Halo: Reach radio conversations
From Halopedia, the Halo wiki
In Halo: Reach, there are UNSC radio conversations in most of the Multiplayer and Firefight maps. Some of the conversations are linked to each other to form a narrative.[1]
Dialogue
Red Team story arc
A number of radio logs can be combined to recreate the battle Team Beta fought to protect ODG A-331 from the Covenant.
Part 1 - Breakpoint
Radio is located on the floor, next to the control panel near the window, in the Research Station.
[loops] |
Part 2 - Spire
Radio is located on a large concrete pad alongside the dirt trail labeled 'Mountain Road'.
[loops] |
Part 3 - Powerhouse
Radio is located on the kitchen counter of the dormitory (area is labeled 'Dormitory', natch). The dormitory is the single story building south of the gate.
|
Part 4 - Countdown
Radio is located in the south-east corner of the third floor (unsurprisingly, area is labeled 'Third Floor'), tucked behind a ridge of concrete near a fusion core.
[radio hiss, gunfire, explosions] |
Part 5 - Boardwalk
The radio is located in the north-west corner of the map, bottom level (in the 'Courtyard' area), on a bench next to an overlook.
[loops] |
Part 6 - Reflection
Radio is located at the south end of the map (area labeled 'Back Hall'), in the room with the vending machines.
(loops) |
Part 7 - Boneyard
Radio is located in the north-east corner of the map (area labeled 'Junkyard'), inside the temporary prefab building next to a rock wall.
[loops] |
ONI conversations
The following two conversations are apparently linked, featuring the same characters discussing Dr. Catherine Halsey and the secrecy surrounding her work.
Glacier
Radio is on the ground immediately to the right of the back door (and exit from the spawn point) as one exits from it. Note: the voices in this conversation is the same as Outpost.
[1]: I swear, you're pathological about entering places through the HVAC system. [2]: Ha ha ha. [1]: There's still three friendlies registering with the security system. [2]: Yeah. They got names? [1]: Kinda. Chump One, Chump Two, and Dr. Catherine Elizabeth Halsey, Ph.D. [2]: You got lifesigns, or? [1]: I got a bunch of noise, is what I got. [2] Yeah? [1]: What I don't have is her exiting through a secure checkpoint. [2]: So it may just be her badge, right? [1]: And if she's actually down there? [2]: She's either dead, or is refusing to leave her most recent pet project. [1]: I'm not carrying her narrow ass outta here. [2]: Neither am I. Either she's dead, and it ain't gonna matter, or she's alive and can't interfere with the op. [1]: Yeah? [2]: If she's alive, I say whoever finds her puts two in her head, then dumps the body in a rigid container of thermite 'nades and pulls the pin. See if they pull any recognizable teeth out of that mess. [1]: Harsh. We could just strap her to one of these Mike Foxtrot Delta Deltas. [2]: Sounds like we got a plan. [loops] |
Outpost
Radio is located in the small lookout building to the east of the AAA batteries. (In the area labeled 'Central Fire Zone'.)
[1]: Charlie Hotel! [2]: For Pete's sake. [1]: What? [2]: You really love the idea that you're deep in the cloak and dagger BS, don't you? This isn't a clandestine meeting, Joe, we're pulling everyone out because the planet is burning. [1]: Oh, my god. [2]: If it'll help keep your mind off it, you can tell me what you've got. [1]: Halsey's new pet project, this new AI. It's a generational leap - I'm not even sure that's strong enough language. [2]: So it's a pretty big deal, huh? Any idea who the donor was? [1]: Just showed up one day. A couple months after one of the annexes in Omega Wing was quarantined. Is that cloak and dagger enough for ya? [2]: Ha ha. [1]: And typical of her work ethic, she's given total access to everything. It can bi-locate as well. [2]: What do you mean? [1]: It can be in multiple places at the same time. Maybe multi-locate would be a more accurate term. [2]: Like a waldo? What use is - [1]: No, as a duplicate - capable of independent action. I've never seen it work in concert with itself, so I'm not sure if there's some technical issue with that, or... [2]: So maybe a safety issue? Or, just, you never saw it happen. [1]: Technical issue. Something that would make doing it impossible. A safety issue wouldn't stop Halsey. [2]: Yeah, I guess not. You know what, let's get the hell outta here. [1]: Isn't that what we were doing? [2]: Sure, let's just keep moving. [loops] |
Other conversations
Anchor 9
Template:Expand-Section Radio is located on a table in the yellow building on the west side of the map (in the 'Weapons room' area). It involves an unnamed radioman giving orders to Delta-Romeo-two-three-zero and Charlie-Alpha-Alpha.
Beachhead
Radio is located in a room in the 'Pavilion' section that overlooks the south-west section of the map. It is near the spawn area and is the room that contains the missile launch control in the campaign.
[1]: I need to know where I can send these people to. [2]: You yelling in my ear isn't helping me find solutions any faster. [1]: The evac stations in Manassas and New Ezhtergom are no longer responding. They haven't been for... [2]: (Fades in) I'm doing what I can here...The closest evac station to you is- [1]: What?! [2]: Nevermind, I'm looking for another one. [2]: Just, if you can, get your people into whatever vehicles you have over there, and... [1]: What are you talkin' about? [Static] Whoa? What was... [2]: That was a shockwave. You should move all of your people and just start heading West as fast as you can. I'll keep looking for... [1]: This isn't a portable unit! I don't have any way to get back in contact with you. [2]: Look, I'm sending this over the IMF. It's the number to my personal chatter. Call me when you get everyone moving. [1]: Oh, God, thank you! [2]: It's not over yet. I still have to find you a way off this rock. [1]: Thank you, thank you! |
Courtyard
Radio is located at the bottom of the ramp that leads out of Sword Base (area labeled 'Bend'), to the west side of the (blocked off) exit on a concrete ledge.
Dragon X-ray: "Blue Delta, this is Dragon X-ray. We are on the ground and three Mikes out from the objective. Over." Blue-Delta: "Dragon X-ray, be advised that you are the only UNSC ground asset in that grid." Dragon X-ray: "Say again, Blue Delta. We've got movement due east. That should be strike red. Over." Blue-Delta: "That's a negative, Dragon X-ray. I say again; be advised that you are the only UNSC asset in that area." Dragon X-ray: "Roger, Blue Delta. We're picking up that movement again due east. You got something to soften it up?" Blue-Delta: "You got a location, Dragon X-ray?" Dragon X-ray: "Grid as follows: Whiskey-Delta-One-Five-Seven-Four-One-Seven-One-Two, Over." Blue-Delta: "I copy Whiskey-Delta-One-Five-Seven-Four-One-Seven-One-Two." Dragon X-ray: "That is correct. Request immediate support from any assets on-station. Over." Blue-Delta: "Dragon X-ray, it looks like all I've got available at this time is the UNSC Aegis Fate." Dragon X-ray: "Blue Delta, is the Aegis Fate 'wet Navy'?" Blue-Delta: "Negative, Dragon. She's currently listed as an exo-asset; a frigate." Dragon X-ray: "Whoa! We are less than a klick from the target area, Blue Delta. We ain't that desperate for help." Blue-Delta: "Understood, Dragon X-ray. Give 'em hell out there, and good luck." |
Holdout
Radio is located on a table in the yellow building on the west side of the map (in the 'Field Office' area). (Building contains an ammo resupply crate, and has a small shed on the roof.)
[1]: So, uh. [2]: Come on, spit it out. [1]: You, uh, got a zombie plan? [2]: Hell yeah. [1]: Yeah? Maybe we could exchange notes. [2]: Well, uh, I dunno man. Zombie plans are kinda... deeply personal things. [1]: Well, I'm just saying, it's just, I got all these things in my mind, you know, and getting 'em out in the open really helps reveal any flaws they might have. [2]: Makes sense. [1]: Okay. [2]: Huh. So, zombies can still hear and stuff, so that makes guns a weapon of last resort, right? [1]: Yeah, yeah, guns all fire ammo, too. [2]: Exactly. So I was thinking that, hey, what is a weapon that'll keep them out of grabbing range, AND won't run out of ammo? A spear. [1]: Hold up. [2]: What? [1]: Now, see, this is workin' already. [2]: Huh? [1]: Spear! I thought so too at one time, but the possibility of getting it stuck in the brainpan of a walking corpse is very real. [2]: Oh yeah, you're right. Man, I hadn't thought about that. Well, uh... [1]: Ball-peen hammer. [2]: But, you'd have to get right up on top of the zombie to use it, man. [1]: Yeah, so if I'm the one running around killing zombies, man? [2]: What? [1]: A single charged blow to the head would drop most zombies. It'd work on cheetahs, too. [2]: What the... There aren't cheetahs on Reach. Anyway, we should probably be working the kinks out of our alien invasion plan first. Aliens are smarter, faster, and more technologically advanced than zombies. They're also here. Zombies, not so much. [1]: When in doubt(?), you're reaching in a place no self-respecting Marine would spend any amount of time. [2]: Hey, we ain't in the Autumn yet, pal. [loops] |
Overlook
Radio is located on the top floor of the large two story building (in the 'Barn High' area) across from a pair of blue water drums.
|
Tempest
A radio conversation is supposedly found on this map. It is found under the downed UNSC Longsword on the beach.[2]
Revis: So who in the hell made this thing, Lieutenant? Huh? Who? Lieutenant: Knowing who made it doesn't help us, Revis. We gotta figure out how they made it, and how it works. < static > Revis: Well, not "us" us, right? Lieutenant: {unintelligible} — yeah, premo, probably not "us" us. < static > Revis: If we botch up everything in this place, hell, if we drove the whole damn thing back to Earth— Lieutenant: I never figured you for a pessimist, Revis. Money and time, that's all it'll take. Money and time. Revis: Money we got, but time is something we can't count on. Oh yeah, and grants might help too. < static > Lieutenant: Don't worry, we got the brainpower. Revis: You figure the ONI eggheads are gonna be able to figure this all out? And enough for it to matter? Lieutenant: They gotta. If they can't, we're kinda screwed. Revis: {chuckles} A pessimist. |
Waterfront
Radio is to the right of the gate at the end of the road (area labeled 'Road') that leads out of the pumping station.
Well, cousins, the gig is finally up. As an indication of how serious this is, I'm broadcasting to you over an open, unencrypted channel. When I'm done, I'm gonna loop it and split. There's no sense sticking around here yapping any longer than 'tis necessary. I saw a "for sale" sign go up in the front yard of your dad's place, but your older -brother didn't put it there. Some out-of-towners might have. When there's nothing left to look forward to, there's nothing but absolute destruction. These folks don't do things by half-measures. They aim to kill us all, burn our cities and leave Reach as one more burned-out rock spinning in the darkness. And they're gonna do it too. Nothing you and me can do to stop them. They've done it plenty of times before. They've bloodied our noses at Harvest, at Madrigal, at Miridem, but this time it's gonna cost them. This time they're gonna jerk back a bloody stump. There's no two ways about this. It's gonna be a nightmare. The heavens are gonna burn, and the ground is going to tremble beneath our feet. They're gonna rain death and destruction down on our heads, but we're not gonna give up a single damn inch of dirt without a fight. And they're gonna get their full measure of nightmare, too. And when I see 'em, I'm gonna tell 'em - "welcome to the nightmare, you sons of bitches. Welcome to Reach." [loops] |
Trivia
- To date, no radios have been found on the multiplayer maps Forge World, Zealot, and Sword Base. There is a radio in the 'Safe Room' area of the Firefight map Corvette, however there have been no reports of it picking up anything other than static.
- The radio has the number '7.070.763' on its display.
- In the Halo: Reach Multiplayer Beta, the Courtyard conversation could instead be heard on the map Overlook, from a radio in the structure where the Spartan team spawns. [3]
- The conversation about zombie plans on Holdout may be a reference to a similar conversation about zombie plans in Red vs. Blue. It also foreshadows The Flood.
Sources
External links