343 Guilty Spark (level)

From Halopedia, the Halo wiki

Template:Ratings

Help.png
This article does not meet the wiki's general standards and/or standards on layouts. You can help by cleaning this article.
Looking for 343 Guilty Spark, the Monitor of Installtions 04 and 04 (II)?

Template:Article Quote

Prev:

Assault on the Control Room

Next:

The Library

343 Guilty Spark
File:343guiltyspark.jpg

Game:

Halo: Combat Evolved

Player:

John-117

Date:

September 20, 2552

Location:

On the surface of Installation 04

Main-Legendary.png

Halopedia has a walkthrough guide for this level; see 343 Guilty Spark (level)/Walkthrough.

 

343 Guilty Spark is the sixth campaign level in Halo: Combat Evolved. It takes place at the Alpha Halo Flood Containment Facility. This is the first level you ever encounter the Flood in the Halo trilogy. It is also the first level where you will use the Shotgun, the first level that you encounter 343 Guilty Spark in the Halo trilogy, the last level in Halo:Combat Evolved where you will be aided by Marines (which are at the end of the level), the only level where you fight Covenant enemies without fighting the Elites, and the first time in the trilogy where Sentinels appear. The first chapter of the level is set in a rain forest and the second chapter, "The Flood" is set in the Alpha Halo Containment Facility and the third chapter is outside the Containment Facility.

Allies

Usable Weapons

Vehicles Encountered

Equipment

Transcript

He is a little cocksuck and bag of wank who pisses everyone off and is known to have made cortana pregnent multiple times, 4 of those times john 117 had a proper wank and his tiny chaud grew into a macral and a little cumshot spurted out and shortcircited guilty greg.

Part 02: The Flood

{Gameplay}

(The door the Chief came through is now locked. Five doors holding dozens of infection forms break open, their inhabitants attacking him)

{The entrance breaks open. Massive amounts of Infection forms skitter inside, followed by unarmed Combat Elite Forms.}

{Master Chief escapes the facility, encountering Flood forms and some Covenant infantry struggling to survive.}

{The Master Chief arrives at an elevator, but it goes deeper underground and Grunt blood is seen painted on the elevator's shaft. This detour forces him to fight his way back up.}

{The Chief eventually sees three Marines armed with Shotguns fighting the Flood.}

{Although their weapons give them a distinct advantage, a single infection form or a single combat form attack can kill them.}

{If they survive, they hold their position inside the room}

{As the Chief reaches the final elevator and rises to an exit from the structure.}

Foe Hammer (O.S.): This is Echo 419. Chief, is that you? I lost your signal when you disappeared inside the structure. What's going on down there? I'm tracking movement all over the place!

{The Chief reaches the top. There is a group of Marines helplessly cornered by the Flood, who are waiting for them outside the structure.}

{It is obvious they used a lot of ammo to escape, and it is all stacked in a pile. Most Marines hold Shotguns and Assault Rifles, one or two have Plasma Rifles.}

Corporal Lovik: We could use your help, sir.

Private Dubbo: (Desperate and afraid) Sir! Thank God you're here! We've been lost out here for hours. After we lost contact with the rest of the mission, we headed for the RV point, and then these....these, things...they ambushed us. We've gotta get out of here!

Foehammer (radio): There's a large tower a few hundred meters from your current position. Find a way above the fog and foliage canopy and I can move in and pick you up.

{The Marine squad eagerly follows the Chief outside, where the Flood close in from all sides.}

{As the Chief comes near the tower Foe Hammer was speaking of, an odd blue object and a flotilla of Floating Robots descends from the mist. The robots begin to slice away at any nearby Flood, avoiding your Marines. After a few minutes of fighting around the base of the tower, the screen fades to white) {Cutscene}

(The Master Chief suddenly finds himself enveloped in a bright gold light, and then appears on top of one of the legs of the tower. The blue object hovers in front of you)

(Gunfire is still heard below, and bright beams slice through the dark swamp. The Chief and the object ignore the commotion)

343 Guilty Spark: Greetings. I am the Monitor of Installation 04. I am 343 Guilty Spark. Someone has released the Flood. My function is to prevent it from leaving this installation. But I require your assistance. Come. This way.

{The Chief vanishes in another series of amber flashes.}

Foe Hammer (radio): Chief, I've lost your signal! Where'd you go? Chief? Chief!

Walkthrough

Well Enough Alone

This is a lot vaguer place than any level in all the rest of the Halo series, keep your calm, nothing will attack you, just keep track on your motion tracker, use your flashlight sparingly.

Walk over to the downed Pelican. Fill up with the ammo, on Easy you will always acquire a Shotgun, but in Normal and higher playthroughs, Bungie has removed it so just fill up the ammo and continue. In addition, if you are not on Easy the time when you will actually get the shotgun is much later in the level.

Move down the path through the big puddle. A little up ahead, you will find a couple of dead Covenant with two Plasma Pistols and one Needler. Ignore it; it's dead empty. On the other hand, those Plasma Pistols are fully charged. Ditch your Assault Rifle for one of them.

There is a path leading up towards the ramp right up the Pelican Hill, there you would get an Active Camo, but it's practically useless unless you like to ambush some Grunts.

Ah, the fresh scent of a fully charged directed energy weapon. Move ahead and you should see another downed covenant dropship, the Brilliant Gift. There is a small group of Grunts and Jackals (about six total). The Grunts are dumb enough to charge straight at you, so switch to your Human Pistol and kill them with a headshot or smack them in the face. The Jackals tend to stay back, so time to get that Plasma Pistol ready. Shoot each one with an overcharged shot, and melee them (to save Pistol ammo). Once they're gone, keep moving until you reach this sort of ramp made of a large tree root. There is a Jackal nestled in a crook on the other side, so feel free to use an overcharged shot and then melee him. Now go back for your other Plasma Pistol.

Go across the tree bridge, and you should see a Shade on the other side.(When you are on the centre of the tree bridge, look to your right. You should see a large metal pipe. Jump toward it and hike up along its left side. Here, you will find one unit of Active Camo.) Keep moving, and you should see an explosion, and another group of Grunts/Jackals getting their alien asses kicked by (what I hope to be) Marines. Feel free to start unloading Overcharges on anything that moves. Once the main faction has been fried, go in and melee anything that remains. Now go back for your Assault Rifle (chill, you critics, I know what I'm doing!)

Well, if there were any Marines in the first place, they sure bugged out really quickly. Well, you need to get used to being alone. That's how it’s going to be from now on. Get on that lift and get down into this creepy structure.

When you stop, switch to your Assault Rifle and get ready to have some fun. In the little antechamber, there is another squad of Grunts/Jackals (where are the Elites?). Newbies prefer to toss a frag grenade among them, but I like to blow away the nearest Grunt to get their attention, then move through the other end of the antechamber and melee the first enemy in front of you, and repeat/rinse until their all dead. Serious fun. Or if you want to hear them scream toss a frag grenade in there.

In the next room, grab a Plasma Pistol and send some Overcharges over to the Covenant on the floor. Once most of them are RIPing, grab your Assault Rifle and get on the floor and beat the rest to death. Moving on to the next room, you'll see three Jackals; kill them . In the next hallway, you should see a dead Jackal, a lot of Covenant blood, and a small room full of mangled Covenant corpses. Obviously, this place has something that's lurking in its dark corners. Let's hope we don't run into it on a bad day. The next couple of rooms are just as creepy.

Eventually, you'll come to a room that has seen some serious combat. Bullet holes, plasma scoring, blood, mangled bodies, flaming wreckage, complete with one scared-out-of-his-mind Marine. That poor guy obviously saw some bad things going down, and he gives me the creeps even today. I sure hate to say it, but put him out of his misery. Just go in and melee him. After that grim job, go to the other side. You should probably find a fully charged Plasma Rifle (cooler than fully charged Plasma Pistol). Ditch your Pistol for it (yes, the Pistol!). Afterward, get onto the second level, into the next room, and activate the light bridge and down the ramp.

An interesting thing to note is that when you return to the room the scared marine was in, in the next chapter, he will be oddly missing, with no blood and no signs of conflict with the Flood. Strange.

I met a ginner once she wor shit in bed