Halo 3 Legendary Guide
UPDATES
1.0 Main walkthrough writing finished, weapons started
1.1 Main walkthrough picture touch up, enemy section added
To be added
-equipment/vehicle section
-allies section
-skull section
-location of skulls and terminals added to guide
-general orginization of guide
Right then, so this is a long ass guide and it is still only about 1/4 of the way finished. I still need to add a few parts and touch up the guide. I’m hoping to have it done by the end of the week but don’t hold your breath, cause that’s weird. Either way onto the guide.
This guide is designed to help with beating the game on legendary solo. I see tons of people who skip on this opportunity to play the game by themselves in favor of doing co-op for an easy achievement. The walkthrough portion is organized by what I call encounters, these start with fighting and end when fighting ends. The pictures in the guide (I’m sure you’ll notice them, they’re like half the walkthrough) have links coded into them. Click on any picture (except for the gifs’) and you will see a bigger picture of that same picture. Onward then!
Table Of Contents
I Weapons
II Vehicles and Equipment
III Allies and Enemies
IV Skulls and Their Effects
V Walkthrough
Sierra 117
-Startin’ Off
-In the Trees
-Storm the Beaches
-The Valley
Weapons
Every good soldier has good weapons and knows his weapons. There are certain times when a great weapon is crap and when a crap weapon is great. You only have 2 weapon slots also, don’t waste them. Try to balance your picks, you rarely will every need a shotgun and a mauler for example.
Quick note, human weapons are more effective against unarmored enemies, covenant against shields, brute are good all around.
Human
Clip Size: N/A
Rate of Fire: Semi-Automatic I guess
Range: Very Short
Rating: 5
Nicknames: Punch, beat down, assassinate
Comments: Useful in any situation, attacking an enemies back is a 1 hit KO and most enemies drop in 3 or 4 hits.
Clip Size: 32
Rate of Fire: Fully automatic
Range: medium-short
Rating: 2
Nicknames: AR
Comments: The AR is most likely your basic weapon. Although powerful in multi-player the AR lacks the range or power to be able to effectively kill anything at any range. It is incapable of headshots thus destroying most use against grunts. It is too weak to destroy any armored brute. Best left as a last resort.
Clip Size: 40
Rate of Fire: Fully automatic
Range: Short
Rating: 3
Nicknames: SMG
Comments: The SMG has the ability to be dual wielded. It suffers from similar problems as the AR but even holding only one is effective at just outside melee range. Pick up another dual wield weapon for best effect. Really just another back up weapon best left on the ground since it dual wielding weapons makes switching between your weapons more difficult.
Clip Size: 4
Rate of Fire: Semi automatic
Range: Long
Rating 5
Nickname: Sniper
Comments: Anytime you’re given a sniper, use it. It is capable of 1 hit kills against most any target and more often that not will keep you out of harms way. Although weak at close ranges your can still try to no-scope any enemy. The sniper should always be picked up and used until it runs out of ammo.
Clip Size: Overheats
Rate of Fire: Continuous
Range: Medium-Short
Rating: 3
Nickname: Flamethrower
Comments: The flamethrower is a powerful close range weapon. It will engulph enemies in flames and can light the ground on fire killing enemies that wander through it. It forces you to move slower unfortunately and enemies won’t die instantly. Most of the time enemies will have a chance to get close to you, burning you. Also you need to watch out for burning corpses. These will hurt you as well.
Clip Size: N/A
Rate of Fire: Not Even Semi Auto
Range: Maximum
Rating: 3
Nickname: laser
Comment: The laser is powerful but slow. Before firing the laser will have a small red laser appear where your laser will end, the laser takes about 5 seconds to heat up before firing. It’s good against vehicles and the occasional brute. There will be occasional times where you will need the laser but for the most part it will be useless so drop it in favor of a BR.
Clip Size: 2
Rate of Fire: Semi Auto
Rating: 5
Nickname Frag, Nade
Comment: The frag is the basic type of grenade. It can be bounced around corners and has a large splash damage size and is powerful enough to kill a brute standing on it.
Clip Size: 2
Rate of Fire: Semi Auto
Range: Any
Rating: 4
Nickname: Bazooka, Rocket
Comment: The rocket is powerful regardless of range, it travels relatively slow giving enemies time to dodge it but shooting at an enemies feet will usually dispatch the enemy. With the rocket save it for large groups of enemies, don’t waste it killing 1 flood.
Clip Size: 9
Rate of Fire: Semi Auto
Range: Medium
Rating: 2
Nickname: Pistol
Comment: The magnum is basically a mini battle rifle. It has accurate shots, a small recoil, and can be used for frequent headshots. It doesn’t quite go far enough though and really only can kill grunts due to its weak power. Don’t even bother with this one.
Clip Size:
Rate of Fire: Full Auto
Range: Medium-short
Rating: 3
Nickname: turret, HMG
The turret is big so it slows you down. It is incredibly powerful and will kill any enemy easily. Use it to camp at stairways of to clear rooms of enemies but for the most part don’t bother taking it along with you.
Clip Size:
Rate of Fire: Semi Auto
Range: Medium-Long
Rating: 4
Nickname: BR
Comment: The BR is your go to weapon throughout halo. You will find enough ammo to get you by each level. It contains enough power to kill most enemies relatively quickly while still allowing you to stay far away enough to protect yourself. Most any time you can pick a BR up you should. An all around good weapon suited for any situation.
Clip Size: 6
Rate of Fire: Semi Auto
Range: Short-Very Short
Rating: 4
Nickname: Shotty
Comment: The Shotgun is a powerful weapon at close range and nowhere else. Make sure to melee after every hit for maximum effect. A simply shoot melee combo will drop most enemies. When holding a shotgun stick to corners and walls. Make sure you’re aware of the amount of ammo in each clip as well. You can shoot while reloading but reloading an empty clip will take longer than any other gun.
Clip Size: 8
Rate of Fire: Semi Auto
Range: Long (homes on)
Rating: 3
Nickname: Missile
Comments: The missile pod is the replacement for the rocket in halo 2. It locks on to any vehicle instantaneously and will chase it to the end of the earth if need be. It is extremely powerful, has long range, and large splash damage. Unfortunately you will move slower while holding this and the missile doesn’t hold enough ammo in it to make it a true threat. Best used when available but don’t bother carrying it any further than necessary.
Covenant
Clip Size: The size of your imagination
Rate of Fire: N/A
Range: Very Short
Rating: 5
Nickname: Sword
Comments: The sword is a great weapon. It has a small lunge but makes up for its short range with tremendous power. It will kill most enemies in 1 hit and only uses 10 ammo to kill a brute and 3 for any flood. A great weapon overall and pretty good for enclosed levels.
Clip Size: Overheats after firing off 10 energy
Rate of Fire: Full Auto
Range: Medium
Rating: 3
Nickname: None
Comments: The plasma rifle is an alright weapon. It can destroy the shields of a brute quickly and has slightly longer range than the SMG. You can dual wield this weapon too. The plasma rifle also overheats which is better than reloading since it unheats so quickly. You cannot pick up any ammo for the plasma rifle.
Clip Size: 20
Rate of Fire: Full Auto
Range: Medium-Long
Rating: 4
Nickname: None
Comments: The needler is the only long-range full auto weapon. The needles it fires home in onto targets and blow up the target once enough needles have been shoved into it. Some types of armor will deflect the needles but most brutes are vulnerable to the pink mist.
Clip Size: 2
Rate of Fire: Semi Auto
Range: Medium-short
Rating: 5
Nickname: Sticky Grenade
Comments: Most all grunts carry a sticky making them easy to find. You can use these to take out and enemy instantly by hitting them dead on with the grenade. You can also arc a sticky grenade (like any grenade) to hit enemies when they can’t hit you.
Clip Size: Overheats after 2 shots
Rate of Fire: Semi Auto
Range: Long
Rating: 4
Nickname: Sniper
Comments: Pretty much the same as the sniper, it carries less ammunition and has a weaker shot in exchange for a longer range.
Brute
Clip Size: 48
Rate of Fire: Full Auto
Range: Medium
Rating: 3
Nickname: Spiker
Comments: The spiker is basically the plasma pistol with a knife on it. It is more balanced and is more powerful but doesn’t have the power of overheating. Pick this over the plasma rifle and smg.
Clip Size: 5
Rate of Fire: Semi Auto
Range: Short
Rating 3
Nickname: Mauler
Comments: The brute’s answer to the shotgun. The mauler shares similar traits to the shotgun but has slightly longer range but weaker damage. It is also dual wieldable.
Clip Size: N/A
Rate of Fire: N/A
Range: Short
Rating: 4
Nickname: Grav Hammer, Hammer
Comments: the Hammer is similar to the sword. It is more powerful but has a smaller lunge. It also has a larger blast radius than the sword and can destroy a group of enemies surrounding yourself. It runs out of ammo faster than the sword though since it uses energy every time it swings.
Clip Size: 2
Rate of Fire: Semi Auto
Range: Medium
Rating: 5
Nickname: Spike grenade
Comments: Pretty much the same as a sticky grenade except will kill any enemy standing on top of it.
Misc
Clip Size: N/A
Rate of Fire: N/A
Range: Very Short
Rating: It's Over 9000
Nickname: Teh Killa
The skull is awesome because you swing it and the level will reset and your taxes for the next 4 years will be finished.
Enemies
As many great people have said, “know thy enemy.” The same applies to halo, knowing what your enemy will use and what weapon to use against them is crucial for almost every battle in the game. So let’s get on with it eh?
We’ll work from the bottom up. So lets start with all of the
Infantry
Common Weapon: Plasma Pistol
Weakness: Their head
Health: Very low, 1 head shot
Comments: All grunts have 1 major weak spot, their head. A single shot from any gun will kill them if it is plugged into their noggin. The shell on their back is completely invulnerable to any normal weapon fire. Take out grunts 1st due to their low health and their tendency to lob perfect grenades.
Common Weapon: Needler, Fuel Rod Cannon, Plasma Pistol
Weakness: Their head
Health: Very low, 1 head shot
Comments: Grunt majors are just grunt minors with better weapons and more grenades.
Common Weapon: Plasma pistol, plasma rifle
Weakness: Their exposed hand
Health: Low but with strong shield
Comments: The shields have nearly no health and poor fire power. Aim for their exposed hand outside of their shield to kill them quickly. Kill shields last for the most part. Melee will also break through their shield and the jackal will retreat when his shield breaks.
Common Weapon: Plasma Pistol
Weakness: Everything
Health: About 1 bullet
Comments: The drone minor will move a lot and very quickly. It will occasionally stop on a wall and that is your time to hit it. Pretty much 1 bullet anywhere on a drones body will kill it. A drone has the ability to fly and usually travel in swarms of 30+.
Common Weapon: Needler
Weakness: Everything
Health: 1 Bullet
Comments: The drone major is slightly different from the drone minor because it has a needler. Since it requires for 8 needles to be in you to blow up it has a much higher death toll when there are 10 or more on you.
Common Weapon: Spiker, plasma rifle
Weakness: Exposed body parts, Head
Health: Moderate
Comments: The minor usually carries a spiker and has a slightly exposed armor permutation. A good headshot from a BR will knock the armor off these guys allowing you to finish them off with a second.
Common Weapon: Brute Shot, spiker
Weakness: Slow moving bullets
Health: Moderate
Comments: The brute major usually comes with a brute shot and usually knows how to use it. Best dealt with by using a DW combination and getting within range or by using a carbine and staying far away enough to avoid brute shots. The plasma rifle is the best for destroying armor so pick that if possible.
Common Weapon: Brute Shot, Carbine
Weakness: Weak without armor
Health: Moderate-High
Comments: The ultra’s armor completely covers him. Grab a plasma pistol and knock it off of him to finish him off. The ultra occasionally can be found with a carbine.
Common Weapon: None
Weakness: Move’s slow
Health: High
Comments: The flood carrier moves slow but when you get close enough it will drop and pop. Releasing parasites and killing you with the explosion. Best to be avoided by simply walking around. Due to their high health they will just eat your ammo.
Common Weapon: Smg, shotgun, BR, AR
Weakness: head
Health: medium-low
Comments: The human form will most likely be the one with the weapon. The flood jump high and have a powerful melee but no armor. Use a BR or carbine to hit them in the head or a shotgun up close for 1 hit KOs.
Common Weapon: Brute Spiker, Brute Shot, None
Weakness: Head, no weapon
Health: medium
Comments: The brute form usually comes without a weapon and charges at you similar to how a brute would. Counter this with a sword a close range or a headshot further away.
Common Weapon: Plasma rifle, needler, carbine
Weakness: Unarmored part
Health: Moderate-high
Comments: The elite form is the strongest of all the flood. It has a greater resistance to fire power and near immunity to headshots. Hitting its armored portion with the sword is ineffective. Try and nail the unarmored parts.
Specialists
Common Weapon: Plasma rifle, Fuel rod
Weakness: Head
Health: Medium-Low
Comments: Slightly more health than a grunt major but more less the exact same.
Common Weapon: Plasma rifle, plasma pistol
Weakness: Head
Health: Medium-Low
Comments: The only type of grunt that actually will charge its pistol. Otherwise it’s the same as any other.
Common Weapon: carbine, beam rifle
Weakness: head
Health: medium-low
Comments: The sniper is a powerful force. With a sniper it is deadly and will almost always get a headshot within seconds. Best taken out at the start of any fight.
Common Weapon: Brute Shot, Spiker
Weakness: None
Health: Medium-high
Comments: Basically like any other brute except immune to needles.
Common Weapon: Plasma rifle, spiker
Weakness: Pack
Health: Medium-Low
Comments: The Jet brute has the ability to fly around. They don’t stay air born long and have relatively weak fire power as well. Shooting their jet pack will cause it to explode killing them. They also have relatively low health, basically a brute minor with wings.
Common Weapon: Brute Shot
Weakness: Stick Near Leader
Health: Medium-High
Comments: The brute body guard always comes with a brute shot and a hero to protect. They rarely leave the hero’s side though which means that they usually won’t pursue you if you start killing them. This leaves them open to attack from a carbine, BR, or sniper.
Common Weapon: Laser
Weakness: Back and Neck, charge time on gun, slow (physical and mental)
Health: High-Ridiculous
Comments: The hunter is basically a powerhouse. Usually coming in a pair the hunter is strong but slow. Use the time in-between the hunter’s lasers to attack him and aim primarily for the neck or back of a hunter when organs are exposed. Hitting these areas will cause a hunter to recoil. A perfect stick will destroy a hunter as well. Stay outside melee range and don’t shoot its shield, use DW plasma rifles if possible.
Leaders
Common Weapon: Brute Shot, spikers
Weakness: Assasinate or Sticky
Health: High
Comments: The leader brutes are pretty much the same as any other brute except with more health and better armor. The newb combo works well against these. Needles will bounce off any rank higher than this.
Common Weapon: Brute shot, Spiker
Weakness: Assasinate or Sticky
Health: High+
Comments: Slightly stronger than the Captain this one is painted gold and share pretty much the same traits as the captain.
Common Weapon: Brute shot, Spiker
Weakness: Sticky, Newb Combo
Health: Very High
Comments: Same as before, more health and better peripheral vision though so any assassinations are out of the question.
Common Weapon: Gravity Hammer
Weakness: Short range
Health: Ridiculously high
Comments: The weapon is the most powerful unit in the game. It is immune to sticks, needles, and plasma pistol. Your best bet is to dual wield weapons or get high up. It is always accompanied by at least 2 bodyguards but won’t attack until they are dead. It kills you in 1 hit regardless of health.
Common Weapon: Plasma turret
Weakness: Hardly Moves
Health: Ridiculously high
Comments: Similar to the weapon it is immune to most weapons and has body guards. The difference here though is that the armor prefers to stay still rather than charge at you. You best bet is to lob grenade after grenade at its feet.
Allies
Any good player knows how to maximize his allies in order to minimize their own work. In Halo reliance on allies is not a good thing, knowing how to use them is. There are really only 4 types of friendlies in the halo campaign.
Marine
Weapons: AR, BR, pistol, smg, shotgun, sniper, carbine (1st level only)
Health: Low
Availability: High, most levels
Comments: The marine is your basic ally, they come with any human weapon, can operate any vehicle, and will follow you most of the time. You can also switch weapons with them, taking their weapon and giving them yours. A good time to give them a weapon is when it is running low on ammo. The marines’ guns will have infinite ammo and are fairly proficient with any gun including rockets and snipers. You might think about arming your marines with any powerful weapons before heading into battle. Due to their fairly low health but high offensive ability you might want to think about taking fire away from your marines while they unload into your enemies. The marine is a valuable asset in many levels.
Johnson
Weapons: Needler, Spartan laser
Health: Invincible
Availability: Low, Sierra 117 and Halo
Comments: Johnson is invincible by any terms or standards. When available Johnson is beastly, he is an offensive character who will move regardless of your position. On Sierra 117 allow him to run out of the building you rescue him from while you stay inside. On Halo he will have a constant laser going and will demolish most flood. Exploit him when possible.
Arbiter
Weapons: Sword, plasma rifle, carbine
Health: Ridiculous
Availability: Medium, Sierra 117, Crow’s Nest, Floodgate, Halo (short appearances in The Ark and Cortana)
Comments: Chances are the Arbiter is your most valuable ally he isn’t invincible but will revive himself anytime he dies moments later. He is incredibly accurate with his guns and is deadly with his sword. He will stick close to your position but will charge at attacking enemies with his sword. When available it is recommended to give him supportive fire with a BR or carbine, focusing on enemies he can’t get.
Yourself
Weapons: Any
Health: Low, but with rechargeable shields
Availability: Very High, all levels
Comments: Face it, you are your own greatest ally. Although other allies may have superior firepower or heath it is up to you alone to be able to complete most levels. Most all enemies are stronger than you too. It is up to you to outsmart them or outgun them.
Sierra 117
Start off by following the Arbiter. Eventually he will lead you to a small creek with a few grunts and a brute near it.
Encounter: Startin’ Off
Get to the vantage point above the creek and behind the small rock. Use this vantage point to take out the nearby grunts and brutes.
From here kill all the grunts first by using your pistol and then aim at the brute on the large rock. After killing all of them move along and switch your pistol for the brute shot. Follow the creek and a specter will appear in front of you. Fire your brute shot inside of it to take out a few grunts and possibly the brute. If the Arbiter dies here drop your AR and take his carbine, if he doesn’t drop your AR for a plasma pistol. Head to the top of the waterfall and hit the brute with a charged plasma pistol and then a brute shot or carbine. Move forward along the left side and clear out any grunts in your way. A brute is further up inside of a cave, quickly dash across to the right side and hide to the right of the cave behind a wall. Use this area to safely kill any grunts while avoiding brute fire. When the grunts are dead finish the brute with a plasma pistol shot followed up by any other gun. I ran out of ammo here so I ended up killing the brute with plasma pistols
End Encounter
Head through the cave and then drop down. Follow this path until you come to an open area.
Encounter: In the Trees’!
Jump across the small gap to the right and take out the grunt with a melee. Grab a carbine from the nearby weapon holder. Use the small rock in front of you as cover and take out the snipers first. There are 2 in the trees in front of you. Follow up killing them by shooting the plasma batteries on the left side. Take out any grunts below where you are and then any grunts on the ledge in front of you. There are 2 brutes as well, guess what, kill them too. Turn around after killing these people and grab 2 spikers from the weapon holder. Head down through the cave on your right side and take out the sniper on your right with your spikers. Look on your left side to spot another sniper you can take down with your spikers. This GIF shows you the order you should kill the snipers in, also where to be. Start with the tree ones
Head to the left side and head up and hide behind a small rock while clearing any enemies you’ve missed. Here’s your cover
Use this position to kill the enemies that will advance on you. After killing the enemies that advance on you continue forward and swap your spikers for a brute shot and grab some more ammo for your carbine before continuing around the curve.
Head along and you should see a marine being strangled by a brute. Take out the sniper on your left with your brute shot first then jump on the rock near the grunts and then up to the grunts while you kill the grunts. Head to the brute and if you’ve done this fast enough you can assassinate the brute without him being able to resist. It’s the order of operations, kill the sniper, then move up, then the brute
Quickly turn to your left and get some cover behind the nearby rocks. Take out the grunts that wander through here then head to the left to find a BR. Swap your brute shot for this and then jump on the rock on your left and use it to take out a few shields and grunts. Use this rock as your vantage point, it also creates a dimensional rip that distorts images
Allow the Arbiter to take out the next group of enemies, he can handle himself here.
End Encounter
Head through the cave full of red flares and drop down to have Cortana talk to you. Continue through the cave and exit to the left to find some BR ammo under a tree. Here’s the BR ammo, say hi to the marine too
Encounter: Storm the Beaches
Start by dropping down and then assassinating the gold brute on your right and a couple of the nearby grunts before quickly ducking into the nearby house. Use this house as cover, also try to look out the window
Take out your carbine and use it to kill the 3 snipers along the rocks near the river as they fire on the pelican. These 3 have beam rifles so make it a priority to kill them, 2 can be found above/in the tree and the other is near the trunk. The location of the 3 snipers, kill them in any order
A specter will fly over the river in pursuit of Johnson so stay under cover while that flies past. After it leaves get out of cover and follow the Arbiter. A brute and a couple of grunts will attack you when you come up close to a building identical to the previous one you were in, let the Arbiter handle these guys with his sword. Arbiter is more suited for this kinda stuff
Take out your BR and look up to the path on your left and kill any enemies up there. Head to up to the end of the path and look to the right, there are 3 snipers here armed with carbines. The location of the 3 snipers
Use the rock as cover and take these out 1 at a time. Your cover for now
Hold this position and take out any grunts that come near. Wait for the Arbiter to lead you forward before continuing. The next area has a few brutes so drop your carbine for now in favor of the plasma pistol. Use this “newb combo” to take out a few brutes before moving on. Around the corner you will find 2 brutes standing on a rock, use the newb combo on them too making sure to stay behind cover to avoid the sniper, then head back for your carbine. Next take out the sniper armed with a beam rifle around the corner in the tree. Take out the brute while avoiding the fire of the sniper, then remove the sniper
The next area has a ton of snipers all armed with carbines (except one.) Take them out in this order
1. The first one behind the tree directly in front of you
Jump up and to the left
2. Off to the left along the path
3. To the left on a small rock platform (this is the one with the sniper)
4. Slightly right of where you are looking behind/on a tree
5. Slightly more right on/behind another tree
Move back a little bit for this next one
6. Up in a tree above the first one you killed
Move to where you were previously and forward slightly
7. On a small rock ledge above you
The rest are easily spotted along the path. The location of all the snipers and the order to kill them in
End Encounter
The fighting doesn’t really stop but I just wanted to end the damn encounter.
Encounter: The Valley
Head forward and kill the sniper on the ledge, if you stand right where he was and make a small turn to the left you can spot another sniper. You won’t get another chance to kill this guy so take him out. Drop down and assassinate the brute and then kill his squad of grunts. The Arbiter will rush forward, you should stay back and use your carbine to kill anything you can. Stay under the bridge and don’t head out into the open just yet. Hold this position
After killing all the grunts across from you check the cliffs to see if there is anyone you can kill. There are 3 snipers in the surrounding area. 1 is in a tree almost on top of you, the 2nd is on a cliff on your right along the cliff side, the final is against the far wall to your right. After dispatching them head along the right side of the cliff and work your way up on top of the small hill grabbing a plasma pistol along the way. Use the high ground to take out the brute and his grunt squad. Move up on the hill and these guys are a piece of cake
Head down to the crashed pelican and grab the BR and sniper for now drop the sniper in favor of a plasma pistol. Use these to take out the brute across the bridge as well as his grunts then grab your sniper and make a mad dash across to the rock, use this as cover. Jump for best effect here
Allow the Arbiter to get across and start absorbing some fire from the 3 brutes and their grunts, use this opportunity to stick at least one and then follow that up with BR fire. Allow the Arbiter to finish any others while you sit back.
End Encounter
Head forward and through the cave, watch a cut scene and now you need to save Johnson. This fight is similar to the one in the forest in the manner that it is a mainly sniper fight. Kill the enemies in this order
Start off by heading to the end of the ledge, not too far though, stay before the right turn
1. Kill the sniper on the building to your right
2. Kill the sniper on the building ledge to your left
Move slightly closer to the edge
3. Kill the sniper below you on the building with your BR
Move back again
4. Kill the blue brute on the dam in front of you (either is fine)
Move slightly closer
5. Kill any grunts below you with your BR until 6 appears
Move back again
6. Kill the gold grunt below you with the sniper, if you haven’t yet finish off any 5’s left
Head around the cliff side ledge your on to the other side right before the drop off (chances are the Arbiter is here too)
7. Kill the sniper on top of the building Johnson is in
8. Kill any more grunts you can see from here
Head back to your previous spot
9. Kill any shields or grunts you can see
10. Using your sniper kill the hammer brute standing below you
Drop down and head into the building below the dam (the lower door) while avoiding the blue brutes fire
11. Stick the blue brute behind the generator
12. Kill any grunts that drop down
13. If the Arbiter hasn’t, kill the blue brute above you via stick
Move slightly down into the corridor so you can peek around outside with your sniper
14. A gold brute dropped out of the specter
Head back to right outside the half blown up building where you dropped down
15. Use your sniper or BR to clear any grunts or shields nearby Johnson’s location, go ahead and waste any sniper ammo here Here is a gif of the above order of events
Switch the sniper for the hammer and move below the dam to reach Johnson. Killing anyone in your way. Once you reach Johnson hide behind the building and avoid any fire until the Pelican arrives to take you away.
Crow’s Nest
Alright the mission starts, head downstairs and grab some guns, you have a choice of pistols, smgs, assault rifles, and battle rifles. I recommend assault and battle rifles.
Continue through the corridors, there will be no fighting and you will get some short dialogue up until you open a door to see some of your fellow marines in a warthog get destroyed by a sticky grenade.
Encounter: Hallways
Start at the door with your battle rifle, aim for the head as most enemies here are grunts, quickly toss a frag down the hall into the group of grunts to take most of them out, be aware that the forklifts will explode too. If your frag was good most enemies left in this hall will be shielded enemies, use your battle rifle to shoot their exposed hands or feet to cause them to recoil, them shoot them in the head or torso. Allow your marines to move forward while you cover them with your BR. Move up once the shielded enemies are clear.
A brute will come out of the following door with about 5 grunts, sticking the brute will end this quickly. If you missed or were too slow use the cover and your AR to drop these guys quickly.
Head through the door and watch your left for a lone grunt. Kill this grunt first, he carries 2 grenades and an ugly stick
Retreat back through the door and start working on the next group of 5 snipers and 5 grunts. Brandish your BR and simply shoot the snipers in the head while dodging in and out of the door. A frag will also drop these enemies quickly. This just screams “frag us” to me
The snipers have carbines so don’t worry about them killing you too much. Grab a carbine as you pass by.
Encounter End
Checkpoint
Encounter: Hanger
Start on whichever side you see fit, both have 3 grunts and a shield. Take them out and then detach a turret and prepare for waves of enemies. Hide from the specter’s fire until it leaves. It drops 6 grunts, 1 gold brute, 2 shields, and 1 blue brute. Drops your turret for now and take out the carbine and kill the enemies as they come forward. They have little cover and medium range weapons, if they reach the stairs pick the turret up and start drilling them with it. The gold has a bubble shield. Another specter comes and drops off a similar group of enemies except with a different type of brute to replace the gold and another blue. Employ the same tactics as before and retreat upstairs if necessary. Last wave, same as before except fewer brutes and more grunts.
Encounter End
A pelican flies down and drops some marines; you need to return to the start again now, a way point will lead you where you need to go. Grab your BR if it’s still there on your way out. As you get to the waypoint drones attack.
Encounter: Drone Swarm
30ish drones are located here; they generally stick to the far wall. The first one grabs the marine who talks to you, save him if you can and head through the left door. Get near the turret but don’t get on it. Grab a BR from the wall behind you and us the large rock as protection. Use this cover, notice that they can’t hit me
Shoot the drones on the wall and get the ones on the left side first. Once there are only a few left you may go Rambo and use the turret if you so please.
Encounter End
Alright, a bomb is set up and you need to go kill some brutes who have taken the barracks. Follow Johnson to a door and then trade your AR for the shotgun with the marine on the right by the door. Head through the door and the next door that follows.
Encounter Start: Barrack Brutes
There are two good ways to conquer this encounter and I will outline them here. The first works better for me but both got me by.
There are 8 brutes at the start, 3 are specialists, 4 are blue, and 1 has a gravity hammer. The gravity hammer won’t attack you unless you attack him or until you kill everyone else. Now onto the strategies.
Method 1
Run in and grab a gravity lift, drop it, and head up to the right side of the second floor. You will find shotguns, ARs, grenades and a dead marine up here. Grab more ammo for your shotgun and if the brutes haven’t spotted you yet hit them with a grenade or some BR. Hide behind the corner and wait for brutes to come though the doorways, there are 2 ways in but most will just stick to the closer one. Stand here and wait for these morons to pile through
Using a shotgun melee combo will kill most of these guys. If they stop coming use your BR to kill/draw them out, as long as you don’t anger the main guy you should be fine. After killing these guys 4 more blue brutes will come out, half have carbines and the other 2 have spikers. Kill them as you would.
Method 2
Hide behind the cover at the beginning of the level and sit tight while firing your BR at the various brutes sitting there waiting to die. This cover is actually some of the best as you can hit your enemies while not exposing enough of your body for them to hit. An example of good cover, I was unharmed
The brutes will inevitably get in close so get to one side of the cover. Odds are they come through and you drop them with your shotgun or they stand on one side and eventually return because they couldn’t find you. If there is a brute at moderate range suppressing you your best bet is to toss a grenade his way and follow that up with some BR on him as he dives away. The brutes also have regenerators and deployable cover, which they use frequently. I find it best to simply stop shooting when they do use these. If you need more ammo there is an ammo crate on your right. When the 2nd wave comes 2 have carbines, these can be troubling since they actually can hit you sometimes. Nothing impossible, just annoyingly hard. I used the grav lift to move this truck bed up here, it proved effective
Both lead to the “boss”
Here is your first encounter with a gravity hammer wielding brute, these guys are incredibly tough and can kill you in one shot, using your shotgun is ill advised here. Start by hitting him with your BR and grab a spiker or 2 if possible. Jump down (or stay down) to the lower level and grab a grav lift, wait for the brute to come down before heading back up with it. Mr. Grav Hammer isn’t smart enough to use the grav lift so he runs around to the front to come back to you. This gives you lots of time to shoot him, if he gets too close then whip out the spiker and start hitting him with that. He should die eventually Keep away from getting this close
End Encounter
Alright then, head through the door near where the brutes started and fall down the hole, Cortana talks to you then continue down the hallway and drop to the fan thing below and meet up with the Arbiter. Watch him kill 2 drones then continue through the doorway.
Encounter: Vents
The encounter starts with 3 brutes torturing a marine, stick the one on the left, beat down the middle one, assassinate the one on the right; in that order. Order of operations
Peek around the corner and take out the shield with your BR before heading to the ladder behind you and climbing up. Head into the room and peek around the corner to take another shield out before ascending into the vents via the ladder in the middle. Head to the end of the ventilation tunnel and drop down behind brute lines. If you did it fast enough you should find 3 brutes, stick one and they all die. Scramble up this thing, enemies can easily shoot at you
The Arbiter has probably killed all the other brutes by now so jump across to the next platform and head into the vents. Shoot people from inside the vents and stick them if you can. The only thing to watch out for here is the brute with a plasma turret. Drop behind the brutes again and allow you 5 new marine buddies and the Arbiter to finish everyone off while you support with BR fire.
Encounter End
Head into the next room and get inside the elevator. The elevator is a bit of a tight squeeze
Let your squad get in too before starting it. At the top of the elevator you see a pelican surrounded by brutes.
Encounter Start: Boosty Brutes
Alright then, you have 6 other able-bodied people who can pretty much do this encounter without you. At the start the pelican will kill 2 and weaken the other jet-brutes who are there. Simply sit at the back and watch them kill all the jet-brutes while killing the occasional one who falls below them and simply tries to throw grenades. Sit back here and take out the ones who fall below
There are about 22 jet-brutes but they pose little to no threat to you as long as you stay at the back. This encounter pretty much requires you to keep you ass out of trouble.
End Encounter
Johnson says some stuff and complains about how hard it is for him, you’re asked to cover his ass, do his job, and arm a bomb. Cortana says some stuff to you and then afterwards you head through a door.
Encounter: Operation Bomb
Start by killing the lone grunt manning the turret and then detach it and continue forward killing the 3 shields along the way. At the end of this turn is a grunt on another turret. Drop the turret and kill the grunt with your BR. Stay at the corner behind the boxes, it’s your only cover at this point so stay low to avoid the next 2 turrets. Use your turret to mow down anyone who comes past the barricade of crap until no one is left. Head up to the next crate in the middle of this hallway and take out the 2 turrets with frags or your BR. The next room has a plethora of grunts, 2 turrets on each side, and 2 snipers on the metal grating in the back. Take out the snipers first, then the grunts, then the turrets and use the boxes at the end of the hallway as cover. The 2 snipers are located on the metal grating above
Grab another turret and then get a checkpoint as you open the door further up.
A few things to note in this room
-the green shelf thing; you can see through it but bullets can only pass between where there are very small openings. In short, the best cover available
-the gold brute here has a fuel rod cannon, use your BR and shoot between the 2 green shelf things to hit him without allowing him to hurt you
-the turret in the back; it won’t even try to shoot at you as long as you stay at the back green shelf but be aware of it before approaching the bomb
Run up to the green shelf and then use your turret to kill any unsuspecting brute of your choice. Unfortunatly for this brute he wasn;t Ben Stiller so his look “magnum” was ineffective at stopping bullets
Get behind the green shelf and pick your targets, save the gold brute and turret for last and allow the 4 grunts to come to you. Other than that the only other target in this is the one other brute. The fuel rod is the only trouble but as long as you shoot through the shelves you should be safe.
End Encounter
Disarm the bomb and then start heading for the mythical elevator in the hanger. Head back the way you started out in the begging of the level.
Encounter: Elevator Sprint
This encounter is fairly simple due to the enemies running away from you and being grunts. You’ll find 4 grunts as you get to the bottom of the stairs and a few more as you get to the drone room. The only threat in this room is the 2 snipers with carbines located at the right side but naturally they drop like flies. The next room has an ass load of grunts and drones but they all run away so you can simply avoid them or slaughter them for fun, you choose. There are enemies here, lots of enemies
Once you reach the hanger a waypoint will appear where the elevator is, there will be a few enemies that actually fight; you can kill them or run past them. Get to the elevator and hit the button as the world explodes.
End Encounter
Cortana mocks you as your controller shakes violently…
End Level
Tsavo Highway
As the mission starts head out the door and jump in a warthog. Get someone in the back and head out the door an ally is so kind to open for you. Head along the path and get ready to splatter some people.
Encounter: DRIVE GODDAMN
The basic idea of this encounter is to not stop driving. Period. Your turret will kill some people and give you basic cover but your job is to keep moving. Start off by plowing through 5 enemies. Head forward and find some more enemies who are fleeing in terror, do with them as you please. Keep heading forward and around a bend to find 2 snipers, avoid them and take the left path. Head to the right at the fork and plow past the grunt blockade. Past that is a specter and some powerful turrets, speed through here or risk imminent death from gun fire. Head around the bend and you will find 2 brute choppers and 2 turrets. Drive up to the top of the hill by the blown up bridge and kill the choppers, then kill the nearby turret on the hill. After finishing the turret off head along the road to find another turret to take down and a brute or two. Bump the blue shield with the warthog and retreat back behind the grav lift to protect yourself from incoming drones. Jump out of your car and walk through the barrier and then hit it to destroy it.
End Encounter
Head along the road and listen to the prophet if you want. Eventually the bridge will be broken and you need to exit you vehicle and walk across it. Keep on past the bridge and meet up with some enemies.
Encounter: Voi Ahoy!
Start off by busting out the old BR and getting those grunts down, wait for the brute to drop a shield before rushing up to introduce your shotgun to his face. You now have a hefty squad of 4 or 5 people. There are 2 options for what to do here; I prefer the first but both have worked for me.
Method 1
Get to the bridge behind you and get on top of it, grab the sniper rifle and begin picking off the brutes, try to keep your people alive but conserving your ammo takes priority to them. The bridge, get on it via the ramp on the left
Aim for the head if they have no helmet and the torso if they do, both will take 2 shots if they have armor and they will take 1 shot with no armor.
The first group of enemies in the area is comprised of 10 grunts, 1 gold brute with fuel rod cannon, and 4 blue brutes. Snipe the blue brutes first and let you allies get the grunts. After you start attacking the blue brutes 3 jet-brutes will come in, these guys can get to you but for the most part simply ignore them and let your allies take care of them. Eventually a specter will come and drop off more brutes, the specter is literally filled with brutes, if you and your marines don’t have control of the area yet expect this encounter to be immensely difficult. If possible snipe brutes before they jump out and hit each one only until its armor comes off to save ammo. Chances are you are or already have run out of ammo with the sniper. Grab the grav lift and set it up by the cliff and then run along the mountain to a small base where you can find more sniper ammo. Where to put the grav lift Where to find the sniper which of course… Comes at a heavy cost
As soon as you grab it head back to the bridge ASAP or aid your marines. The bridge is recommended since the small base is a major choke point and you have very little place to run when surrounded by brutes. Eventually 4 more jet-brutes will come, these guys will come on top of you so be ready to switch to a close range weapon, grenade them, or melee. After another fully stocked specter will stop by and drop another billion brutes. There’s 2 sides to each of these bad boys
If you are out of sniper ammo then grab a battle rifle or carbine and do your best in a full assault. There are 3 drops ships in all.
Method 2
Stick close to your marines as they rush in along the road, be aggressive and try to keep the brute population low before a drop ship can put 20 brutes on you. Start by killing any grunts with your BR before tackling the brutes. Your main form of cover
When specters do come lob grenades up into them to take a few brutes out before they can drop. Use the tunnels as your main source of cover and remember where the drop ships land, it is important to your success to be able to keep the brutes contained. The survival of your allies is important as well; they provide excellent damage to the brutes and do a great job of keeping them suppressed. If possible grab some dual-wieldable weapons, these do a great job at killing people who are without cover. As long as you stick to the correct cover, keep your people alive, and kill them fast enough. This should be possible.
Both methods lead up to the wraith fight. The tactic here is to use a battle rifle to kill the brute in the turret. Follow that up by rushing the wraith and meleeing it enough to kill the driver but not the car (4 times.) How to rush at the Wraith
Unfortunately if there are still many brute surrounding the wraith this complicates matters to the point of insanity. If you still have (or haven’t used) the sniper yet go grab it and head back to the bridge. Here you can easily take out enemies with 1 bullet while easily avoiding wraith fire. Where to snipe from
Simply aim for whatever brute is currently manning the turret in the wraith, they don’t move and if you shoot them in the direct center of the face they will die in 1 bullet. Then duck behind the bridge and the wraith stops firing and sits still again, rinse and repeat. Where you should hide at, the wraith won’t notice you or shoot
If you have no sniper grab a BR or carbine and head to the nearby cylinder shaped building, the wraith and other enemies have a tendency to shoot the building when aiming for you if you stand far back enough while still letting you shoot them between the two buildings. Good cover, allows you to shoot and blocks all enemy fire
Take out the brutes as best you can and then work on the wraith.
End Encounter
A pelican will come in to drop a warthog and some marines to drive it. Jump in the wraith and start down the dirt path.
Encounter: Vehicular Manslaughter
Start off by hitting the floating platform with the wraith then following that up by destroying the 4 choppers. Allow these guys to come to you and stay behind the rocks. Any further and you can be shot at by snipers or turrets. After downing the choppers destroy the platform on the left and then the turrets near the road further ahead. Head around the bend and destroy the brute choppers before the brutes can get to them. Allow one of the marines to get in your wraith turret then get the others to the warthog. Drive along the remnants of the highway and get some EXTREME AIR off the jump and stay here. Extreme Unextreme
Allow the brute choppers to come to you and destroy them as they do. Eventually the choppers will stop, head down the right path and kill the wraith then hold position and fight off 2 more choppers. Look on the mountain to your left as you continue forward to see a turret, kill it then continue around and then up the hill. Fight another wraith; stay far away enough that you won’t get shot by the turret and that you can dodge the wraith’s fire.
End Encounter
Johnson tells you to press through the blockade and so you do.
Encounter: Brute Blockade
Start off by shooting the brutes inside the blockade before you even start to try to press through it. After you kill them head around the bend and take out the turret on the left first. Then hold your ground behind the destroyed pelican while simultaneously killing the brutes scattered about. This should be a cakewalk compared to everything else, there are about 10 brutes, take em’ out then destroy the shield and finish the level.
End Encounter
A pelican lands and you do some talking; now it’s up to you to save the world again!
End Level
The Storm
Alright the level starts and you head forward in a warthog, as you stop head up the ramp and hit the button to open the door. The warthog will follow behind you and wait for you to open the next door. Head upstairs and get ready to begin the encounter.
Encounter: Warthog Escort
Hit the nearby green button above the door and watch the hog clear the room out. Where to find the button
Next hit the button by the door the warthog stops at. The following room has a ton of enemies; you need to protect your warthog from sticky grenades thrown by the grunts. Open the door then head around to the side area and shoot any grunts with your BR and use frag grenades when they bunch up. Use the side corridor to flank them
The warthog will kill most enemies; it’s up to you to protect it. If the warthog dies don’t worry about it too much if you can clear the rest easily, if it dies early on think about reverting.
End Encounter
Head up to the next door and hit the button and jump in the ghost. Get ready to battle these guys.
Encounter: AA Batteries
Speed your ghost down the left and splatter the 3 retreating enemies. Circle around and kill all the enemies dropped by the specter with your ghost before heading into the base they were dropped in. Get in the building and grab a battle rifle down below and a sniper on the top. Pick up the missile pod on the roof and jump off. Strafe back and forward to avoid wraith fire and shoot 4 shots at him to kill him. Then focus your attention to the ghosts, there are 4 in all. If you kept the warthog alive it will keep the bridge covered and kill the first 2 most likely. Your ‘hog can take out these ghosts easily
Each ghost will take 2 missiles so there should be just enough ammo in the pod to take down the wraith and ghosts. Hop in your ghost and stay on the bridge while firing at the AA wraith (the warthog will help here if you kept it alive.) Use this position to kill the AA wraith
After killing the wraith look down at the first wraith and use your sniper to kill the turret.
End Encounter
Head over to the next room by the first wraith to continue.
Encounter: Turret Fight
If you still have the warthog park it outside where the wraith was, if you don’t then whatever, doesn’t really matter at this point. Park your warthog here to avoid letting it die
There will be a few brutes and a ton of grunts in this room, they are centered in the room up the stairs to your left and there is a turret on your right suppressing them. Be careful when entering the room with the brutes from the stairs, a brute is waiting for you with a plasma turret. If you enter from the door on the left though you can easily stick the brute with the turret without him noticing you making this a hell of a lot easier. Also if you’ve still got the sniper use that, it is extremely effective here. The ground won’t stop your bullets
Don’t bother trying to use a wraith or ghost at this part, there are a few brutes who carry power drainers that can easily destroy you. The power drainer will decimate your car
Afterwards head along the path through the now open door and activate the door, be quick about it or drones will hunt you down.
End Encounter
Head along the path and listen to Cortana, jump in the empty mongoose and head out the door and into the battle field.
Encounter: Companion Missile Pod
Start off by driving down to the lower area and then heading over to the missile pod turret located on the rim of the level by the structures. These missile pods have infinite ammo and are incredibly deadly at long range, stay on these things and focus on anything that moves. Spoiler: He doesn’t live
They do have a weakness; they can’t hit anyone who gets too close so park your mongoose nearby, if it still has the rocket marine in it then he will cover your ass and sit tight while you kill everything. Stick your marine close
If you start getting hit then get off the turret and retreat to the nearby alcove. Nothing can hurt you here.
Note: If the next chapter starts and you are still on the missile pod you WILL NOT get a checkpoint. It is recommended to get off the pod as Johnson warns you of the Scarabs approach until the chapter starts.
Eventually Johnson will warn you of an incoming threat and the scarab will appear, stick to the missile pod. Shoot as it passes over you to get a few hits on the brutes, the missile pod doesn’t need to be locked on to shoot. If you stay on the gun as the scarab walks over you the grunt on the back may get on the turret and shoot at you, get to the alcove if this happens. Now then, the only time you need to retreat from the scarab’s fire is when the giant turret on its back shoots at you, if it even looks at you get to the alcove and it will give up its attack and you can go back to the missile pod. The goggles! They do nothing
The scarab gun itself is no threat at all, simply ignore it. Ignore it, it won’t even hurt you
The main target to focus on is the blue light on its back, hitting this will kill the scarab fast, very fast. Hit the glowing blue thing
Your turret will even lock-on to it making your job that much easier. After making it drop jump into the nearby warthog, jump in the scarab, and grab the turret. Use the turret to work your way to the core of the scarab and destroy it.
I was also able to get a few lucky shots on the core a few times with the missile pod as the scarab walked over me before the fight really even started, this ended the fight almost instantaneously with the scarab blowing up on my missile pod before it could even fall to its knees (or I could get away for that matter.)
End Encounter
Some pelicans come and you need to kill the last AA gun. The Arbiter will join you for this part which makes thing easier.
Encounter: Factory
Grab a BR on your way through the medical facility and if you find a shotgun from the weapon holder when you start fighting. The first people in your way are 3 brutes, take cover by the sandbags on your right and nail them with the BR. Here’s your cover for now
Head up the cat walks and jump to the right side of the large blue containers and flank these next 3 brutes with your shotgun. Sneak attack
You have a ton of allies at this point so push through the next few brutes easily. The next bit of fighting is comprised of 2 hunters and many more enemies behind them, chances are your allies will die.
There are 2 ways to kill these guys.
Method 1
Grab a plasma rifle lying around on the ground. Stand behind the large doorway and strafe to avoid their gunfire, any covenant weapon is effective against a hunter and their lasers are easy enough to dodge as long as you keep moving, don’t waste your time with cover and stay out of melee range. If you run out of ammo bust out the good ol’ BR and take these fools down. Aim for their exposed organs on their necks or backs if possible. Strafe around here and the hunters will drop
Method 2
Head through the door on the left and crouch a little back from the window where the sniper is, the hunters tend to stay right below where you are so jump and fire your shotgun or BR while in mid-air. Start with the shotgun first. If done correctly the hunters will both be dead before you are out of ammo with the shotgun but avoid running below 1 clip; you need ammo for a little later. I can still shoot
Around the corner after the hunters are some brutes, one of which has a hammer and 3 grunts, some shields come too. Start by heading to the sniper room and taking out the non hammer brutes. Then use the BR to get the grunts and shields. Then head outside when the only enemy left is the hammer-brute. He will charge at you so quickly get on top of the nearby SINOVIET crate, he won’t attack you while you stand up here. The brute doesn’t understand the complexities of looking up
Wait for him to get right next to it then stand on the edge and hit him with the shotgun. He has invincibility so if he starts to glow just stop shooting and wait for it to wear off then continue your barrage.
End Encounter
Head along and you can see your target the AA gun. You need to get up the mountain and destroy it, naturally there is a fight waiting for you.
Encounter: SHOOP DA WHOOP
Naturally since there is a turret in front of you get on it and shoot at the brutes and grunts on the hill. The turret is fairly accurate and powerful so make good use of it. When no more brutes are visible on the hill detach the turret and head upwards killing any resistance. You need to kill the giant gun by shooting the colored ball that drops out of it after every shot it fires. At the top of the hill is a plasma turret, detach it after killing all nearby enemies with the turret you have. Head along the dirt path and get to the vantage point near a small hill. The balls are inert
Here you can safely shoot the ball without risking getting shot by the nearby brute unless they come up the hill. Try sticking the ball if it isn’t going down fast enough and use your BR. Be sure to try and shoot the blue/red portion. Not the brownish color. After you kill the AA turret the encounter ends and you watch a ship crash. Fox, do a barrel roll!
Encounter End
Level End
Floodgate
The level starts and you need to destroy the covenant to stop the infection. Start by heading into the city and following the road, a few flood will jump over you, don’t worry about these guys. At the right turn look on your right and drop your AR for a shotgun before continuing. You can find the shotgun here
Encounter: Dead Rising
There are many flood so it is pointless to kill them all, just keep running through this encounter. Head over to the marine barricade in front of you and grab some more shotgun ammo before continuing quickly through the nearby door to your left. Here a marine is eaten by the parasite, ignore him and run past quickly. Head through the left door and keep running through this portion, shoot any flood in your direct path but avoid them otherwise if possible, none of these flood have guns yet. Here’s the flood that couldn’t catch you
Head into the next room and Cortana talks to you. Continue through and grab more BR ammo on your way. In the next room are a few flood around the corner, lob a frag around the corner to take them out quickly before continuing.
End Encounter This guy won’t kill himself, if I had a nickel for every time I killed him though…
The Arbiter joins up with you as you go through the hallway. The shadow of intent shows up and a waypoint appears on your screen.
Encounter: Flood Fight
Some covenant land but are quickly killed by flood, take out your BR and kill these flood before continuing downward. Once you can drop your shotgun for a sword and head to the waypoint where a few flood will jump from the cliff. The flood here have guns so watch out and kill these 3 mid-jump with the BR. Face the ramp on your right and head to the nearby rock in the middle of the path. THIS rock, wasn’t my description of the rock good enough?
More flood will jump from the cliff so stay on the opposite side of the rock so they can’t shoot you easily and sword them when they get close. Enemies will come from the ramp, as long at the Arbiter stays in front of you, you are safe. Kill these guys with your BR and finish off any other flood in this area. Head up the ramp and kill the flood with your BR, there are a few of them here so use the giant truck as cover and kill any that get close with the sword. Sit back here and pick these guys off
The next room has flood that will come down as you get near the center of it so drop your BR for some dual wieldable weapons before continuing. Head to the middle of the next room and retreat backwards when you activate them shooting as you move, these guys have no guns so you should be fine. There are more flood on the second floor so head to the left side and up the steel grating. Use your dual weapons to take these ones down before continuing. After they are dead head through the door on the second floor.
End Encounter
Head across the garage and find out you need to save Cortana now. Get ready for more fighting.
Encounter: Shadow of a Doubt
Here the Shadow of Intent will actually drop useful covenant allies to help you. Grab the flamethrower first which can be found to the right of the big door in a circular room. Where to find the flamethrower
Use this to torch the nearby flood outside using the crates as cover and getting them as they go by and moving up when possible. Where to use the flamethrower
Once you get all the flood killed here drop the flamethrower and switch you non-sword weapon for the battle rifle from the dead marine. Thanks for the BR, here's a flamethrower
Use the rock below the ramp or the large container as your vantage point to take down the spiker high up on the tower with your BR. Use this position to kill the spiker
After dropping that bad boy head back and grab the flamethrower to kill all the flood below where the spiker was. After flaming them all continue on and drop down below to the blown up spaceship thing, take out your sword and fight your way inside the ship. You will find more BR ammo near the gravity hammer before the ship.
End Encounter
Once inside the ship head through as the fighting is over for now. Gravemind talks to you some and eventually you reach Cortana. Dropping a deployable cover here leads to an interesting cut scene
The Ark
Start off by sitting in a pelican, when able get out and head around the path until you get to a circular structure.
Encounter: Sniper Starter
Start off by assassinating the 3 grunts near the wall then head to the top of the hill behind you. From here there are 3 brutes you can kill, use your sniper to take these brutes out and your BR on the grunts while simultaneously watching your right side, brutes may try to sneak up to you. After killing these 3 brutes 3 more come so be prepared to take them out too. There is more sniper ammo at the top of this hill if you need it. Also I found the rock near the bottom of the right side of the hill to be the most effective form of cover.
Through the cavern you will find a sniper on the covenant structure in front of you, use your BR to drop him then focus your attention on the enemies storming out of the specter. Use your BR to get the grunts quickly then whip out the sniper and try and stop the brutes as they advance. Usually they will come up the hill and attack your right side; your marines will slow them down but don’t expect any miracles. After you kill them some hunters will join the fray, grab any close range weapon you can (such as an assault rifle or any DW weapons) as quickly as possible and head either to the end of the circle and lure the hunters below you Sit up here
or to the nearby sides where the hunters won’t be able to get close enough to you but still try to melee. Stand over here
As always with hunters, aim for the neck/back and stick them for good damage. Further up the hill past where the hunters dropped you will find a squad of grunts being led by a lone brute. Use your BR on the grunts and sniper on the brute. The grunts offer a very large party to you
End Encounter
Continue up the hill and through a building. You will get out of the building in time to see a pelican fly over you and meet up with some marines.
Encounter: Sand People
Start off by heading behind the first rock in front of you and using your BR to kill any grunt. Any enemies will immediately begin to charge you and will appear where the fork is. Kill them with the BR as they approach and stick any brutes as they jump up. Afterwards head around the bend and hide behind the rock near the tree when the 2 prowlers come. Use this position for the sniping
Use your sniper to kill the drivers if possible and then drain the rest of your ammo into the other brutes. Drive a prowler and try to get 1 of your marines to man the turret while the other 2 drive/gun with the other. Drop down the small ledge and take out the 3 choppers and the ghost, just try to stay behind the choppers, since you have more firepower you should be fine. Watch out for the brute on the nearby rock, it carries a brute shot which can destroy your prowler quickly if not avoided. Head past the rocks and you will come to a small grunt blockade, to take this out just rush at it and try to get behind the turrets line of fire, afterwards continue on your way.
Drop off the ledge and make a sharp right, there are 2 ghosts here. Head to the nearby rock, the ghosts take cover there, as they come out your turret will kill them, after killing the first it is safe to rush at the 2nd. The ghost will just sit there
Drive around the corner and up the hill, here there are 2 ghosts a few shields and a fuel rod cannon. Park your car slightly below the ghosts level so that they just shoot at the dirt trying to get the MC while your turret is still able to kill them. Put the prowler here and the ghost won’t hurt you
After taking the ghosts out drive up and start doing doughnuts around the rock until you get the fuel rod cannon. Go for the splatter
After taking him out get into a brute chopper that can be found near the fuel rod. Allow your marine(s) to take ghosts while you do this next part as distractions. Head forward but stop inside the cave while in the brute chopper, use this position to kill the wraith, turret, and grunt turret without risking getting killed by the wraith shots. He can’t get you
Kill any brutes that run across the sand bridge if possible. Head out of the cave and turn left to see a flying platform. Shoot this to knock it down and then continue forward and drop down to get to a safe position for taking out the incoming ghosts. Knocking these things off is always fun
After killing the ghosts head up the hill and take out the platform by shooting it of its lift like before. Stay behind the large rock formation and take out the 2 AA wraiths, for whatever reason the brutes won’t attack you. After finishing the wraiths turn around and grab a ghost. Use this to take out the remaining units in the alcove to your left. Watch out for any power drainers they may throw and the grunt with the fuel-rod cannon. Kill these guys to finish things up.
End Encounter
A giant ship flies in and drops off some tanks. Jump in one and get ready for some tank action.
Encounter: Tank It Up
Head back the way you came with the tank killing ghosts, hunters, and other random enemies. You should have no trouble getting through this part as long as you use the tanks range to your advantage. In a strange twist of irony the same vehicle that dropped him off also crushed him
Eventually you will come to where the ledge you dropped off with the prowler. Turn right here to see 2 wraiths being dropped off. Stay at the corner and take out the wraiths from here. Continue on around where the wraiths were and across the bridge, take out the turrets here and then exit the tank to head through the door. Hit the button to allow your vehicles to pass then head to your right and through the doors until you reach outside. Drop down as the ledge and then jump in a tank. Here there will be choppers, ghosts and wraiths. Take out the choppers quickly first and then shoot the first wraith from here. Head forward and you will fight a few ghosts, take these out then turn left to get the 2nd wraith, turn right after finishing this one off to get the 3rd and final wraith. Head down into the valley and shoot the scarabs knees until it falls. Then quickly run up and destroy it. Turn to your right and then take out a few enemies with the tank before continuing up on foot. Kill any enemies in your way and then get to the top.
End Encounter
343 opens up a door for you and you proceed through it.
Encounter: Sleepy Wasn’t a Dwarf
The first room has a few sleeping grunts, take them out and stick the brute that comes in to kill you afterwards. Grab his brute shot and head down the stairs the brute came out of and into a room that offers you 2 doors. Kill the grunt on the lower floor and head through the lower door. Kill any grunts with your brute shot and then head back to the previous room and through the top door. Use the high ground to kill a couple brutes in your way and then proceed through the door below you. Head down the ramp and through the door. There are 5 brutes in this room, take a quick right as you go through the door and kill the shield in your way. Take cover behind the pillars on the far side of the wall and use these to move forward and kill the brutes at the end of the hallway. Use this as cover
Once you kill these move to the other side of the room and through the door. After this room you will find a button hit it.
End Encounter
Watch the cut scene. It’s time to leave and you need to head down a level. Head back through the door you entered.
Encounter: Fight for Honor
Take out the brutes in here using a similar method as before. Head through the door on the right and down the ramp. Head along and listen to the brute taunt you, grab a mauler as you pass through and stop at the bottom of the stairs that go down. The brutes here are invisible so use your mauler/beat down combo and your radar to take them down. Head through the door at the end of the room when you think it’s safe. In this room you find a gold hammer-wielding brute surrounded by jet packs. Wait for the gold to taunt you then use your BR on his face. He should die before he finishes taunting. Grab the hammer (switch for mauler) and invincibility. Get to the stairs on the right side and hide under them with the hammer. Get under the one at the end of the row (closer to the waterfall thing.) Stay here and kill any brutes when they get close. Hide over here
Once most have died 2 snipers armed with carbines appear, take them down and the pelican will land.
End Encounter
End Level
The Covenant
Encounter: AA Wraith
Drop out of the pelican and take out your BR and shoot the grunts on your right first and then rush over behind the rock they were behind. Use this as a vantage point to take out the brute that is located on the rock most of the time. Then head back around on the other side of the rock and join up with your marines. Use this side of the rock to take out two turrets with your Spartan laser; the turrets are located on the cliff opposite you. Get to the rock where the brute was. Use this to kill the brutes past where the turrets were. Only use 1 shot, if you can kill 2 with it that’s awesome. I’m awesome
Afterwards head over past the small creek and use the large rock as cover. Take out the grunts first and then the 2nd brute with your BR. There is a gold brute with a fuel rod cannon further up the hill. Your Spartan laser should still have 1 shot left. Avoid the canons fire and laser him up. Don’t board the wraith; instead use the brute’s fuel rod to destroy it. Trying to board the wraith will sometimes result in death
End Encounter
Keyes drops a warthog, fill it with marines and head out.
Encounter: Like a Drum
Push your warthog down the path and at the fork head right, a banshee will chase you and try to bomb you. Head around this path
Keep moving and go ahead and sit behind the giant rock for your shields to recharge. The area past the rock has a turret and some grunts, rush past the blockade and continue up the valley. Park your warthog at the very end of the valley to protect it from wraith fire. Park it back here
Jump in a ghost and kite the nearby ghosts to the warthog who will promptly kill them. Remember that one ghost won’t be able to see you so go ahead and kill/screw around with it. After killing the ghosts head back to the ledge and take out the wraith from here. Take out the wraith
After killing the wraith take out the turret behind the tree. Then the turret
After that jump in the warthog and head down the path and around the waterfall, below the waterfall is a turret. Use the tree as cover for MC while your turret kills the grunt. Use the lone tree as cover
After killing him park your warthog near the turret and jump into the turret and kill all the enemies that come. Double turret power
There should be 2 prowlers and a ghost or 2. Jump into your warthog and park it near where the path starts to dip. Get out and get along the ledge and use grenades and your BR to take a few enemies out. A pelican will drop a shotgun, BR, AR and pistols. Grab the shotgun and get more ammo for your BR. Drive the warthog down the ramp a little and allow the turret to shoot at the turret/enemies a little bit until the brute drops a bubble shield. Use this position to flank them
When it does drive your warthog at full speed and ram the turret. The warthog will sometimes flip
This should kill the most of them; use the turret to finish any other enemies and your shotgun. Grab the cloaking on the left before heading through the door. Take out the shield and then head along the right and kill the grunts. Past the grunts are a few shields and snipers, easily taken care of by the BR. Use your invisibility if needed to kill the brute. Head through the door and shoot the plasma battery to make short work of any enemies in here. Plasma Batteries…
On the ledge above you are a few grunts, shields, and a brute. Shoot the plasma battery in the left corner to kill a few of them before killing the rest with a sticky or frag. Head past the elevator before going up and grab the power drainer if necessary and the carbine ammo if you’re running low on BR. Head to the elevator and hit the button to head up. There are 5 brutes up here, 2 will rush you quickly so use your shotgun to take them out as they get close. 2 will protect the hammer and the last is a hammer. The hammer won’t attack you unless you attack him and the guards have a regenerator but drop it near the start of the fight. Use your carbine to take out any enemies without cover and stick any enemies who get too close. After killing these 4 the hammer charges and usually blows his invincibility. Grab 2 spikers from the nearby weapons crate to the right of the bullet proof glass and head up by the elevator. With the high ground the hammer will usually try to throw grenade after grenade while you unload spiker into him. Sit up here
Once he’s dead hit the button at the front of the room.
End Encounter
Two towers deactivate but one doesn’t, guess who’s…Johnson’s. As always he needs you to cover for him so get ready to take down another tower. Head down the elevator and watch your marines kill a few grunts. Help them out if necessary. Jump in a mongoose and drive down to the beach where there is a hornet waiting for you.
Encounter: Operation: Cover Johnson’s Ass
Take out the AA wraith on the small island first, then stay near there and take out any banshee that comes near you. There are about 7 in this area but your other hornets/pelicans will most likely kill at least 2. After killing these banshees head twords the specter which will retreat around the island. Follow it and find 3 more banshees. Don’t head too far forward instead simply shoot at the banshees and draw them twords you 1 at a time. There are 3 wraiths in this next area. You can use your missiles to stay out of their range and still kill them. After killing the wraiths kill the 2 turrets near the tower and then any remaining brutes that are still around when you head twords the tower. Here the Arbiter joins you. Head inside the tower and brutes will storm out of the first door, stick these guys. Use a sticky
Head into the next room and you will encounter 2 hunters and a swarm of drones. There are 2 methods here.
Method 1
Stick with your covenant buddies. They will be able to take out the drones fairly easily and will be a good decoy for the hunters. Focus on 1 side of the drones first, you should be able to knock out 1 side before the hunters have a chance to beat you up. When the hunters reach you make sure to stick to either the back or to the side with the least drones. Try to make them focus on the covenant and use your shotgun on their back to remove them quickly. You can also jump on top of the purple boxes and then to a ledge higher up to get a good vantage point. Good example of effective cover
After the hunters are dead finish off the drones and head through the door on the opposite side of the room.
Or Method 2
Take out 1 side of the drones ASAP with your carbine. If you are fast enough you should be able to rush through to get to the door on the opposite side. Naturally the hunters will still chase you making the next part more rushed. Also as you board the elevator there will be many drones shooting you up. What you should expect to look like at the end of method 2
5 brutes will come from the opposite side of the room in a pack, use a grenade to stick them to finish this fight quickly. I missed with my stick so they just stuck each other for me
Head up the ramp and you will spot a few more brutes. This is a lot easier than it seems
This time use your shotgun and take them out 1 at a time. Due to the small quarters here they should pose little threat. Get to the elevator and take it up. The brutes here are invisible except for the one with the turret at the end of the hall. Use sticky grenades and the carbine to take these ones out. Use the ledge thing on the left side as cover and most will appear on the right side and stand there like idiots waiting to get killed. Use this position to take out most of the brutes
To kill the plasma turret grab some incendiary grenades that these brutes dropped. Work your way to the front of the room by using the alcove on the sides. The turret won’t move. Toss a grenade at his feet and he will most likely stand in it. It will take 2 to kill him. Nope he doesn’t move
Grab the turret and hit the switch.
End Encounter
Watch the scene and then get ready for the flood.
Encounter: Priorities
The flood land in these weird meatball things. Use the turret to mow them down and move to the elevator ASAP. Head down and fight off a few flood with your shotgun before moving outside. Keep moving until you get outside, here you will find a few vehicles. A tank, a gauss warthog, and a mongoose. Now then for this next part there are 2 ways. Method 1 is easier and simple. Method 2 is ridiculously hard but is a hell of a lot of fun.
Method 1
A pelican drops off a tank, guess what you’re using. Jump in and let a few marines on too before moving on. The first thing in your way is a small brute barricade. Shoot the tank in their general direction and they should fall. The only thing to worry about here is the power drainer one has. Head down the road and shoot the turret and then the flying platform. 2 ghosts will come around the corner where the turret was so take them out. Head through the right path and then take out the turret on the cliff, the platform, the prowlers, and the other turret. This stuff wants to kill you
Head along the road afterwards and take out 2 ghosts as they come. Around the next bend you will find a turret and a wraith. Advance and take out the turret before firing on the wraith. After killing those 2 take out the platform on your right and then continue. Here 2 hornets will land in front of you. Jump in the farther one and then take out enemies in this order.
-2 banshees on the right side
-2 ghosts below the citadel
-the scarab
-2 more banshees
-prowler below citadel
-2 ghosts below citadel
-the other scarab
Be quick about killing these since reinforcements will come, as time goes on. Also be aware that pelicans and hornets may kill some of these too. The tactics for killing the scarab are fairly simple, you can kill it the normal way Destroy the knee, shoot the back thing, hit the core
or you can kill it via hijack, land your plane then come back for the plane after destroying the core. The plane will usually fall off the scarab
After finishing the scarabs land your hornet and head to the citadel.
End Encounter
343 opens a bridge for you to cross into the citadel. Get inside and talk to some flood. Get ready for some fighting.
Encounter: Truth is a Lie!
Start off by killing the 2 grunts at the back with your carbines. These little guys have fuel rod cannons that will rip through your flood buddies like paper. The grunts in the back
Let your flood rush at the enemies while you give them support from behind with your carbine. Stay at the very back until the last one left is the grunt on the turret. Your flood will have a hard time reaching him and you’re too far away to be effective so move up and take him out.
The next room has 4 brutes on the ground 5 jet packs, 2 grunts in the back with canons, 2 guards for the hammer, and a hammer. Get the 2 cannons first, then drain any carbine ammo you have left into a brute. Grab 2 spikers from the holder on your left before continuing forward. There are a lot of brutes here so allow your flood to kill them while you sit in the back with your spikers killing any jets that stray near you. Use this position
Eventually it will get to the point where the only things left are the guards and the hammer. You’re flood can’t kill this so drop your spikers for now in favor of a brute shot or carbine and try to kill the guard or lure the hammer out. When the hammer chases you grab your spikers again and try to keep your distance. The Brutes
Remember that there are obstacles that might block your retreat so be aware you might stop moving and be prepared to jump frequently. When the brutes are dead drop the spikers for a carbine again and continue on.
End Encounter
The next hall way has no enemies. Get to the end and activate the button to watch a cut scene.
Encounter: The Air Vent, Where No Flood Dare Tread!
2 flood jump down from where truth was, Arbiter kills them but now you need to escape. For this encounter simply run back the way you came. Keep your shotgun equipped while you run through this part and maintain a sprint throughout. Use the rooms as cover when you need your shields to recharge but otherwise simply keep moving. In the second room Cortana will talk to you and all flood before then will focus on the Arbiter. Eventually you reach an air vent at the end of the hallway. Jump in and finish the level.
End Encounter
End Level
Cortana
Alright before we start; this level is hellish. It combines the 3 most annoying aspects of Halo. Weird talking scenes, flood, and mazes. Also one thing to keep in mind when playing this level is to be in constant motion unless I say otherwise.
You start off in some weird orange place. Continue through until you come to a giant gaping hole, across the hole is a sword, grab it before continuing. It should be noted that this is the first covenant’s grave you rob
Encounter: Tunnels
Drop down and take out the nearby flood with your sword and then head through the nearby hole thing. Gravemind talks to you in the next room and then you drop through another hole and Cortana talks to you. Quickly head up the path and then to the right. Sprint up the windy path
Drop down and take a left into a strange tunnel, at the end of the tunnel is another hole, afterwards Gravemind talks to you. Continue heading through the tunnel and Gravemind talks to you again before you exit through a hole. In the next room are a few dead bodies and parasites, the parasites will infect the bodies so kill them as they get up. Head up the ramp and then down another hole, grab the carbine before you go down though. Around the bend
Down below you will find another sword. Wait before you pick this one up, you’re going to be clearing this room. Head over to the purple shield and whip out the sword, spiders will drop from above so keep an eye on your radar. Stay in this position until all flood except for the spikers are dead grab the needler from nearby. Use this as your main form of cover, watch your head
Run back and grab the other sword and then continue forward and using either needler or ‘nades to kill the spikers. Don’t forget to grab to cloaking on the purple platform before moving on. In the following room you will find a few flood you need to kill, it’s close quarters so you should have no trouble. Grab the flamethrower from the purple corridor on the right and then drop it by the sword holder. Use your needler to kill a couple of spikers and continue forward, feel free to use your cloak here to kill the spikers with your sword. Lots of spikers
Eventually you come to a small circular place with debris lying around, getting close to this room will spawn a lot of flood so get close enough to spawn them then hurry back to your flamethrower and hide with it in the nearby broken corridor. Find and use the flamethrower around here
Torch any flood that come near, there will be about 8. After that continue forward and finish off any remaining spikers with your needler. If your needler runs out grab a plasma rifle.
End Encounter
Continue forward and Gravemind talks to you.
Encounter: Rooms
This next area is very high and so there will be a few hard to kill spikers. Grab a carbine from the weapon holder in front of you and then head to the alcove on your right and brandish your sword. Use this alcove as your cover
After killing all the non-spiker flood head out and try to take any spikers you see with the carbine. Get to the alcove on the opposite side of the room below the ramp and take out a couple of enemies who come after you. After killing them head up the ramp, grab a cloaking, and stick to the perimeter, you will need to go to the middle and make a small jump to continue. Simply stick to the alcoves on the outside during your ascent and you should be fine. Eventually you come to the end of the alcoves and can see another hole. The hole is most likely guarded by spikers so use your carbine or grenades to take them out. After taking out the spikers head through the door and continue down the hallway.
End Encounter
Cortana will talk to you and then Gravemind will talk to you (you’re quite the sociable guy.)
Encounter: Polls
In this room you watch a poll get blown up and then fall. Stick to the perimeter and use your sword to kill any flood. Use the rooms in the perimeter as cover and then work your way across the sand bridge and head into the open room/door and find Cortana, but not before talking to Gravemind once and Cortana three times. The mystical sand bridge
Head back the way you came and Gravemind talks to you. You can find more swords and cloaks on your left if you need them. Grab those and then take out the spikers along the right side. Use the carbine to take out any flood in the center of the area here then run to the center and use the small purple structure as cover for yourself after pushing the button. Lob a frag in the direction of the flood at the end of the other bridge before working on the polls. Stick each one once, you should be able to do this without leaving cover. Are there any weaknesses? Nope, well there are these 3 polls…
Look at the opposite side of the bridge where the flood should be. Throw a few grenades down there and use your carbine to clear it a little before making a mad dash for the hallway behind it which you can drop down from.
End Encounter
After dropping down head to your right down the long room.
Encounter: Uncreative Encounter Name
Go up the ramp on the right side and continue until you emerge from the slightly sheltered area, turn to your left and look down the ramp and use your sword to kill any flood with guns before heading down to your right again. Make sure to take these guys out
Head along and take a right at the fork and work your way through the tunnel until you come to a purple structure. Get to the level above this one and then look to your left where the flood are coming from. Toss any grenades you have down there and then use your sword to clear the rest. Head through the hallway behind that one and hop into the purple doorway to find a way through. Continue along this passageway to find a larger room to drop down into. Drop down, head right and then head through the hole in the wall to find a familiar face. The Arbiter is armed with a flamethrower, allow him to kill a few flood while you hide in the alcove on the right. Continue on when ready and get in the pelican to finish this damned level. Escape!
Halo
This is a weird level, it’s split into 2 parts really. Ascent and escape.
Head along the cliff and drop down a ledge, watch a few flood hit the ground and then ready your bazooka.
Encounter: Tsunami!!
Take out the gravity hammer wielding flood with your AR and then drop the AR for the hammer and use it on the 2 groups of flood that drop nearby then move on along with the arbiter. Take out any flood you see while moving along slowly throughout the level. Use the small hills and structures as cover and take out any flood behind you when you reach the bend. Stick to using your hammer, you’re going to need the rocket for later. Before making the left turn look to your right and near where a flood pod landed you can find more rocket ammo. You can find the zooka around here
Head forward and use the same tactics as before. Use the hammer
Get to the end of the valley and hide behind the cliff. Use this as a vantage point to kill as many flood on the building as possible. Take cover way the hell back here
Toss any grenades you have into the group of flood and then focus on shooting your rockets into the middle of the group, you’re sure to run out of ammo here so don’t bother trying to save any rockets for later. Notice that they are bunched together
After you run out of ammo/kill them all move forward to the structure quickly using your gravity hammer to kill any flood that come close enough. Grab the flamethrower and then dispense any remaining flood. Before moving along the way, be sure to switch your hammer for a shotgun and your rocket for a carbine or BR.
Move forward and take out the 2 spiders that appear with your flamethrower. Torch those 2
Here you have 3 types of allies. The Arbiter, Johnson armed with a Spartan laser, and sentinels. Allow them to do most of the work while you chill under the stairs. Sit down here for cover
When you finish killing most of the flood here, proceed, 2 pods will drop. The closer flood has a shotgun and the further one has a BR. Johnson is extremely helpful here
Pick up the weapons and then proceed up the ramp and then jump back down and hide under the stairs. 6 or so flood will spawn behind you and above you and jump down to the ramp. Allow the Arbiter and Johnson to kill these guys before continuing. While moving along the 2nd level a couple of flood will drop, take these out with the flame thrower and then hide under the staircase and wait for the Arbiter to play catch-up. Since Johnson can’t help you here sentinels will
At the next part Johnson won’t be able to help you so allow the Arbiter to rush out while you give him cover with the BR. Use your shotgun to suppress anyone who comes close.
Leave the flame thrower there for now and run across to the ramp and head up and grab the auto-turret at the door. Hold on to it and then head back down the ramp. Head near the back of here near the staircase. Flood will jump up here from below so camp here for now and plant your auto-turret. Camp here The auto-turret doesn’t really do anything, it just looks cool
Use the flamethrower if you still have any ammo in it, otherwise use a shotgun or any DW weapons. Take cover here if need be
When flood stop coming head upstairs and wait for Johnson to show up and 343 will open the door. Head through the rooms and Gravemind talks to you. In the next room a cut scene triggers and 343 strikes down Johnson.
Here you need to kill 343, he should be fairly easy, start by getting against the back wall and avoid his slow moving laser until Johnson gives him a taste of the Spartan laser. Go grab the laser from Johnson and use it to shoot 343 3 times. His beam is relatively weak and slow moving so a simple strafe should avoid it. 3 shots should kill him and end this fight. My laser is bigger
End Encounter
Open the door head out and talk to the Arbiter. Get ready to finish the fight.
Encounter: Back to Your Roots
Head through the door and use your AR to kill the 3 flood out here and any parasites. Grab 2 plasma rifles and head out the door. Look up and kill the 2 sentinels, they no longer are your friends. Head up the small hill on your right after killing the sentinels and take care of 3 more flood. Take out your friends
Follow the twisty path and kill a total of 6 flood. Enter the building and run through, there are flood and sentinels fighting here but they will kill each other if you don’t piss them off. They don’t see you
In the next hallway are 5 carrier flood, simply run into one of the side alcoves and follow those to avoid these guys. Hallway of death
Head along the hallway and kill a few parasites and then jump into the driver seat of the warthog, Arbiter will take the turret. Now then, it’s time to finish the level a la Halo CE.
The last part of the game is to drive through an exploding level while at the same time avoiding explosions and falling to your death. The general tactic here is to keep driving, the middle is generally the safest when driving along the normal area, try to avoid hitting carrier flood when on the circular platforms,
and always take the left path when you go through the tunnels.
The middle isn’t very reliable.
Keep moving and listen to Cortana talk, eventually you will make a huge jump and land in Johnson’s frigate. This reminds me of the time that Fonzie jumped a shark
End Encounter
Watch the final cut scene, the credits, and then the hidden scene.
End Level
End Game
Damn dude, this is one long detailed guide. The pictures help alot. This is probably one of the best guides on the site because of the pictures and details.
Day-um. Honestly, this was so well done, I googled a few phrases to make sure it wasn't pirated off some site. I could see people paying $20 a pop for a .pdf of this online.
One thing that I will say (and seriously, this is the only thing I could find, I really wish I had this when I was doing Cortana solo) is that, unless you said it and I missed it, it's crucial, especially while going solo, to conserve sniper ammo on The Ark for when you first encounter the Wraiths. There is NOWHERE to go when dealing with short-range weapons or even vehicles, as the Brutes on the left, the Ghosts in the center, and the first Wraith to the right will pWnx0r your ass if you try to run to them without thinning them out first. Get the gunner on the Wraith, a few Brutes, the mounted turret on the left, and possibly a Ghost before running in.
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Completion Blog
And the future is certain, give us time to work it out.
Thanks for the positive feedback. I was thinking about writing a multiplayer guide after I finish this one but I'm not sure I'm good enough of a player to do so. Granted I just bullshit through most of my matchs while listining to Haddaway's only song "What is Love?" most of the time. Still though, you think you would read and use a multiplayer guide if I wrote one?
Ownage, but you can stick a gravity hammer on a chieftan.
Very very very helpful for me, i'm looking to do Legendary solo and the guide book that I payed £10 for is useless. Too much text not enough what to do.
This however is near-perfection.
To save time on The Covenant, there's a way you can boost yourself up there without actually using the elevator, then for some reason the Chieftan and stuff won't attack you, you have to roll a plasma battery to the Warthog which is on the elevator shaft but it's probaly quicker to just Laser the chieftan.
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Last edited by SplazarGod; 11-21-2007 at 07:33 PM.
Hay drno man ive writen a achievement guide on bungie.net i was wonder if i could link this guide to the Legendary achievement ?? in my guide if posable???