The Covenant (level): Difference between revisions
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|colspan=1|'''Master Chief Primary Weapon <br> Solo''' | |colspan=1|'''[[John-117|Master Chief]] Primary Weapon <br> Solo''' | ||
|colspan=1| [[Spartan Laser|Weapon/Anti-Vehicle Model-6 Grindell/Galilean Nonlinear Rifle]] | |colspan=1| [[Spartan Laser|Weapon/Anti-Vehicle Model-6 Grindell/Galilean Nonlinear Rifle]] | ||
|colspan=1| [[MA5C Assault Rifle]] | |colspan=1| [[MA5C Assault Rifle]] | ||
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|colspan=1| M6G Magnum | |colspan=1| M6G Magnum | ||
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|colspan=1|'''Arbiter Primary Weapon''' | |colspan=1|'''[[Arbiter (character)|Arbiter]] Primary Weapon''' | ||
|colspan=1| [[Type-50 Sniper Rifle System]] | |colspan=1| [[Type-50 Sniper Rifle System]] | ||
|colspan=1| Type-51 Carbine | |colspan=1| Type-51 Carbine | ||
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|colspan=1|'''Usze | |colspan=1|'''[[Usze 'Taham]] Primary Weapon''' | ||
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== Transcript == | == Transcript == |
Revision as of 13:17, August 4, 2008
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Halopedia has a walkthrough guide for this level; see The Covenant (level)/Walkthrough. |
The Covenant[1] is the title of the seventh campaign mission of Halo 3.
The mission takes place on The Ark. In this level, you must deactivate the shield protecting the Prophet of Truth. Before reaching Truth, you must deactivate three towers powering the prophet's shield and face off against a massive vehicular Covenant force, including two Scarabs. Finally, united by the common purpose of stopping the rings, Master Chief and the Arbiter unite with the Flood, only to be betrayed when the threat, the ultimate destruction by Truth, has been dealt with.
Upon completing it on the Normal, Heroic, or Legendary difficulties, the player will earn the "Last Stand" achievement and 40 Gamerscore. Earning over 50,000 points in the campaign meta-game on this level will give the player the Vanguard achievement and 10 Gamerscore. It is the longest level in Halo 3 and the last level in which you fight the Covenant (excluding the Final Grunt.). This level is very important as it is the Covenant's last stand.
The IWHBYD Skull is found on this level, as well as the Thunderstorm Skull. (See Halo 3: IWHBYD (I Would Have Been Your Daddy) Skull for more details on how to acquire it).
This is the last stand of the Covenant Loyalists against the UNSC and the Covenant Separatists.
Starting Weapons
Player V Starting Point > |
Mission Start | Rally Point Alpha | Rally Point Bravo |
Master Chief Primary Weapon Solo |
Weapon/Anti-Vehicle Model-6 Grindell/Galilean Nonlinear Rifle | MA5C Assault Rifle | MA5C Assault Rifle |
Master Chief Secondary Weapon Solo |
BR55HB SR Battle Rifle | M6G Magnum | M6G Magnum |
Master Chief Primary Weapon Co-op |
Weapon/Anti-Vehicle Model-6 Grindell/Galilean Nonlinear Rifle | MA5C Assault Rifle | MA5C Assault Rifle |
Master Chief Secondary Weapon Co-op |
BR55HB SR Battle Rifle | M6G Magnum | M6G Magnum |
Arbiter Primary Weapon | Type-50 Sniper Rifle System | Type-51 Carbine | Type-51 Carbine |
Arbiter Secondary Weapon | Type-51 Carbine | Type-25 Directed Energy Rifle | Type-25 Directed Energy Rifle |
N'tho 'Sraom Primary Weapon | |||
N'tho 'Sraom Secondary Weapon | |||
Usze 'Taham Primary Weapon | |||
Usze 'Taham Secondary Weapon |
Transcript
Trident
Three teams. Three towers.
{Cut scene}
Five Pelicans fly in. They are followed by two Separatist Phantoms. Behind them is the carrier Shadow of Intent. The view changes to a large energy barrier surrounded by Covenant Loyalists
- Commander Keyes (COM): "We hit these three generators, and the barrier will fall?"
- 343 Guilty Spark (COM): "A small section, yes."
A Grunt spots the flight formation as it approaches the mainland, jumps, and cowers.
- Miranda Keyes (COM): "Good enough. Johnson, drop the Chief at the first generator, then head to the third. The Elites will punch right down the middle."
- Sergeant Johnson (COM): "Roger that."
The Pelicans and Phantoms break formation. Two Pelicans, one carrying the Chief, head towards Tower 1. Anti-Air fire erupts around them.
- Hocus (COM): "Charlie Foxtrot! Tower One approach has active Triple-A!"
Gunfire hits one of the engines of the following Pelican, forcing it into the Chief's Pelican, tossing a Warthog out onto the ground. The Pelican swerves out of control.
- Damaged Pelican Pilot (COM): "MAYDAY! I can't control her!"
- Hocus (COM): "Pelican down, Pelican down!"
- ODST Sergeant (Stacker) (COM) "Brace yourselves; we're going in a little hot!"
Chief grabs a Spartan Laser and jumps off the Pelican with the ODSTs
{Game play}
- ODST Sergeant: "Pile out! Go go go!
- ODST Sergeant (Reynolds): "Up the beach! Kill that Wraith!
or
- ODST Sergeant (Stacker): "Alright, up the beach! Take out that Wraith!
- Hocus (COM): "Commander, this is Kilo 23. Lost my Wingman and our only Hog. Over."
- Commander Keyes (COM): "Roger that, Hocus. Get out of there!"
The Master Chief and his Squad secure the beach, and destroy the Anti-Air Wraith
- ODST (COM): "Beach head secure, Commander. Hostile Anti-Air has been neutralized."
- Miranda Keyes (COM): "Understood. I'm on my way. Shipmaster, begin diversionary bombardment."
- Shipmaster R'tas Vadum (COM): "I will beat the Prophet's shield like a drum. By the time the barrier falls, he will beg for mercy."
A Pelican drops off a Mongoose and Warthog for the Chief and his Squad.
- Commander Keyes (COM): "Spark believes Truth can activate the rings at anytime. If he does, Earth... every being in the Galaxy... Halo will kill them all."
They mount up and head off for the first tower.
- Commander Keyes (COM): "Get to the first tower. Shut it down."
As the Chief drives up the hill towards the 1st generator, he sees the Separatists' Phantoms battling with the other Loyalists' Phantoms on tower 2.
- Sergeant Johnson (COM): "Ma'am, we're on the ground. Third Tower in sight."
Commander Keyes (Radio): "Good. The Arbiter and the Elites have touched down in No. 2." -(Co-op change) Commander Keyes (COM): "Good. The Elites have touched down in No. 2."
- ODST: "Objective in sight! Watch for heavy armor!"
Prowlers, Ghosts, a Wraith and a Shade turret stand in the Chief and his squad's way, but the squad eventually clears the armor and other resistance on the perimeter of the tower
- Commander Keyes (COM): "Chief. You've got to offline that tower."
Keyes' Pelican drops off weapons.
- Commander Keyes (COM): "Get inside that tower. Take it down!"
- ODST: "Perimeter secure. Get inside that tower! Stick together! Check your corners!"
Master Chief gets inside and secures the bottom floor. The ODST and/or Marines hold while the Chief secures the top floor and deactivates the tower. The Chief secures the top floor, after an encounter with a Brute Chieftain with a Gravity Hammer.
- Commander Keyes (COM): "Chief, find the control panel, and shut it down!"
The Master Chief deactivates Tower 1.
{Cutscene}
- Commander Keyes (COM): "Good work, Chief! That's one. The Arbiter should be just about to..."
-(Co-op change) Commander Keyes (COM): "Good work, Chief! That's one. The Elites should be just about to..."
Tower 2 shuts down.
- Commander Keyes (COM): "...that's two! It's all up to Johnson's team now."
Tower 3 remains active and does nothing.
- Commander Keyes (COM): "Get back outside Chief. Wait for transport."
{Gameplay}
- Miranda Keyes (COM): "Johnson, come in... Over."
- Johnson (COM): "Brute reinforcements, ma'am (static). We're pinned down!"
- Miranda Keyes (COM): "I'm on my way!"
- Sergeant Johnson (Radio): "Negative! Fire's too heavy! (to his squad) Everyone fall back! Now! (Static and cut-off)"
- Commander Keyes (COM): "Sergeant Major!"
No response.
- Commander Keyes (COM): "Johnson! Can you hear me?! (No response) Chief. You need to link up with the Arbiter and proceed directly to the Third Tower. Make your way back to the beach."
-(Co-op change) Commander Keyes (COM): "Chief. You need to link up with the Elites and proceed directly to the Third Tower. Make your way back to the beach."
The Chief hurries back to the elevator, and heads back down. After clearing another of group of Jackals and Grunts attacking the Marines holding the lower floor, the Chief and his squad get back outside to their vehicles, or meet up with transport if they have no vehicles left.
- Marine Driver: "Get in sir. We gotta get back to the beach."
The Chief and the Marines head back to the beach.
If You Want It Done Right...
Close air support.
- Hocus (COM): "Sir, I've got a flock of birds that need an escort. Take a Hornet; get those Pelicans safely to the Third Tower."
The Chief and his accompanying soldiers meet up with the Hornets and other Marines who held the beach. The Chief gets in a Hornet and the other Hornets assist to clear the airspace of Tower 2.
If the Chief tries to land the Hornet on the Second Tower.
- Arbiter (COM): "Second Tower is clear, Spartan, no need to land. Let us hasten to the Third Tower."
They proceed to Tower 3. They reach Tower 3 Airspace, with heavy resistance both in the air and on the ground.
- Pelican Pilot (COM): "Objective in sight, Commander. No sign of Johnson or his team."
- Commander Keyes (COM): "Understood. Chief, clear an LZ then get inside the tower."
After the UNSC airborne forces take out the Wraiths, the Separatist Phantoms arrive and drop off the Arbiter and his Elites and Assault the tower's entrance. The Chief assists the Elites, securing the outside of remaining armor and infantry. The Chief lands the Hornet and joins the Elites on the ground. The Marines from Pelicans and Hornets follow up, and secure the perimeter. They push on inside the tower, encountering a swarm of Drones, a pair of Hunters and a large pack of Brutes and their Grunt and Jackal subordinates. The Chief, Arbiter and their allies overcome this defense and secure the bottom floor and the elevator.
- Arbiter: "Darken this tower and the barrier will fall. Go, Spartan! We have no time to waste."
The Arbiter and Elites hold the lower level while the Master Chief heads up. The Chief secures the top floor, after encountering a Chieftain Support Gunner with Brute Stalkers.
- Commander Keyes (COM): "Hit the switch, Chief, and the barrier will fall!"
The Chief deactivates the Third Tower.
{Cutscene}
The barrier falls. The Shadow of Intent advances.
- Ship master Rtas 'Vadum (COM): "Now, Prophet... your end has come."
A Slipspace rupture suddenly appears. High Charity emerges and plummets down to the Ark.
- Ship master Rtas 'Vadum (COM): "High Charity...?! By the Gods, Brace for impact!"
Debris from High Charity strikes right through the Shadow of Intent's hull. More is seen. A Flood-rock breaks apart in midair. Part of the rock crashes through the window right above the Chief. He raises his rifle and prepares to engage the enemy.
{Game play}
The Chief quickly manages to eliminate the few hostiles that arrived in the rock.
- Commander Keyes (COM): "Shipmaster, what's your status?"
- Ship master Rtas 'Vadum (COM): "Significant damage! Weapon systems disabled!"
- Commander Keyes (COM): "Move to a safe distance! Stay away from the Flood."
- Ship master Rtas 'Vadum (COM): "Why would the Parasite come here?!"
- 343 Guilty Spark (COM): "The Ark is out of range, of all the active installations! Priority: We must contain this outbreak before-"
Keyes interrupts Guilty Spark.
- Commander Keyes (COM): "No! First, we stop Truth! Then we deal with the Flood."
The Chief links up with the Elites and the Arbiter under attack. After eliminating the Flood in the tower, they get outside to meet Marines engaged in combat with the Flood, and assist. A Separatist Phantom arrives to pickup the Arbiter.
- 343 Guilty Spark: "Quickly, I must see the point of impact; assess the damage done to the Ark."
- Arbiter: "To the top of these hills, Oracle, no further! We cannot risk your capture by the Flood."
The Arbiter takes 343 Guilty Spark with him. The Pelicans dropped a M12G1 LAAV Warthog, a Mongoose, and a Scorpion for the assault on the Citadel. The Chief, Marines, and still present Elites mount up.
- Commander Keyes (COM): "Shipmaster's Carrier is out of commission, Chief. I need you to take down Truth. The Flood's just going to put pressure on him and accelerate his plans. Punch through the cliffs! Get inside that Citadel!"
Journey's End
Storm the Citadel.
The Assault Team gets through the snowy cliffs, where they first encounter few small Covenant emplacements.
- Pelican Pilot (COM): "Citadel in sight!"
- Pelican Pilot (COM): "Brutes are mobilizing everything they got."
The Assault Team clears the cliff, facing Ghosts, Shade turrets and Prowlers. Once then, a Wraith is the only thing standing in their path, and once taken out they meet with Hornet Gunships near the route down into the clearing.
- Marine Sergeant (Stacker) (COM): "Hornets inbound!"
Depending on choice, the Master Chief takes a Hornet and makes his way to the Citadel, when two Scarabs drop down from above.
- Pelican Pilot (COM) "I count two Scarabs! Repeat: TWO Scarabs!"
With the choice Chief chooses, the Assault Team backs him up: The Scorpion Tank fires from a far range, the Warthog and Mongoose move about under the Scarabs to assist Chief in taking their "legs" down, and the Hornets engage the Scarab from the air. But some Ghosts, Banshees and another Prowler help to defend the Scarabs.
The Chief takes out the first Scarab.
- Commander Keyes (COM): "First Scarab's down! All units, concentrate your fire on number two."
The Chief takes out the second Scarab.
- Miranda Keyes (COM): "Both Scarabs down, well done."
If any minor Covenant resistance is left.
- Miranda Keyes (COM): "Marines! Kill the stragglers!"
A Separatist Phantom arrives at the Platform leading to the entrance of the Ark's Control Room, dropping off the Arbiter and 343 Guilty Spark (firing its main weapon at any remaining hostiles).
If the Chief isn't there when the Arbiter lands.
- Arbiter (COM): "Spartan, come to me. This platform hides a path!"
- Commander Keyes (COM): "Spark has found a way into the Citadel. He's waiting for you on the platform, Chief. Go!"
The Chief lands and meets the Arbiter and 343 Guilty Spark at the top of the Platform.
- Arbiter: "The Flood scales the citadel's far wall. Activate this bridge, Oracle! (Turning to the Chief) The Prophet will die by my hands, not theirs."
- 343 Guilty Spark: "Calamity! If only we had more time!"
The Chief and the Arbiter enter alone. The door they entered through closes and bolts up. The entrance is a large hallway with screens mounted along the walls.
- Cortana (Cortana Moment): "It asked, and I answered. (Her tone turns bitter) For a moment of safety, I loosed damnation on the stars."
(During The Cortana moment if you look at the screens on the walls you will see Cortana pop up on the screens.)
- Prophet of Truth: "My faithful... stand firm..."
<youtube width="400" height="400">QupkaTJakgs</youtube>
{Cutscene}
The screens light up. The Prophet of Truth is seen making another speech. The Chief and Arbiter rush to find a way up.
- Prophet of Truth: "Though our enemies crowd around us, we tread the blessed path! In a moment I will light the rings and all who believe... shall be saved."
Master Chief and Arbiter find an elevator, with a screen in front of it, showing Johnson behind Truth, held aloft by a Brute. Johnson punches the Brute in the face to no effect.
- Commander Keyes (COM): "Chief, how close are you?"
They look up. The height is phenomenal.
- Master Chief: "Not close enough."
The view changes to the Control Center with Truth.
- Sergeant Johnson: "That the best you got?"
A Brute Chieftain gives him a satisfied growl, then picks him up around the neck and begins to strangle him.
- Sergeant Johnson: "Oh, come on. Impress me!"
- Prophet of Truth: "Stop, you imbecile! He wants you to kill him. (He turns back to The Ark's console) I would prefer that you did not."
- Sergeant Johnson: "What's the matter, big shot? Can't start your own party?"
- Prophet of Truth: "I admit: I need your help. But that secret dies with all the rest."
Behind, a Pelican roars through a huge window and crashes onto the ledge next to them, pushing a Brute off. Truth is thrown off-screen.
A Brute Captain gets up, but Keyes blasts it with her Shotgun.
- Commander Keyes: "Johnson! (she ejects a shell from her shotgun) Sound off!"
- Sergeant Johnson: "(Coughing) Get out of here!"
- Commander Keyes: "Not without you!"
Brutes surround Miranda and Johnson. Miranda fires away at the Brutes with a shotgun.
- Prophet of Truth: "You delay the inevitable. One of you will light the rings."
Miranda Keyes draws a Pistol and aims her weapons both ways.
- Prophet of Truth: "You cannot hope to kill them all!"
Keyes lowers her weapons, thinking. She looks at her pistol.
- Commander Keyes: "You're right..."
She aims the pistol at Johnson.
- Sergeant Johnson: "Do it. Me...then you..."
Keyes hesitates, lowering her pistol slightly with sadness on her face.
- Sergeant Johnson: (urgently) "Now!"
Keyes straightens up and aims. Several spiker shots are heard. Keyes gasps in pain and drops her weapons. Johnson starts to run to her aid.
- Sergeant Johnson: "NO!"
A Brute Captain restrains Johnson, who still struggles, horrified. Miranda Keyes collapses and dies, with seven spikes in her back, which most likely severed her spinal chord. Truth walks on screen, a Spiker in hand.
- Prophet of Truth: "Your forefathers wisely set aside their compassion..."
He looks down at Miranda and tosses the Spiker away, and shakes a fist to emphasize his speech.
- Prophet of Truth: "...steeled themselves for what needed to be done."
Truth walks up to Johnson.
- Prophet of Truth: "I see now why they left you behind."
Sergeant Johnson is brought up to the control panel.
- Prophet of Truth: "You were weak - and gods must be strong."
He forces Johnson's hand down on the panel with a smug look. Instantly the Control Terminal begins to change and heighten. The Seven Holographic Halo Rings light up one by one. At the end of the corridor, the Chief and Arbiter emerge from the lift. Two Pure Flood Tank Forms drop from above. The Master Chief draws his Assault Rifle and aims, and Arbiter activates his Energy Sword.
- Gravemind (speaking through the Pure Flood Tank Forms): "Do not shoot, but listen! Let me lead you safely to our foe. Only you can halt what he has set in motion!"
They lower their weapons cautiously. Several Infection Forms scurry past as the Master Chief and the Arbiter look at each other.
Revelation
{Game play}
Master Chief, Arbiter, and the Flood begin the assault on the Covenant. After crossing a bridge guarded by heavy weapons, they reach a room with holograms of Truth in the Forerunner systems.
- Prophet of Truth: "How could I have known the Parasite would follow?! Undoubtedly this is the Heretics' doing! A final, bitter curse. Clear evidence of treachery long hidden!"
At the second bridge, the Covenant forces make their final resistance. At the second room, Truth holograms make a final message.
- Prophet of Truth: "So far are we along the path, that I must strain to hear the clumsy patter of their feet. Know this my brothers. They may foul the way with their charred and broken bones, but they will not stop the Journey."
The resistance on the third bridge has already been decimated by the Flood. A light bridge is all that remains to reach Truth.
{Cut scene}
The Chief and the Arbiter cross the light bridge, and come across Johnson, who is resting the dead Miranda Keyes on his lap by her head next to the Pelican. Johnson closes her eyes.
- Sergeant Johnson: "Stop the rings. Save the rest."
The Chief continues to stare at Miranda while the Arbiter approaches the crawling form of Truth, his Energy Sword turned off but at the ready. He grabs Truth by his robes and points his currently harmless sword in his face.
- Prophet of Truth: (Weakly) "Can you see, Arbiter? The moment of salvation is at hand!"
- Arbiter: (grabbing Truth by the throat) "It will not last!"
- Prophet of Truth: "Your kind never believed in the promise of the sacred rings."
- Gravemind: (Speaking through Truth):"Lies for the weak! Beacons for the deluded!"
At this moment, the Arbiter draws his Energy Sword back and activates it, ready to kill his former leader. The Master Chief points his Assault Rifle at Truth, in case he is completely taken by the Flood.
- Arbiter': "I will have my revenge - on a Prophet, not a plague!"
- Prophet of Truth: "My feet tread the path; I shall become a god!"
Tentacles begin to sprout on Truth as the Flood takes him.
- Gravemind: (Speaking through Truth): "You will be food - nothing more!"
The Chief approaches the Ark's Control Panel, ready to deactivate it.
- Truth: (Realizing what the Chief is about to do) "NO!"
Chief deactivates the Ark. The Seven Holographic Halo Rings dim. A Flood body begins to stir.
- Prophet of Truth: (Now being held aloft by the Arbiter) "I...am...Truth! The voice of the Covenant!"
The Arbiter turns Truth away from him and grabs his neck violently. Truth's crown falls off as he pitifully gasps for air, trying to grab The Arbiter's hands.
- Arbiter: "And so...you must be silenced."-(IWHBYD Skull change) Arbiter: "Asshole... you must be silenced."
The Arbiter plunges his sword through Truth. It goes clean through him; the two points of the Energy Sword poke through his chest as he writhes and screams in pain. Flood spores shoot out of his mouth.
The Arbiter lets Truth's corpse fall to the floor. The Arbiter lets out a roar of triumph and deactivates his sword. The Chief looks at the Arbiter and nods; they then turn to see Johnson carrying Miranda's body into the Pelican. Suddenly, the ground begins to tremble, and tentacles rise up out of the ground around them. Chief wields his Assault Rifle and the Arbiter reactivates his sword. They both stare up at the tentacles, with are now reaching high above them. The Gravemind laughs maniacally.
Johnson leaps into the Pelican cockpit and starts to take off. The Chief climbs onto the Control Panel of the Ark and jumps onto the Pelican's landing gear. The Arbiter grabs the Chief's hand and just before the Pelican is out of the hole in the Control Room window that Miranda made, both are knocked off by the tentacles, sending the Pelican spiraling out of control. On the ring, the tentacles swerve around them and multiple Flood forms appear.
- Gravemind: "Now the gate has been unlatched, headstones pushed aside, corpses shift and offer room, a fate you must abide!"
The Arbiter holds his sword at the ready, and the Chief takes aim. They come back to back.
- Arbiter: "We trade one villain for another."
The tentacles retreat and Combat Forms come up from the control panel.
{Game play}
- Sergeant Johnson (COM): "I can barely keep hold of her, Chief! No way I can pick you up! Head back to the lift... find a way down!"
The duo fights their way through hordes of Flood, which have now betrayed them now that the Halos have been deactivated.
- Cortana (Cortana Moment): "I'm not a thief... but I keep what I steal."
Master Chief & Arbiter make it back. The lift is not working, so they jump down a shaft at the back of the room.
{Cut scene}
The Chief lands at the bottom of the shaft, landing in a room not unlike the entrances to the 3 Shield Towers. He looks beside him as the Arbiter comes down, and then stands up. A flickering, spooky image of Cortana appears in the hallway, running. She starts to turn the corner and disappears, after a split second. The Chief casually walks around the corner as though amused by Cortana's antics, but the Arbiter is confused.
- Arbiter: "What do you see?"
With the Arbiter trailing far behind, the Chief looks around the corner. He sees a control panel. Cortana appears a second time, again for only a second, walking loftily (and spookily) towards it. She stops at the panel and disappears. The Master Chief goes to the panel and activates it.
A view screen slides open, the Chief and the Arbiter step out onto a balcony to watch as a massive structure rises up out of thick fog. It's a Halo Ring, incomplete, rising from inside the Ark's Core. Cortana's plan is becoming clear.
The Arbiter turns and looks at the Chief.
- Arbiter: "A replacement. For the ring you destroyed."
- Master Chief: (To a blue glow behind him) "When did you know?"
Spark hovers up from behind the Chief and the Arbiter and comes up to the Chief.
- 343 Guilty Spark: (sounding guilty) "Just now - but... I had my hopes. What will you do?"
- Master Chief: "Light it."
- 343 Guilty Spark: "...Then we are agreed! A tactical pulse will completely eradicate the local infestation! I will personally oversee the final preparations."
He flies enthusiastically around the Chief and Arbiter, who look at each other, and then flies off toward his new Halo, now talking to himself.
- 343 Guilty Spark: "Though it will take time to fabricate an activation index, I will see to the letter to..." (he becomes too far away and we can no longer hear him)
- Arbiter: "How will you light it?"
They both turn to look at High Charity, knowing that Cortana still has the Halo Index required to activate Installation-04.
Walkthrough
Part 1: Trident
As the level starts off, you will notice that you are armed with a Spartan Laser. There are two Spartan Lasers on this level, the second being at the Pelican crash site, but they only have five shots each, so don't waste ammo. On Heroic and Legendary the only Spartan Laser on the level is the one you start with so never fire the full 5 shots, always save one shot so you can give it to an ally. Switch to the more versatile BR55HB SR Battle Rifle. Turning slightly to your left, nail the three Grunts with head shots, then throw a frag grenade at the retreating Covenant on your left. Aim for the plasma battery for maximum effect. Now, keep moving forward slowly, and pound the remaining Grunts and Brutes on your side of the beach head. Collect equipment and grenades on the way.
Now is the time to use your Spartan Laser. Cut around to the far left of your side of the beach head, zoom in on one of the Shade turrets, and destroy it with your first shot. You should have 80% battery left. Switch your aim, and fire upon the second turret. You should have 60% battery left. NOTE: To conserve ammo for the laser, you can also wipe out the turrets using grenades comes in handy when you are playing on heroic or legendary when no extra laser are available, or have a partner distract them while you headshot the Grunts.
Try and kill the Brute Chieftain carrying the Fuel Rod Gun with the Spartan Laser. ONLY SHOOT ONCE or if your brave trade your laser with a marine for a shotgun and after its dead swap back. Kill the rest with melee or head shots. Spartan Laser the Chieftain (he's too lazy to move so it will be easy) and you should have 20% left. Melee the AA Wraith to death to save ammo or use a glitch to hi-jack the AA-Wraith for the next part (which i personally find a pain in the a** even on normal because of the prowlers, ghost, the normal Wraiths and the shade turret). Get in the Warthog and give your passenger the 20% Laser (against the upcoming Wraith). Also give your gunner the Fuel Rod Cannon. Go back and grab the other Spartan Laser from the crashed Pelican(unless its on heroic or legendary then there will be none). If you know how to drive the AA Wraith I suggest you do that as i remind you one more time.
- NOTE: The AA-Wraith explodes once you get out of the driver seat and any marine manning the turret on it will die which will be consider a betrayal.
Just drive and blast everyone in your way. When you arrive at the open area looking down on the Wraith there is a crate of Beam Rifles, quickly jump out and grab one. Kill the Wraith and blast your way inside. Just before you go inside, there is a cloaking next to the ammo crate, pick it up. You should have a BR, a Beam Rifle, and Cloaking right now. Swap your BR with the Marine carrying a Spartan Laser and drop the Laser on the floor to pick up on the way out. Pick up another BR from the weapon drop pods. Go in and go to the right at first. Melee or head shot the Grunts and double melee the Jackals. Throw a grenade here and there. In the next room there should be plasma batteries. Wait for the enemies to crowd around it and one burst from the BR will detonate them. Walk up the 'ramp' and throw all your plasma grenades. Hopefully kill everyone and if not shoot them or melee to save ammo. Walk straight across the elevator without activating it and jump ahead on to the ledge. There should be a power drain, two plasma grenades, and a terminal. Alternately, instead of turning right when you enter the first room, you can turn left and you will find a stack of crates. Jump on these and jump up to the upper level and jump over to the elevator. This method bypasses all the enemies in this openening part unless you wish for your marines to live to fight another day help them fight pass the brutes.
NOTE:If you still have full spartan laser ammo use that instead because further through the level you won't need it as much and it's easier to kill the chieftains with it instead of the beam rifle.
Go up the elevator and sniper the chieftain (THIS IS THE FIRST THING YOU DO!!!!!! unless you want to kill of it's pack and fight an angry,charging, hammer wielding chieftain with invincibility on, well be my guest). Zoom and see if he dropped invincibility, if yes assassinate everyone with cloaking on. If not, save it and take the maulers and blast everyone. Take the Chieftain's hammer.
Ride the lift back down and help your ODSTs and Marine out with the Grunts and Jackals(and a brute too if playing on heroic or higher). Outside pick up your 20% laser and give it one of your ODSTs(or if u still had it with your 80% charge). Hop on the Troop Hog and bring your ODSTs back down to where you fought the Banshees. There will be 2 Hornets landing. Get out and hop on a Hornet, by default your Fuel Rod ODST and Spartan laser ODST will jump on the jumpseats greatly increasing your fire power. NOTE:If the ODST with the laser or fuel rod die, well you just lost 2 of the most powerful weapons in the game for you can't get it back because the hornet will be over the sea... unless they died over the piece of land where you encounter the 2nd AA-Wraith in the level.
Part 2: If You Want It Done Right...
Get to the hornets and get the guy you gave the Laser to join you. Get the other seat with the guy that has the Fuel Rod Cannon. *NOTE* rockets work well if the banshees are flying away from you, USE YOUR MACHINE GUNS. Go to the second tower if you haven't been to the terminal there or haven't gotten the skull. Let your guy blast the AA wraith with his Laser and then use your missiles to finish him off. Next, kill the Phantom. First, take out it's gun, then attack the two engines with missiles and machine guns. Kill the Banshees AND FOR THE LOVE OF GOD, DON'T EVER STOP MOVING!!(unless you want to see pretty fireworks and your body falling to the sea) There are 3 Wraiths and 2 Shade Turrets targeting you! Take care of the two AA-Wraiths, then the normal Wraith, then the Shades, finally the Chieftain with the Fuel rod gun. Fly the Hornet in some more and wipe the floor with the brutes (Hornet beats 10 brutes) then fly the hornet to the ground, making sure not to crush any elites then check the doorway for surviving brutes for the could have taken shelter there and fire a few rockets in each to make sure none are hiding around the corner to assassinate you then get out and walk in.
When the Elite allies arrive, land and give your human allies' heavy weapons to the Elites. A combination of Carbines, Fuel rods and Beam Rifles is a good mix. Elites cannot use Grav Hammers in combat so do not waste an Elite with this weapon. If you have not blown everything apart from the top of the ramp, there are 2 Beam Rifles and a Auto-Turret. Deploy the auto-turret at one of the entrances. To the right towards the 1st AA Wraith is a crate with a fully loaded Fuel Rod gun and shotgun, take these. When the door opens, throw a frag and then go in and melee everyone. Duel wield Spikers and go to the right. A swarm of drones will fly down but 2 clips of spike or a few fuel rod rounds will silence them.(Or take them in one of the hallways and throw spike grenades or plasmas.) Now comes the hard part. Two Hunters will come through, but your allies with heavy weapons will rip them to shreds. If you have a fuel rod you can clean them out or get in close with shotgun. If not stick them with grenades. Go back for the weapon you swapped and continue. In the next room when the Brutes come, throw a Spike Grenade and go in and pick up the Mauler. Throw a Spike Grenade and shotgun them do death. Dual wield Spikers again and kill the Drones, Go back for the original weapon and continue. If you want the terminal it's the exact same place the last one was. Go up the elevator and Laser/snipe the Chieftain and kill the Brute Stalkers by watching your Motion Tracker and using the battle rifle or conserve ammo the beam after the chieftain.
Once all of the Brutes are dead, grab as many Firebombs as you can and deactivate the tower. You'll see a nice cut scene here where the Elites and Rtas Vadum aren't stopped by the Brutes, but a Flood Infested High Charity. A pod from the city will crash land into the room you're in, so pull out those Firebombs and turn those Flood into nothing more than flaming corpses. Make sure that ALL of the Flood Infection Forms are dead, as they have a tendency to reanimate the Brutes you killed.
Note: you can also save your firebombs to dispatch more difficult enemies later. Using the plasma cannon left by the dead Brute Chieftain is usually more than enough to account for all of the Flood.
Alternate Method
A laser guy and a Fuel Rod Gun guy on a Hornet sounds really cool, right? Well, it really isn't worth the effort to assemble all that firepower. The AI sucks at shooting from the side seat of the Hornet, and most of his laser and Fuel Rod shots will just miss. So just proceed as normal, blowing stuff up. Proceed to the third tower, pretty self-explanatory.
Kill as many Brutes as possible from the Hornet. ONLY descend from the Hornet when all the Brutes are dead or have retreated farther into the structure. You should probably have saved your Shotgun from the last part, so get in there and kill some alien scum. Go into the room--but DO NOT PROCEED STRAIGHT IN. You will be killed almost instantly by a tidal wave of plasma. Go instead to your right--and when you hear that Drone sound, put a Spike grenade or two on the wall. A big Drone swarm should appear from the left--then get ripped to shreds by the spike grenade explosions. Head in and kill the Hunters with your Shotgun.
Go up the ramp, and toss a couple grenades at the Brutes. You can outflank them by proceeding straight through the hallway instead of going off to the right. After the Brutes are gone, another Drone Swarm appears. Pick up dual Spikers and unload your clip--you should kill nearly every one of them. Reclaim that Battle Rifle (or Carbine) and head up the elevator. Blow up the Chieftain, and then get as many firebombs as possible (2). Deactivate the tower, and you are treated to a cinematic that gets the Flood involved in the level. Of course they would never miss the downfall of the Covenant. Of course. Kill them with the Brute's plasma cannon (you're gonna wanna save those firebombs, despite the temptation) and go back down the elevator. Blow up stuff, take the shotgun from the marine and then proceed to your right again for what may be the most epic sequence in any video game, ever.
NOTE:You can skip hunters brutes everything and head up to the 2nd level and deactivate the tower, (easier if you have invincibility) and when you go back down enjoy a fight between hunters, brutes, elites, drones and jackals and grunts,(if any survived) and flood and try bring some combat forms down with you as it's really cool to watch the mayhem from above also it's a wicked 3 way battle especially on heroic (legendary is a bit too hard and complex for me on this battle lol)
Part 3: Journey's End
When you walk outside the tower, you will see a large number of Marines and Elites, with a few Pelicans and Elite Phantoms hovering overhead. Destroy the remainder of the Flood and then walk down and to your right. There will be a Mongoose, a Gauss Warthog, and a Scorpion Tank. You can choose to tank the 'Hog or the Scorpion; your choice. The 'Hog is more of a risk and the mongoose is completely suicidal, however, as it is nearly impossible to be killed while in the Scorpion. Either way, roll through the tunnel, into the snow, and blast everything in your path. If you do take the Scorpion (highly advised on higher difficulties) then make sure to blast the gravity towers, because the Fuel Rod Brutes in them will ruin your party in a hurry. Anyway, it's a tank, just point and shoot. *Note* from here on in take as many Fuel Rod's as you can find. You should have now a Beam Rifle/Fuel Rod Cannon combo. You may also still have your original Laser, if you have any surviving ODSTs give them your heavy weapons as they have a higher range than normal Marines.
When you reach the Hornets, there are a number of options. You can stay in the Scorpion (not the best idea, but if you have a partner, definitely worth it). You can mount a Hornet. Either way, there are about to be two Scarabs and a swarm of other Covenant vehicles in the neighborhood. When the Scarabs show up, it's important to first destroy all the Banshees. These are the only real threat to your Hornet--the Scarab's main gun is too slow, and the AA gun on its back doesn't do enough damage to be very dangerous(unless on legendary then watch out). The Banshees, on the other hand, will lay waste to your little vehicle with relative ease, so take them out before taking on the Scarabs and if you find the hornet a bit too slow and innumerable liking(which i doubt)then with some skill you can shoot a pilot out of the banshee without damaging it too much or destroying it and swap. If you have a Laser and Rocket Marine on your Hornet you can get close and make short work of the Scarabs whilst engaging the Banshees at the same time.
When you've achieved air superiority, you can go in for ground support. You will need to make use of the fact that you can destroy a Scarab without landing on it--simply shoot the flashing circle on its rear until the back falls away, then you can fire on the core with ease. DO NOT LOSE YOUR HORNET ON THE FIRST SCARAB. You will probably need to destroy a leg, anyway, as the Scarab can turn faster than you can revolve around it (if you have a partner, this is not a problem). Make sure to beware the other Scarab's main gun and AA gun--they can catch you off-guard, and that's no fun.(Or HELLJUMP on the Scarabs and run to the platform.)
Once you've eliminated the first Scarab, the second is a little i mean a hell of alot easier. Destroy it the same way you did the first (you have a bit more flexibility, because you don't really need the Scarab intact afterwards--although it can be useful). When the second one is gone, mop up the remaining Covenant ground vehicles, and proceed to that little ramp in front of the Citadel (at least, it will look small if you are in a flying vehicle). After, land and try to find any more Fuel Rod Cannon shots and also pick up a Plasma Cannon and walk to the Arbiter (trust me it's worth it).
Proceed across the bridge that will appear and to the final section of the level.
Part 4: Revelation
First thing you notice after the cinematic--and you should watch it, it's totally worth it (plus it helps you understand things if its your first time playing)--is that the Flood are allied with you so you don't go blowing them up.
That's right, for the first, and only time ever, they aren't trying to kill you while you frantically backpedal. You've allied with the Flood to stop the Halo rings from firing for now. For those who are wary of the Flood after fighting them across most of three games, don't worry--this alliance isn't going to be lasting very long.
Move forward, but not too far--charging mindlessly to land melee attacks on these hapless Jackals and Grunts will result in your being blown sky-high by a pair of Fuel Rod Grunts on the other side of the bridge. First take them out with headshots, then go in and kill stuff. Be careful of the reinforcements that will show up through the door on the other side--a turret-carrying grunt plus one or two Fuel Rod Grunts. Also watch out for that Brute--his Brute Shot can ruin your fun in a hurry.
When you're done mopping up, head through the doors into the hallway--I like blowing up the hologram of Truth on the way through--and out into a room much more difficult than the previous one. There are a lot of Brutes here, along with grunts carrying heavy weapons and a Chieftain. You Flood allies will be a great help, distracting the enemy, drawing their fire, and even slightly damaging a few of them and if your lucky infecting them.
Anyway, first priority when you go through the door is headshot the Fuel Rod Grunts again. Those guys are the most dangerous thing right now. Next deal with the enemies closest to you, but be careful--several jump-pack-using Brutes will drop onto the bridge, and if you go too far they'll drop in behind you. Advance with caution, killing them as quickly as possible. After you've dealt with the jump-pack Brutes, you will need to kill the "normal" Brutes, along with whatever Grunts or Jackals are still alive. That Chieftain's Hammer is going to punish you if you get too close, and the Brute Shots are quite powerful at mid-range. If you were smart and saved your Firebomb grenades, the Chieftain should be relatively easy to kill after you've killed the Brutes with non-melee weapons. Either way, kill the ranged guys before closing in with him. After he's dead, take his Invincibility if applicable and then mop up. Move through the next set of doors to find...an empty room. Nothing here but bodies and a few weapons--there's a shotgun, providing ammo if you already have one (and you should). Activate that bridge, and then sit back and watch a well-deserved and worthy cinematic.
When the cinematic is over, Truth is dead at your feet. Congratulations--you've defeated the Covenant.
Now you just have to beat the Flood, who are once again unfriendly.
Waste the two Elite forms who spawn on the platform where Truth was, then cross the bridge. Start destroying as many Flood bodies as possible. For speed, kill the Infection Forms before they can convert the corpses into Combat Forms. For efficiency, wait until afterward--this destroys the bodies and means that you just have to face infection forms. Move on, using your standard Flood-blasting techniques and tactics. Try sticking the Carrier Forms--it's savagely satisfying to see the massive compound explosion created by so many Infection Forms being destroyed at once.
Anyway, wade through the mess of Flood, then jump down the hole at the end of the level for the final cinematic of the level. It is worth watching, just like most of the Halo 3 cinematics, unless you want to get the skulls here you have to jump through the rings in certain combination which is easily found on alot of websites even youtube.
As the cinematic plays, sit back and relax. The Covenant are done. That's right. YOU BEAT THE COVENANT. Both the level and the alien organization. The threat they once posed to humanity is finished.
Now there's the rather more dangerous part to take care of. The Flood. The work isn't over yet.
Cooperative Walkthrough (with Terminal locations too!)
Well, that landing was a lot less friendly than your previous one. Before we begin, let's go through three things. One, this will be your last level facing the Covenant, so make the most of it. Two, the terminals are relatively easy to find, so if you don't understand my meaning, you shouldn't have too much trouble. And three, Player 1 should be mindful there are Shades over the hill, and use the Spartan Laser!.
Master Chief should switch to his Battle Rifle, and headshot some Grunts, while Arbiter uses his Beam Rifle to snipe some Brutes. Take down the first flank, and move on. Chief, it's a good idea to laser those turrets, while Arbiter does some more sniping on the bigger guys. When you're done with the laser, give it to Stacker, he loves it. There should be a new one by the crashed Pelican. Waste the other enemies, and the Chief should take the AA Wraith (I explained how in the previous level) while Arbiter drives the Warthog Hocus gives to you. Give the dead Brute's Fuel Rod to a Marine too, and let's roll!
When you move up, make sure all vehicles stay behind the Wraith, because its fire can be lethal. The enemies shouldn't be too hard to kill. When you reach the tower, wipe out the Wraith first, then aim for the Prowlers and Ghosts. Give that Shade a taste of Fuel Rods, and clear the infantry at the entrance with some more. Get out of the Wraith (for some reason the explosion doesn't hurt you), and let's go in. Arbiter should grab that cloaking, you'll see why later. Move up. I like to take a Brute Shot, since it is a lethal weapon, especially on higher difficulties (NOTE I am basing the Cooperative Walkthroughs on Normal), but since it is scarce on ammo, go back for your weapon after you're done with it.
Fourth terminal: When you reach the elevator, just to the other side. Walk to your right slightly, and the terminal should open up.
When you reach the top, Chief should laser the Chieftain. Arbiter should grab the Hammer and turn on Cloaking. The Brutes will now face a nasty death with some unhealthy anti-gravity. Chief should distract them in case Arbiter accidentally brushes one of them.
Deactivate the tower, and leave. At this point, Chief should have a Battle Rifle with about 48 rounds, and a Spartan Laser with 80% energy. Arbiter should have a full Carbine (there was ammo at the terminal) and a Gravity Hammer varying energy.
When you get back outside, Chief should get everyone to pile into the TT Warthog, and Arbiter should drive a Mongoose in case there isn't space, or if there are stragglers. When you return to the beach, two Hornets will land. Both players take one. Each player should have either the laser Marine or the Fuel Rod Marine on board respectively. Let's move out.
Fifth terminal: When you see the second tower, land and then walk into the hall. The terminal will open up. NOTE: If you are playing on Normal or higher, the Thunderstorm skull can be found at the top of the conning tower overlooking the landing spot.
Destroy the Banshees, and shoot off the Phantom's turret (you may want to destroy it for fun). Clear the skies, and pilot to the third tower. Take out the Wraiths and turrets, and there should be a Brute with a Fuel Rod at the top of the conning tower. He can destroy your Hornet unless you do something. After you cleared as many enemies as you can, land the Hornet, and get out. Chief should give a Marine his Laser to hold on to temporarily and take a dead Brute's Fuel Rod. Reload it and grab some ammo.
When you enter the room, a pair of Hunters will attack you. Chief should use his Fuel Rod to take them out, and return them to the Marine for his Laser.
Oh shit, drones. Semi-automatic weapons are best for these guys, so use your Battle Rifle/Carbine, and get some headshots. Move up a level, and you should see a big stack of plasma batteries. Fire a single shot at one, and there'll be an explosion that would take out the enemies on your floor.
Chuck some grenades at the enemies above, and jump up the ledge. Stick the Brute, and the rest will fall apart easily. Go up another floor, and you'll find more Brutes to kill. When those are gone, more drones come. Stick a couple for fun, and shoot the rest.
Sixth terminal: Same as the fourth, except on your left. Go up the elevator, and Arbiter should go on ahead. Hammer them, ActivCam isn't that hard to see through glass, they will be a white outline.
Now kill the guy with the Plasma Cannon, since he can take down your shields very quickly (sticking him would be ideal), and deactivate the tower. Watch the cutscene, where 'Vadum is about to kill Truth, but High Charity arrives. He yells "Brace for impact!", while it flies over him (I thought he looked rather stupid before I realized a rock zoomed through the ship). A chunk of it smashes through the Chief's window (where the hell is Arbiter?), and the Flood, appear, once again. Grab the Plasma Cannon, and hose them down. Break apart the bodies so they can't be re-used, and move down the elevator.
Once again, enemies appear in your absence, but this time they are Flood. They should be easy to kill, but more will appear. Aim for the Carriers, and it will make a nice explosion. Head back outside.
Chief should drive the Scorpion, and Arbiter the Warthog. Get as many Elites on board as you can, and drive off.
Now that the barrier is down, the Covenant will now be on the defensive, and will "mobilize everything they've got". The 90mm and tungsten and the Gauss turret should easily take that down. If Arbiter is running low on Gravity Hammer energy, there is a cargo container under a tunnel with 20 shots of Fuel Rod. When the Hornets arrive, it's time to make the second air battle of the Ark.
Truth's last two Scarabs are deployed, protected by Banshees, Ghosts, and Choppers. It's going to be tough. Each player should aim for one Scarab respectively. Continously shoot one leg until it's down, and missile the power core. Fly away from the dual explosions, and fly for the ramp. Wave goodbye to the nice humans and Elites, who the Chief will never fight alongside again, and cross the bridge Spark just activated. Watch the sad cutscene, and prepare to take revenge on the enemy who took the life of a young commander.
Odd, isn't it? Being helped by Flood? When you face Brutes, take down their armour and let the infection forms crawl all over it. Headshot the Grunts and Jackals, and move into the next room.
This would be an excellent opportunity for Arbiter to Fuel Rod large groups of Brutes, seeing as there are so many. Switch to your battle weapons, and headshot those Fuel Rod Grunts at the end.
The Chief still has 4 shots for the laser, and he should use one on the Chieftain. Move into the empty room, and activate the bridge.
Several things will now happen. The Ark will be deactivated, Truth will face the death he so rightly deserves, your alliance with the Flood will now turn sour, and the Gravemind will show you what treachery he is capable of. Run for the elevator. Shit, it doesn't work. The Gravemind deactivated it, thinking you trapped. Prove him wrong by jumping down the shaft.
The Covenant has been defeated! You have won the war! Now, one last thing to do before you go home: Destroy the Ark.
Glitches
- It is possible in this level to have two live Arbiters standing right next to each other, just after you kill the two Scarabs. Get up to the point where the Covenant Separatist Phantom flies low to collect the Arbiter and 343 Guilty Spark (this is just after you shut down the second tower). Use the Scorpion, the Gauss Turret on the Warthog, or any weapons you have to take down the Phantom. Make sure the Arbiter is in it when you do it. Then, grab the Gauss and drive up near the Arbiter, and he should get in. After this, continue through the level, making sure the Arbiter stays safe. After you finish off the two Scarabs, drive the Arbiter up to the spot where he is usually dropped off. The same Phantom you destroyed will drop down and drop off another Arbiter and Monitor. Keep an eye on the Arbiter you took through the level. He has an amazing ability to completely disappear. Unfortunately, he can't be taken through into the Citadel building. This technique is not the only one. You can get two Arbiters by using a glitch in the third tower.
- There is an interesting glitch on this level in the area with the two Scarabs. First, make sure you have a loaded shotgun. Then jump into a hornet and fly straight towards the Scarab on the left. Get next to it so that when you get out you will disembark towards it. As soon as it stops with the whole nose-in-the-air thing, jump off and run towards the control organisms. Blast away with the shotgun. You should be thrown very far in a random direction if you kill the Scarab in time. It is possible to get the 'Revelation' checkpoint if you are flung to the top of the Citadel. This can also be done if you land on it right away and blast it while it is still getting up.
- When you arrive at the destroyed Pelican, at the beginning, you walk until you are stopped by a invisible force or the Pelican armour and if you look down, you should see your legs separated from the body.
- At the end of the third tower (the one that Johnson needs to disable), the Arbiter will go to the Phantom Drop ship but if you hurry and get the tank and shoot at the Phantom, it will get destroyed and it will appear a red elite with no weapons, if the Arbiter is inside and the phantom is still there sometimes the arbiter will also be unarmed, if you start to kill them (Elites) the unarmed elite will start hitting you or he will grab the closest weapon next to him and start attacking you with it.
- As soon as the Arbiter boards the Phantom Drop Ship, it's possible to board with him. You will remain on the ship only for a few second before the ship disapears and you plunge into the water below.
- Where you fight the first normal Wraith, climb up the tower that you are supposed to go under and then you will find a rift of snow where you can see your buddy on co-op.
- Only in co-op, at the first tower, get a ghost. Once there are no enemies, go up the hill that leads to the shade. Have one player pilot the ghost, and the other stand on top. Ease the ghost against the cliff wall, and the use the boosters to propel you to the ledge of the tower. The player on top should jump when closest to the tower, if done right, the player will land on top. He/she should travel to the next ledge and grenade jump up. The ghost pilot should kill themselves to spawn with the other character. When they get to the point were they cannot go any farther, jump to the right and you will land on a invisible wall. You will still look like you are jumping, but you can float the snowy cliff. Keep going and the game will freeze, and you should be teleported to the other side of the barrier. Were you will be at the location of the double scarab battle.(But, there are no enemies. Now, you may explore.)There will be limits where if you cross = instant death. The entire process take a lot of practice. An easier way to do this is to keep the normal wraith alive so you can drive it. When you have killed all the enemies in the area, park the wraith on the same hill right on top of where the shade used to be. Get out and do a grenade jump off the wraith onto the tower. Continue as you normally would. When you get to the "Tripping Out Mirror", don't touch it. Go to the corner of the tower where the snow first meets the tower (away from the mirror). Walk into the little crack between them. If you did it right, it will freeze for a second as normally, only this time you will be transported behind the tower! You know your in the right place if you can walk on air, and see the world's biggest "Tripping Out Mirror". You can still walk to the normal area where you fight the two Scarabs, but you will not be able to return to the Wacky Spot.
Trivia
- If you destroy the Phantom that the Arbiter gets on before he boards it, he will come with you through the level and if you go where you normally meet up with the Arbiter there will be two Arbiters and they will both fight with you.
- When the Arbiter gets on the Phantom with 343 Guilty Spark, if you look at him closely he will only have one arm or he will have his arm twisted touching lower back.
- If you kill the Flood before getting to Truth then getting the IWHBYD skull will be a lot easier.
- At the very end of the level (right after Truth gets killed by the Arbiter) if you turn around and look above the glass that got broken, there is a prominent Marathon symbol.
- This is the only level in Halo 3 where it is possible to fly a Banshee.
- There is a second Spartan Laser near the crashed Pelican but it is only there when you are playing on Easy or Normal.
- If you keep both Spartan Lasers (one for you, one for a Marine) until you reach the Hornets you can have one of the most powerful vehicles in the series. To do this you need two Spartan Lasers,two ODSTs and a Hornet.
- Bungie said it for themselves that this is the longest level in the whole Halo Trilogy, partially because it is the Covenant's last stand against Humanity. It is also the only level with a drivable Hornet.
- If you manage to successfully execute the Anti-Air Wraith glitch after killing the Chieftain, progressing up to the first tower is a lot easier, and you can bombard the Covenant hiding in the hallway just before the door into the tower.
- The IWHBYD Skull can be found on this level. See Halo 3: IWHBYD (I Would Have Been Your Daddy) Skull for more details on how to acquire it.
- The part where you're storming the Citadel there should be a tunnel that you can go into and in there is a Fuel Rod Gun with 20 rounds in it.
- During the beginning of the cut scene showing Johnson being held by a Brute, he is being held by a Brute Minor on the screen, but when it cuts to him, it is a Chieftain that throws him to the ground, no Minor in sight.
- The Covenant is the longest level in Halo game history, followed by The Ark, Assault on the Control Room from Halo:CE, and if you are counting levels as distance traveled then Quarantine Zone from Halo 2 (though in terms of length of time taken to complete, Gravemind would be the longest level in Halo 2) though not in that order.
- This is the last level where you get marines or elite allies (excluding Arbiter and Johnson).
- At the point where you reunite with the Arbiter and 343 Guilty Spark after defeating the Scarabs, if there are any surviving Covenant nearby, Spark will use the same energy beam he uses against you in the control room to take them out.
- Throughout the level, there are a few cut scene-subtitle spelling errors.
- When you fight the two Scarabs there seem to be jumping ramps that can help you land on the Scarab that is to the left of you when you get into a Hornet. It is fun to try to get an Elite on a back of a Mongoose and drive him and you around while that Scarabs are shooting at you.
- In the part when you have to shut down the first and third towers to deactivate the barrier, the Marathon symbol is in the middle of the elevator control panel that takes you up to the Chieftain and the other Brutes.
- It is possible to get an Energy Sword in this level. Just stick an Elite after deactivating the third tower. It should drop an energy sword [The energy sword is NOT fully charged, being at ranges from 60+ and lower in power.]. You can also get one by activating the lift and staying behind. Kill an Elite and then the Arbiter and take the Arbiter's sword. It should have full battery. It is also possible to get one off of the Arbiter after he is deposited by a Covenant Separatist Phantom after destroying the two Scarabs. When the Arbiter lands, get a Warthog and push him off of the bridge that appears. This should then make him die from the combined impact of the Hog and the fall. Drive to the bottom and you should see by his body a fully charged energy sword.
- This level is first and only level in the Halo Trilogy where you get Flood allies, just before you stop Truth.
- This is also the only level in the Halo Trilogy where the Flood are both your allies and your enemies.
- This is the last level in the Halo Trilogy that you fight Covenant enemies if you don't count the Final Grunt.
- After the Arbiter kills Truth and the Flood turn on you, if you tea-bag Truth's dead body 3-5 times, his corpse will fall through the platform he is lying on.
- If you sit the entire opening scene then restart and skip it the second time, a marine with a radio will be floating in the river in front of you dead. Flood infection forms will ignore marines.
- It is possible to lock The Arbiter out of the Citadel building. Simply drive a vehicle (the Hornet works best if you still have it) into the door to the building. Almost all of the vehicles will not fit. When it gets stuck, back it up so it is just outside the door. Get out of the vehicle and run in the door. In most cases, he will not pass the vehicle, and the doors will close. However, he will appear after talking to the Flood, or occasionally during the Cortana moment.
- In the Citadel, the hallway on the top floor with the ring statues actually looks similar to the bridge in the Halo: Combat Evolved map Gephyrophobia.
- It is actually possible to trade weapons with flood combat forms when they are allies.
- When the Prophet of Truth is killed by the Arbiter, he loses his Crown. However, when the gameplay resumes and Truth is dead on the floor, he is still wearing his Crown.
- When you deactivate the shield in the third tower where Johnson failed to do so, you are attacked by Flood who come crashing through a window. However, when you go outside (in the area with the 2 scarabs), the glass is not broken and is intact.
- The beginning of the level is named "Trident". This relates to the fact that you have to deactivate 3 towers. There are 3 spikes on a trident. The handle that the spikes lead up to on the trident relates to the place where Truth is hiding.
- When you fight the two Scarabs, if you look at the ground where the Scarabs land, you can see the two big, gray circles that are caused of the impact of their landing, even though the Scarabs are still in the air.
- The Siege of Madrigal can be found on this level.
- When listening to the Siege of Madrigal, look off the edge of the map and you will se a Banshee that flies in a locked pattern.
- This is the only level in which friendly Dropships can be completely destroyed. The two Separatist Phantoms that appear outside the third tower can be destroyed. Their door-mounted Plasma Cannons can also be blown off from the ground, and are very useful against the Drones inside.
- It is possible to get a Mongoose into the citadel. You first need to drive as far into the citadel as possible (up to the invisible anti-vehicle barrier) and turn it sideways to the door. Slowly push it into the door continuously. Once the door shuts you can get on to it and drive. Once the Cortana Moment occurs, though, it will disappear.
- After exiting the third tower, try and jump aboard the Phantom that Spark gets into. After a couple of seconds, the Phantom will become camouflaged, but you will also fall through it and to your death. You could, however, kill the Elite manning the Plasma Turret and quickly man it. The Phantom will fly away, cloak (cloaking you as well) and stop in the air a distance away. Once you unman the turret or remove it, you will de-cloak and fall to your death.
- If you save your Spartan Laser from the beginning of the level, when you reach the second tower and go up and get the Thunderstorm skull, it is the perfect location to shoot down a Banshee and get the Too Close to the Sun achievement, although it will be a little hard though.
- Deploy an Auto-Turret at the ramp when you meet up with The Arbiter after the Scarab fight. If you've deployed the turret at the right place and the turret is pointed near Spark, the turret and Guilty Spark should start fighting each other.
- At the beginning of the level, the ODSTs that join Master Chief, one of which is usually Sergeant Stacker helping.
- This is the only level in the Halo trilogy that features two functioning Scarabs you have to fight.
- It is possible to get to the Citadel from the 1st tower by using a glitch.
- If you kill the Arbiter (on single player) just before the cutscene where Truth is killed, there will be two Arbiters after the cutscene. (one will have waypoint, while the new one will not.)
- The two AA Wraiths guarding the 3rd tower cannot be driven using the usual glitch method (see How to Pilot an AA Wraith).
- It is possible that some Covenant forces may have survived in the end and fled to their home planets or other strongholds, despite theories of complete annihilation and the Shipmaster's claim of decimating the Covenant fleet; two scarabs are orbitally dropped onto the battleground from orbiting Covenant ships, presumably Assault Carriers. This may also explain the Final Grunt and the weapons on Halo.
- This is the only level in Halo 3 where you fight Covenant and Flood in the same level.
- In the third tower if you go up the elevator without killing the Brutes, when you come down the Flood and Brutes and Elites will be fighting. This is the only time in Halo 3 when you have Elite allies fighting The Covenant and the Flood at the same time.
- If you get to the texture fault where the hidden marine is you can see the other players screen. Also if you drive into it, you will be erased out of the map.
- This level and Halo are the only one's with Flood drop pods.
- In the third tower, if you did not destroy one of the AA Wraiths, the arbiter's phantom will not land.
- It is possible to get a Warthog or a Mongoose into the Citadel.
- The Elites will be the last ones to enter vehicles, so you will often leave most behind depending on how many survived.
- If you kill an Elite with your weapon it will die and drop his weapon, but if you stick it with a Spike or Plasma grenade it will quickly pull out its sword and then die. The sword is usually barely half charged.
- It is possible to ride in a Pelican during gameplay on this level. Has to be on Co-op. When Miranda Keyes is dropping off a Warthog and Mongoose for you after you destroy the AA Wraith at the first tower, 1-3 players can jump into the Pelican after the Mongoose drives out of it, then 1-3 players then drive off and the Pelican will fly off and you'll stay in it till it gets to the barrier around the level, you'll then fall out of the Pelican and walk back.
- It is possible to get a Mongoose or a Warthog onto the one of the Scarabs in the Scarab fight. Bungie has conveniently placed ramps leading up to both scarabs as soon as they land. Grab a Mongoose or a Warthog and just line up the scarab when you jump. If done correctly, You should have landed on the Scarab. This is one of the funnest ways to take down a scarab and is great to use on Legendary.
- During the scarab fight there is a Pelican that will hover around the area. Occasionally the Scarab will fire at the Pelican. However, it will not explode.
- Also during the Scarab battle, 3 Hornets will fly around the area. But they are too far up in the air to receive damage. Very occasionally, a glitch will activate, letting the player fly a Hornet or Banshee up to these Hornets. At this close distance, the Hornets have noticeably less detail and are slightly two-dimensional.
- If you put an Auto Turret on the ramp when you meet 343 Guilty Spark just before you take down the Prophet of Truth, one will shoot at the other.
- If you activate an Auto Turret during the Flood Alliance, the Flood and the Auto Turret will try to kill each other.
- During the Cortana moment when you enter the Citadel, if you look at the screens on either side of the walkway, you can see them playing out the very same Cortana Moment you are experiencing.
- If you get the Invincibility off the first Hammer-wielding Chieftain, you can keep it until you reach the Scarabs, and use it to stay on the Scarab as it explodes.
- If you manage to SkyJack a Banshee after you destroy the two Scarabs(difficult, but by no means impossible), it will explode the second you get out of it, much like the AA Wraith.
- If you fly to the opposite side of the citadel,you will hear microsoft sam make fun of a Bungie employee.
- The beginning of the level is very similar to the beginning of the Silent Cartographer in Halo: CE.
Images
- Covie.jpg
The UNSC and their Elite allies attack the Prophet of Truth
Preceded by The Ark |
Halo 3 Campaign Missions The Covenant |
Succeeded by Cortana |
Template:Level Shadowz117 12:53, 3 August 2008 (UTC)