Gameplay

Halo (Halo 3 level)/Walkthrough

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Halo 3

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Halo
A screenshot of Installation 08 over the Ark.
Level overview

Player(s):

John-117

Objective(s):

Activate and escape from Halo

Location(s):

Installation 08

Gameplay overview

Default weapons:

Energy sword
Rocket launcher

Enemies:

 
Light the Ring. Destroy the Flood.

Overview[edit]

This is a walkthrough for the Halo 3 level, Halo. It is written for play at the Legendary difficulty. It is the last of the game, and it mirrors the final Halo Level, The Maw. Your objective for this mission is to reach the Control Room of the newly constructed Halo Ring and activate it, then to escape. You are joined on this mission by the Arbiter. You will begin the mission with whatever weapons you finished with on the previous level, or if starting out of the Campaign Menu you will begin with the Assault Rifle and the Rocket Launcher.

If you've made it this far on legendary this mission is going to feel incredibly easy in comparison to Cortana, and will seem only moderately difficult. There are plenty of Flood, but they are dispersed quite a bit and there is only one stand up fight against them so this is possibly the easiest flood level in the game.

Good Skulls on this mission are Thunderstorm, Catch, Tough Luck, Fog, Mythic and Cowbell. However for a truly challenging experience you can turn them all on. It is not an insurmountable task, but requires careful progression.

Full Circle[edit]

Master Chief Crashes Again[edit]

By now you've realized that the Master Chief is an expert in all manners of combat, weapons and vehicles. He has only one weak point, he can't land without crashing. Once you've gotten your bearings take a look around, on the ground you'll mind all manner of weapons to choose from. There are Battle Rifles and Shotguns, Assault Rifles and Rocket Launchers. Whatever you are comfortable with is good, this walkthrough is written for the Battle Rifle and Assault rifle. They provide you with an excellent ranged attack and good close in firepower as well as a solid melee. You'll swap out later, but for now, these are your best bets for a solid start.

Grab your weapons and follow the Arbiter through the mountain pass to the bottom of the control room. Flood dispersal pods will fall in and attacker forms will begin to appear blocking your way to the control room. The weapons used by the attacker forms vary, though the first Jiralhanae attacker form that appears will be carrying an Akelus Workshop gravity hammer (although unlike the Energy sword-wielding Sangheili forms, it is unable to use it). The remaining attacker forms should be dealt at from afar, though Sangheili attacker forms should have their shields dealt with using the assault rifle or with the Arbiter's assistance.

note: At the bottom of the Control Room on either side are a Fuel Rod Gun, Flamethrower or Rocket Launcher with lots of Ammo.

Outside the Control Room[edit]

Upon reaching the tower, a large amount of attacker forms will drop down from the top floor, armed with a huge array of weapons. Several Aggressor Sentinels will emerge from various ports to assist the player. It is best to fall back to funnel them into a better attack position, as you will likely be overwhelmed if you try to fight them on higher difficulties. There is also a M7057 flamethrower, but this should not be taken yet until the attacker forms are eliminated. Once the group is dealt with, pick up the flamethrower and continue along the path. A few stalker forms will run out and typically transform into ranged forms, which should be dealt with using the flamethrower. On the opposite side, you will receive limited assistance from Sgt. Johnson. He has a Spartan Laser, which takes down pure forms with ease.

As you head up the slope to the next level, another large group of attacker forms will drop down from the level above. Try to funnel them so that you are not surrounded and eliminate them as quickly as possible. Continue fighting along the way until you reach the top level.

Johnson will order the doors opened, but 343 Guilty Spark will refuse to do so until the surrounding area is cleared of Flood. During this interlude, grab the two Automated turrets and activate them, ideally in front of the door. If playing on Heroic or lower difficulty, an Invincibility unit can be found opposite of the door. Two large groups of attacker forms will then strike the tower; the first group will appear on the far side, and the second will appear on the other side as the first group is depleted. They will be reinforced by several pure forms. On Heroic and Legendary, the two attack groups will be augmented with a single human attacker form with a M41B SPNKr or a Sangheili attacker form with a Fuel Rod Gun; either one is random, but whichever one appears first will also appear for the second group.

Once the last of the Flood are eliminated, grab filler weapons and destroy the auto-turrets if they are still standing. Failing to do this will result in them becoming aggressive later on and they can easily kill the player in mere seconds.

You Really Shouldn't Trust Monitors[edit]

A damaged and rampant 343 Guilty Spark in the Control Room of Installation 08, on the level Halo.
Final Boss: Rampant Guilty Spark

You're going to reach the Control Room, you'll trigger the cut scene and Guilty Spark is going to go turn on you. For the first part just try and stay out of his way. He has a strong red beam and a force field projector. Back away, or jump over the beam, and try to stay to the center of the platform, as the closer you are to the edges the more likely you are to be pushed over by the force field. Just keep moving around until the cut scene plays, you can shoot at Guilty Spark but it doesn't do any damage so don't bother. Once you've gotten a hold of the Spartan Laser from Johnson, take aim and fire. Three shots should take care of the Monitor. It can be a little tricky to center him in the reticule so wait until it starts talking as it tends to stop moving and not shoot at you while speaking. Once you've killed Guilty Spark the cut scene will trigger.

The Way the World Ends[edit]

Nice Work, Now Let's Get the Hell Out of Here![edit]

With the destruction sequence initiated, you and the Arbiter will run out to get to Johnson's ship. You will lose all of your carried items and be armed with an assault rifle. As you leave the control room, a small group of pod infectors and three Sangheili attacker forms will emerge from the bend, who are armed with Okarda'phaa-pattern plasma rifles. You will automatically pick one up if next to one on the floor.

Once you reach the blast door swap your Plasma rifle for your Brute Shot that you left before the Control Room. Follow the Arbiter up to the right onto the ledge. Run past the Sentinels that are now your enemies and only engage the Combat Forms if they offer you ammo or resistance. Don't slow down to kill Sentinels for their Sentinel Beams. In the next room are more aggressor sentinels and attacker forms, usually Sangheili ones. When the last of these enemies are dealt with, head into the hallway, where three carrier forms are waiting. If you have any grenades, throw stickies on them. Continue along the path out of the building, where a large amount of pod infectors will emerge.

Ride or Die.[edit]

Outside you'll find Johnson'sWarthog waiting for you. Depending on the difficulty you can also find a Mongoose or a couple of Brute Choppers. Because of the differences in their weight, maneuverability, speed and weapons these vehicles make completion of the level more challenging. The Warthog is the most stable and easiest vehicle to complete the level in.

The Arbiter will man the Turret and trust in him to deal with the enemies that crop up. But that's a secondary concern. More important is your ability to drive. You need to be swift and crafty to avoid the Flood, The Sentinels and the rapid deterioration of the activating ring. You will be given waypoint indicators on your HUD. These are but guides, as often heading directly for these points will result in falling down a hole to your death. Avoid the Carrier Forms when they appear, but other than that, only pay attention to the ground in front of you. Sentinels can be a major pain, but as long as you don't slow and stay on the ground as much as possible their effect is limited.

You'll first head through several Flood infested areas and some straightaways with falling debris and large holes. Make note of the explosions and smoke plumes. These areas lack ground so you should avoid them. Once you've passed through the third set of Flood areas and straightaways you will end up in a large tiled area with plenty of Sentinels and a path marked in red. follow the path, sometimes you'll have to go around areas that are falling away, keep an eye on your waypoint indicator so you know your headed in the right direction. Once you can see the Forward Unto Dawn, gun it. You need to go straight and fast. The panels are falling out as soon as you drive over them. Head over the edge and into the cargo bay. The cutscene will begin and congratulations, you've just completed Halo 3.

Legendary Notes[edit]

Notes[edit]

  • Seventh Terminal Location: When you see a few beams extending across an icy ceiling, turn right, and jump over the snowy ledge onto an extending beam. There should be a doorway. Walk down the hall, and facing you should be the Terminal.
  • Mythic Skull Location: Head towards the Control Room from the crashed Pelican, once you enter the pass through turn right, and you'll find a cave and at the end among the rocks you'll find the skull.
  • Your MA5C is extraordinarily effective in short controlled bursts and accurate aim. It's ability to kill ranged forms is not as effective as a Spiker, its high rate of fire and relative accuracy at close-to-medium range is superior to a Okarda'phaa-pattern plasma rifle.
  • Pay attention to your surroundings.: When driving at the end of the level, your attention cannot be divided between enemies and the environment. Let the Arbiter deal with the Flood and Sentinels while you deal with the rapidly deteriorating Ring.
  • Vidmaster Challenge: Annual: This is the level on which you can complete the Vidmaster Annual achievement with Ghosts on XBL.

Skulls[edit]

Activating Skulls on this level is a good multiplier , but here is a breakdown of skull use on this level and how it will affect your gameplay.

  • Iron
If you're confident in your skills, this is an excellent challenge, but if you hesitate the slightest bit you will go back to square one.
  • Black Eye
In the first area of the level, excellent, in the vehicle, suicide. Not Recommended.
  • Tough Luck
A consequence-free multiplier; the Flood don't dodge.
  • Catch
Activate this skull if you have it; the Flood don't use grenades, but they will drop more when they die, and will cause many deadly chain reactions if you throw a grenade near one.
  • Fog
A consequence-free multiplier; you're only headed one direction, and when you see one Flood you know you're surrounded.
  • Famine
Ammunition is scarce on this level, and why make it more difficult.
  • Thunderstorm
Nearly consequence-free; a few more shielded Combat Forms are all that will result.
  • Tilt
This skull is probably the most annoying, but also the easiest to get around. Your Plasma weapons will become very ineffective, but projectile weapons like the Spiker and Human weapons are twice as deadly. Being able to aim properly is key here as headshots with the Carbine aren't affected.
  • Mythic
Much like the "Tilt" skull, for experienced players it's going to be more annoying than anything else. Accurate fire and knowing your weapons will effectively negate the consequences of activating this Skull. For inexperienced players, and those with difficulty aiming, this skull can be a death sentence.
Preceded by
Cortana
Halo 3 Campaign Walkthrough for:
Halo
Succeeded by
none

Video Walkthrough[edit]