343 Guilty Spark (level)

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Looking for 343 Guilty Spark, the Monitor of Installtions 04 and 04 (II)?

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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.

The Flood

The Master Chief combats the Flood.

After are you're ready? Load your game and take a good look around the room. There are six doors on the ground level: one behind you, one in front of you, and two on either side of you. To your left, there is a supply of Pistol and Assault Rifle ammo (guess who it's from?) Fill up on Assault Rifle ammo, and then go to the door in front of you.

Right about now, that door will bust open and a wave of those little squid things you saw in the cinematic (Flood Infection Forms) will come for you. A word to the wise: if one catches you with your shields down, you're in trouble. But just slowly unload a few dozen Assault Rifle rounds into the main faction and melee the survivors (No need to waste ammo). As you finish off the main portion, the door on your right is going to bust open too. Feel free to unload the rest of your Assault Rifle magazine into that swarm. The door on your left is going bust open now, and this wave is pretty big, so I prefer to toss a Frag Grenade to clear out the first couple dozen, and unload on the rest with your automatic weapon.

Now, the door you came through is going to bust open, revealing a bunch of Infection Forms and a couple of infected Elites. Tip for Pros: Pause the game if you are hyperventilating, scared, or freaked out. Once you're back to normal, unleash the pistol on them. The Flood don't have shields, but they pack one hell of a punch, and you want to stay pretty far away from them. Use the pistol on the general area of their chest, as they don't really have a head to aim at. The tentacles make a good target.

After a few seconds, that entire group of nasty Flood should be dead. Head up the ramp you came in by, but watch out for more Combat Forms just waiting to ambush you. If you see them, you could always neatly blast them in the chest with your M6D Pistol, but it's more satisfying, in my opinion, to unload the MA5B on full auto. Ah, the joy of 7.62 mm rounds.

In the next room, a pack of Flood are taking on the Covenant. Stay on the upper level and exit through the door to the right. Head through the hallway to find yourself in another roomful of Flood, and this time there is no Covenant to distract them from you. Oh no! Well, actually, this isn't as dire a situation as it looks like. Stay on the upper level and back into a corner. Fire a few shots to get the attention of the Flood. They'll all gather into your corner, but not one of them will have the brains to try and jump up onto your upper level. Now, between the wall and the upper level, there is a tiny crack. Just big enough for a frag grenade! Well, well! I don't think I have to tell you what to do here. Exit Flood. Drop down; clear out any survivors, and head through the door below the one you entered by. Follow the hall back to the previous room.

The Flood should be done with the Covenant here by now. Peek out of the hall, gun down anything close by with the M6D, and then retreat into the doorway. When the Flood come for you, unleash the Assault Rifle on them, and rinse and repeat as necessary. Yes, you fools! Chew full metal jacket death! Ahem. Head back through the disgustingly blood-spattered hall to the door on the right. This next room has Covenant and Flood again. Wait a while for the entire Covenant to die, and then use the same strategy as before on the remaining Flood. Once everything is dead, jump up the stack of Covenant crates to get to the upper level. There might be a few Jackals or Grunts that hid from the Flood up here. Get them with the MA5B.

There are two doors up here. One is near where the Covenant were. We'll go through there eventually, but right now, we want to power up the Energy bridge and head directly across. Hey, the elevator you got down here on! Fancy that! Well, the Flood fancies it, anyway. They come at you in droves, but you can use the same strategy you've been using. Hold the doorway with the Assault Rifle and grenades, and then finish things up with a pistol. This is one of the reasons I dislike the Flood: they make most strategies ineffective; so that there's only one or two ways you can play each fight. Now, get on the elevator and press go! Shoot! I guess the Flood broke it.

Now, go back through the door the Covenant were at. Here we have no enemies (for once), a load of ammo and health (for once) and the M90 Shotgun. The M90 is your prize; for the rest of the game, it'll be your go-to gun, as the pistol becomes gradually less effective. So, time to make use of the 8-gauge. This reduces the Flood from evil alien space zombies to playthings before your awesome might.

After the next hall, we come to another elevator room. This time, though, you don't need to camp in the doorway! Turn that shotgun on and blaze a path through the Flood. Once you're done, hop on the elevator and—well, sometimes you have to sink before you rise. Right? Well, you're going down. In more ways than one.

The elevator shaft's bottom can be a bit tricky. The Flood has really got you surrounded here. Luckily, a bit of jumping around and M90-ing will see you through the danger. Head to the right side of the door climb up on the crates, and grab the Overshield as soon as those Flood are all dead. Amazingly, in the next room, there's a couple of Marines left. If you are able, you can save them, but mostly, you should just worry about yourself and let them eat the path. By "worry about yourself" I mean, "be a cowardly fool". Grab one of the camouflages and start firing some shotgun rounds into the Flood down below, coupled with grenades whenever you feel one is needed. The shotgun, despite its reputation as a close-range nightmare, is actually pretty decent at long ranges too; you just need to aim carefully. After about a magazine from it, those Flood should be dead. Once they're all cold, grab the other Active Camo and head down onto the lower level. Exit through the blown-out door. The next split-path hallway has Flood hiding on either side, so be careful. If you get surrounded, you're pretty much hosed.

The next room is pretty normal. Flood are on the lower and upper levels, but there aren't too many of them. Jump up on the flaming pile of rubble. Grab the ammo and health, and then jump up onto the upper floor. Leave through the only open door. Keep going straight across the next room. Enter the next room. You're on top with Flood below. Luckily, you can use the "grenade through the wall gap" trick again, killing most of the Flood here. Drop down and blow away the survivors, then leave through the broken door. The next room is more or less the same as the last one, only now you're on the bottom. A shotgun shell for each Flood form, and you're on your way again. Directly across the room from the door you came in by is an exit. You'll run into a load of Flood in this hall, so open up with the shotgun. You're about to get a chance to refill on ammo, so don't worry about conservation. In the next room is a fallen pillar with health and a lot of needles and shells on top. Stock up, then jump from there to the upper level. The next hall is clear of Flood.

There is a Energy bridge switch in this next area, as well as a bunch of Flood on the ground floor. You could try and clean them out, but I wouldn't recommend it. Extend the Energy bridge and go across to the door. A LOT of Flood will come out—there are at least ten of them in the doorway, they're so bunched up that a couple of grenades can kill them all. Mop up the stragglers with the shotgun. Head on through once you're sure everything is dead. Finally, another elevator. The first time I played this, I decided that if this elevator went down too, I would kill myself.

Luckily for you (and me) it goes up. There is a LOT of Marines up here—I count thirteen—and about half of them have shotguns. The rest have assault rifles. One or two may have plasma rifles. For a real challenge, try to kill them all. You might as well kill them. They'll just die anyway once you exit the building, and it's good practice for multiplayer.

Anyway, if you aren't a treacherous swine who kills his soldiers, stock up on ammo and health one more time and move out of the base. The Marines know where to go, but they won't last very long. Rule of thumb: stick to the left. When you see a structure with big blinking lights, get close to it and stay close. The Marines, if they aren't already dead, will be soon. Then a flying blue ball, actually 343 Guilty Spark will show up. He will then teleport you to the next level.

Interesting to note, by the way: It is possible for two 343 Guilty Sparks to appear in the cut scene— the one who's talking to the Chief and one floating aimlessly in the background. Probably just a glitch.

Another "glitch" is the event is when one of the Marines aiding you is Sgt. Johnson, despite the fact that he is canonically believed dead for some time after. This has happened on a couple of occasions and is probably because his character model is counted as a normal Marine in Halo: CE. Privates Bisenti, Jenkins and Mendoza can also appear, despite having been taken over by the Flood.

NOB CHEESE STFU N00B