Gameplay

Sierra 117/Walkthrough: Difference between revisions

From Halopedia, the Halo wiki

(Added Starting Weapons)
m (Text replacement - "pagelabel=Walkthrough↵" to "")
 
(32 intermediate revisions by 17 users not shown)
Line 1: Line 1:
==Walkthrough ==
{{Status|Gameplay}}
{{Cleanup}}
{{Walkthrough infobox
||era=[[Halo 3]]
|prev=[[Arrival]]
|next=[[Crow's Nest (level)/Walkthrough|Crow's Nest]]
|name=[[Sierra 117]]
|image=[[File:Master Chief & The Arbiter.jpg|300px]]
|player=[[John-117]]
|objective=*Move to the river for evacuation
*Find and rescue [[Avery Johnson|Johnson]]
|location=Near [[Mount Kilimanjaro]], [[Tanzania]], [[Africa]]
|starting weapons=[[MA5C assault rifle|Assault rifle]] <br> [[Magnum#Halo_3|Magnum]]
|new weapons=
|enemies=*[[Jiralhanae]]
*[[Kig-Yar]]
*[[Yanme'e]]
*[[Unggoy]]
|skulls=
|pagegamelabel=H3
}}
 
'''[[Sierra 117 (Level)|Sierra 117]]''' is the first level in ''[[Halo 3]]'', and as such serves as an introduction to the game's [[weapon]]s and enemies. Overall, the level is fairly basic.
 
== Overview ==
The vast majority of enemies in the level are [[Unggoy|Grunts]]. Each group of hostiles is led by at least one [[Jiralhanae|Brute]]. [[Kig-yar|Jackals]] appear infrequently, with [[Carbine]]-wielding Jackals being quite rare. Weak weapons, such as the [[Plasma Pistol]] and [[Paegaas Workshop Spiker]], are very common. Power weapons are nearly non-existent, and scoped weapons are rare until late in the level. [[Vehicles]], with the exception of non-drivable ones like [[Phantoms]] and [[Pelicans]], do not appear.
 
== Statistics ==
=== New in Sierra 117 ===
{|border="1"
|+Introduced in this level...
!New Enemies:
|[[Brute Captain]], [[Brute Chieftain]], Grunt, Jackal, Sniper Jackal
|-
!New Vehicles:
|
|-
!New Items:
|[[Bubble Shield]]
|-
!New Weapons:
|[[MA5C Assault Rifle|Assault Rifle]], [[BR55HB SR Battle Rifle|Battle Rifle]], [[Type-50 particle beam rifle]], [[Brute Shot]], [[Carbine]], [[Frag Grenade]], [[Gravity hammer (fiction)|gravity hammer]], [[AIE-486H Heavy Machine Gun|Machine Gun Turret]], [[Magnum#Halo_3|Magnum]], [[Needler]], {{Pattern|Pek|plasma cannon}}, {{Pattern|Anskum|plasma grenade}}, [[Plasma Pistol]], [[Sniper_Rifle#Halo_3_and_Halo_3:_ODST|Sniper Rifle]], [[Paegaas Workshop Spiker]]
|}
 
=== Campaign Scoring ===
{|border="1"
|+Points information
!Guerrilla Achievement Milestone:
|15,000 points
|-
!Recommended Multiplier:
|6× (Tough Luck (1.5) + Fog (1.5) + Thunderstorm (3))
|-
!colspan="2"|Time Bonus
|-
!0-15 min
|3×
|-
!15-20 min
|2.5×
|-
!20-25 min
|2×
|-
!25-30 min
|1.5×
|}


=== Starting Weapons ===
=== Starting Weapons ===
{|class="wikitable" border="1"
{|class="wikitable" border="1"
|colspan=1|'''Player V <br> Starting Point >'''
|colspan=1|'''Player V<br />Starting Point >'''
|colspan=1|'''Mission Start'''
|colspan=1|'''Mission Start'''
|colspan=1|'''Rally Point Alpha'''
|colspan=1|'''Rally Point Alpha'''
|colspan=1|'''Rally Point Bravo'''
|colspan=1|'''Rally Point Bravo'''
|colspan=1|'''Mission Start <br> Respawn'''
|colspan=1|'''Mission Start<br />Respawn'''
|colspan=1|'''Rally Point Alpha <br> Respawn'''
|colspan=1|'''Rally Point Alpha<br />Respawn'''
|colspan=1|'''Rally Point Bravo <br> Respawn'''
|colspan=1|'''Rally Point Bravo<br />Respawn'''
|----
|-
|colspan=1|'''[[John-117|Master Chief]] Primary Weapon <br> Solo'''
|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| MA5C Assault Rifle
Line 19: Line 84:
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|----
|-
|colspan=1|'''Master Chief Secondary Weapon <br> Solo'''
|colspan=1|'''Master Chief Secondary Weapon<br />Solo'''
|colspan=1| [[M6G Magnum]]
|colspan=1| [[Magnum#Halo_3|Magnum]]
|colspan=1| M6G Magnum
|colspan=1| M6G Magnum
|colspan=1| M6G Magnum
|colspan=1| M6G Magnum
Line 27: Line 92:
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|----
|-
|colspan=1|'''Master Chief Grenades <br> Solo'''
|colspan=1|'''Master Chief Grenades<br />Solo'''
|colspan=1| None
|colspan=1| None
|colspan=1| None
|colspan=1| None
Line 35: Line 100:
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|----
|-
|colspan=1|'''Master Chief Primary Weapon <br> Co-op'''
|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| MA5C Assault Rifle
Line 43: Line 108:
|colspan=1| MA5C Assault Rifle
|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|'''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| BR55HB SR Battle Rifle
Line 51: Line 116:
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| BR55HB SR Battle Rifle
|----
|-
|colspan=1|'''Master Chief Grenades <br> Co-op'''
|colspan=1|'''Master Chief Grenades<br />Co-op'''
|colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]]
|colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]]
|colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]]
|colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]]
Line 59: Line 124:
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|----
|-
|colspan=1|'''Thel 'Vadam Primary Weapon <br> N'tho 'Sraom Primary Weapon <br> Usze 'Taham Primary Weapon'''
|colspan=1|'''Thel 'Vadam Primary Weapon<br />N'tho 'Sraom Primary Weapon<br />Usze 'Taham Primary Weapon'''
|colspan=1| [[Type-51 Carbine]]
|colspan=1| [[Type-51 Carbine]]
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
Line 67: Line 132:
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|colspan=1| Type-51 Carbine
|----
|-
|colspan=1|'''Thel 'Vadam Secondary Weapon <br> N'tho 'Sraom Secondary Weapon <br> Usze 'Taham Secondary Weapon'''
|colspan=1|'''Thel 'Vadam Secondary Weapon<br />N'tho 'Sraom Secondary Weapon<br />Usze 'Taham Secondary Weapon'''
|colspan=1| [[Type-25 Directed Energy Rifle]]
|colspan=1| {{Pattern|Okarda'phaa|plasma rifle}}
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
Line 75: Line 140:
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|colspan=1| Type-25 Directed Energy Rifle
|----
|-
|colspan=1|'''Thel 'Vadam Grenades <br> N'tho 'Sraom Grenades <br> Usze 'Taham Grenades'''
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades'''
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
|colspan=1| N/A
Line 85: Line 150:
|}
|}


== Walkthrough ==
=== ''Walk It Off'' (Mission Start) ===
The start of the level is very linear; you should have no difficulty following the trail. When the Phantom flies overhead, you should see a high rock on the right, just the right height to be jumped onto. Go there; it will be an excellent perch in the battle that is about to ensue. Unfortunately, on [[Legendary]], you have a pretty useless weapon set, so just use your pistol to fire upon the gold-armored 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. [[Headshot]] them—it should be easy, as they walk in a straight line—and finish off the Brute, assuming that the [[Marines]] haven't already taken care of him.


=== Part 1: Walk It Off ===
When that group is down, find a Plasma Pistol to [[Dual-wielding|dual-wield]] with your Magnum, and move forward until you hear the sound of another inbound Phantom. Back up and take cover behind the log, and be quick about it, or the Phantom's cannons will mow you down. As soon as the Phantom departs, move forward and take out the [[pack]]—the group of four or five Grunts led by a Brute. Take out the Brute first—it should be easy to [[Noob Combo]] him, as he is likely unaware of your presence. The Grunts will probably panic, but some may remain calm, so drop the Plasma Pistol and keep the Magnum ready. When the hostiles are all down, swap the pistol for a Brute Shot.
It should be noted that there are Cavemen in this level; it is suggested you go and find them.
 
From the level's beginning, there really is only one way to go. It is 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 descends, 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 have 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 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.
 
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.
 
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 Thel 'Vadam. In fact, Thel 'Vadam 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.


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. At the far end of this area is a pair of Jackals (without Carbines, thankfully) and a Lance. 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.
Alternatively, you can try to stick the Phantom's door gunner as it drops off reinforcements. If you succeed, you will easily kill three or four Grunts and secure yourself a Plasma Cannon for later use.


=== Part 2: Charlie Foxtrot ===
If you head right, near the cliffs, you will find the [[Halo 3 skulls#Blind|Blind]] [[Halo 3 skulls|skull]]. If you prefer close-range combat, you may find its massive [[melee]] damage useful.
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. 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.  


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. It is recommended to move a lot, throw grenades, drop Bubble Shields, 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.  
There are two packs farther up the trail. Both are led by Brutes with a Brute Shot; the skull's melee and the Noob Combo are both excellent ways to dispatch the first. The second likes to hide behind trees, so watch your back and check your corners. When these two packs are down, drop the skull, restock on Brute Shot shells, and keep moving.


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.
The next encounter is not very far ahead. It takes the form of a large, non-linear basin. Inside are about fifteen Grunts (half of which are asleep), five Jackals with [[Kig-yar Point Defense Gauntlet|shields]], three Carbine-wielding Sniper Jackals, and five or six Brutes. This isn't an easy battle, but it is manageable. Before heading in, swap out your Assault Rifle for a Carbine. Then, quickly move downhill from tree to tree, [[Assassination|assassinating]] sleeping Grunts. Once you have finished that, wait for a small group of enemies to approach the group of [[Plasma Battery|Plasma Batteries]] on the far left side of the area. Carbine the batteries for a multi-kill.


=== Part 3: Quid Pro Quo ===
The three Snipers, being the longest-range foes, are your priority. One is quite close, on a rock one level down from the place where you entered the area—right below the [[Thel 'Vadam|Arbiter]]. In fact, the Arbiter may already have killed him. The two others are harder to find; they're hidden in the foliage on the ridge up at the top right side of the area. Pinpoint them by their shots, and then zoom in and Carbine-spam—there is plenty of Carbine ammo in the area, so you need not worry about wasting it.
For this part of the mission you should have a [[sniper rifle|Sniper Rifle]] and a [[battle rifle|Battle Rifle]].  


This happens fast, so be ready as soon as the cut scene ends.  
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, deploy it on one of the raised areas just across the river to establish a beachhead. Target the Brutes first, then the Needler-wielding Grunts, then the Jackals, and then the regular Grunts. With the Brutes, you may want to use the Brute Shot's 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 pack. Swap out the Brute Shot for a Needler and use it to kill the last Brute. Mop up the stragglers with Carbine fire. Restock on ammo again, and move on down the path.


Look to the dam straight ahead of you, but step back a little. There are two [[Jackals]] with [[Beam Rifles]] 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 a round in the rifle. Finally, once the two [[Brute Captain Ultra]]s are dead, a [[Brute Chieftan|Brute Chieftain]] will run out from the same area the second Brute Captain Ultra ran out from.
Up on the log above, [[Sergeant]] [[Reynolds]] is being interrogated 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, where a few Grunts wait for you to approach. Kill them, and move into the place they came from. Here, you can pick up the new, slightly better Battle Rifle, or keep your Carbine. At the far end of this area is a pair of Jackals (without Carbines, thankfully) and a pack. Again, use the Needler on the Brute and the Carbine on the Grunts. Follow the tunnel past the [[Cortana Moment]] and you've completed this section.


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 dam 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.  
=== ''Charlie Foxtrot'' (Rally Point Alpha) ===
Immediately after you exit the tunnel, there is a small area off to the left, where a dead Marine lies with a Battle Rifle and some grenades. Take them as needed, and then follow the path until you find yourself overlooking a large area by the river. To your right is a corpse with a large amount of frag grenades; lob them all into the [[Covenant Empire|Covenant]] forces below. When you've used them all up, jump down the ledge, and move to the left; you'll find another frag cache here.


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 five of them).
There are two packs in the valley when you arrive, but it's hard to say how many will retreat to the dam when the Phantom arrives. Usually, the Brutes fall back, but they are not your main concern. Across the stream are two Sniper Jackals armed with Beam Rifles—one-hit-kill weapons. Use extreme caution and terminate them from a distance. 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.


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 gravity hammer the chieftain was wielding. Note: After the cutscene, the Gravity Hammer wielding Chieftain is the most obvious high-value target, but the Jackal snipers in the area are a ''must'' to eliminate, You can always pick off the Chieftain later, but counter-sniping the Jackals should take priority because they are deadly accurate on Legendary.  
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 vastly outgunned) 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 (slower but safer). If you want to jump right up, then go ahead and do it. You should move a lot, throw grenades, drop Bubble Shields, and watch your back obsessively. If you instead 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.


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 Vadam to kill them all, after killing the Chieftain. Beat down any Grunts that get in your way.
After the engagement at the dam, you will have to walk through the infamous "sniper alley". You should have a Bubble Shield at this point; deploy it if you find yourself under heavy fire. Once you've made it past the group of Sniper Jackals, you will find [[Avery Junior Johnson|Johnson]] and a few Marines retreating from the Covenant infantry that have gathered around their crashed Pelican. Make your way through here, taking care to avoid the numerous Sniper Jackals perched on high ledges and tree branches, and make sure to take the Battle and Sniper Rifles from the Pelican's wreckage.


=== ''Quid Pro Quo'' (Rally Point Bravo) ===
This next part happens fast, so be ready as soon as the [[cutscene]] ends.


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 by holding RB to complete the level and begin
There are two methods here, and both will do job. The first one takes longer time, but is much more safer, as it will protect you from the Jackals. The second way is quicker, but you will be exposed to Brutes and Jackals.
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.
===Safe Method===
After the cutscene ends, use your Sniper Rifle to take out the Beam Rifle Jackals. There's two of them, one walking on above the prison and one on the buildings behind the prison. Kill the one standing on the prison first, because the other Jackal will probaly not notice where the shot came from. Snipe him too, then swap to your Battle Rifle. Kill the Jackal with a Carbine just below you. Poke your head out, kill the alien that back pedal to safety. Now, you will notice that the Chieftain is on the dam. Four shots will kill, then his Brutes will roar and charge. Kill them as well and your Sniper Rifle. Take care of the Ultras first, as they posses stronger weapons and shields. If you missed some, wait until they come through the dam, then follow Arbiter. Kill the Grunts, and when you finished, the Arbiter should have finished the Brute stragglers with his Sword. If he dies, hide behind a rock or a box until the Arbiter rise.


To get the Iron 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.
Once you reach the dam, there will be two shielded Jackals and two Sniper Jackals on the ridge. Kill them with the Battle Rifle. One Brute will always be there behind beside the Jackal with his Grunts, and he will always deploy a Bubble Shield and take the defensive. Kill the Grints with the Battle Rifle, then quickly charge to the Jackal's corpse then hide behind a box or the ridge. The Arbiter will send the Brute on his Greatest Journey.


== Debriefing ==
Before you've turned around the corner, swap you sniper for a Carbine. You will need it later. Turn around the corner then kill the Grunt calling for a Cabine headshot. There usually will be no enemies between you and Johnson. Take the Chieftain's Hammer if you prefer close combat. Save the marines, then wait patiently behind a supply cache. Headshot the Grunts coming, then wait for Hocus to kill the Brute Captain leading the Grunts. Jump on the Pelican than pat yourself on the back - you've just finished the first mission of Halo 3 on legendary.
New Enemies: [[Brute Chieftain]], [[Brute Captain]], [[Kamikaze Grunt]]


New Equipment: [[Bubble Shield]]
===Dangerous Method===
Look to the dam straight ahead of you, but step back a little. There are two Jackals with Beam Rifles 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 one or two well-placed sniper rounds. Next—remembering that 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 you did the major. Next, another [[Brute Captain Ultra]] will run past the one you just killed. Occasionally he will run past the one you are firing upon, giving you two kills for one shot (which is nice when you have no more than 24 rounds to work with). Reload now, even if you still have a round in the rifle. Once the two [[Brute Captain Ultra]]s are dead, a [[Brute Chieftain]] will run out from the same area the second Brute Captain Ultra ran out from.


New Weapons: [[Spiker]]
The Chieftain only has [[Invincibility]] activated about ten percent 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 out of cover, and end up being an easy target, but since he is sprinting, your first shot will have to be a good one to stop him in his tracks. Either way, try to kill him before he activates Invincibility—it is a useful powerup to have while being attacked. Three to four sniper rounds are enough to take him down if you land all of them on his head or 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, don't despair. Look at the building on the right end of the dam where he disappeared into. About one third 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.


'''[[Guerilla]] Achievement Milestone:''' 15,000 points.
:Note that you need not kill the Chieftain first. The Sniper Jackals are deadly accurate on Legendary, so they should be a priority. In any case, kill the Chieftain before descending.


'''Recommended Multiplier:''' 4+, Tough Luck (1.5x), Fog (1.5x), and Thunderstorm (1.5x) skulls.
After you take him out, jump into the air and take a quick scan of the area below you. Nearly all 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 you can jump again immediately and finish him off with a second shot to the head.


'''TIME BONUS'''
Now switch to your Battle Rifle 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 five of them).


0-15 min  - 3x
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. Alternatively, you can stay behind the prison, using a nearby box as cover and scoring headshots on the first wave of Grunts. Pelican [[Kilo 023]] will then fire upon the Phantoms, destroying them easily. Hop aboard the Pelican to complete the level and begin the cinematic.


15-20 min -2.5x
The [[Halo 3 skulls#Iron|Iron]] skull can be obtained in this area with minimal work.


20-25 min -2x
{{succession box | before = ''none'' <br />| title = Halo 3 Campaign Walkthrough for: | years = '''''Sierra 117''''' |after = ''[[Crow's Nest (Level)/Walkthrough|Crow's Nest]]''}}
[[Category:Halo 3 walkthroughs]]


25-30 min - 1.5x
==Video Walkthrough==
[[Category:Walkthrough]]
<div class="floatleft">{{#widget:YouTube|id=ejxV2Coueog|width=300|height=200}}</div>

Latest revision as of 12:46, March 22, 2024

Help.png
This article does not meet the wiki's general standards and/or standards on layouts. You can help by cleaning this article.
Halo 3

Prev:

Arrival

Next:

Crow's Nest

Sierra 117
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.
Level overview

Player(s):

John-117

Objective(s):

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

Location(s):

Near Mount Kilimanjaro, Tanzania, Africa

Gameplay overview

Default weapons:

Assault rifle
Magnum

Enemies:

 

Sierra 117 is the first level in Halo 3, and as such serves as an introduction to the game's weapons and enemies. Overall, the level is fairly basic.

Overview[edit]

The vast majority of enemies in the level are Grunts. Each group of hostiles is led by at least one Brute. Jackals appear infrequently, with Carbine-wielding Jackals being quite rare. Weak weapons, such as the Plasma Pistol and Paegaas Workshop Spiker, are very common. Power weapons are nearly non-existent, and scoped weapons are rare until late in the level. Vehicles, with the exception of non-drivable ones like Phantoms and Pelicans, do not appear.

Statistics[edit]

New in Sierra 117[edit]

Introduced in this level...
New Enemies: Brute Captain, Brute Chieftain, Grunt, Jackal, Sniper Jackal
New Vehicles:
New Items: Bubble Shield
New Weapons: Assault Rifle, Battle Rifle, Type-50 particle beam rifle, Brute Shot, Carbine, Frag Grenade, gravity hammer, Machine Gun Turret, Magnum, Needler, Pek-pattern plasma cannon, Anskum-pattern plasma grenade, Plasma Pistol, Sniper Rifle, Paegaas Workshop Spiker

Campaign Scoring[edit]

Points information
Guerrilla Achievement Milestone: 15,000 points
Recommended Multiplier: 6× (Tough Luck (1.5) + Fog (1.5) + Thunderstorm (3))
Time Bonus
0-15 min
15-20 min 2.5×
20-25 min
25-30 min 1.5×

Starting Weapons[edit]

Player V
Starting Point >
Mission Start Rally Point Alpha Rally Point Bravo Mission Start
Respawn
Rally Point Alpha
Respawn
Rally Point Bravo
Respawn
Master Chief Primary Weapon
Solo
MA5C Assault Rifle MA5C Assault Rifle MA5C Assault Rifle N/A N/A N/A
Master Chief Secondary Weapon
Solo
Magnum M6G Magnum M6G Magnum N/A N/A N/A
Master Chief Grenades
Solo
None None 2 M9 High-Explosive Dual-Purpose Grenade N/A N/A N/A
Master Chief Primary Weapon
Co-op
MA5C Assault Rifle MA5C Assault Rifle MA5C Assault Rifle MA5C Assault Rifle MA5C Assault Rifle MA5C Assault Rifle
Master Chief Secondary Weapon
Co-op
BR55HB SR Battle Rifle BR55HB SR Battle Rifle BR55HB SR Battle Rifle BR55HB SR Battle Rifle BR55HB SR Battle Rifle BR55HB SR Battle Rifle
Master Chief Grenades
Co-op
2 M9 High-Explosive Dual-Purpose Grenade 2 M9 High-Explosive Dual-Purpose Grenade 2 M9 High-Explosive Dual-Purpose Grenade N/A N/A N/A
Thel 'Vadam Primary Weapon
N'tho 'Sraom Primary Weapon
Usze 'Taham Primary Weapon
Type-51 Carbine Type-51 Carbine Type-51 Carbine Type-51 Carbine Type-51 Carbine Type-51 Carbine
Thel 'Vadam Secondary Weapon
N'tho 'Sraom Secondary Weapon
Usze 'Taham Secondary Weapon
Okarda'phaa-pattern plasma rifle Type-25 Directed Energy Rifle Type-25 Directed Energy Rifle Type-25 Directed Energy Rifle Type-25 Directed Energy Rifle Type-25 Directed Energy Rifle
Thel 'Vadam Grenades
N'tho 'Sraom Grenades
Usze 'Taham Grenades
2 Anskum-pattern plasma grenade 2 Anskum-pattern plasma grenade 2 Anskum-pattern plasma grenade N/A N/A N/A

Walkthrough[edit]

Walk It Off (Mission Start)[edit]

The start of the level is very linear; you should have no difficulty following the trail. When the Phantom flies overhead, you should see a high rock on the right, just the right height to be jumped onto. Go there; it will be an excellent perch in the battle that is about to ensue. Unfortunately, on Legendary, you have a pretty useless weapon set, so just use your pistol to fire upon the gold-armored 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. Headshot them—it should be easy, as they walk in a straight line—and finish off the Brute, assuming that the Marines haven't already taken care of him.

When that group is down, find a Plasma Pistol to dual-wield with your Magnum, and move forward until you hear the sound of another inbound Phantom. Back up and take cover behind the log, and be quick about it, or the Phantom's cannons will mow you down. As soon as the Phantom departs, move forward and take out the pack—the group of four or five Grunts led by a Brute. Take out the Brute first—it should be easy to Noob Combo him, as he is likely unaware of your presence. The Grunts will probably panic, but some may remain calm, so drop the Plasma Pistol and keep the Magnum ready. When the hostiles are all down, swap the pistol for a Brute Shot.

Alternatively, you can try to stick the Phantom's door gunner as it drops off reinforcements. If you succeed, you will easily kill three or four Grunts and secure yourself a Plasma Cannon for later use.

If you head right, near the cliffs, you will find the Blind skull. If you prefer close-range combat, you may find its massive melee damage useful.

There are two packs farther up the trail. Both are led by Brutes with a Brute Shot; the skull's melee and the Noob Combo are both excellent ways to dispatch the first. The second likes to hide behind trees, so watch your back and check your corners. When these two packs are down, drop the skull, restock on Brute Shot shells, and keep moving.

The next encounter is not very far ahead. It takes the form of a large, non-linear basin. Inside are about fifteen Grunts (half of which are asleep), five Jackals with shields, three Carbine-wielding Sniper Jackals, and five or six Brutes. This isn't an easy battle, but it is manageable. Before heading in, swap out your Assault Rifle for a Carbine. Then, quickly move downhill from tree to tree, assassinating sleeping Grunts. Once you have finished that, wait for a small group of enemies to approach the group of Plasma Batteries on the far left side of the area. Carbine the batteries for a multi-kill.

The three Snipers, being the longest-range foes, are your 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; they're hidden in the foliage on the ridge up at the top right side of the area. Pinpoint them by their shots, and then zoom in and Carbine-spam—there is plenty of Carbine ammo in the area, so you need not worry about wasting it.

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, deploy it on one of the raised areas just across the river to establish a beachhead. Target the Brutes first, then the Needler-wielding Grunts, then the Jackals, and then the regular Grunts. With the Brutes, you may want to use the Brute Shot's 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 pack. Swap out the Brute Shot for a Needler and use it to kill the last Brute. Mop up the stragglers with Carbine fire. Restock on ammo again, and move on down the path.

Up on the log above, Sergeant Reynolds is being interrogated 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, where a few Grunts wait for you to approach. Kill them, and move into the place they came from. Here, you can pick up the new, slightly better Battle Rifle, or keep your Carbine. At the far end of this area is a pair of Jackals (without Carbines, thankfully) and a pack. Again, use the Needler on the Brute and the Carbine on the Grunts. Follow the tunnel past the Cortana Moment and you've completed this section.

Charlie Foxtrot (Rally Point Alpha)[edit]

Immediately after you exit the tunnel, there is a small area off to the left, where a dead Marine lies with a Battle Rifle and some grenades. Take them as needed, and then follow the path until you find yourself overlooking a large area by the river. To your right is a corpse with a large amount of frag grenades; lob them all into the Covenant forces below. When you've used them all up, jump down the ledge, and move to the left; you'll find another frag cache here.

There are two packs in the valley when you arrive, but it's hard to say how many will retreat to the dam when the Phantom arrives. Usually, the Brutes fall back, but they are not your main concern. Across the stream are two Sniper Jackals armed with Beam Rifles—one-hit-kill weapons. Use extreme caution and terminate them from a distance. 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.

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 vastly outgunned) 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 (slower but safer). If you want to jump right up, then go ahead and do it. You should move a lot, throw grenades, drop Bubble Shields, and watch your back obsessively. If you instead 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.

After the engagement at the dam, you will have to walk through the infamous "sniper alley". You should have a Bubble Shield at this point; deploy it if you find yourself under heavy fire. Once you've made it past the group of Sniper Jackals, you will find Johnson and a few Marines retreating from the Covenant infantry that have gathered around their crashed Pelican. Make your way through here, taking care to avoid the numerous Sniper Jackals perched on high ledges and tree branches, and make sure to take the Battle and Sniper Rifles from the Pelican's wreckage.

Quid Pro Quo (Rally Point Bravo)[edit]

This next part happens fast, so be ready as soon as the cutscene ends.

There are two methods here, and both will do job. The first one takes longer time, but is much more safer, as it will protect you from the Jackals. The second way is quicker, but you will be exposed to Brutes and Jackals.

Safe Method[edit]

After the cutscene ends, use your Sniper Rifle to take out the Beam Rifle Jackals. There's two of them, one walking on above the prison and one on the buildings behind the prison. Kill the one standing on the prison first, because the other Jackal will probaly not notice where the shot came from. Snipe him too, then swap to your Battle Rifle. Kill the Jackal with a Carbine just below you. Poke your head out, kill the alien that back pedal to safety. Now, you will notice that the Chieftain is on the dam. Four shots will kill, then his Brutes will roar and charge. Kill them as well and your Sniper Rifle. Take care of the Ultras first, as they posses stronger weapons and shields. If you missed some, wait until they come through the dam, then follow Arbiter. Kill the Grunts, and when you finished, the Arbiter should have finished the Brute stragglers with his Sword. If he dies, hide behind a rock or a box until the Arbiter rise.

Once you reach the dam, there will be two shielded Jackals and two Sniper Jackals on the ridge. Kill them with the Battle Rifle. One Brute will always be there behind beside the Jackal with his Grunts, and he will always deploy a Bubble Shield and take the defensive. Kill the Grints with the Battle Rifle, then quickly charge to the Jackal's corpse then hide behind a box or the ridge. The Arbiter will send the Brute on his Greatest Journey.

Before you've turned around the corner, swap you sniper for a Carbine. You will need it later. Turn around the corner then kill the Grunt calling for a Cabine headshot. There usually will be no enemies between you and Johnson. Take the Chieftain's Hammer if you prefer close combat. Save the marines, then wait patiently behind a supply cache. Headshot the Grunts coming, then wait for Hocus to kill the Brute Captain leading the Grunts. Jump on the Pelican than pat yourself on the back - you've just finished the first mission of Halo 3 on legendary.

Dangerous Method[edit]

Look to the dam straight ahead of you, but step back a little. There are two Jackals with Beam Rifles 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 one or two well-placed sniper rounds. Next—remembering that 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 you did the major. Next, another Brute Captain Ultra will run past the one you just killed. Occasionally he will run past the one you are firing upon, giving you two kills for one shot (which is nice when you have no more than 24 rounds to work with). Reload now, even if you still have a round in the rifle. Once the two Brute Captain Ultras are dead, a Brute Chieftain will run out from the same area the second Brute Captain Ultra ran out from.

The Chieftain only has Invincibility activated about ten percent 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 out of cover, and end up being an easy target, but since he is sprinting, your first shot will have to be a good one to stop him in his tracks. Either way, try to kill him before he activates Invincibility—it is a useful powerup to have while being attacked. Three to four sniper rounds are enough to take him down if you land all of them on his head or 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, don't despair. Look at the building on the right end of the dam where he disappeared into. About one third 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.

Note that you need not kill the Chieftain first. The Sniper Jackals are deadly accurate on Legendary, so they should be a priority. In any case, kill the Chieftain before descending.

After you take him out, jump into the air and take a quick scan of the area below you. Nearly all 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 you can jump again immediately and finish him off with a second shot to the head.

Now switch to your Battle Rifle 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 five of them).

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. Alternatively, you can stay behind the prison, using a nearby box as cover and scoring headshots on the first wave of Grunts. Pelican Kilo 023 will then fire upon the Phantoms, destroying them easily. Hop aboard the Pelican to complete the level and begin the cinematic.

The Iron skull can be obtained in this area with minimal work.

Preceded by
none
Halo 3 Campaign Walkthrough for:
Sierra 117
Succeeded by
Crow's Nest

Video Walkthrough[edit]