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===The Tyrant Guns===
===The Tyrant Guns===
<!--As you come up the hill, you'll see two Tyrant anti-air guns. -->
*'''Carter-A259 (COM)''': "Time to get to work, Noble Six. Take out those guns!"
 
As you come up the hill, you'll see two Tyrant anti-air guns. As they're immobile, huge, and scripted to shoot at the UNSC aircraft on the other side, they're no threat to you. It takes eight shots to destroy each with the tank. The bigger danger is Banshees. There are roughly eight to ten Banshees flying in this area, and their weapons are powerful. Should they gang up you, your tank is not likely to make it out. So you have to progress through this area slowly and cautiously, watching for any Banshees that are flying by. Shoot them down with the tank; it only takes one shot to destroy each. Also, your tank shell is not hitscan, so you'll have to lead your shots a bit.
 
When both Tyrant guns are destroyed, several Falcons, one of which is carrying NOBLE Team, will fly down to help you out. You will be allowed to progress through the area. Keep an eye out for infantry and use the explosive canisters to kill them. There's also a Ghost or two in this area, though the Falcons sometimes take it out. Stay alert, and head on to the gate.


===Fuel Rod Turrets at the Gate===
===Fuel Rod Turrets at the Gate===
*'''Carter-A259 (COM)''': "Noble Team: Falcon group has landed, hostiles engaged. Jun is working on getting the gate open."
*'''Jun-A266 (COM)''': "Really missing Kat right about now..."
Now comes what is perhaps one of the hardest sections in the level, if not the game. In what was the western plains, you'll have two Ghosts and a lookout turret with a fuel rod Grunt in it. Past them are four Shade turrets and two Revenants guarding the gate. Two of the turrets fire rapid-fire plasma shots and the other two fire fuel rods. Not only do these fuel rods travel faster than you'd think, but the turrets are so far away that you ''have'' to know beforehand where they are to shoot them. And on top of that, there are ''no'' checkpoints in this section until the whole area is cleared. Screw up one turret, and your tank explodes and you have to do the level over again.
So when entering, first aim for the lookout tower and blow up. Then rev forward and take out Ghosts as you see them. When you come to a large boulder bordering this plain from the gate area, carefully rev around and shoot to your right to blow up a fuel rod turret. If it fires, rev back immediately so its shots hit the boulder, then try again. When it's blown up, drive around the rock and blow up a Shade turret that'll be on your right. Ahead of you in the valley you'll see a Revenant, shoot it, and past it will be another far-off Shade turret.
As this point you should be against the left wall of SWORD Base in prep for the last and most difficult fuel rod turret. This one is on a mountain high above you, and is so close that the tank can't dodge its shots. So, use the base corner for cover. Position your tank so it's facing the wall, then carefully rev backwards and fire at the turret. If it fires back, drive forward so its shots miss or hit the wall. The tank is slow but you need fast reflexes for this; drive forward as soon as it shoots.
When it's blown up, the objective may say the area is clear, but it really isn't. There's one more Revenant hiding back right in front of the gate. Drive around the corner and keep moving so it doesn't shell you. Then once you see it, blow it up. The area will then be safe for you to park your tank at the open gate.


==Latchkey (Rally Point Alpha)==
==Latchkey (Rally Point Alpha)==

Revision as of 12:29, October 29, 2015

Template:Walkthrough Infobox This is a walkthrough for the ninth level of Halo: Reach, The Package. It is written for play at Legendary and Heroic difficulty. Your initial loadout is a M392 DMR and MA37 assault rifle.

Level Notes

  • The glassing of Reach has lit up the atmosphere and scorched the surface, and a result everything looks brown and black. Turn up the brightness in the gameplay options to make the level easier to see.
  • Musical cues are your friend in this level. Use the music to know when a new wave is coming.
  • NOBLE Team is of limited help here. Because some parts of the level are so cramped, they tend to bunch up together. This also holds true for the lab defense, as they will not leave the holdout area. That said, they can whittle down enemies on their own, even on Legendary. Jun's sniper rifle will be the most useful for weakening troublesome targets.
  • You might be familiar with the method of hijacking a Wraith by leaping into the gunner seat to force out the driver. In this level that doesn't work. You'll have to break the cockpit door and kill the driver, leaving the Wraith a little damaged and you a bit more vulnerable. Stand on top of the Wraith and killing the driver, don't use the board command, and melee the door then the driver. This way is slower but will damage the Wraith less than boarding.
  • Each difficulty has less waves than the higher one. Normal has three, Heroic has four, and Legendary has five.

Torch And Burn (Mission Start)

Heavy Defenses

  • Carter-A259 (COM): "Covenant own this sector now. They are defending for a full major strike, not a small-group infiltration. Eliminate all hostile ground air-defense so the rest of Noble can land at Sword Base for the torch-and-burn. Keep a low profile - we'll take them by surprise, this will be a hell lot easier."

The start of the level puts back at Farragut Station, but not as you remember it from ONI: Sword Base. The area has flooded and there's tight Covenant defenses. Looking out from the ridge, you'll see two Shade turrets, a Ghost driven by a Grunt, three Heavy Grunts with Fuel Rod Guns, a lookout tower with a Jackal Sniper, and many more Grunts behind what was the comms building. You have three Orbital Drop Shock Troopers as teammates, but they won't last long against all those turrets or Ghost. As for yourself, you have enough DMR ammo, a Hologram armor ability in the building in front, and the high ground.

Your first plan is to stay back and pick off everything you can from up here. As soon as you drop down from the cliff you're on, the Covenant will be alerted and your teammates will rush ahead and get themselves killed. The cliff is pretty narrow and invisible walls prevent you from climbing higher, but you still have a decent amount of room to shoot at the Shade turrets and the Jackal sniper. It's also harder for them to shoot you at this distance, though still easy enough if you stay put while they shoot. Also look for the Fuel Rod Grunts. You'll be able to headshot two of them for now; the third is behind the generator building and can't be seen yet. Also see if you can kill the Ghost's driver. This is much harder because it doesn't stop moving and because the Grunt driving it has his head protected by its cockpit. So aim carefully with bodyshots, and you might possibly take him out. If you can't from here, move up into the comms building and use the Hologram there to distract it.

Once the Ghost is dead, move up. There's still a lot of Grunts left, including one more Fuel Rod Grunt. Your teammates will cross the lake and attack the Grunts from the right, so you can either join them or come from the left as a flanking maneuver. Sometimes they'll even drive the Ghost, which can be pretty helpful. When you hear Emile and Jun start chatting over the comm, that means everything's dead. Hand Fuel Rod Guns to your teammates before they run off to the next area, grab a plasma pistol for yourself, restock on DMR ammo before heading off with them.

A Spare Tank

  • Carter-A259 (COM): "Might be a Scorpion still operational, Six. Check it out."

Unlike the tank sections in Halo 3, the Scorpion should be used with caution than with reckless abandon. It responds to enemy fire more, having weaker armor and a screen heating effect when it's shot at. It's more powerful than in Halo 3 but has a slightly slower firing rate, and your teammates, even armed with Fuel Rod Guns, don't have much effective range. The key word of this area is vigilance. Stay alert of everything coming and shoot before you can get shot at.

Anyway, first headshot the Grunt gunner on the lookout tower overlooking the Scorpion. Then jump in and slowly go around the boulder it's parked at. On the other side is a Shade turret, past it is another, and then past them is a bunch of Elite and Grunt infantry. Coming down the mountain after them will be two Ghosts. Try to engage everything one at a time and watch your reticle for when it turns red. Corners and boulders are ideal cover, and if you see an glowing blue explosive plasma batteries, shoot them to mop up infantry with them. Once they're all destroyed, drive up the mountain to where Airview Base used to be.

The Tyrant Guns

  • Carter-A259 (COM): "Time to get to work, Noble Six. Take out those guns!"

As you come up the hill, you'll see two Tyrant anti-air guns. As they're immobile, huge, and scripted to shoot at the UNSC aircraft on the other side, they're no threat to you. It takes eight shots to destroy each with the tank. The bigger danger is Banshees. There are roughly eight to ten Banshees flying in this area, and their weapons are powerful. Should they gang up you, your tank is not likely to make it out. So you have to progress through this area slowly and cautiously, watching for any Banshees that are flying by. Shoot them down with the tank; it only takes one shot to destroy each. Also, your tank shell is not hitscan, so you'll have to lead your shots a bit.

When both Tyrant guns are destroyed, several Falcons, one of which is carrying NOBLE Team, will fly down to help you out. You will be allowed to progress through the area. Keep an eye out for infantry and use the explosive canisters to kill them. There's also a Ghost or two in this area, though the Falcons sometimes take it out. Stay alert, and head on to the gate.

Fuel Rod Turrets at the Gate

  • Carter-A259 (COM): "Noble Team: Falcon group has landed, hostiles engaged. Jun is working on getting the gate open."
  • Jun-A266 (COM): "Really missing Kat right about now..."

Now comes what is perhaps one of the hardest sections in the level, if not the game. In what was the western plains, you'll have two Ghosts and a lookout turret with a fuel rod Grunt in it. Past them are four Shade turrets and two Revenants guarding the gate. Two of the turrets fire rapid-fire plasma shots and the other two fire fuel rods. Not only do these fuel rods travel faster than you'd think, but the turrets are so far away that you have to know beforehand where they are to shoot them. And on top of that, there are no checkpoints in this section until the whole area is cleared. Screw up one turret, and your tank explodes and you have to do the level over again.

So when entering, first aim for the lookout tower and blow up. Then rev forward and take out Ghosts as you see them. When you come to a large boulder bordering this plain from the gate area, carefully rev around and shoot to your right to blow up a fuel rod turret. If it fires, rev back immediately so its shots hit the boulder, then try again. When it's blown up, drive around the rock and blow up a Shade turret that'll be on your right. Ahead of you in the valley you'll see a Revenant, shoot it, and past it will be another far-off Shade turret.

As this point you should be against the left wall of SWORD Base in prep for the last and most difficult fuel rod turret. This one is on a mountain high above you, and is so close that the tank can't dodge its shots. So, use the base corner for cover. Position your tank so it's facing the wall, then carefully rev backwards and fire at the turret. If it fires back, drive forward so its shots miss or hit the wall. The tank is slow but you need fast reflexes for this; drive forward as soon as it shoots.

When it's blown up, the objective may say the area is clear, but it really isn't. There's one more Revenant hiding back right in front of the gate. Drive around the corner and keep moving so it doesn't shell you. Then once you see it, blow it up. The area will then be safe for you to park your tank at the open gate.

Latchkey (Rally Point Alpha)

Regrouping

The Catwalk

The Ruined Atrium

This Cave Is Not A Natural Formation (Rally Point Bravo)

Wave 1

Wave 2

Wave 3

Wave 4

Wave 5

Legendary Notes

Notes for Lower Difficulties

Preceded by
New Alexandria
Halo Reach Campaign Walkthrough for:
The Package
Succeeded by
The Pillar of Autumn