Reach:ONI: Sword Base/Walkthrough
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| ONI: Sword Base | ||
| Level overview | ||
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Player(s): |
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Objective(s): |
Secure SWORD Base from the Covenant. Eliminate all hostiles. | |
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Location(s): |
SWORD Base, Babd Catha Ice Shelf, Eposz, Reach | |
| Gameplay overview | ||
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Default weapons: |
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Available weapons: |
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This is a walkthrough for the third level of Halo: Reach, ONI: Sword Base. It is written for play at the Legendary difficulty, but contains notes for lower difficulties. Your mission is to clear ONI: Sword Base of all Covenant hostiles, with additional objectives to be added later.
Level Notes[edit]
- On average, a good run of this mission on Legendary with no skips or excessive stalling will be roughly 50 minutes to an hour, about a quarter longer than Winter Contingency.
- The Daily Challenge for beating this is "Office of Not Dying". It awards 1250 cR.
- If doing a "kill X enemies" daily challenge, vehicles will count as two kills and dropship chin turrets will award a kill.
- If looking for a BOB to kill for the challenge "Golden Opportunity", the white BOB at SWORD Base will count despite not being a "Gold Ranger-class Elite". It can easily be sought out from Rally Point Beta, and one will always be in either the courtyard or the atrium second floor.
- There will be a Phantom hovering above and around Airview Base for the AA gun to destroy when activated. If it is destroyed by the player, it will be immediately replaced by another Phantom, and so on until the anti-aircraft gun is activated. The Phantom(s) in question will not attack the player; they only shift position from one side of the area to the other to avoid hostile fire. These two conditions on the Phantom(s) allow for very easy point (but not cR) farming; the player can constantly earn 2700 or more points depending on the difficulty and the number of skulls activated. It is recommended to drive a Warthog with a trooper carrying a Rocket Launcher as the Passenger (Kat will be on the LAAG and rather useless), which will keep pace and in range with the Phantom flying back and forth, or use a Wraith (steal one instead of blowing it up right after Rally Point Alpha) for higher damage per shot.
- Three sniper rifles can be found on this level. The first one is in the starting courtyard, on the far end of the left wall, and contains twelve rounds. The second is at the building next to the comms outpost with the power generator. It is found on the balcony where Jackal snipers were fought, and carries twelve rounds. The third is in a small building with armor abilities next to Airview Base, and carries sixteen rounds.
- Two rocket launchers can be found outside the base, one next to a dead trooper on a hill nearby the two Wraiths, and another inside the comms building on the second floor. Both contain four rockets.
The Best Defense (Mission Start)[edit]
The Courtyard[edit]
- Carter-A259 (COM): "Kat, Six: push back the attack on Sword Base, find out what we're dealing with."
- Kat-B320: "Roger that, we're your strike team."
Your landing site consists of two courtyards, and the Covenant have control of the one to your north. When you land, four Grunts, one Elite, and two Jackals will attack you. Your starting loudout is an assault rifle, a DMR and 2 grenades. Two or three Army troopers be should with you, as will be Kat, now armed with an assault rifle. Your first objective should be to gain a plasma pistol.
The four Grunts will come over the barricades to your north, the Jackals will attack from the stairs to your left and the Elite will attack from the right. Once you kill two Grunts, the enemies will retreat. So to gain that plasma pistol, let the Grunts charge until they reach the cover in front of you, this will bring their weapons close for easy grabbing. Pick off the Jackals then the Grunts; the Elite will usually just fire a bit at the troopers then fall back. Once the enemies have fled, swap your assault rifle for one of the plasma pistols and prepare to move up to the left balcony.
Once you step onto the left balcony's stairs, quickly fall back; a Phantom has spawned and will rain down fire on you. Wait for it to leave then move halfway up the left balcony stairs. Kat will usually head to the balcony on your right and the troopers will go to the left. While Kat will be a useful distraction with her assault rifle, the troopers won't be much help, as most of them have shotguns and are too far and weak to be of any help.
In the courtyard ahead of you there will be numerous Jackals, assorted Grunts, and three or four Elites, the leader of which is an Ultra with a concussion rifle. They'll be behind four stationary shield generators, though they'll be shooting so much that at least one or two will be down. The Ultra is the biggest threat; on Legendary his concussion rifle takes just two direct shots to kill you and he is not shy about tossing plasma grenades. But you can't get him now; first you have to get him alone. Pick off as many Grunts and Jackals as you can with your DMR while on the left balcony stairs; this is the safest place to fall back from the concussion rifle. If the enemies get clustered, move up to the balcony and toss grenades over the side; feel free to use all of them, including the two spare ones left by a dead trooper. He also has spare DMR ammo if you need it.
Once most of the small infantry are dead, all but the Ultra Elite will fall back. While he's distracted fighting Kat, arm your plasma pistol, jump down to the first courtyard where you landed, head up to the barricades under the bridge, then surprise him with a plasma overcharge and a headshot. If he spots you, then keep strafing to avoid his concussion shots or fall back and wait for him to refocus on Kat. Watch out for plasma grenades, he tosses them very quickly.
When the Ultra is dead, head to the right balcony where Kat is and pick off more infantry. The Covenant will have fallen back to behind the freight crates so they're pretty far from you. On occasion one of the Elites will charge to your balcony. If you see him approaching, fall back, arm your plasma pistol, watch your radar, and surprise him with a noob combo. Once he's dead, move off the balcony into the courtyard and keep picking off enemies. While you're there, try not to enter the pathway to your right that leads to the gate; this will trigger the Skirmishers. Wait until all the enemies are dead before going there.
Once they're all dead, head in front of the right pathway. When you see a checkpoint load, scope in your DMR and aim for a fusion coil lying in front of a barricade. Skirmishers will charge over and around this barricade. If you land two shots on the fusion coil just in time, the coil will explode and kill most of the Skirmishers. Mop up any that are left. Once all the enemies are dead, go back for DMR ammo, grab a new plasma pistol, and then head for the gate.
You may have noticed that we did not use the sniper rifle on the far end of the left balcony here. That's for two reasons: 1. on Legendary it will be of little use in this close-quarters area full of cover, and 2. we're saving it for later; it will still be there when you return.
Get The Hell Off My Lawn! (Rally Point Alpha)[edit]
Two Wraiths at the Gate[edit]
- 3 Echo 57 (COM): "3 Echo 57 heading back to base, we got enemy tangos on our six. How copy?"
- Kat-B320: "Six! Use the Target Locator on that Wraith!"
In this next area, you, Kat, and three or so troopers will face two Wraiths, an Elite, and several Grunts in a long valley. While it's easy enough to kill them all with your new Targe