching the air with vapor contrails as the first Phantom explodes in a brilliant coruscation of light.''
''Pelican Kilo 23 rounds the river bend, directly in front of the two hovering Phantoms. Hocus, Kilo 23's pilot, lets loose a missile barrage, etching the air with vapor contrails as the first Phantom explodes in a brilliant coruscation of light.''


'''Hocus ''{COM}'':''' "Scratch one Phantom!"
*'''Hocus (COM)''': "Scratch one Phantom!"


''If any ground forces remain, Kilo 23 will take them out. Kilo 23 fires two missile barrages at the second Phantom, and sends it plunging into the river.''
''If any ground forces remain, Kilo 23 will take them out. Kilo 23 fires two missile barrages at the second Phantom, and sends it plunging into the river.''


'''Hocus ''{COM}'':''' "Scratch two!"
*'''Hocus (COM)''': "Scratch two!"


[[File:HTMCC - H3 Kilo 23 Evac.jpg|thumb|300px|Marines are evacuated on ''Kilo 023''.]]
''Hocus lowers the Pelican to the dam for pickup. Johnson, the Master Chief, 'Vadam and any remaining Marines board Kilo 23.''
''Hocus lowers the Pelican to the dam for pickup. Johnson, the Master Chief, 'Vadam and any remaining Marines board Kilo 23.''


'''Sergeant Johnson:''' ''{If the Chief reaches the Pelican and stalls}'' "C'mon Chief, [[Commander]] [[Miranda Keyes|Keyes]] is waiting."
''If the Chief doesn't board the Pelican:''


'''Sergeant Johnson:''' ''{If the Chief doesn't board the Pelican}'' "Come on Chief! The world won't save itself!"
*'''Sergeant Johnson''': "C'mon Chief, [[Commander]] [[Miranda Keyes|Keyes]] is waiting!"


''If the Chief still doesn't board.''
''If the Chief still stalls:''


'''Sergeant Johnson:''' "Are you or are you not going to finish the fight?"
*'''Sergeant Johnson''': "Come on, Chief! The world won't save itself!"


''[http://www.youtube.com/watch?v=NbWIFjkPJZU {Cutscene}]''
''If the Chief still doesn't board:''


''Kilo 23 takes off. Johnson gives the Chief a pat on the shoulder and goes into the cockpit. Kilo 23 shuts the back hatch and flies over the first dam, ''en route'' to Crow's Nest. The view cuts to an area in the jungle. Sentries on watch in the jungle spots Kilo 23 on approach.''
*'''Sergeant Johnson''': "Do you or do you not want to finish the fight?"


'''Marine Sentry:''' "IFF confirmed. Contact is Pelican Dropship Kilo 23. Over."
[http://www.youtube.com/watch?v=-k28B9EgPYU '''{''Cutscene''}''']


'''Crow's Nest Controller''{COM}'':''' "Roger that. What's the word, Kilo 23?"
''Kilo 23 takes off. Johnson gives the Chief a pat on the shoulder appreciatively and goes into the cockpit. The back hatch closes and Kilo 23 flies over the first dam, ''en route'' to Crow's Nest. The view cuts to an area in the jungle. Sentries on watch in the jungle spot Kilo 23 on approach.''


'''Hocus ''{COM}'':''' "Sierra 117 onboard. Request priority clearance. Over."
*'''Marine Sentry''': "IFF confirmed. Contact is Pelican Dropship Kilo 23. Over."


''The two Marine Sentries bump their fists (props) and smile.''
*'''Crow's Nest Controller (COM)''': "Roger that. What's the word, Kilo 23?"


'''Crow's Nest Controller '{COM}'':''' "Deck's yours. Come on down."
*'''Hocus (COM)''': "Sierra 117 on board. Request priority clearance. Over."


''Kilo 23 proceeds to land in a hole in the ground.''
''The two Marine Sentries bump their fists and smile.''


=='''Legendary Walkthrough''' ==
*'''Crow's Nest Controller (COM)''': "Deck's yours. Come on down."


=== Part 1:Walk It Off ===
''Kilo 23 descends into a hole in the ground. Fade to black.''
A Brilliant walk through for this level (and a few others) can be found here
http://nikon.bungie.org/gameplay/halo3_slaso/sierra117.html


It should be noted that there are Cavemen in this level; it is suggested you go and find them.
''Level ends''


From the levels beginning, there really is only one way to go. It's a very linear space, and you shouldn't have any trouble following it. When the Phantom flies overhead, you should see a high rock on the right, just the right height to be jumped up to. Unfortunately, on Legendary you have a pretty useless weapon set, so just use the Pistol to open fire on the gold-armored Captain-Major Brute. As soon as the magazine is empty, get in motion. About five or six Grunts will show up from the left end of the log in pretty rapid succession. Head shot them and then finish off the Brute, if you need to. (Often, the Marines will have finished him by this point, or at least softened him up a little). Once that group is dead, dual-wield a plasma pistol with your magnum and move forward until you hear the sound of a Phantom inbound. Quickly, back up and take cover behind the log, or the Phantom will make you bleed for it. As soon as it departs, move forward again. The Phantom dropped what will be referred to henceforth as a [[lance]], or a Brute leading about four or five Grunts. Kill the Brute first. At this range, he should be easy to "noob-combo," being that he's unaware of your presence. The Grunts will probably panic, but some may not, so drop the PP and keep the magnum ready. Once everything there is dead, drop the pistol in favor of a Brute Shot. There probably won't be much ammo in it, but that doesn't matter yet.( there is another way to go through this part. You'll need Plasma Grenades to accomplish this. After you've killed the Brute and took out the Grunts, go straight forward to the point where the Phantom drops the troops. As soon as the Phantom decends, throw a Plasma Grenade inside. It will work best if you could stick the gunner. Immediately after you've thrown the grenade seek a cover and stay put until the Phantom leaves. If done correct, you should've killed three to four Grunts and secured yourself a Plasma Cannon for later use throughout the level.) For the time being, just head left, through the foliage, and down onto a rock to claim the Blind Skull. Even if you've already gotten it, it can be an invaluable weapon here due to the massive melee damage. Once you've got it, get back up onto solid ground and head across the river towards the two Lances nearby. One is further forward, with Grunts on the sides and a Brute-Shot Brute on a rock. You can run in and make him hurt with the skull (my favorite) or attempt to noob-combo him. (The NC is always a safe, if cheap, bet, and you should use it when nothing else seems to work). The second lance is further away, with three Grunts and a Brute-Shot Brute who likes to hide behind trees. Watch out for him. Once they're all dead, drop the skull. Fill up on Brute Shot ammo and then progress on through the caves. Shortly, you will arrive at the second main encounter of the level.
==Achievements==
The following [[achievement]]s can be unlocked on this mission on the [[Xbox 360]] edition of ''Halo 3''.
{|class="wikitable"
|-align="center"
!Icon
!Name
!Description
!{{Gamerscore|Gamerscore}}
|-align="center"
|[[File:H3 Achievement Landfall.png]]
|[[Landfall (achievement)|Landfall]]
|Finish the first mission of the [[Campaign]] on [[Normal]], [[Heroic]], or [[Legendary]].
|{{Gamerscore|20}}
|-align="center"
|[[File:H3 Achievement Iron.png]]
|[[Iron (Achievement)|Iron]]
|Find and claim this skull.
|{{Gamerscore|10}}
|}


This encounter and duel takes the form of a large, nonlinear valley, containing about fifteen Grunts (about half are asleep), five regular Jackals, three carbine Jackals, and five or six Brutes. This isn't an easy battle, but it shouldn't be impossible to manage. Some things to prepare: swap out the MA5C for a Carbine. Then, quickly move downhill and from tree to tree, killing sleeping Grunts. This will massively reduce the amount of incoming fire in the battle to come. Then, start by waiting for a small group of enemies to approach the clutch of plasma batteries on the far left side of the area, and carbine them for a multi-kill. So it begins.
==Production Notes==
Early paper sketch design documents suggest the first section of the mission would function as a separate, small tutorial mission with the working title of "Kilimanjaro Jungle". After a short engagement with some Grunts, the player would then enter a Warthog that would transition to the full gameplay mission with the working title of "River". While this "training course" mission was dropped, the idea evidently evolved into what is in the final game, with the intro cutscene and look inversion tutorial in the separate mission [[Arrival]].


The three snipers, being the longest-range foes, are your highest priority. One is quite close, on a rock one level down from the place where you entered the area—right below the Arbiter. In fact, the Arbiter may already have killed him. The two others are harder to find, hidden in the foliage on the ridge up at the top right side of the area. Pinpoint them by their shots, then zoom in and carbine-spam. (You have an infinite amount of carbine ammo in this area, so no need to hesitate). Once all three are dead, it's time to head down onto the valley floor. Fight your way across the river, taking care to look both ways for enemies as you cross. If you have picked up a Bubble Shield by now, I'd suggest that you deploy it on one of the raised areas just across the river to establish a beachhead. Target the Brutes first, then the Needler Grunts, then the Jackals, and then  the regular Grunts. With the Brutes, you may want to use the Brute Shot melee to knock off their armor before you go for the head shot. By the time you've cleared the far bank of the river, you should have reduced the enemy forces to a single Lance. Swap out the Brute Shot for a Needler and use it to kill the Brute. Mop up the stragglers with Carbine fire. Once you've filled up on ammo again, move on down the path.
In the early paper sketch for "River", the player was meant to stay in the Warthog and engage various enemies in a "Warthog Run" for some time, seemingly until about halfway through the mission, when for an at the time undecided reason ("Ambush?" being a suggested method) the player would then lose the Warthog and continue on foot to the dam. The dam section is almost entirely different in this version, with it being being a non-linear engagement around two dam bridges and a courtyard on the other side of the river. It is suggested the player could obtain a Ghost in the courtyard, and was meant to finish the mission by actually arriving at an entrance to [[Crow's Nest]]. This is unlike in the final game where the player enters a Pelican at the dam and flies to Crow's Nest in a cutscene.{{Ref/Site
|Id=RobStokesH3|URL=https://rpstokes53.wixsite.com/work-of-rob-stokes/halo-3|Site=Work of Rob Stokes|Page=Halo 3|D=25|M=5|Y=2023}}


Up on the log above, Sergeant Reynolds is being menaced by a Brute. Needle the Brute, and then move forward under and past the log to get up the slope. There's a Carbine Jackal and a Grunt or two here, so be sure to kill them before moving on. Past this area is a section off to the left, out of which a few Grunts will come when you get near. Kill them and go into the place they came from. You can choose here to pick up the new, slightly better BR, or keep your carbine. I prefer the carbine, so I'll mention it in this walk through, but you can use the BR in its place if you please. At the far end of this area is a pair of Jackals (without Carbines, thankfully) and a rather sneaky Lance who I always get ambushed by. Again, use the Needler on the Brute and the Carbine on the Grunts. Follow the tunnel past the Cortana [[moments|moment]] and you've completed this section.
==Trivia==
 
===Miscellaneous===
=== Part 2: Charlie Foxtrot ===
[[File:Th Halo-3-Brute-GIF.gif|thumb|250px|The Chieftain kicks Johnson into the building as seen in the E3 2007 trailer.]]
To the left right after you exit the tunnel, is a dead Marine with a BR and some grenades. Take them as needed and then head down the path until you find yourself overlooking a large area by the river. On the right is a dead guy who had a whole mess of frag grenades: five, I think. Lob them one after another into the Covenant below. Once you've done so, jump down from the ledge and take a left to find another frag grenade cache to chuck at your foes. Although there are two Lances in the valley when you arrive, it's hard to say exactly how many will leave when the Phantom arrives. Usually, at least the Brutes walk away. But they're not your chief worry. Across the stream are two Jackal snipers, and these guys have actual beam rifles that are capable of a one hit. Use extreme caution and terminate at range. Once they're dead and the Phantom has left, you're free to begin the second and most difficult phase of this battle: attacking the dam.
*During the cutscene in which 'Vadam points out Johnson being forced into the holding area, the weapon that John is holding will vary depending on what primary weapon the player is holding prior to the cutscene much like during the cutscenes in Halo 2. This is the only occurrence in which the player can choose what weapon John has in a cutscene in the entire game. Every cutscene after this one has John scripted to hold specific weapons; regardless of what weapon the player actually is holding.
 
*The cutscene in which the Chieftain kicks Johnson into the building differs from the scene depicted in the [[Halo 3 E3 2007 Trailer|''Halo 3 E3'' 2007 Trailer]]. In the trailer, the Chieftain catches Johnson's punch, leading to Johnson helplessly struggling before the Chieftain throwing him upwards then kicking him mid-air into the building. In the final release of the game, the Chieftain does not react to Johnson's punch, and instead kicks Johnson into the building with a knee strike.
This part can be obscenely difficult on Legendary, not simply because of numbers (though you will be vastly outnumbered) nor because of firepower (although you will be like wise out gunned) but because you tend to get nasty checkpoints. There are two ways to get up onto the dam: just jumping straight up from below (nearly suicidal but not impossible) or walking up the left path (slow but safer). If you want to jump right up, then go ahead and do it. I'd recommend moving a lot, throwing grenades a lot, dropping Bubble Shields a lot, and watching your back obsessively. If you choose the left path, then beware of the four Jackals (two normal and two wielding carbines) on the path itself, as well as the lurking carbine Jackal up on a ledge to the left.
*It is possible to kill the Brute Chieftain on the Phantom by Echo 051's wreckage. However, a Chieftain is still present to push Johnson into the prison, so they may be two different chieftains, or the one on the Phantom was not scripted to die.
 
*This is the only ''Halo 3'' mission where Thel 'Vadam will accompany the player through the entire level. (This does not include Halo, because on single player he will be absent during the fight against 343 Guilty Spark.)
---
*If [[N'tho 'Sraom]] reaches the middle point cutscene/checkpoint of the level, he will appear in the cutscene instead of 'Vadam (Arbiter) and say his dialogue.{{verify}}
 
*All of the kills Hocus gains through her missiles are headshots. This can be seen by turning on the [[Halo_3_skulls#Grunt_Birthday_Party|Grunt Birthday Party skull]] and leaving some grunts alive at the bridge, then quickly rushing to the bridge (note that the player is not supposed to actually try to kill them, due to her missiles being able to kill the player.) When her missiles kill the [[Grunts]], one can easily see the confetti and hear the children laughter.
You should have picked up a Bubble shield somewhere along the line. Deploy it in this next area if under heavy fire. Once you're out of "sniper alley", you will come across Johnson's crashed Pelican, and a massive horde of Covenant Loyalist resistance. Pick up the Battle Rifle and Sniper Rifle at the crashed Pelican site before moving forward to the last section of Sierra-117. You do not need the Sniper Rifle here, but it is strongly suggested to grab it, as it will make taking out the Jackal Snipers and Brutes a lot easier.
*After all the enemies are killed, players can head back to place where the 'Quid Pro Quo' cutscene plays. However, the tunnel entrance will have mysteriously disappeared.
 
*If the player deactivates the containment shield holding Johnson without entering the room (by jumping to the ceiling and pressing the switch through the glass), Johnson will still sit there until the player enters the room.
=== Part 3: Quid Pro Quo ===
*When the Chieftain pushes Johnson in the room, if one looks at it with a Sniper Rifle, Johnson actually trips into the room and the shield doors just close on their own.
For this part of the mission you should have a [[sniper rifle]] and a [[battle rifle]].
*It is possible to man the Pelican's turret by killing the marine manning it, but this will activate the cut scene.
 
<font color="red">'''This happens fast so be ready as soon as the cut scene ends''':</font>
 
Look to the dam straight ahead of you, but step back a little, there is 2 [[Jackals]] with a Beam rifle across the way, and several armed with carbines scattered around. Zoom in with your sniper rifle and look at the right side near the building on the right end of the dam. There should be a [[Brute Captain Major]] standing there, Take him out with either one well placed sniper round or two. Next, '''remembering all of this happens quickly''' look at the left end of the dam (as far left as you can see, where the building on the left end of the dam starts). There should be a [[Brute Captain Ultra]] standing there. Take him out the same way as you did the major. Next, another [[Brute Captain Ultra]] will run past the one you just killed. Occasionally he will run past as you are killing the first, giving you the opportunity to get two for one (which is nice when you have no more than 24 rounds to work with). '''RELOAD NOW''', '''even if you still have 3 round in the cartridge'''...... Finally, once the two [[Brute Captain Ultra]]s are dead a [[Brute Chieftan]] (weapon class) will run out from the same area the second brute captain ultra ran out from.  
 
He only has invincibility activated '''~10% of the time''' and it '''is''' possible to take him out as he runs across the dam. He will sometimes stop if you hit him a few times, just shy of cover and end up easy pickings (try and kill him BEFORE he activates invincibility; it is good to have while being attacked). He is sprinting so you have to make your first shot a good one to stop him in his tracks or slow him significantly. Three to four sniper rounds are enough to take him down if you land all of them on his head/shoulders. '''It is critical to land a first good shot on his head or he will most likely escape you'''. If you do happen to miss him don't despair... Look at the building on the right end of the damn where he disappeared into. About 30% of the time he goes downstairs and emerges from the door at the base of the building on the right side of the dam. Here is your opportunity to finish him off, all without having to step out of cover. He may also move down to the building in front of you and just stand there. If he does, leave him until after the snipers are gone.  After you take him out jump and take a quick scan of the area below you. Almost 100% of the time there will be another [[Brute Captain Ultra]] standing in the open. After you jump line your sight up on the ground in front of you so when you jump you barely have to aim at the brute below. One shot usually just knocks his helmet off, but jump again immediately and finish him off with a second shot to the head.  
 
Now switch to your BR and plug the Sniper Jackal down in front of you. Switch back to your sniper, stay down, and wait until you can draw a bead on the rest of the snipers (there are about 5 of them).


You might not be able to kill the Chieftain with sniper fire, so be prepared for a long and drawn out close combat fight with him. However, it is possible to kill him by long distance sniping or BR fire (just wait until his invincibility runs out) It is also possible to stick the Chieftain, but only if you're very lucky. Plasma grenades do not adhere to a Chieftain, so the only way to stick him is to land it on the Hammer he wields. Lay down a pattern of Sniper fire until most of the Grunts, Jackals, and Brutes are gone, then jump on down, switch to your Battle Rifle, and move in. Your SR may be low on ammo, so exchange it for a Needler or Brute Shot or
the grav hammer the chieftain was weilding.
About the Chieftain: if you see him charging at you and he's glowing white, that means he has his personal invincibility shield on and is preparing to make you a stat in the record book, so be prepared to run. Don't waste ammo or grenades on him when he has this shield activated, you won't do any damage. The best solution is to run around, or get to a high spot to avoid his Hammer and blast radius (Jumping helps, if timed right, although it is harder to do as he will often stop before striking). A good solution (when the shield is down) is to lob some grenades at him while he's charging and follow up with some automatic fire. The Brute shot is another weapon that is very effective, but never try to melee a Brute Chieftain! The Needler can also be particularly effective, but sometimes the needles bounce off his armor. Anyway, if you forgot to get the SR, use the BR to take out  the Jackal Snipers, one by one. As for the other brutes, if you have enough ammo left in your BR, you can use it to shoot them in the head, or else work together with Arbiter to kill them all, after killing the Chieftain. Beat down any Grunts that get in your way.
Upon rescuing Johnson from the makeshift prison the Brutes made, you will have one final engagement. Two Phantoms will arrive dropping a number of Brutes and Grunts. Engage them on the bridge and kill all of them to initiate Pelican [[Kilo 023]] to fire upon the Phantoms destroying them easily. Hop aboard the Pelican to complete the level and begin
the cinematic.
Another strategy is to run around to the other side of the "Prison". There is a box you can hide behind and headshot grunts of the first wave.
To get the silver skull, where sergeant was held captive you should be able to jump on the roof of that and then jump onto the ledge of the large structure, or find another way, once on the ledge walk left to the bit where the mountain meets the building and in the corner should be the skull.
==Trivia==
===Detours===
===Detours===
*During the segment entitled Quid Pro Quo, if one wants to bypass the Brute Chieftain, it is possible to take a short cut. After the cut scene, pick out all the Grunts and Jackals. Then, head towards the dam. There are stairs leading down and up. Go down. You will find yourself in a room. Wipe out any Covenant Loyalists in the room. On the left side of the room, there is a small doorway. If you go in, you will find yourself underneath the main walkway with the Chieftain and other Covenant Loyalists.
*During the chapter entitled ''Quid Pro Quo'', if one wants to bypass the Brute chieftain, it is possible to take a shortcut. After the cutscene, pick off all the Grunts and Jackals. Then, head towards the dam. There are stairs leading down and up. Go down. One will find oneself in a room. Wipe out any Covenant in the room. On the left side of the room, there is a small doorway. If you go in, you will find yourself underneath the main walkway with the chieftain and other Covenant loyalists. Walk forward, and you will find yourself past the chieftain. If the Brute chieftain goes berserk, however, he may pursue you relentlessly, so be careful. If you also spent some time on the ridge sniping enemies from a safe distance, he will run over the bridge and wait for you, or run under it via the tunnel.
*When you reach the dam where you must free Johnson, go into the first complex. If you head up the ladder, there is a good sniping spot that gives you a good aim at the enemies, but poor defense. It is also possible to jump from one crate onto a roof, where a Jackal with a Carbine can be found; by jumping through and breaking windows, you can enter that same room.


===[[Glitch]]es===
===Glitches===
*In theater mode it is possible to see a six-winged bird, at the start when you see the first [[Brute]] three birds will sometimes fly low through the area and they will all get stuck on the rock that the Brute is standing on, it will disappear in a few seconds so you have to pause the movie to find it easily.
{{Main|Glitches}}
*The Stairway to heaven: there is another stairway to heaven glitch near the end of the level up where you can find the [[Iron skull]]. You need three people; you go to the corner near the skull and get on each others heads. Start jumping and one of you will get up there, once up there you will notice a cliff behind you stand facing towards it then get the other two to kill them selves they should spawn on your head and with a bit of luck get on the cliff you can then go on to of the buildings or continue up the cliff to find a gigantic grassland you can now roam about. Also, in the grassland there is a big pit and you can also walk up invisible hills. If you choose to go on the building you can then walk along the edge of the cliff by doing this you are able to see a broken pelican on the river (this can also be called a ''vacation'').
[[File:H3 Sierra 117 Two Johnsons Glitch.jpg|thumb|300px|Two Avery Johnsons as the result of a glitch.]]
*There is another possible method up to the Stairway to Heaven, which you can do with a guest controller. First, get a [[Brute Shot]] from one of the brutes that help the Chieftain. Next go to the wall the [[Iron]] [[skull]] is near to and make your second controller player stand next to it. Then jump on his head and shoot two Brute Shot bullets or [[Grenades]] into your guests head and jump at the same time. This should get you up ontop of the dam. Once there, follow the steps on the above article to get to the "Pit of Death" and the invisible hills.
*The [[Arbiter eye glitch]] can been seen on this level, if paused in Theater mode right at the start of the level before the game goes to full screen.
*It is possible to "break" the level by tossing a [[Plasma Grenade]] at [[Kilo 23]]'s cockpit at the end of the level. The grenade will pass through the cockpit and kill [[Hocus]], causing the [[Pelican]] to fall through the level's geometry and disappear.
*In [[Theater]], it is possible to see a six-winged bird. At the start, when the player sees the first Brute, three birds will sometimes fly low through the area and get stuck on the rock that the Brute is standing on, overlapping and forming a six-winged bird. It will disappear in a few seconds, so one may have to view the level in the [[Theater]] and pause when one sees it to get a good look at it.
*If you shoot [[Johnson]] off of the bridge as he crosses it, he will begin to fight the [[Grunts]] and if you have a sufficient difficulty (Legendary with a few gold skulls on), he can be knocked back by grenades and [[Brute Shot]]. On rare occasions he will be held back and rejoin your group. When you go to the bottleneck of the forest before the [[Brute Chieftain]] locks Johnson in the room, he will vanish. If done correctly, when you look at Johnson being held by the Chieftain he will be running and wielding his rifle.
*There are two [[vacation]]s that can be performed in this level. (See: [[Sierra 117 vacation]].)
*You can glitch to get the [[Energy Sword]] that [[Arbiter]] wields. How to do it is very simple. First it must be done in [[Heroic]] or [[Legendary]] to make '''Arbiter''' mad to take it out. Then on purpose, weaken him by destroying his shield. Either make sure you see his '''Energy Sword''' on his hips, or when near enemies, he'll bust it out. Kill him either '''plasma sticking''' or letting the [[Covenant]] do your job(though it'll be harder to find Arbiter's corpse and his Energy Sword so stick with the first one). After that pick up the sword and it'll have around '''1-5''' energy left. If you want a full ammo '''Energy Sword''', repeat the steps again, but don't do it constantly for '''Arbiter will think of you as a traitor and kill you with one shot or one deck.'''
*It is possible to "break" the level by tossing a [[Anskum-pattern plasma grenade|Plasma Grenade]] at [[Kilo 23 (Pelican)|Kilo 23]]'s cockpit at the end of the level. The grenade will pass through the door to the cockpit and kill [[Hocus]], causing the [[D77-TC Pelican]] to fall through the level's geometry and disappear. Caution: Kilo 23 is rather large. if it falls on you, you may be splattered.
*On [[Legendary]] with all the skulls on. It is possible to climb to the top of the hill where [[Sergeant]] [[Johnson]] and the [[Marine|Marines]] climb, but it is a small gap and very difficult to get there. It is on the left of the water. Up there, the marines will run into a small alcove and dissapear.
*If, during the ''Charlie Foxtrot'' chapter, you shoot Johnson off of the bridge as he crosses it, he will begin to fight the [[Unggoy|Grunts]], and if you are playing on a sufficient difficulty (Legendary with a few gold skulls on), he can be knocked back by grenades and Brute Shot blasts. On rare occasions, he will be held back and rejoin your group, and on other occasions, he may get "stuck" against an environmental obstacle, able to move but refusing to do so. When you go to the bottleneck of the forest before the [[Brute Chieftain]] locks Johnson in the room, he will vanish. If done correctly, when you look at Johnson being held by the chieftain, he will be running and wielding his rifle.
*At the end of the level it is possible to jump inside the pelican without pressing RB. If you manage to do this and melee the turret marine to death, you can man the turret, but that will cause the level to end. Also, if you melee attack some of the marines already in it, they will fall through the floor of the Pelican.
**You can also grenade him off the bridge. He will generally try to run back up the ridge, and back across the bridge. When this happens, he is unaffected by grenades (they launch him into the air, but while in mid-air, he is posed as if he jumped or fell). He will also rarely respond to shots, though he may occasionally grunt in pain or curse if hit by shots from weapons like the Needler.
*It is possible to walk on the riverbed where the pelicans are shot down. Use this to take your enemies by surprise but the enemy's bullets will still go through the water.
*It is possible to board the Phantom carrying the Brute Chieftain before he flies off to regroup. While inside the Phantom, the Brute cannot be killed. So long as you are on board, and mounted on one of the turrets, the Phantom will always get stuck on the cliff face. Should you dismount, you will fall to your death and the Phantom will resume its journey.
*After the pelicans crash into the river, you can jump down and find their gun turrets(detached).
*When playing on [[Heroic]] or [[Legendary]], you can use a glitch to get the [[Type-1 energy sword|Energy Sword]] that Thel 'Vadam wields. Deliberately weaken the Arbiter by destroying his shield. Either make sure you see his Energy Sword on his hips, or when near enemies, he'll take it out. Kill him by either sticking him with a Plasma Grenade or letting the Covenant kill him (though the latter method will make it harder to find 'Vadam's corpse and his Energy Sword). When the deed is done, pick up the sword and it'll have around one to five energy left. If you want a fully-charged '''Energy Sword''', repeat the steps again, but wait several seconds after 'Vadam respawns, or he will see you as a [[Treason|traitor]], and kill you with one shot or melee attack.
**At the end of the level when the pelican arrives and the phantoms wreckage is still in the water, use a plasma grenade to blow one of the weapon crates into the water. If you jump onto this it is possible to jump onto the biggest piece of the phantom. You can ride this until it sinks, where you can stay underwater on top of it indefinitely. You can also grenade jump off of these when they're on the dam to get on top of the pelican, which accomplishes nothing but is still fun to do.
*On [[Legendary]], with all the skulls on, it is possible to climb to the top of the hill where Sergeant Johnson and the Marines climb, but it is a small gap and very difficult to get there. It is on the left of the water. Up there, the marines will run into a small alcove and disappear.
*In the area where the two Pelicans are shot down by Banshees, as you head back into the jungle, you may be able to grenade the Arbiter off the cliff and onto the waterfall. He will slide down into the water, some distance beneath the surface, and run around for a little while. If you fire at him, you may be able to hear him faintly utter the usual phrases (e.x. "Save your fire for the Brutes!"). He will typically head off to the right (your right, when facing the entrance to the jungle) and travel some distance before reappearing back on the cliff, blindly running into a wall until you approach him.
*At the end of the level, it is possible to jump inside the Pelican without pressing RB. If you manage to do this, and melee the marine manning the [[machine gun turret]] to death, you can man the turret, but doing so will cause the level to end. You can also melee attack some of the marines in the seats; they will fall through the floor of the Pelican.
*It is possible to walk on the riverbed where the Pelicans are shot down. You can use this to take your enemies by surprise, but note that the enemies' bullets will still go through the water.
*After the Pelicans crash into the river, you can jump down and find their machine gun turrets.
*At the end of the level, when Hocus's Pelican arrives and the Phantom's wreckage is still in the water, use a Plasma Grenade to blow one of the weapon crates into the water. If you jump onto the crate, it is possible to jump onto the biggest piece of the phantom. You can ride this until it sinks, where you can stay underwater on top of it indefinitely. You can also grenade jump off of the wreckage to get on top of the Pelican.
*At the end of the level, you can shake Hocus's Pelican. To do this, you'll need the [[Gravity hammer (fiction)|Gravity Hammer]] and possibly some Plasma Grenades. Jump on top of the Pelican once it comes to pick you up, by using the ledge to the left of it. Whack the tail end with the Gravity Hammer, or throw Plasma Grenades at it, making sure it moves away from the bridge. If done properly, the Pelican should move around.
*With a carefully placed Plasma Grenade into the cockpit, a player can take down the Pelican that comes to pick up Master Chief at the end of the level.
*The Brute Chieftain at the end of the level will occasionally be invincible. He will possess no shields, and will bleed when shot, but can not be killed by any weapon, and can be deterred only by tricking him into jumping into the river, where he will not be able to get out. However, examination on Theater mode will show him still forever roaming the bottom.


====Mistakes====
===Mistakes===
*In the [[August 2007 EGM Halo 3 Story|August 2007 EGM ''Halo 3'' Story]], ''Sierra 117'' was mistakenly said to be the ''fifth'' level in the [[Halo 3 Campaign|''Halo 3'' Campaign]].<ref>[[August 2007 EGM Halo 3 Story]] pg. 66</ref>
*The compass on the Assault Rifle is inaccurate - it is out by roughly 90 degrees. Using the compass alone, one would estimate their position as being on top of Shira peak which is to the West of Kibo peak. If you scan the horizon, then you would see Shira peak to the left of Kibo peak.
*The compass on the Assault Rifle is inaccurate - it is out by roughly 90 degrees. Using the compass alone, one would estimate their position as being on top of Shira peak which is of course to the West of Kibo peak. If you scan the horizon, then you would see Shira peak to the left of Kibo peak.
*Even though the time line takes place in the morning, the actual in-game background scenery tells a different story. If you use the position of the sun, the orientation of Mount Kilimanjaro and the Chief's position at [[Blind Skull]], the time would be late in the afternoon, meaning the sun would be in the wrong place.
*Even though the time line takes place in the morning, the actual in-game background scenery tells a different story. If you use the position of the sun, the orientation of [[Mount Kilimanjaro]] and the Chief's position at [[Blind Skull]], the time would be late in the afternoon, near the winter solstice. So obviously the sun is in the wrong place.
*At the end there is a Marine manning a machine gun turret in the Pelican, but in the cutscene, he is gone.


====[[Easter Egg]]s====
===Easter eggs===
*When you are approaching the part when you see Johnson and his men running over the bridge, try climbing the rocks in the area behind. You can pick up a Beam Rifle and if you look closely enough you might just see a family of [[Cavemen]].
{{Main|Easter egg}}
*When you are approaching the part when you see Johnson and his men running over the bridge, try climbing the rocks in the area behind. You can pick up a Beam Rifle, and if you look closely enough, you might just see a family of [[Cavemen]].
*Two examples of the trees that have carvings in them are a carved heart that has the initials MF inside the heart and another carved heart that has M + L 7-16-95 inside.
*Two examples of the trees that have carvings in them are a carved heart that has the initials MF inside the heart and another carved heart that has M + L 7-16-95 inside.
*The [[Halo_3_skulls#Iron|Iron Skull]] is found on this level.
*The [[Halo 3 skulls#Iron|Iron Skull]] is found on this level.
*The [[Halo_3_skulls#Blind|Blind Skull]] is found on this level.
*The [[Halo 3 skulls#Blind|Blind Skull]] is found on this level.
*A Team of Explorers have found two unidentified skulls in and outside of the level.  They are releasing a series which will premiere on youtube soon and show all locations of the new skulls and a few more Easter Eggs.
*There are two secret towers outside the map: one behind some two dimensional trees, and one in the same area out by a lighting storm out in the open. They also are behind the invisible wall so you cannot reach them. You can find them if you get outside of the map in the dam area.
*There are two secret towers outside the map, one behind two dimensional trees, and one in the same area out by a lighting storm out in the open. They also are behind the invisible wall so you cannot reach them. You can find them if you get out of the map in the dam area.
*At the beginning of the level after the Arrival, it is rumored that [[B-113-421]]'s roars can be heard before entering the pool area. However, this is questionable since B-113-421 is only present and mentioned in ''[[Believe]]'' which was non-canon.
*At the beginning of the level after the Arrival,It is rumored that [[B-113-421]]'s roars can be heard before entering the pool area.
*Near the end of the level, you can use the [[elevator glitch]] where the skull is located to get on top of the glass structure. If you walk across the structure and proceed onto the side of the cliff you will be able to find a lone caveman, which is similar to the cavemen you can find at the beginning of the level.
*At the end of the level, on the far side of the dam, if you walk down the pipe running parallel to the water and into a small alcove and look up, it appears that there is an image on the ceiling, but it's yet to be known what it is.
*You can also use the Elevator glitch to get onto the platform above the Skull. You will need the chieftain's Gravity Hammer to get up. Once you are up, get your co-op pal to commit suicide. They should respawn above the player on the ledge above the skull. Once you have beaten the map, you can wander around above the dam and up into the hills on foot. There are numerous features like small hills and large holes in the ground. It has yet to be fully explored.
*At the end of the level, on the far side of the dam, if you walk down the pipe running parallel to the water and into a small alcove and look up, it appears that there is an image on the ceiling, but it's yet to be identified.
*If player one takes too long to board Hocus's Pelican at the end of the level, Johnson might say, "Come on, Chief! The fight isn't gonna' finish itself!" This is an obvious reference to the ''[[Halo 3]]'' tagline, "Finish the fight!".
*There is a partially rendered entrance to the level "Crow's Nest" if you get out of this level using the method mentioned above. It looks somewhat like a cave, but there is no way out. It is recommended that one player stays out of the area while another goes in.
*There are invisible floors on this level that make it seem like you are walking the stairway to Heaven. To do this, just use the Elevator glitch to get out of the map near the dam area by the Iron Skull.


===Achievement Tips===
===Achievement Tips===
*This level is good for getting the "Used Car Salesman" achievement. After rescuing Johnson at the dam, there should be a Phantom outside. Just stick the Phantom a few times and you get the achievement.
*This level is good for getting the "Used Car Salesman" achievement. After rescuing Johnson at the dam, there should be a Phantom outside. Just stick the Phantom's front-mounted turret to get the achievement.


===References===
===References===
*The multiplayer map [[Ghost Town]] is based on, inspired by, and is also in the same area as Sierra 117.
*The multiplayer map [[Ghost Town]] is based on, inspired by, and located in the same area as Sierra 117.
*Note that the level is called Sierra 117; Sierra is the word used in the NATO phonetic alphabet to represent the letter S, which, when used in a military sense, generally stands for "sniper." However, in ''Halo 3'', it is S 117 which corresponds to [[SPARTAN-117]]. This has been confirmed in the second Bungie Podcast.
*Note that the level is called Sierra 117; Sierra is the word used in the NATO phonetic alphabet to represent the letter S, which, when used in a military sense, generally stands for "sniper." However, in ''Halo 3'', it is S-117, which corresponds to [[John-117]]. This has been confirmed in the second Bungie Podcast.
*''[[wikipedia:Quid pro quo|Quid pro quo]]'' is Latin for ''"something for something"''. It ''may'' be a reference to ''Silence of the Lambs''
*''[[wikipedia:Quid pro quo|Quid pro quo]]'' is Latin for ''"something for something"''. It ''may'' be a reference to ''Silence of the Lambs''.
* Players speculate that "Quid Pro Quo" is the chapter name because you're giving the covenant a little piece of your mind, and you're getting Sergeant Johnson in return.  
*The Achievement "Landfall" is the same name as the Halo Shorts Series, ''[[Halo: Landfall]]''.
*The Achievement "[[Landfall]]" is the same name as the Halo Shorts Series, [[Halo: Landfall]].
*The river in the area is the Nkuu river or one of its tributaries.
*The river in the area is the Nkuu River or one of its tributaries.
*[[Johnson]] grabs a Needler when you rescue him; this could be a reference to the level Truth and Reconciliation, where [[Captain Keyes]] grabs a Needler when you free him.


===Miscellaneous===
==Gallery==
*For the first time in the entire Halo series, the player doesn't begin playing the game in space but on Earth.
===Concept art===
*At the start of the level, players can hear animalistic howls. Instead of native Earth animals, as thought, it is actually nearby [[Brutes]].
<gallery>
*Although the Arbiter skillfully wields an Energy Sword in single-player mode, in co-op, the player controlling him is instead given a Covenant Carbine and a Plasma Rifle.
File:Concept-H3-Sierra-Kilimanjaro.jpg|Concept art of John-117 with a Pelican and Mount Kilimanjaro in the background.
*"Bravo Kilo" is another word for "[[Brute]]", being phonetic code for "Baby [[Wikipedia:King Kong|Kong]]", a joke about the aliens' ape-like appearance.
File:H3 KilimanjaroConcept.jpg|More concept art of Mount Kilimanjaro.
*If [[N’tho ‘Sraom]] reaches the middle point cutscene/checkpoint of the level, he will appear in the cutscene instead of 'Vadam(Arbiter) and say his dialogue.
File:H3 ManualCover 1 Concept 2.jpg|Concept art of John-117 leading Johnson and Marines in the jungle.
*Sierra 117 is the only first mission in the Halo series in which [[Jackals]] appear.
File:H3 Dam concept.jpg|An early sketch of the dam.
File:H3 HydroConcept.jpg|Early concept art of the [[A2 Hydroelectric Facility]].
File:H3_A2Hydro_Concept_1.jpg|Concept art of the hydroelectric facility.
File:H3_A2Hydro_Concept_2.jpg|Another concept of the facility.
</gallery>
 
===Design Documentation===
 
<gallery>
File:H3_KilimanjaroJungleSketch.jpg|Early paper sketch titled "Kilimanjaro Jungle".
File:H3_River_Paper_Sketch.jpeg|Early paper sketch titled "River".
File:H3_FleeJungleToBaseWhiteboard.jpeg|Mission Whiteboard titled "1.1 Flee Jungle To Base".
File:H3_KilimanjaroDesignDoc.jpeg|Digital design document titled "1.1 Kilimanjaro".
</gallery>


==[[Achievement]]s==
===Storyboards===
*'''[[Landfall]]''' - "Landfall" is an achievement awarded to the player for completing the level on the Normal, Heroic, or Legendary difficulty. It is worth 20 Gamerpoints.
;First revision intro
*'''[[Iron (Achievement)|Iron]]''' - "Iron" is an achievement awarded to the player for finding the [http://halo.wikia.com/wiki/Halo_3_Skulls#Iron Iron Skull]. It is worth 10 Gamerpoints.
<gallery>
*'''[[Guerilla]]''' - "Guerrilla" is an achievement awarded to the player for earning 15,000 points or more in meta-game free-for-all scoring. It is worth 10 Gamerpoints.
File:H3 Sierra117 Storyboard 1.jpg
File:H3 Sierra117 Storyboard 2.jpg
File:H3 Sierra117 Storyboard 3.jpg
File:H3 Sierra117 Storyboard 4.jpg
File:H3 Sierra117 Storyboard 5.jpg
File:H3 Sierra117 Storyboard 6.jpg
</gallery>


==Gallery==
;Second revision intro
<gallery>
<gallery>
Image:Arbiter_Jungle2.jpg|Chief accosting the [[Arbiter (Character)|Arbiter]].
File:H3 Sierra117 Storyboard 7.jpg
Image:Defending_the_Pelicans.jpg|Chief defending some [[Pelican]]s.
File:H3 Sierra117 Storyboard 8.jpg
Image:Grunt_Jungle.jpg|[[Grunt]]s in the jungle.
File:H3 Sierra117 Storyboard 9.jpg
Image:Marine_Jungle.jpg|[[Master Chief]] leading a [[Marine]] fireteam.
File:H3 Sierra117 Storyboard 10.jpg
Image:Brute_with_Shield.jpg|A [[Brute]] preparing to attack the [[Master Chief]].
File:H3 Sierra117 Storyboard 11.jpg
Image:MCwaterfall.jpg|The calm before the storm.
File:H3 Sierra117 Storyboard 12.jpg
Image:9672743-Full.jpg|A [[Brute Bodyguard]] torturing [[Gunnery Sergeant Reynolds|Reynolds]].
File:H3 Sierra117 Storyboard 13.jpg
Image:59902982-Medium.jpg‎| Two Avery J. Johnsons.
</gallery>
</gallery>


==External Links==
;Outro
*[http://uk.youtube.com/watch?v=8Y5zTy1J14g ''A leaked video from E3 2007.'']
<gallery>
File:H3 Sierra117 Storyboard 14.jpg
File:H3 Sierra117 Storyboard 15.jpg
</gallery>


==References==
===Screenshots===
<references/>
<gallery>
File:H3 Menu 02 Sierra 117.png|Preview of the level in ''Halo 3'' menu.
File:H3 ChiefJungle 0706.jpg|John-117 standing in the jungle.
File:MCwaterfall.jpg|John-117 at the waterfall where Johnson takes Second squad and splits up.
File:Brute_with_Shield.jpg|A Jiralhanae goes berserk and prepares to attack John-117.
File:Grunt_Jungle.jpg|A pair of Unggoy in the jungle.
File:H3 Sierra 117 Reynolds captured.jpg|A [[Jiralhanae Captain]] interrogates Gunnery Sergeant [[Reynolds]].
File:Defending_the_Pelicans.jpg|John-117 fires a turret in attempt to defend [[D77H-TCI Pelican Dropship|Pelicans]] from attacking [[Type-26 Ground Support Aircraft|Banshees]].
File:Sierra117grunts.png|John-117 throws a plasma grenade at a pair of Unggoy.
File:Chieftainonphantom.jpg|A [[Brute Chieftain]] riding on a [[Phantom]].
File:Emag halo3 092307 2 bd140.jpg|John-117 fires his weapon at the Jiralhanae Chieftain at A2 Hydroelectric Facility.
File:HTMCC - H3 Kilo 23 Opens Fire.jpg|Kilo 023 firing Anvil-II air-to-surface missiles at Phantoms.
File:H3 S117 Grunts.jpg|Promotional image of the level, with John-117 firing at several Unggoy.
</gallery>


{{succession box | before = ''[[Arrival (Level)|Arrival]]'' <br />| title = [[Halo 3 Campaign|''Halo 3'' Campaign Missions]] | years = '''''Sierra 117''''' |after = ''[[Crow's Nest (Level)|Crow's Nest]]''}}
==Sources==
{{Ref/Sources}}


{{Level}}
{{succession box | before = ''[[Arrival]]'' <br />| title = ''Halo 3'' Campaign Missions | years = '''''Sierra 117''''' |after = ''[[Crow's Nest]]''}}


[[Category:Halo 3 Campaign Missions|{{PAGENAME}}]]
{{Levels|H3}}
[[Category:Halo 3 campaign|false]]

Latest revision as of 00:58, September 5, 2024

This article is about the campaign level. For the protagonist of the Halo trilogy, see John-117.

Prev:

Arrival

Next:

Crow's Nest

Sierra 117
H3 Sierra117 Loadscreen.png

Game:

Halo 3

File name (?):

010_jungle[1]

Player:

Date:

November 17, 2552

Location:

Near Mount Kilimanjaro, Tanzania, Africa

Objective(s):

  • Move to the river for evacuation
  • Find and rescue Johnson.

Par Time:

00:15:00 (Master Chief Collection)

Par Score:

13,000 (Master Chief Collection)
15,000 (Halo 3)

Main-Legendary.png

Halopedia has a walkthrough guide for this level; see Sierra 117/Walkthrough.

 
Rise up. Start the fight.

Sierra 117 is the second campaign level of Halo 3. It is the first level in Halo 3 to feature real gameplay, as opposed to the first level, Arrival, which is purely a cutscene and tutorial. This is also the first level to feature Cortana Moments.

Upon completing the level on the Normal, Heroic, or Legendary difficulties, the player will earn the "Landfall" achievement and 20 Gamerscore. Upon earning 15,000 points in Campaign Scoring, the player will be awarded with the Guerilla achievement and 10 Gamerscore.

Setting[edit]

This level takes place in a lush African jungle that lies on the southern slopes of Shira peak of Mount Kilimanjaro, as confirmed from the hexadecimal code of the Halo 3 Beta and physically confirmed in the Halo 3 E3 2007 Trailer and the short video subsequent Bungie Podcasts (Mawenzi peak can be seen slightly obscured to the right of Uhuru peak, both of which are part of the Kilimanjaro mountain.) The jungle is home to a Covenant encampment, and hosts lush verdant forestry, rivers, rocky landscapes, waterfalls, and tunnels. The environment bears some resemblance to the "Off the Rock, Through the Bush, Nothing but Jackal" section of Halo 2's Delta Halo, although the location is different; Sierra 117 takes place on Earth, while Delta Halo is set on Installation 05.

Plot[edit]

Having been found by Sergeant Avery Johnson, Marcus Stacker, some Marines, and the Arbiter Thel 'Vadam, the Master Chief is escorted through the jungle, not knowing there is trouble ahead. Johnson has with him two squads of Marines, but, after spotting a Covenant Phantom overhead, he decides to split them in order to attempt to reach an evacuation point at a nearby river. The Master Chief, Thel 'Vadam and one squad head one way, following a stream leading to the river, while Johnson and the other UNSC forces scale a waterfall, and head another way. Bravo squad, apparently left behind by Johnson's team to guard the Landing Zone, where Pelicans were to extract the troops, breaks radio silence, and is attacked by a pack of Jiralhanae, led by a Jiralhanae Chieftain.

The Chief encounters the previously patrolling Phantoms, which drop off Jiralhanae and Unggoy. After the battle, they receive notice from Johnson that they cannot get into contact with another Marine team, Bravo. Almost immediately after, the group comes across a stricken marine held captive by a Jiralhanae on a log above them. The Jiralhanae beats the Marine, inquiring about a secret "location." After killing the inquisitive Jiralhanae, they are told that the rest of Bravo is dead, apparently pinned down by a Phantom and slaughtered by a Jiralhanae Chieftain. The Bravo team survivor, Gunnery Sergeant Reynolds, then joins the squad escorting the Master Chief.

By the time the Master Chief and Thel 'Vadam make it to the river for evacuation, the Pelicans at the evacuation point are already under attack by Covenant infantry. Johnson is seen using the machine gun turret at the back of one of the Pelicans, and with combined fire the Covenant are momentarily pushed back. Several Banshees swoop in on and attack the Pelicans. Both Pelicans suffer catastrophic wing damage from the Banshees' fuel rod cannons and make a fiery exit further down river as more Jiralhanae and Unggoy reinforcements show up to kill Master Chief's squad. After pushing through the Covenant forces, the Chief and Thel 'Vadam are told over the COM that Johnson's Pelican has crash landed and shortly afterward come across him and his squad fleeing from the crash site, pursued by Jiralhanae and Unggoy forces. The Chieftain pulls his own Phantom out of the fight to regroup.

They desperately try to catch up with Johnson, killing many Unggoy, Jiralhanae and Kig-Yar. After coming across the crashed Pelican, they find Sniper Rifles and Battle Rifles. Master Chief, Thel 'Vadam and the surviving marines then find themselves in a thick jungle and have to fight past Kig-Yar hiding in the trees and on the ground, with no sign of Johnson or his squad of marines.

They then reach a large dam where they see Johnson being taunted and kicked into a small building and held captive by a Jiralhanae Chieftain. It is implied that this is the same Chieftain that killed Bravo's men and pursued Johnson from his crash site. The area is also littered with Unggoy and Kig-Yar as well as half a dozen Jiralhanae. With slow progress, the two heroes manage to fight their way through and around the dam and eventually take down the Jiralhanae Chieftain. They then rescue Johnson and the three surviving marines from his squad. (Note: the marines will be dead if you still have marines from before)

Johnson calls in Pelican Kilo 023 piloted by Hocus to come and pick them up, but they are first engaged by two Phantoms which drop off hordes of Unggoy and a few Jiralhanae Captains wielding brute shots and spikers. Whilst the group engages the ground forces, the Pelican arrives and takes down the two Phantoms with missiles. Hocus then lands and evacuates the survivors and Johnson is seen patting the Chief on the shoulder in thanks before the Pelican flies off.

Transcript[edit]

Walk It Off[edit]

Brutes on the prowl.

Promotional image for Halo 3 featuring John-117 with an MA5C assault rifle and Thel 'Vadam with a Vostu-pattern carbine on the campaign level Sierra 117.
John-117 and Thel 'Vadam together in the jungle.

{Gameplay}

  • (2-Player Co-op Change) Sergeant Johnson: "First Squad, you're my scouts. Arbiter, watch the Chief's back. Move out! Quiet as you can."
  • (3-4 Players Co-op Change): "First Squad, you're my scouts. As for you, just try not to wreck my planet. Move out! Quiet as you can."

If the player stalls:

  • Sergeant Johnson: "Let's get moving, Chief. Come on, I'll lead you out."

They come across a log. The Marines climb over, and Johnson stands on the log, waiting for Chief.

If the player stalls:

  • Sergeant Johnson: "Up and over, Chief."

If the player further stalls:

  • Sergeant Johnson: "Jump! Stretch those legs, Spartan."

The squad moves out.

  • Sergeant Johnson: "Bravo Team, this is Johnson. We got him. Fall back to the extraction point. Over."

A Jiralhanae howls off in the distance.

  • Marine #1: "That sounded close."
  • Marine #2: "Yeah, too close."
  • Sergeant Reynolds (COM): "Johnson, you be advised. Hostiles are -{static}- on the move -{static}-. I've got eyes on a -{static}- Brute Pack -{static}-. Over."
  • Sergeant Johnson: "Say again, Gunny? You're breaking up."

There is the ominous whisper of gravitational drives as a Phantom flies overhead above the trees.

  • Sergeant Johnson: "We stick together and we're gonna get spotted. Let's split up, meet back at the LZ. Chief, go with the Arbiter, head toward the river. Second Squad, you're with me."
  • (Co-op Change) Sergeant Johnson: "Chief, you and the Arbiter head toward the river."

Johnson and Second Squad climb up the cliff by the waterfall.

If the Chief attempts to follow Johnson and stares at him after the climb:

  • Sergeant Johnson: "Keep an eye out for Bravo Team, Chief! If the Brutes do have our scent, those boys are in a lot of trouble!"
Promotional image for Halo 3 featuring John-117 with an MA5C assault rifle while accompanied by several UNSC Marines on the campaign level Sierra 117.
John-117 follows First squad to the river for pickup.

Johnson and Second Squad cross the river above the waterfall and run out of sight. The Master Chief and Thel 'Vadam take charge of First Squad. Thel 'Vadam leads the Chief up onto some rocks around a pile of fallen logs, while First Squad waits to go straight over. They spot a Jiralhanae Captain Major accompanied by a squad of Unggoy.

  • Marine #3: (whispers) "Up ahead! Single Brute, plus backup!"
  • Marine #3: "He's got power armor, Chief! Take down its shields before you close!"

Master Chief and 'Vadam engage the Jiralhanae and his Unggoy subordinates. First Squad provides assistance for the Chief. After killing the Covenant patrol, they regroup.

  • Arbiter Thel 'Vadam (Single Player Only): (to the Jiralhanae corpse) "The Prophets are liars, but you are fools to do their bidding!"

A couple more Phantoms arrive and deploy additional lances of Unggoy and Jiralhanae. After clearing these enemies out, the Chief and his allies form up at a winking flare at an underground cave.

  • Marine #3: "These Brutes are tough."
  • Female Marine #4: "Grunts ain't no slouches either."
  • Thel 'Vadam: "The Grunts' new-found courage is but fear. When we are victorious, all who serve the Prophets will be punished."
  • (Co-op Change) Marine #3: "Maybe the Brutes put something in their tanks."

After advancing through the caves, the team enters a massive forested expanse and finds the "Grunt Camp".[2] Sleeping Unggoy litter the first half while a few Jiralhanae, Kig-Yar and other Unggoy patrol the far hills.

  • Marine #3: "Sleepers! Take 'em out, nice and quiet! (On Heroic or Legendary) Jackals, on the ridge! Stay low; looks like they've got carbines."

When the team is spotted by the Covenant:

  • Marine #3: (on Heroic or Legendary) "I hate it when I'm right!"

A large battle erupts in the camp. Additional Covenant reinforcements enter from the next area, but all fall to the team. They regroup near the exit:

  • Sergeant Johnson (COM): "Pelicans are en route, Chief, but I can't reach Bravo. If you find 'em, get 'em to the extraction point."

If the player stalls:

  • Thel 'Vadam: "Come. The landing zone is this way."

Beyond the encampment, a Jiralhanae Captain is torturing Sergeant Reynolds on a log. Several other Covenant troops are nearby. It is possible and optional to save the Marine by killing or distracting the Jiralhanae before he kills him.

  • Jiralhanae Captain: "Tell me its location!"
  • Sergeant Reynolds: "Kiss... my... ass."

If the Sergeant is not saved, the Jiralhanae Captain breaks his spine and throws him down, before noticing the Master Chief and 'Vadam. If he is saved, Reynolds jumps down from the log, grabs a nearby Assault Rifle and joins the Master Chief and 'Vadam in their fight.

After the area is clear, Reynolds (if he survived) speaks with the Chief.

  • Sergeant Reynolds: "Brute Chieftain. A Phantom. Pinned us down... killed my men."

First Squad cross the log bridge, clear out additional Covenant troops, including another Jiralhanae Captain and continue on until they reach another cave.

  • Thel 'Vadam: "The river, hurry!"
A Cortana interlude during Halo 3 campaign level Sierra 117.
Cortana flashes over John-117's HUD.

The UNSC squad continues forward and heads into the cave. They move down a steep slope and enter an underground cave leading to the river where Johnson has established an extraction point. The Chief's vision suddenly distorts. Purple lines flare across his view and the face of Cortana appears.

  • Marine #3: (looks back) "Sir, you okay?"
  • Marine #4: (concerned) "Your vitals just pinged KIA."

Charlie Foxtrot[edit]

Hostile air inbound.

First Squad leaves the caves; the river is around the next bend. Three Marine corpses are scattered on the ground, with BR55HB SR Battle Rifle ammunition and Fragmentation Grenades.

  • Sergeant Johnson (COM): "Chief, Pelicans are at the river. We've got company, so hustle up!"
  • Thel 'Vadam: "Grenades! Blow them to bits!"

Beyond the steep slope is a river substation[2] next to a raging river. A pair of Pelican dropships hover above the river as gunners in their troop bays fire upon a cluster of Covenant troops that have tunneled themselves in the substation.

  • Pilot (COM): "Hold on. Got a contact."

As the Master Chief and his allies take out the Covenant forces that are closest to the Pelicans, two Banshees streak in along the river.

  • Echo 51 Pilot (COM): "Break off — now!"
Promotional image for Halo 3 featuring an Irdnekt-pattern Banshee attacking a D77H-TCI Pelican on the campaign level Sierra 117.
The Pelican's thrusters burst into flames after the Banshees' attack.

The Banshees fire their fuel rod cannons at the Pelicans, and score direct hits on both. Explosions cascade over the Pelicans. Echo 51's wingman collides with Echo 51.

  • Echo 51 Pilot (COM): "Watch yourself!"
  • Pilot (COM): "I'm hit! ARRGH!"
  • Echo 51 Pilot (COM): "Lost a thruster. Hang on!"
  • Sergeant Johnson (COM): "Get a hold of her!"
  • Echo 51 Pilot (COM): "Negative! We're going down!"

Both damaged Pelicans streak away around the river bend in a futile attempt to escape. Echo 51's wingman loses altitude and immediately plunges into the river beyond the dam, most likely drowning all of its occupants. Echo 51 manages to clear the river, but skims the top of a cliff, flips over in the air, and crashes out of sight.

With their evac gone, the Master Chief, Thel 'Vadam, and the Marines fight to secure the substation, defeating two waves of Jiralhanae-led Covenant reinforcements.[2]

  • Thel 'Vadam (Single Player): "The Banshees will return. Hurry, back into the jungle!"
  • (Co-op Change) Marine #3: "Banshees are gonna circle back. Let's head into the jungle, sir."

The Chief and his allies re-enter the jungle.

  • Sergeant Johnson (COM): "Chief, can you hear me?...(static) My bird's down. Half a klick -(static)- downriver from your position."

On Easy or Normal:

  • Marine #3: "Jackals. On the ridge. Stay low. Looks like they got Carbines."

On higher difficulties, some of the Kig-Yar in this area are armed with Particle Beam Rifles.

After the Chief and 'Vadam pass through the short Kig-Yar-laden "Sniper Alley",[2] they see a bridge. Three Marines are crossing it, under heavy fire, retreating from the wreckage of Echo 51. They hear Johnson's voice over the COM unit as a Jiralhanae leads a charge against the fleeing Marines.

  • Sergeant Johnson (COM): "Come on, you dumb apes! You want breakfast? You gotta catch it!"

Johnson and some of the Marines frag the Jiralhanae and the other Covenant troops on the bridge, and run off into a cave.

The Chief and 'Vadam encounter many hostiles, including a Jiralhanae Chieftain on the side of a Phantom, who flies off when either his gunner or many of his troops are eliminated. The Chief and 'Vadam secure the area, and discover Echo 51's crash site by the riverside. The crashed dropship, lying on an outcropping along the valley wall, is surrounded by assault rifles, battle rifles, a sniper rifle, ammunition, and Fragmentation Grenades. The Pelican's radio is still operational.

If the Chief or 'Vadam waits by Echo 51's radio:

  • Crow's Nest Controller (Echo 51's Radio): "Echo Five-One, this is Crow's Nest. Echo Five-One, please respond! (pause) Hocus, Five-One is down. Divert for emergency evac, over."

The Chief and his allies head up a slope, clear out more Covenant, and arrive at another cave.

  • Marine: "Sergeant Major went this way, Chief. Through the cave."

The Master Chief leads 'Vadam (and any accompanying Marines) through the cave and into a narrow section of jungle. They soon arrive at a clearing.

Quid Pro Quo[edit]

Rescue at the dam.

{Cutscene}

At the end the Master Chief and 'Vadam reach a low cliff, viewing a Covenant-held dam. 'Vadam spots the Jiralhanae Chieftain beating Johnson on the far left in front of a small building.

  • Thel 'Vadam: "See how they bait their trap?"

The Chieftain roars at Johnson. Johnson punches the Chieftain in the stomach with no effect.

  • Thel 'Vadam: "I will help you spring it."

The Chieftain growls loudly and kicks Johnson back inside the "prison".

{Gameplay}

The Chief and 'Vadam battle their way across the dam, engaging a plethora of Unggoy, Kig-Yar (including several Kig-Yar Snipers) and Jiralhanae. Once enough of his subordinates have been killed, the Chieftain charges, oftentimes activating his invincibility device. Ultimately the Chief, with the help of 'Vadam and any other Marines that are still alive manage to kill all of the Covenant troops in the area. They finally reach Johnson, who's been tied up and imprisoned behind a plasma shield.

  • Sergeant Johnson: "This isn't as fun as it looks. Cut the power!"

If no Marines came with the Chief, the other three Marines in the prison will still be alive and awaiting rescue.

  • Marine Escapee: "Brutes were gonna gut us, sir."

The Master Chief deactivates the plasma shield. Johnson (and any other Marine prisoners) break free of their bindings and stand up.

  • Sergeant Johnson: "We're even, as long as we're only counting today. Kilo 023, what's your ETA?"
  • Hocus (COM): "Imminent, Sergeant. Find some cover. Gotta clear a path."

Sergeant Johnson and the Marine survivors grab Covenant weaponry from nearby crates.

  • Sergeant Johnson: "Roger that, Hocus. Friendly gunship, coming in hot!"

Two Phantoms arrive, carrying reinforcements. The Chief, 'Vadam, Johnson and any accompanying Marines engage the newly-arrived Covenant troops. The Phantoms hover over the river, their Unggoy gunners opening fire with their plasma turrets.

  • Sergeant Johnson: "Hocus! Phantom!"
  • Hocus (COM): "I see 'em! Standby. Going loud. Everyone down!"

Pelican Kilo 23 rounds the river bend, directly in front of the two hovering Phantoms. Hocus, Kilo 23's pilot, lets loose a missile barrage, etching the air with vapor contrails as the first Phantom explodes in a brilliant coruscation of light.

  • Hocus (COM): "Scratch one Phantom!"

If any ground forces remain, Kilo 23 will take them out. Kilo 23 fires two missile barrages at the second Phantom, and sends it plunging into the river.

  • Hocus (COM): "Scratch two!"
Kilo 023 evacuates John-117, Thel 'Vadam and Marines after Recovery of John-117.
Marines are evacuated on Kilo 023.

Hocus lowers the Pelican to the dam for pickup. Johnson, the Master Chief, 'Vadam and any remaining Marines board Kilo 23.

If the Chief doesn't board the Pelican:

If the Chief still stalls:

  • Sergeant Johnson: "Come on, Chief! The world won't save itself!"

If the Chief still doesn't board:

  • Sergeant Johnson: "Do you or do you not want to finish the fight?"

{Cutscene}

Kilo 23 takes off. Johnson gives the Chief a pat on the shoulder appreciatively and goes into the cockpit. The back hatch closes and Kilo 23 flies over the first dam, en route to Crow's Nest. The view cuts to an area in the jungle. Sentries on watch in the jungle spot Kilo 23 on approach.

  • Marine Sentry: "IFF confirmed. Contact is Pelican Dropship Kilo 23. Over."
  • Crow's Nest Controller (COM): "Roger that. What's the word, Kilo 23?"
  • Hocus (COM): "Sierra 117 on board. Request priority clearance. Over."

The two Marine Sentries bump their fists and smile.

  • Crow's Nest Controller (COM): "Deck's yours. Come on down."

Kilo 23 descends into a hole in the ground. Fade to black.

Level ends

Achievements[edit]

The following achievements can be unlocked on this mission on the Xbox 360 edition of Halo 3.

Icon Name Description Gamerscore gamerscore
H3 Achievement Landfall.png Landfall Finish the first mission of the Campaign on Normal, Heroic, or Legendary. 20 gamerscore
H3 Achievement Iron.png Iron Find and claim this skull. 10 gamerscore

Production Notes[edit]

Early paper sketch design documents suggest the first section of the mission would function as a separate, small tutorial mission with the working title of "Kilimanjaro Jungle". After a short engagement with some Grunts, the player would then enter a Warthog that would transition to the full gameplay mission with the working title of "River". While this "training course" mission was dropped, the idea evidently evolved into what is in the final game, with the intro cutscene and look inversion tutorial in the separate mission Arrival.

In the early paper sketch for "River", the player was meant to stay in the Warthog and engage various enemies in a "Warthog Run" for some time, seemingly until about halfway through the mission, when for an at the time undecided reason ("Ambush?" being a suggested method) the player would then lose the Warthog and continue on foot to the dam. The dam section is almost entirely different in this version, with it being being a non-linear engagement around two dam bridges and a courtyard on the other side of the river. It is suggested the player could obtain a Ghost in the courtyard, and was meant to finish the mission by actually arriving at an entrance to Crow's Nest. This is unlike in the final game where the player enters a Pelican at the dam and flies to Crow's Nest in a cutscene.[3]

Trivia[edit]

Miscellaneous[edit]

The Chieftain kicks Johnson into the building as seen in the E3 2007 trailer.
  • During the cutscene in which 'Vadam points out Johnson being forced into the holding area, the weapon that John is holding will vary depending on what primary weapon the player is holding prior to the cutscene much like during the cutscenes in Halo 2. This is the only occurrence in which the player can choose what weapon John has in a cutscene in the entire game. Every cutscene after this one has John scripted to hold specific weapons; regardless of what weapon the player actually is holding.
  • The cutscene in which the Chieftain kicks Johnson into the building differs from the scene depicted in the Halo 3 E3 2007 Trailer. In the trailer, the Chieftain catches Johnson's punch, leading to Johnson helplessly struggling before the Chieftain throwing him upwards then kicking him mid-air into the building. In the final release of the game, the Chieftain does not react to Johnson's punch, and instead kicks Johnson into the building with a knee strike.
  • It is possible to kill the Brute Chieftain on the Phantom by Echo 051's wreckage. However, a Chieftain is still present to push Johnson into the prison, so they may be two different chieftains, or the one on the Phantom was not scripted to die.
  • This is the only Halo 3 mission where Thel 'Vadam will accompany the player through the entire level. (This does not include Halo, because on single player he will be absent during the fight against 343 Guilty Spark.)
  • If N'tho 'Sraom reaches the middle point cutscene/checkpoint of the level, he will appear in the cutscene instead of 'Vadam (Arbiter) and say his dialogue.[verification needed]
  • All of the kills Hocus gains through her missiles are headshots. This can be seen by turning on the Grunt Birthday Party skull and leaving some grunts alive at the bridge, then quickly rushing to the bridge (note that the player is not supposed to actually try to kill them, due to her missiles being able to kill the player.) When her missiles kill the Grunts, one can easily see the confetti and hear the children laughter.
  • After all the enemies are killed, players can head back to place where the 'Quid Pro Quo' cutscene plays. However, the tunnel entrance will have mysteriously disappeared.
  • If the player deactivates the containment shield holding Johnson without entering the room (by jumping to the ceiling and pressing the switch through the glass), Johnson will still sit there until the player enters the room.
  • When the Chieftain pushes Johnson in the room, if one looks at it with a Sniper Rifle, Johnson actually trips into the room and the shield doors just close on their own.
  • It is possible to man the Pelican's turret by killing the marine manning it, but this will activate the cut scene.

Detours[edit]

  • During the chapter entitled Quid Pro Quo, if one wants to bypass the Brute chieftain, it is possible to take a shortcut. After the cutscene, pick off all the Grunts and Jackals. Then, head towards the dam. There are stairs leading down and up. Go down. One will find oneself in a room. Wipe out any Covenant in the room. On the left side of the room, there is a small doorway. If you go in, you will find yourself underneath the main walkway with the chieftain and other Covenant loyalists. Walk forward, and you will find yourself past the chieftain. If the Brute chieftain goes berserk, however, he may pursue you relentlessly, so be careful. If you also spent some time on the ridge sniping enemies from a safe distance, he will run over the bridge and wait for you, or run under it via the tunnel.
  • When you reach the dam where you must free Johnson, go into the first complex. If you head up the ladder, there is a good sniping spot that gives you a good aim at the enemies, but poor defense. It is also possible to jump from one crate onto a roof, where a Jackal with a Carbine can be found; by jumping through and breaking windows, you can enter that same room.

Glitches[edit]

Main article: Glitches
Two Avery Johnsons as the result of a glitch.
  • The Arbiter eye glitch can been seen on this level, if paused in Theater mode right at the start of the level before the game goes to full screen.
  • In Theater, it is possible to see a six-winged bird. At the start, when the player sees the first Brute, three birds will sometimes fly low through the area and get stuck on the rock that the Brute is standing on, overlapping and forming a six-winged bird. It will disappear in a few seconds, so one may have to view the level in the Theater and pause when one sees it to get a good look at it.
  • There are two vacations that can be performed in this level. (See: Sierra 117 vacation.)
  • It is possible to "break" the level by tossing a Plasma Grenade at Kilo 23's cockpit at the end of the level. The grenade will pass through the door to the cockpit and kill Hocus, causing the D77-TC Pelican to fall through the level's geometry and disappear. Caution: Kilo 23 is rather large. if it falls on you, you may be splattered.
  • If, during the Charlie Foxtrot chapter, you shoot Johnson off of the bridge as he crosses it, he will begin to fight the Grunts, and if you are playing on a sufficient difficulty (Legendary with a few gold skulls on), he can be knocked back by grenades and Brute Shot blasts. On rare occasions, he will be held back and rejoin your group, and on other occasions, he may get "stuck" against an environmental obstacle, able to move but refusing to do so. When you go to the bottleneck of the forest before the Brute Chieftain locks Johnson in the room, he will vanish. If done correctly, when you look at Johnson being held by the chieftain, he will be running and wielding his rifle.
    • You can also grenade him off the bridge. He will generally try to run back up the ridge, and back across the bridge. When this happens, he is unaffected by grenades (they launch him into the air, but while in mid-air, he is posed as if he jumped or fell). He will also rarely respond to shots, though he may occasionally grunt in pain or curse if hit by shots from weapons like the Needler.
  • It is possible to board the Phantom carrying the Brute Chieftain before he flies off to regroup. While inside the Phantom, the Brute cannot be killed. So long as you are on board, and mounted on one of the turrets, the Phantom will always get stuck on the cliff face. Should you dismount, you will fall to your death and the Phantom will resume its journey.
  • When playing on Heroic or Legendary, you can use a glitch to get the Energy Sword that Thel 'Vadam wields. Deliberately weaken the Arbiter by destroying his shield. Either make sure you see his Energy Sword on his hips, or when near enemies, he'll take it out. Kill him by either sticking him with a Plasma Grenade or letting the Covenant kill him (though the latter method will make it harder to find 'Vadam's corpse and his Energy Sword). When the deed is done, pick up the sword and it'll have around one to five energy left. If you want a fully-charged Energy Sword, repeat the steps again, but wait several seconds after 'Vadam respawns, or he will see you as a traitor, and kill you with one shot or melee attack.
  • On Legendary, with all the skulls on, it is possible to climb to the top of the hill where Sergeant Johnson and the Marines climb, but it is a small gap and very difficult to get there. It is on the left of the water. Up there, the marines will run into a small alcove and disappear.
  • In the area where the two Pelicans are shot down by Banshees, as you head back into the jungle, you may be able to grenade the Arbiter off the cliff and onto the waterfall. He will slide down into the water, some distance beneath the surface, and run around for a little while. If you fire at him, you may be able to hear him faintly utter the usual phrases (e.x. "Save your fire for the Brutes!"). He will typically head off to the right (your right, when facing the entrance to the jungle) and travel some distance before reappearing back on the cliff, blindly running into a wall until you approach him.
  • At the end of the level, it is possible to jump inside the Pelican without pressing RB. If you manage to do this, and melee the marine manning the machine gun turret to death, you can man the turret, but doing so will cause the level to end. You can also melee attack some of the marines in the seats; they will fall through the floor of the Pelican.
  • It is possible to walk on the riverbed where the Pelicans are shot down. You can use this to take your enemies by surprise, but note that the enemies' bullets will still go through the water.
  • After the Pelicans crash into the river, you can jump down and find their machine gun turrets.
  • At the end of the level, when Hocus's Pelican arrives and the Phantom's wreckage is still in the water, use a Plasma Grenade to blow one of the weapon crates into the water. If you jump onto the crate, it is possible to jump onto the biggest piece of the phantom. You can ride this until it sinks, where you can stay underwater on top of it indefinitely. You can also grenade jump off of the wreckage to get on top of the Pelican.
  • At the end of the level, you can shake Hocus's Pelican. To do this, you'll need the Gravity Hammer and possibly some Plasma Grenades. Jump on top of the Pelican once it comes to pick you up, by using the ledge to the left of it. Whack the tail end with the Gravity Hammer, or throw Plasma Grenades at it, making sure it moves away from the bridge. If done properly, the Pelican should move around.
  • With a carefully placed Plasma Grenade into the cockpit, a player can take down the Pelican that comes to pick up Master Chief at the end of the level.
  • The Brute Chieftain at the end of the level will occasionally be invincible. He will possess no shields, and will bleed when shot, but can not be killed by any weapon, and can be deterred only by tricking him into jumping into the river, where he will not be able to get out. However, examination on Theater mode will show him still forever roaming the bottom.

Mistakes[edit]

  • The compass on the Assault Rifle is inaccurate - it is out by roughly 90 degrees. Using the compass alone, one would estimate their position as being on top of Shira peak which is to the West of Kibo peak. If you scan the horizon, then you would see Shira peak to the left of Kibo peak.
  • Even though the time line takes place in the morning, the actual in-game background scenery tells a different story. If you use the position of the sun, the orientation of Mount Kilimanjaro and the Chief's position at Blind Skull, the time would be late in the afternoon, meaning the sun would be in the wrong place.
  • At the end there is a Marine manning a machine gun turret in the Pelican, but in the cutscene, he is gone.

Easter eggs[edit]

Main article: Easter egg
  • When you are approaching the part when you see Johnson and his men running over the bridge, try climbing the rocks in the area behind. You can pick up a Beam Rifle, and if you look closely enough, you might just see a family of Cavemen.
  • Two examples of the trees that have carvings in them are a carved heart that has the initials MF inside the heart and another carved heart that has M + L 7-16-95 inside.
  • The Iron Skull is found on this level.
  • The Blind Skull is found on this level.
  • There are two secret towers outside the map: one behind some two dimensional trees, and one in the same area out by a lighting storm out in the open. They also are behind the invisible wall so you cannot reach them. You can find them if you get outside of the map in the dam area.
  • At the beginning of the level after the Arrival, it is rumored that B-113-421's roars can be heard before entering the pool area. However, this is questionable since B-113-421 is only present and mentioned in Believe which was non-canon.
  • Near the end of the level, you can use the elevator glitch where the skull is located to get on top of the glass structure. If you walk across the structure and proceed onto the side of the cliff you will be able to find a lone caveman, which is similar to the cavemen you can find at the beginning of the level.
  • You can also use the Elevator glitch to get onto the platform above the Skull. You will need the chieftain's Gravity Hammer to get up. Once you are up, get your co-op pal to commit suicide. They should respawn above the player on the ledge above the skull. Once you have beaten the map, you can wander around above the dam and up into the hills on foot. There are numerous features like small hills and large holes in the ground. It has yet to be fully explored.
  • At the end of the level, on the far side of the dam, if you walk down the pipe running parallel to the water and into a small alcove and look up, it appears that there is an image on the ceiling, but it's yet to be identified.
  • If player one takes too long to board Hocus's Pelican at the end of the level, Johnson might say, "Come on, Chief! The fight isn't gonna' finish itself!" This is an obvious reference to the Halo 3 tagline, "Finish the fight!".
  • There is a partially rendered entrance to the level "Crow's Nest" if you get out of this level using the method mentioned above. It looks somewhat like a cave, but there is no way out. It is recommended that one player stays out of the area while another goes in.
  • There are invisible floors on this level that make it seem like you are walking the stairway to Heaven. To do this, just use the Elevator glitch to get out of the map near the dam area by the Iron Skull.

Achievement Tips[edit]

  • This level is good for getting the "Used Car Salesman" achievement. After rescuing Johnson at the dam, there should be a Phantom outside. Just stick the Phantom's front-mounted turret to get the achievement.

References[edit]

  • The multiplayer map Ghost Town is based on, inspired by, and located in the same area as Sierra 117.
  • Note that the level is called Sierra 117; Sierra is the word used in the NATO phonetic alphabet to represent the letter S, which, when used in a military sense, generally stands for "sniper." However, in Halo 3, it is S-117, which corresponds to John-117. This has been confirmed in the second Bungie Podcast.
  • Quid pro quo is Latin for "something for something". It may be a reference to Silence of the Lambs.
  • The Achievement "Landfall" is the same name as the Halo Shorts Series, Halo: Landfall.
  • The river in the area is the Nkuu river or one of its tributaries.

Gallery[edit]

Concept art[edit]

Design Documentation[edit]

Storyboards[edit]

First revision intro
Second revision intro
Outro

Screenshots[edit]

Sources[edit]

  1. ^ Halo 3 Editing Kit, game file H3EK\tags\levels\solo\010_jungle\010_jungle.scenario
  2. ^ a b c d Halo 3: The Official Guide
  3. ^ Work of Rob Stokes, Halo 3 (Retrieved on May 25, 2023) [archive]
Preceded by
Arrival
Halo 3 Campaign Missions
Sierra 117
Succeeded by
Crow's Nest