Gameplay

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{{Walkthrough Infobox
{{Status|Gameplay}}
|era=[[File:Era-RE.png|40px|link=Halo: Reach]]
{{Walkthrough infobox
||era=[[File:Halo Reach box art.png|40px|link=Halo: Reach]]
|prev=[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]
|prev=[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]
|next=[[New Alexandria (level)/Walkthrough|New Alexandria]]
|next=[[New Alexandria/Walkthrough|New Alexandria]]
|name=[[Exodus]]
|name=Exodus
|image=[[File:Transports_Away.png|250px]]
|image=
|player=[[SPARTAN-B312]]
|player=[[SPARTAN-B312]]
|objective= Assist in the Evacuation of Civilians from New Alexandria
|objective= Evacuate civilians from New Alexandria
|location=New Alexandria, Eposz, Reach, Epsilon Eridani System
|location=New Alexandria, Eposz, Reach, Epsilon Eridani System
|starting weapons=
|starting weapons=
*[[M6G Personal Defense Weapon System|M6G Pistol]]
*[[M6G Personal Defense Weapon System|M6G Pistol]]
|new weapons=
|new weapons=
*Covenant
**[[Paegaas Workshop Spiker]]
**[[Type-25 Carbine]]
**[[Gravity hammer (fiction)|gravity hammer]]
**[[Type-2 Energy Weapon/Hammer]]
|enemies=  
|enemies=  
*Covenant
*[[Covenant]]
**[[Jiralhanae]]
**[[Jiralhanae]]
***[[Jiralhanae Minor]]
***[[Jiralhanae Minor]]
***[[Jiralhanae Captain Major]]
***[[Jiralhanae Captain]]
***[[Jiralhanae Chieftain]]
***[[Jiralhanae Chieftain]]
***[[Jiralhanae War Chieftain]]
**[[Kig-Yar]]
**[[Kig-yar]]
***[[Kig-Yar Major]]
***[[Kig-yar Major]]
***[[Kig-Yar Sniper]]
***[[Kig-yar Sniper]]
**[[Skirmisher]]
***[[Skirmisher]]
***[[Skirmisher Major]]
**[[Unggoy]]
**[[Unggoy]]
***[[Unggoy Minor]]
***[[Unggoy Major]]
***[[Unggoy Major]]
***[[Unggoy Heavy]]
***[[Unggoy Heavy]]
***[[Unggoy Ultra]]
***[[Unggoy Ultra]]
***[[Special Operations Unggoy]]
|skulls=
|skulls= Catch,
|pagegamelabel=HR
}}
}}
This is a walkthrough for the [[Halo: Reach]] level [[Exodus]]. It is written for play at the [[Legendary]] difficulty, but contains notes for lower difficulties. This is the seventh level of Halo: Reach. For this mission you are on your own. Your Mission is to assist in the evacuation of civilians from the city. Your initial loadout for this mission is your trusty [[M6G Personal Defense Weapon System|M6G Pistol]]. It is important to note that as this walkthrough at the Legendary difficulty, all strengths of enemies reflected are at the Legendary level.
This is a walkthrough for the seventh level of ''[[Halo: Reach]]'', [[Exodus]]. It is written for play at [[Heroic]] and [[Legendary]] difficulty.
 
==Level Notes==
*This is the first level where you fight [[Jiralhanae]] aka Brutes. They replace [[Sangheili|Elites]] on this level, leading Covenant minor infantry and wielding heavy weapons. Unlike ''Halo 3'''s shielded fairly weak versions, Brutes in ''Reach'' take more after their ''Halo 2'' incarnation, having lots of health, strong melees, and berserking to fight you at melee range, most often with deadly consequences. They're not nearly as broken as in ''Halo 2'', luckily, being easier to headshot and slightly weaker, though it still takes several shots to break their helmet. Since you don't have to break their shields, the [[Noob Combo]] is useless but [[blamite]] weapons like Needlers and Needle Rifles become very handy. Just avoid fighting them at melee range and you should be capable of dealing with them.
*A good weapon in this mission is the sniper rifle. You'll receive a lot of ammo for it, and should you position yourself right you can take out a lot of dangerous threats before they're even capable of hurting you. In total you'll have 36 shots on this mission.
*Unlike ''Halo 2'' and ''3'', berserking does not cause a Brute to sheathe his weapon. Instead he'll charge while firing it rapidly. He won't run as fast as in previous games, but if you see a Brute stop shooting and roar, focus on him.
*Most Brutes are equipped with Armor Lock and will activate it if a Needler or Needle Rifle is shot at them. Wait until the Brute is out of Armor Lock to finish them off.
*Heavy weapons such as the Rocket Launcher or Fuel Rod Gun are available throughout the mission. If you give one to a Marine or ODST Trooper they can help you clear enemies with ease since AI friendly forces have unlimited ammo.  
*'''Do not kill any civilians!''' If a civilian is killed by you ''even by accident,'' '''you die instantly.''' This proves to be a headache as the civilians you are trying to protect have infantile intelligence and tend to get in the way i.e. running in front of you while firing your weapon. Try to avoid lobbing grenades or firing any heavy artillery near them. If civilians are near enemies, wait until you have a clean shot.


==The Devil His Due (Mission Start)==
==The Devil His Due (Mission Start)==
===I've Fallen, and I Don't Want to Get Up===
===Bodies...Bodies Everywhere===
Ouch. So, all you have is a Pistol with a few rounds, you've just lost a squadmate, and let's face it you've just taken one hell of a fall. You're hurt and you just want to lie down and sleep for a week. Get over it, you're a Spartan and there's work to be done. First things first. Hunt around a little and you'll find a bunch of ammo to fill out your Pistol cache. No health yet, but then again no enemies so don't look a gift horse in the mouth. You're eventually going to come upon a few [[Skirmisher]]s Kill them quick and grab a [[Type-25 Directed Energy Pistol|Plasma Pistol]] off their corpses. It's not much but it'll do until you can find something better. Advance again. You're going to hear about Suicide [[Unggoy|Grunts]]. Then you're going to encounter them. Use your pistol to headshot them, but beware of the flying grenades. In the enclosed space you can still get stuck. Keep advancing into the basement. You'll encounter more Grunts, an [[Armor Abilities#Armor Lock|Armor Lock]] drop and a few Needlers. Swap the Plasma Pistol for the [[Type-33 Guided Munitions Launcher|Needler]]. Remember, six shots equals a corpse. You can use the Armor Lock to fend off any Grunts that get close enough to blow and shoot down any that appear at range, but you don't need to. Keep Sprint if you prefer it, just keep an eye on your motion tracker. Eventually you will come to a set of stairs where you will find an exit and a Health Pack. Heal up and head out.
You start out at mid-health and armed with only a single [[M6G magnum]]. Don't worry about conserving ammo; there's more pistols later on and you'll be discarding it soon anyway. The area you start in has no enemies; just a bunch of dead civilians so run on ahead until you pass through the dark room with the broken door.
 
As you exit, you'll come to some stairs where three Skirmishers are on patrol. It's easiest to headshot when they're crossing from left to right. Hit one, and the others will shoot at you for a while before running away. It pays to kill them now, since otherwise they'll turn up later to harass you. Once they're gone, head up the stairs, where you'll find a dead trooper with a pistol. It only has a little ammo, but it's enough to recover any you lost. There is also a health pack nearby. Heal up and head into the next set of doors.
 
===I Just Want To Hug You To Death===
As you enter the doorway you will hear over the radio reports of Covenant suicide squads. There are three Grunts that will go kamikaze and rush towards you. Finish them from a distance with a quick headshot. Turn on your night vision and head to the stairs leading to the dark corridors of the city. There are two more Grunts that will try to blue ball you; one at the bottom of the stairs and one around the corner. Keep your distance and take them out same as before with a headshot from your Magnum. As you turn the corner, there is an Armor Lock you can swap out your Sprint for. You may also want to go back and pick up a [[Type-33 Guided Munitions Launcher|Needler]] to collect ammo for later in the mission. Keep your Magnum handy for easy headshots. '''Tip:''' Keep an eye on your radar and listen for the suicide cries of the Grunts that rush you.
 
The next section is really close quarters combat. At the bottom of the next set of stairs around the corner are three more Grunts who are literally quite startled to see you. Quickly back up the stairs and repeat your tactics. A safe distance and a headshot to finish them off. If you have Armor Lock equipped, you can activate it if the Grunts get too close for comfort. Once they're dead, carefully proceed to the next area but don't go too far as there are more kamikaze Grunts ready to kill you. Lure them out by triggering them to rush you. Watch your radar and listen for their pitiful cries as they attack. Again, keep a safe distance and eliminate them quickly with a headshot. In some cases, they may trigger an explosive chain reaction that will wipe most of them out.


===You're one Ugly Mother......===
Once everything is quiet again carefully proceed to the next area. There is Magnum ammo near a dead marine by the elevator doors. Be careful! There is a pit of doom here with some railing missing on some of the bridges. Cross safely and head to the last area. There are multiple Grunts on the level above you and attempt to suicide rush you. You know the drill by now. Safe distance; headshot; and most likely a big chain explosion. If you didn't kill all the Skirmishers in the first encounter, they will be here to pester you. Eliminate them. When every alien is dead it's time to get back to daylight. Climb the stairs and  head to the exit. There is a health pack on the wall here if you need it. If you picked up a Needler earlier, you should have a maximum of 96 rounds which is handy in the next section.
Avoid the [[Type-25 troop Carrier|Spirit]] that flies by and turn left. You will encounter a [[Jiralhanae|Brute]] at the bottom of the stairs holding a civilian. You can save the civilian; sprint behind the Brute and assassinate him before he can complete his animation to throw the civilian down. Try to avoid using grenades; killing a civilian, even accidentally, will cause you to instantly die. Unleash a torrent of needles at the Brutes. Six hits will kill with a supercombine explosion, so don't empty your magazine. Grab the [[MA37 Individual Combat Weapon System|MA37 Assault Rifle]] if you like, but you should still have plenty of ammunition for your Needler. Continue to advance. You will encounter more Skirmishers (around four) and a Brute. Strafe around the area and clear it. If you toss a grenade into the opening these enemies come from immediately, you may get lucky and kill several of them. Now you're going to have to search a bit outside but there's a [[Sniper Rifle System 99 Anti-Matériel|Sniper Rifle]] outside you're going to want to have for the next area so find it and swap it for your pistol, If you've already got the Sniper, ignore. If you are not skilled with the Sniper Rifle, don't pick it up at all and keep the Needler. Enter the next area and head up the stairs. You'll encounter a lone Grunt (possibly two). Melee him, and advance into the open area. Grab the [[M392 Designated Marksman Rifle]] off the ground and use it to kill the Brutes at range. DO NOT close to melee range; Brutes have a powerful melee rivaling that of Elites, and are immune to assassination if they are alerted to your presence. Use the Needler for best effect, but if your target is out of range or you are out of ammo, the DMR will do fine. If you do use the DMR, you must be precise. Aim for the head. DO NOT go for chest shots; Brutes take a great deal of damage and you'll waste ammunition. If your aim is good, Brute Minors can be taken out with 3-4 shots, [[Jiralhanae Captain Major|Brute Captains]] only take 4-5. Once their helmets are knocked off, they are vulnerable to an instantly fatal headshot.Sweep the floor, move upstairs and eliminate the Jackals up top. Do NOT go activate the elevator just yet. There is Needler ammo in a crate near the elevator. There is also a Shotgun back where you began, and some DMR ammo. Swap for the Shotgun if you like but it isn't necessary. Facing the elevator there is a door on your right leading into an open courtyard with a M247 Machine Gun. You can rip it off and carry it about, and it's quite valuable. Activate the elevator. You will receive a warning about incoming dropships. Go to the door leading to the open courtyard. A Phantom will drop aroud 4 Grunts, 2 Brute Minors, and a Captain with a Gravity Hammer. Pick them off with the DMR. They all pause briefly on landing, which will give you some time to line up easy headshots. You should finish with these enemies by the time the next wave comes up. You may feel bad about losing Civilians and Soldiers but unfortunately, you probably will. Mop up the second wave (mostly similar to the first, a few more Brutes and another Captain with a Hammer, but with Skirmishers instead of Grunts.) Then run up grab a Gravity Hammer (or keep the Needler, you really can't go wrong with it against Brutes) and sweep the area clear. Get in the elevator and head out.
 
===Brutes. Even Jackals Don't Like Them===
Exit out the door and a Spirit will pop up with a pack full of Brutes. Ignore them and head left quickly down the stairs and kill the Brute harassing a civilian. If you are quick enough you can sneak up behind him and land an assassination. ''Alternatively: you can use your Magnum or a Needler if you have one to kill him.'' As you link up with UNSC forces, kill the next Brute ahead of you as they "play" with the civilian. The Spirit will drop off three additional Brutes and another one is in the back near the food kiosk pestering another civilian. The Needler really shines in this section as it only takes 6 needles to supercombine on a non shielded target. Once they are all dead, a door will open and an additional Brute with three Skirmishers will emerge. Take them out. A well placed frag thrown at the door can yield good results as well. With all enemies in the area dead, head back the way you came and go up to the upper level. There is some Sprint you can swap out and a Sniper Rifle! You will be needing this in next area and throughout the end of the mission. Once your set, head to the atrium doors to the west.
 
As you enter the atrium entrance, head up the stairs to the left. There is usually one or two Grunts here. Melee them. Turn right and head into the main atrium section. There are multiple Brutes, Grunts, and Jackals in this area. They tend to move around the atrium so keep an eye out for enemies close to you. The Brutes are your main enemy to concentrate on. Eliminate them all with headshots, Needler supercombines, ect. There is also a Brute Captain on the upper tier with a Concussion Rifle. If you picked up the Sniper Rifle earlier, drill him with a headshot. There is also a DMR on the top near a planter and one near an ammo case on the bottom floor to the left you can swap out your Magnum for. Clear out all the rest of the enemy forces and head to the elevator at the back. Before pressing the button to call the elevator, take note of the weapons in the area. There is a crate with additional Needler ammo if you need it and a few Magnum rounds near by. If you didn't grab the Sniper Rifle go back and get it. Grab whatever you feel suit to kill Covenant with and activate the button.
 
===Why Is There Only One Elevator?===
After you hit the button, two Phantoms will fly in to drop off reinforcements in the upper and lower courtyards. The lower courtyard consists of a pair of Brutes, some Skirmishers, and a Brute Captain wielding a [[Gravity hammer (fiction)|Gravity Hammer]]. The Upper courtyard consists of an additional pair of Brutes, a group of Grunts, and ''another'' Brute Captain with a Hammer. This guide will start with the latter as you are close and have a elevation advantage over the enemies entering in the lower part of the atrium. The Sniper Rifle is key here. '''Note:''' If you are not adept to sniping you can use the DMR and the Needler to take out enemies as previously mentioned.
 
As the Phantom lands in the upper courtyard, take out your Sniper Rifle and wait for the pair of Brutes to get out. Drill them with a headshot. Kill the group of Grunts next with a well placed grenade or headshot them with the DMR or Magnum. Immediately switch back to your Sniper Rifle and snipe the Captain as he gets out. Once the upper courtyard is clear, move to focus on the lower courtyard invaders. Mind the Skirmishers and focus on the Brutes. Kill the Brute pair and nail the Captain with some sniper headshots. Clean up the area by eliminating all the Skirmishers and head to the elevator.


==Too Close To The Sun (Rally Point Alpha)==
==Too Close To The Sun (Rally Point Alpha)==
===Look at me, I'm The Rocketeer!===
===Welcome To The Bullfrogs===
Hop out of the elevator and follow the waypoint to the open area. As you enter there should be a weapon case full of DMRs and a Shotgun, so stock up on ammo. A few Banshees will strafe you. If you are very unlucky, one will attempt to bomb the nearby ODST's, so stay back until they pass. Head right and grab an [[Armor Abilities#Jet Pack|Jet Pack]]. Before you leap over tall buildings in a single bound, look forward. There are two routes to take, right and left across the shipping yard platforms. The right route is safer, and if you are a very good shot with the DMR you can knock a few enemies off out of auto-aim range. If you aren't a good shot, you may want to head left, but now enemies can shoot back at you. Head to the platform of your choice. Eventually a plethora of Grunts and Jackals will make themselves visible on the far side. On the lower left platform is a Grunt with a Fuel Rod Gun. Locate and kill him, he's a priority. Use the DMR to clear out as many as you can see and move up to the main platform. You have good cover from grenades and gunshots here if you stay right. Once you move to the tower, finish of the Grunts, then start work on the Brute Minors. Keep back and continue sniping with your DMR. Your ODST's will likely all die. If you look a little left and up you will see a [[Jiralhanae Chieftain|Chieftain]] with a Gravity Hammer. Use your DMR to take him out if you have the chance. Otherwise, he'll jump down and charge you. Don't panic. Lay into him with your Needler or use the Shotgun. Fly away with your Jetpack if he's too close for comfort. Once you've cleared the near platform, go back and reload your DMR from the case then head back to the fight. When you are on the far side. You have two choices. Follow the ground game and go right and up the stairs or Jump Jet up to get behind the enemy and clear them out. You may want to grab the Gravity Hammer that the Chieftain dropped. If you go straight, and jump, stop on the first level and turn right, you'll see a bunch of Grunts. Smoke 'em. Jump to the top and there are two Brute Minors with Spikers and a Brute Captain with a [[Type-50 Directed Energy Rifle/Heavy|Concussion Rifle]]. Start with the Minors as they are easy kills then follow up with the Captain. Watch out for the Concussion Rifle shots, they can easily knock you off the platform. If you go right and follow the stairs you'll face the same enemies, only head on. When you're clear, advance.
After exiting the elevator head to the outside where the ODST’s (aka The Bullfrogs) are engaging in fighting some Banshees. There is a DMR crate to your left (which also contains a shotgun) and one of the ODST’s has a Rocket Launcher you could swap out for. The choice is yours. Watch your footing and head to the right to the gates that contain the jetpack and equip it.


===Reach Out and Touch Something with Sniper Fire.===
There are multiple routes through the next area and it will be up to you how you want to fight the Covenant forces. A good tactical advantage is to pick off the enemies from afar with the DMR and/or Sniper Rifle.
You're going to come to an open courtyard with Marines, ODST's, and civilians under attack by a Phantom. There is a Rocket Launcher in an ammo crate in front of you, as well as DMR, Shotgun, and Assault Rifle ammo. Pick up the Rocket Launcher and swap with an ODST. He has unlimited ammunition with it and his rockets home in on targets, but keep an eye on him. If he dies, you'll want to get the Rocket Launcher back. There are several approaches you can take here. As you advance you'll notice a small bridge with several [[Deployable Cover]]s. On the far side of this are a great number of annoying enemies that will gladly end your existence. Method 1 is the frontal assault, this is not recommended, as it often leads to the annoying side effect of being dead. Try only on easier difficulties Method 2, is slightly less dangerous but not as easy. to the left of the bridge on the far side room directly below the ground floor, jump jet into that, and come up behind the ground level enemies and under the upper ones. From here you have complete defilade from the upper tier enemies while gaining enfilade fire on the ground level enemies. Method 3 is by far the easiest and least risky. On the near side of the bridge there is a balcony you can jump jet up to where there is DMR ammo and a Sniper Rifle. Your ODST's will usually hop up there, look for their icons if you're having trouble finding it. Consider shooting out the glass railing on the balcony (your Rocket Launcher ODST may accidentally commit suicide by firing into it). Use the DMR and Sniper Rifle to clear the enemies. There are two Jackal Snipers with Focus Rifles, kill them first to prevent them screwing up your aim. Your Rocket ODST will do plenty of damage on his own. Advance across the gap when all enemies are dead. Another Captain with a Gravity Hammer make an appearance, running down the stairs leading to the next level. Kill him quickly, he is by far the largest threat to your few advancing soldiers. Sticking him with a grenade works well. The next area is tiered. You are on the lowest tier, having dealt with the Gravity Hammer Captain. On the second tier are some Grunts, and at the highest level is a Captain (or Chieftan on Legendary) with a Concussion Rifle. You can use one of the fallen Focus Rifles to snipe him from your low area. Deal with the enemies in terms of threat level, high level targets first, then clean out the remains. Finish clearing out the minor enemies with your DMR before advancing.  Once you reach the top you will be met by a squad of Grunts, two of whom are Heavies with [[Type-33 Light Anti-Armor Weapon|Fuel Rod Guns]]. Kill them first and clear out the remainder. On the forward building's upper balcony several Brute Minors may appear. Jetpack up and kill them or DMR snipe before they go back inside. Stay on the ground level and enter the building clearing the room from left to right. This part is tricky. There are Brute Minors and a few Grunts. Your main enemy is a Brute Chieftan with a Fuel Rod Gun. He has shields, he's a pain to headshot, his weapon will instantly kill you, and he's a VERY good shot. Keep back and whittle away at him until he goes down. If you're daring, use the Fuel Rod Guns from the Grunt Heavies on him. A Phantom will drop off a few Jackals and a Captain with a Hammer (AGAIN). Ventilate them and continue. Two Shade turrets are outside. Creep out and headshot the Grunts manning them. Don't charge out unless you want to die. A [[UH-144 Falcon]] will arrive to pick you up. Steal the Rocket Launcher back from your ODST if he survived, or keep the Fuel Rod Gun and get in the Falcon. Keep your DMR.


==I Should Have Become a Watchmaker (Rally Point Bravo)==
The main area consists of about 4 levels of game play. On the lower level is some Grunts and Jackals, but watch out! One Grunt has a Fuel Rod Gun and will ruin your day. Make him priority one. The second level will have a pack of brutes that will aid the Jackals. You can pick the brutes off with some head shots with the DMR or you can get cozy with a Needler and detonate them. Wipe them out. Keep a heads up as Brute Captain with a Gravity hammer will drop down to join his pack brothers to slay you. Kill him too. Remember you have a Jetpack and if the Captain or any enemy gets to close, you can fly up out of the way. The third level will have a few more grunts and the fourth level will have a few more Brutes and another captain with a Concussion Rifle. The captain is the most dangerous, especially on Legendary difficulty, as the concussion rifle will devastate your shields and health. Once every enemy is dead, head to the stairs to the west near the back and head to the next area. As you enter the open lobby, turn around and jetpack up to the next set of doors.
===Hey, This is a Really Nice View.===
 
Once You are in the Falcon look high right. Track the roof here and when the Brutes come in line they can damage you. Once you are clear of this threat aim to the rear of the Falcon. Several Banshees are going to try and sneak up behind you. Fire at them until they are destroyed or break off. You can shoot at the groundside enemies now or not your choice. When you come in to land near the missile batteries, kill all the Grunts and Jackals that are bottlenecked in the pass. Once they are all dead, the Falcon can land.
===The Corporate Park===
===Drivers Ed Never Taught Me how to Dodge Plasma===
As you enter the corporate park, a group of Marines will be taking cover with civilians from a Phantom dropping off some Jackal reinforcements. There is an ammo crate nearby with additional DMR ammo and a Rocket Launcher. Again, you can either take the rockets of give them to one of your allies to use. The latter may help it easier to clear the Covenant ahead of you. Mind the Phantom and take your DMR and look across the open chasm for the Jackal Sniper with a Focus Rifle. Pick him off now, or he'll harass you later. Help the Marines clear the courtyard of some Grunts and take care of the Jackals that were just dropped off. Before you go to the next area, you should get to higher ground. There will be a balcony overlooking the next area with additional DMR ammo and another Sniper Rifle will be here as well. There is also a health pack if you need it.
Get out of the Falcon and head to the [[M12A1 Light Anti-Armor Vehicle|Warthog]]. Swap your Fuel Rod Gun (or Rocket Launcher, if you have it) with one of the Army Grunts, hop in the driver's seat and take off. Make sure to let the soldier with the heavy weapon hop in the passenger seat. First handle the Ghost on the near side (if you are very, very lucky the Chieftain with his Gravity Hammer will come down and you can kill him early) then move to the other side of the hill and kill the two Wraiths that show up. Don't sit still, the Wraith AI can drop a mortar round on you easily. Clear the missile batteries starting with the far one. Beware of the Brute Captain on the bridge with the Plasma Launcher (Now would be a good time to use some of your remaining sniper rounds to kill him quickly), kill him swiftly and then activate the first battery. move back across and clear out the near battery and quickly activate it and get back to your 'Hog. get in and swiftly take out the two Ghosts that get dropped before moving on.


===Squatters Rights Don't Apply to Ugly Aliens. Get Out.===
This next area is somewhat of a shooting gallery as you can eliminate enemies across the way. However they can shoot at you too so take cover when needed! There will be some more Grunts, Jackals, two Brute Captains and another Jackal Sniper with a Focus Rifle. Kill him first otherwise he'll annoy you stripping your shields. Clear out the cannon fodder and use a head shot capable weapon on the two Captains. Once clear, cross the bridge and keep moving up. A good strategy is to hang a left at the stairs after the bridge and go West up a ramp to the level the Marines are standing on. This will trigger a checkpoint but will also trigger another Captain wielding a Hammer. This Brute is thirsty for blood and will kill everything in his path. Hang back and use your Sniper Rifle to nail him dead but be careful of your allies and the civilians when you do this.
Now you have to assault the building behind the missile batteries to get to the button to activate them. This button is guarded by a large contingent of [[Jiralhanae|Hostile Monkeys on steroids]] accompanied by Grunts and Jackals. Park the 'Hog at the Bottom of the stairs. The Gunner will stay on the turret and clean out a majority of the enemies here letting you focus on the main problem, a War Chieftain with a Fuel Rod Gun. He's tucked away either on the top terrace of the building or in the control room. Jump Jet onto the roof part of the stairway. If you have any Sniper ammo left, now it the time to use it. The sniper rounds will stagger the Chieftain and if you don't have enough rounds to kill him you can at least get his shields down to finish him off with the DMR. Once he's down you can leisurely attack the rest of the forces here and go activate the missile battery.
====I am a Coward, Hear me Mewl.====
If a direct assault is not to your liking, once you've taken care of the Ghosts run back over to the near missile battery and swap your jump jet for [[Armor Abilities#Active Camo|Active Camo]]. Run around the bottom to the right side of the building and turn on your camo as you approach. You may be able to make it all the way without running out of camo, but you may want to stop and let your camo recharge when you're hidden in the back of the building before advancing. Once you're recharged advance slowly into the room with the Brute War Chieftain, and push the button. The mission will end and you haven't faced your enemy so much as skulked to victory.


==Legendary Notes==
Before you join the rest of your allies at the big stairs, you should note that at the very top of the level you need to get to, there will be a Captain with a Concussion Rifle. On Legendary difficulty, this will be a Brute Chieftain. Take cover quick and use your sniper rifle to kill the nasty Brute up top. Note: He tends to hide around up there so be patient with locating him. Climb the long stairs (or jetpack) up and kill the small group of Grunts here. There is some ammo in an upper balcony above some bathrooms to your northwest you can use. Eliminate every alien and head east to the landing pad.
*Brutes are far easier to kill than Elites, regardless of rank. Conversely, ammo is more difficult to come by and your rationing and aiming skills are crucial here.
*Realize that while it would be nice to kill the bad guys and save the civilians and have a group of troopers backing you up the whole way, your protectiveness is an easy path to death. Protect yourself first.
*This really is the first level where creating yourself a threat assessment is helpful. You should deal with enemies based on how quickly they will kill you if left unchecked. For example: Brute War Chieftain wtih Fuel Rod Gun > Pack of Jackal Majors > Two Brute Captains with Concussion Rifles > mixed squad of grunts > lone Brute Minor.
*When assaulting the missile batteries with a Warthog, drive up, stop a few seconds, letting the gunner get a few pot-shots then drive off turn around and repeat. This and with a Rocket equipted Marine in the passenger seat is a deadly effective tactic against those pesky brutes.
*Find the Sniper Rifles, they can cut the time spent on this level in half.
*When you first get to the missile batteries, quickly head to the north end of the area. There is another squad there and one of the soldiers has a [[M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]]. grab it for yourself and it will put down the War Chieftain in no time saving you all that sweat and toil.


==Notes for Lower Difficulties==
===The Landing Pad===
*Exodus should be played the same on lower difficulties, though you can take greater risks because of your increased durability.
*If you Run up to the Shades The Grunts will have exited. Give 'em headaches they won't remember by headshots or melee. Only attempt this on Easy or Normal difficulty, on Heroic it's almost certain death and the Grunts are unlikely to abandon their positions.
*Using a Needler or a Needle Rifle is an excellent way to deal with packs of unshielded Brutes if you are having difficulty achieving headshots.


{{succession box | before = ''[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''Exodus''''' |after = ''[[New Alexandria (level)/Walkthrough|New Alexandria]]''}}
==I Should Have Become a Watchmaker (Rally Point Bravo)==
[[Category:Walkthrough]]
{{succession box | before = ''[[Long Night of Solace (level)/Walkthrough|Long Night of Solace]]'' <br />| title =Halo Reach Campaign Walkthrough for: | years = '''''Exodus''''' |after = ''[[New Alexandria/Walkthrough|New Alexandria]]''}}
[[Category:Halo: Reach walkthroughs]]

Latest revision as of 12:44, March 22, 2024

Halo: Reach

Prev:

Long Night of Solace

Next:

New Alexandria

Exodus
Level overview

Player(s):

SPARTAN-B312

Objective(s):

Evacuate civilians from New Alexandria

Location(s):

New Alexandria, Eposz, Reach, Epsilon Eridani System

Gameplay overview

Default weapons:

Available weapons:

Enemies:

 

This is a walkthrough for the seventh level of Halo: Reach, Exodus. It is written for play at Heroic and Legendary difficulty.

Level Notes[edit]

  • This is the first level where you fight Jiralhanae aka Brutes. They replace Elites on this level, leading Covenant minor infantry and wielding heavy weapons. Unlike Halo 3's shielded fairly weak versions, Brutes in Reach take more after their Halo 2 incarnation, having lots of health, strong melees, and berserking to fight you at melee range, most often with deadly consequences. They're not nearly as broken as in Halo 2, luckily, being easier to headshot and slightly weaker, though it still takes several shots to break their helmet. Since you don't have to break their shields, the Noob Combo is useless but blamite weapons like Needlers and Needle Rifles become very handy. Just avoid fighting them at melee range and you should be capable of dealing with them.
  • A good weapon in this mission is the sniper rifle. You'll receive a lot of ammo for it, and should you position yourself right you can take out a lot of dangerous threats before they're even capable of hurting you. In total you'll have 36 shots on this mission.
  • Unlike Halo 2 and 3, berserking does not cause a Brute to sheathe his weapon. Instead he'll charge while firing it rapidly. He won't run as fast as in previous games, but if you see a Brute stop shooting and roar, focus on him.
  • Most Brutes are equipped with Armor Lock and will activate it if a Needler or Needle Rifle is shot at them. Wait until the Brute is out of Armor Lock to finish them off.
  • Heavy weapons such as the Rocket Launcher or Fuel Rod Gun are available throughout the mission. If you give one to a Marine or ODST Trooper they can help you clear enemies with ease since AI friendly forces have unlimited ammo.
  • Do not kill any civilians! If a civilian is killed by you even by accident, you die instantly. This proves to be a headache as the civilians you are trying to protect have infantile intelligence and tend to get in the way i.e. running in front of you while firing your weapon. Try to avoid lobbing grenades or firing any heavy artillery near them. If civilians are near enemies, wait until you have a clean shot.

The Devil His Due (Mission Start)[edit]

Bodies...Bodies Everywhere[edit]

You start out at mid-health and armed with only a single M6G magnum. Don't worry about conserving ammo; there's more pistols later on and you'll be discarding it soon anyway. The area you start in has no enemies; just a bunch of dead civilians so run on ahead until you pass through the dark room with the broken door.

As you exit, you'll come to some stairs where three Skirmishers are on patrol. It's easiest to headshot when they're crossing from left to right. Hit one, and the others will shoot at you for a while before running away. It pays to kill them now, since otherwise they'll turn up later to harass you. Once they're gone, head up the stairs, where you'll find a dead trooper with a pistol. It only has a little ammo, but it's enough to recover any you lost. There is also a health pack nearby. Heal up and head into the next set of doors.

I Just Want To Hug You To Death[edit]

As you enter the doorway you will hear over the radio reports of Covenant suicide squads. There are three Grunts that will go kamikaze and rush towards you. Finish them from a distance with a quick headshot. Turn on your night vision and head to the stairs leading to the dark corridors of the city. There are two more Grunts that will try to blue ball you; one at the bottom of the stairs and one around the corner. Keep your distance and take them out same as before with a headshot from your Magnum. As you turn the corner, there is an Armor Lock you can swap out your Sprint for. You may also want to go back and pick up a Needler to collect ammo for later in the mission. Keep your Magnum handy for easy headshots. Tip: Keep an eye on your radar and listen for the suicide cries of the Grunts that rush you.

The next section is really close quarters combat. At the bottom of the next set of stairs around the corner are three more Grunts who are literally quite startled to see you. Quickly back up the stairs and repeat your tactics. A safe distance and a headshot to finish them off. If you have Armor Lock equipped, you can activate it if the Grunts get too close for comfort. Once they're dead, carefully proceed to the next area but don't go too far as there are more kamikaze Grunts ready to kill you. Lure them out by triggering them to rush you. Watch your radar and listen for their pitiful cries as they attack. Again, keep a safe distance and eliminate them quickly with a headshot. In some cases, they may trigger an explosive chain reaction that will wipe most of them out.

Once everything is quiet again carefully proceed to the next area. There is Magnum ammo near a dead marine by the elevator doors. Be careful! There is a pit of doom here with some railing missing on some of the bridges. Cross safely and head to the last area. There are multiple Grunts on the level above you and attempt to suicide rush you. You know the drill by now. Safe distance; headshot; and most likely a big chain explosion. If you didn't kill all the Skirmishers in the first encounter, they will be here to pester you. Eliminate them. When every alien is dead it's time to get back to daylight. Climb the stairs and head to the exit. There is a health pack on the wall here if you need it. If you picked up a Needler earlier, you should have a maximum of 96 rounds which is handy in the next section.

Brutes. Even Jackals Don't Like Them[edit]

Exit out the door and a Spirit will pop up with a pack full of Brutes. Ignore them and head left quickly down the stairs and kill the Brute harassing a civilian. If you are quick enough you can sneak up behind him and land an assassination. Alternatively: you can use your Magnum or a Needler if you have one to kill him. As you link up with UNSC forces, kill the next Brute ahead of you as they "play" with the civilian. The Spirit will drop off three additional Brutes and another one is in the back near the food kiosk pestering another civilian. The Needler really shines in this section as it only takes 6 needles to supercombine on a non shielded target. Once they are all dead, a door will open and an additional Brute with three Skirmishers will emerge. Take them out. A well placed frag thrown at the door can yield good results as well. With all enemies in the area dead, head back the way you came and go up to the upper level. There is some Sprint you can swap out and a Sniper Rifle! You will be needing this in next area and throughout the end of the mission. Once your set, head to the atrium doors to the west.

As you enter the atrium entrance, head up the stairs to the left. There is usually one or two Grunts here. Melee them. Turn right and head into the main atrium section. There are multiple Brutes, Grunts, and Jackals in this area. They tend to move around the atrium so keep an eye out for enemies close to you. The Brutes are your main enemy to concentrate on. Eliminate them all with headshots, Needler supercombines, ect. There is also a Brute Captain on the upper tier with a Concussion Rifle. If you picked up the Sniper Rifle earlier, drill him with a headshot. There is also a DMR on the top near a planter and one near an ammo case on the bottom floor to the left you can swap out your Magnum for. Clear out all the rest of the enemy forces and head to the elevator at the back. Before pressing the button to call the elevator, take note of the weapons in the area. There is a crate with additional Needler ammo if you need it and a few Magnum rounds near by. If you didn't grab the Sniper Rifle go back and get it. Grab whatever you feel suit to kill Covenant with and activate the button.

Why Is There Only One Elevator?[edit]

After you hit the button, two Phantoms will fly in to drop off reinforcements in the upper and lower courtyards. The lower courtyard consists of a pair of Brutes, some Skirmishers, and a Brute Captain wielding a Gravity Hammer. The Upper courtyard consists of an additional pair of Brutes, a group of Grunts, and another Brute Captain with a Hammer. This guide will start with the latter as you are close and have a elevation advantage over the enemies entering in the lower part of the atrium. The Sniper Rifle is key here. Note: If you are not adept to sniping you can use the DMR and the Needler to take out enemies as previously mentioned.

As the Phantom lands in the upper courtyard, take out your Sniper Rifle and wait for the pair of Brutes to get out. Drill them with a headshot. Kill the group of Grunts next with a well placed grenade or headshot them with the DMR or Magnum. Immediately switch back to your Sniper Rifle and snipe the Captain as he gets out. Once the upper courtyard is clear, move to focus on the lower courtyard invaders. Mind the Skirmishers and focus on the Brutes. Kill the Brute pair and nail the Captain with some sniper headshots. Clean up the area by eliminating all the Skirmishers and head to the elevator.

Too Close To The Sun (Rally Point Alpha)[edit]

Welcome To The Bullfrogs[edit]

After exiting the elevator head to the outside where the ODST’s (aka The Bullfrogs) are engaging in fighting some Banshees. There is a DMR crate to your left (which also contains a shotgun) and one of the ODST’s has a Rocket Launcher you could swap out for. The choice is yours. Watch your footing and head to the right to the gates that contain the jetpack and equip it.

There are multiple routes through the next area and it will be up to you how you want to fight the Covenant forces. A good tactical advantage is to pick off the enemies from afar with the DMR and/or Sniper Rifle.

The main area consists of about 4 levels of game play. On the lower level is some Grunts and Jackals, but watch out! One Grunt has a Fuel Rod Gun and will ruin your day. Make him priority one. The second level will have a pack of brutes that will aid the Jackals. You can pick the brutes off with some head shots with the DMR or you can get cozy with a Needler and detonate them. Wipe them out. Keep a heads up as Brute Captain with a Gravity hammer will drop down to join his pack brothers to slay you. Kill him too. Remember you have a Jetpack and if the Captain or any enemy gets to close, you can fly up out of the way. The third level will have a few more grunts and the fourth level will have a few more Brutes and another captain with a Concussion Rifle. The captain is the most dangerous, especially on Legendary difficulty, as the concussion rifle will devastate your shields and health. Once every enemy is dead, head to the stairs to the west near the back and head to the next area. As you enter the open lobby, turn around and jetpack up to the next set of doors.

The Corporate Park[edit]

As you enter the corporate park, a group of Marines will be taking cover with civilians from a Phantom dropping off some Jackal reinforcements. There is an ammo crate nearby with additional DMR ammo and a Rocket Launcher. Again, you can either take the rockets of give them to one of your allies to use. The latter may help it easier to clear the Covenant ahead of you. Mind the Phantom and take your DMR and look across the open chasm for the Jackal Sniper with a Focus Rifle. Pick him off now, or he'll harass you later. Help the Marines clear the courtyard of some Grunts and take care of the Jackals that were just dropped off. Before you go to the next area, you should get to higher ground. There will be a balcony overlooking the next area with additional DMR ammo and another Sniper Rifle will be here as well. There is also a health pack if you need it.

This next area is somewhat of a shooting gallery as you can eliminate enemies across the way. However they can shoot at you too so take cover when needed! There will be some more Grunts, Jackals, two Brute Captains and another Jackal Sniper with a Focus Rifle. Kill him first otherwise he'll annoy you stripping your shields. Clear out the cannon fodder and use a head shot capable weapon on the two Captains. Once clear, cross the bridge and keep moving up. A good strategy is to hang a left at the stairs after the bridge and go West up a ramp to the level the Marines are standing on. This will trigger a checkpoint but will also trigger another Captain wielding a Hammer. This Brute is thirsty for blood and will kill everything in his path. Hang back and use your Sniper Rifle to nail him dead but be careful of your allies and the civilians when you do this.

Before you join the rest of your allies at the big stairs, you should note that at the very top of the level you need to get to, there will be a Captain with a Concussion Rifle. On Legendary difficulty, this will be a Brute Chieftain. Take cover quick and use your sniper rifle to kill the nasty Brute up top. Note: He tends to hide around up there so be patient with locating him. Climb the long stairs (or jetpack) up and kill the small group of Grunts here. There is some ammo in an upper balcony above some bathrooms to your northwest you can use. Eliminate every alien and head east to the landing pad.

The Landing Pad[edit]

I Should Have Become a Watchmaker (Rally Point Bravo)[edit]

Preceded by
Long Night of Solace
Halo Reach Campaign Walkthrough for:
Exodus
Succeeded by
New Alexandria