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This article is about the Halo: Reach campaign level. For other uses of New Alexandria, see New Alexandria (disambiguation).
"New Alexandria" is the eighth level in the campaign of Halo: Reach. The level has a unique structure: the three main objectives may be assigned to the player in any order, and the minor objectives between these are randomly selected from a larger pool every time the mission is played. The mission requires the player to fly a Falcon, and the player is able to call in a new one should they lose theirs.
The level takes place on August 23, 2552, several hours after Exodus, in the airspace above the embattled city of New Alexandria. Noble Six meets up with the rest of Noble Team and is informed that the Covenant are jamming all communications to Command. They mount a Falcon and assists Catherine-B320 in destroying the jamming devices.
NOTE: All encounters in this level are randomized. The three jammers are the only consistent parts, and the order in which they need to be destroyed may change between playthroughs.
Between destroying the jammers, Noble Six must also complete secondary objectives which revolve around assisting the UNSC forces in the city. In single player and 2-player co-op there is one task between each jammer, while 3 and 4 player co-op have two objectives simultaneously assigned to the players. These objectives include:
After the last jammer is destroyed, Kat receives orders from Colonel Urban Holland that all personnel are to be evacuated through the ONI Headquarters building. However, a group of Shade turrets stationed around the building are preventing any evacuation craft from escaping.
After Noble Six destroys all of the turrets, they meets up with the rest of Noble Team at the ONI HQ. However, they receive an urgent hail from Colonel Holland, informing them that they are being redeployed to Sword Base. Just then, the Covenant begin glassing the city, and the signal is cut off. As Noble Team flees to a radiation bunker, Kat is shot through the back of the head by a Needle Rifle round fired from a Phantom overhead. Her body is dragged into the bunker by Noble Six as the doors close. Three days later on August 26, after the Covenant forces are gone, Noble Team walks outside to be picked up by a Pelican, with Kat's dead body in Carter's arms.
New Alexandria, Eposz
August 23, 2552, 18:57 Hours
View switches to the open rear door of the Pelican. Rain pours down while burning skyscrapers and building lights fill the night sky. After staring out for a long time, Six stands up and holsters a M392 Designated Marksman Rifle. The Pelican slows down above a rooftop with two Falcons parked on top. Six steps out and meets Carter while the Pelican flies away.
The two Spartans walk to the Falcons, with one already taking off.
Carter turns and slowly walks away as Six stops in front of the Falcon.
Fly By Night
Six gets in the Falcon and lifts off. A burning skyscraper nearby collapses. The dialogue below will be spoken by Kat if Six hasn't entered the falcon yet
The following dialogue will be spoken if Six enters the falcon right away.
Throughout the level, the player is assigned three jammer locations that they must go to: the New Alexandria Hospital, the Sinoviet Center, and the Vyrant Telecom Tower. There are also "emergency missions" given out after destroying the first and second jammer. The order of all major and emergency missions are randomized.
After giving details on the first objective:
Six flies to the hospital, sets down on an open landing, and goes inside where they finds a small group of Grunts, Jackals and Brutes, supported by an Engineer. As Six fights through them, they picks up radio transmissions from troopers in the next room.
Six reaches the hospital's concourse. They engage the Brutes cornering the troopers.
More and more Brutes fall to Noble Six's assault.
Six finally reaches the troopers, having defeated all the Brutes.
Six overloads the jammer and heads back to the stairs.
Suddenly, a group of Elite Rangers fly in and engage Six and the Troopers.
Six and the Troopers defeat the Elites. They then move back up to the stairs, engaging an Ultra Elite and some Skirmishers. They eventually neutralize these hostiles.
Six gets back upstairs and into the Falcon. As it takes off, another skyscraper collapses while a CCS-class Battlecruiser flies overhead. After stopping above the city's outskirts, the cruiser starts to glass the area.
Six flies the Falcon to Sinoviet Center, fending off some Banshees along the way.
Noble Six lands the Falcon on the Center's helipad and eliminates some moderate Covenant resistance.
Six continues their way up, passing by a hologram of a UNSC Frigate.
Six finds the elevator and takes it up the building. When the elevator reaches its destination, Six steps out and finds the troopers dead. No Covenant are present, however.
If Six walks to the uppermost level, they can find a shell-shocked trooper cowering in a corner.
Six approaches the jammer.
Six destroys the jammer, triggering a swarm of hidden Drones.
Noble Six either kills or evades the Drones and gets back to the elevator.
Six takes the elevator back down to the landing platform and returns to the Falcon. Another CCS-class battlecruiser flies overhead and begins glassing the outskirts area after arriving at the region's airspace.
If this is the last jammer (applies to the other two locations as well):
Noble Six flies to the Vyrant Tower and neutralizes the Covenant on the landing platform outside. Six then lands the Falcon, gets off, and heads into the Tower itself.
Inside the tower, UNSC Troopers are fighting four Hunters in Club Errera.
Six, with some support from the troopers, eliminates the Hunters.
If the player stalls:
If all the troopers are dead:
Noble Six overloads the jammer.
Assist the Pelican
Six eliminates the Shade turrets.
Defend Marines against Brutes
Six kills the Brutes. A Pelican arrives and picks up the troopers.
Defend Marines against Hunters
Noble Six kills the Hunters. A Pelican lands and picks up the troopers.
Defend Marines against Jackals
Six eliminates the Jackal squad. A Pelican picks up the troopers.
Destroy the Anti-Air and Infantry
Six eliminates the Covenant detachment above a skyscraper's rooftop.
Destroy the Banshees
Six destroys the Banshees. A Pelican arrives and picks up the troopers.
Destroy the Jammer and Infantry
Six finds and destroys the mobile jammer, along with the Covenant guarding it.
Escort the Falcon
Noble Six completes the emergency mission.
Kill Jackal Snipers
Six proceeds to eliminate the snipers. A Pelican arrives and secures the troopers.
Neutralize Elites and Engineers
Six eliminates the strike force.
If all troopers are killed in a mission:
Last One Out...Turn Out the Lights
An explosion is heard over the COM, followed by static.
Noble Six arrives at Olympic Tower.
If the player stalls:
If the player further stalls:
Six eliminates one of the anti-air Shades.
Six eliminates a second Shade.
One of the Pelicans takes off from the tower.
Six eliminates the third Shade.
Six eliminates the fourth Shade.
Another Pelican takes off.
Six eliminates the fifth Shade.
Upon the destruction of the second, fourth, and sixth Shade turrets, a Pelican will be cleared to depart. The order in which they leave depends on which turrets are eliminated.
Whiskey 35 is cleared:
Whiskey 36 is cleared:
Whiskey 37 is cleared:
After all six Shade turrets are eliminated, and all three Pelicans have departed:
A VTOL landing platform is extended. Six lands the Falcon on the pad.
Inside the heavily damaged Olympic Tower, Noble Six joins up with the rest of Noble Team. Kat is fixing a comm unit, with her helmet on the floor. Jun looks out with a pair of binoculars. Emile sits at the side, sharpening his kukri, and Carter stands against a crashed Banshee tangled up in some wiring.
Six looks at him, and loosens their hand to show Jorge’s dog tags dangling from it.
Emile laughs. The rest of the squad stares at him.
Carter walks toward the window, beside Jun.
Carter rounds on Kat, annoyed, knowing that she is responsible for the leak.
Carter looks out to the city and doesn't answer. The console suddenly beeps.
Carter turns away, deliberating on whether to take the message. Kat hands Carter the communicator.
Carter walks toward the window as Jun notices something through his binoculars, and leans forward.
A massive plasma blast lights up the room as a Covenant warship opens fire on the area. The resulting shockwave shatters the windows, and the team dives or is thrown to the floor. Powerful wind howls through the room.
The Spartans get on their feet, and Kat is helped up by Six and picks up her helmet. They run towards two elevators, as a CCS-class battlecruiser engaged in glassing passes over the window. Carter, Emile and Jun take one while Kat and Noble Six take the other one. Kat closes the elevator door and starts it, missing the button on the first try. The elevators rush down the building as Kat puts on her helmet.
Carter’s elevator stops first and the three Spartans rush out, dashing across an area with the roof destroyed.
Six and Kat rush out from their elevator as the first three approach the bunker’s entrance.
Carter, Jun and Emile reach the bunker’s entrance with Six and Kat close behind.
Kat's sentence is cut off as a Needle Rifle round hits the back of her helmet from above. The round punches straight through the helmet and exits through her visor. Kat crumples to the floor, killed instantly. Six catches her body as she falls, takes her holstered pistol and begins to shoot at the sniper, a Sangheili Field Marshal standing in the previously unnoticed Phantom hovering above them. The others come to assist with Assault Rifles, but the Phantom flies away. Six throws away the emptied pistol and drags Kat’s body into the bunker.
Six rests Kat’s body on the floor. The bunker’s door closes, nudging her foot as it shuts. Fade to black.
Note: At this point, the game's subtitles show several lines of dialogue being said by civilians in the darkness, but none of them are heard in-game. They are seen as followed:
The unspoken conversation ends here.
August 26, 2552 03:00 Hours
Fades in to Noble Team, led by Jun, walking out to the destroyed city. The ground is now a river of molten glass. Kat's body is cradled in Carter’s arms. Jun throws a signal flare to the ground, and waves as a Pelican slowly comes into view for extraction.
Fade to black.
In the early stages of planning for the campaign of Halo: Reach, the team at Bungie knew they wanted a mission set in a war-torn city, though they did not know if they wanted it set before, during or after glassing. Originally, the plan was for the level to be set after glassing, with the players walking around the glasslands on the city outskirts by hijacking and driving a Deutoros-pattern Scarab. The development got as far as having a prototype mock-up for the player-controlled Scarab, and a mocked-up section of city. The physics were commented on by Chris Opdahl as being "sweet", though the experience of driving the Scarab was ultimately unsustainable. Combined with the high engine-cost to run the level, the prototype was scrapped, resulting in the final level making the cut featuring the Falcon instead.
Dan Miller was a designer majorly responsible for the level's creation along with artist Mick Buckmiller, and imposed the "super epic multi-parallel script/random ordered monster" on himself as a challenge after beginning to get bored of creating Halo missions; having worked on Halo 3 and Halo 3: ODST. During production, he went over the game's script limit twice, custom-wrote the Falcon rescue script and 12 random mission scripts alongside a number of other major mission elements and did all of the bug-fixing alongside working on the next level, The Package, and adding in a large number of Easter Eggs. According to Miller, the music script for entering the SinoViet building was one of the more complicated ones. Many of the level's ideas were also pulled from an early draft of what would become the level The Ark.
New Alexandria contains a large number of easter eggs.