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{{Status|Gameplay}}
{{Title|The Ark/Walkthrough}}
{{Title|The Ark/Walkthrough}}
{{Walkthrough infobox
{{Walkthrough infobox
||era=[[Halo 3]]
|pagelabel=Walkthrough
|era=[[Halo 3]]
|prev=[[Floodgate/Walkthrough|Floodgate]]
|prev=[[Floodgate/Walkthrough|Floodgate]]
|next=[[The Covenant (level)/Walkthrough|The Covenant]]
|next=[[The Covenant (level)/Walkthrough|The Covenant]]
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*Find the [[Cartographer]]
*Find the [[Cartographer]]
|location=[[Installation 00]]
|location=[[Installation 00]]
|starting weapons=[[Sniper_Rifle#Halo_3_and_Halo_3:_ODST|Sniper rifle]] <br> [[BR55HB battle rifle|Battle rifle]]
|starting weapons=[[SRS99D-S2 AM sniper rifle|Sniper rifle]] <br> [[BR55HB battle rifle|Battle rifle]]
|new weapons=
|new weapons=
|enemies=*[[Jiralhanae]]
|enemies=*[[Jiralhanae]]
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|pagegamelabel=H3
|pagegamelabel=H3
}}
}}
'''[[The Ark (level)|The Ark]]''' is a large level composed primarily of large, open outdoor sections and the narrow hallways of [[Forerunner]] structures. The level is very [[vehicle]]-heavy; in particular, it may contain more [[Covenant Empire|Covenant]] {{Pattern|Zurdo|Wraith}}s than any other level in the game.
'''[[The Ark (level)|The Ark]]''' is a large level composed primarily of large, open outdoor sections and the narrow hallways of [[Forerunner]] structures. The level is very [[vehicle]]-heavy; in particular, it may contain more [[Covenant Empire|Covenant]] [[Type-26 Wraith]]s than any other level in the game.


== Overview ==
== Overview ==
The Ark begins with a [[sniping]] engagement. Players, backed up by [[ODST]]s, should take out the enemies at the first camp as fast as possible. In particular, the [[Jiralhanae]] tend to be quite dangerous on higher difficulties if not quickly dispatched, due to their tendency to go beserk and use [[melee]] attacks when their [[Power Armor|armor]] is destroyed.
The Ark begins with a [[sniping]] engagement. Players, backed up by [[ODST]]s, should take out the enemies at the first camp as fast as possible. In particular, the [[Jiralhanae]] tend to be quite dangerous on higher difficulties if not quickly dispatched, due to their tendency to go beserk and use [[melee]] attacks when their [[Power Armor|armor]] is destroyed.


After the initial sniping battle, however, the level's gameplay briefly returns to normal—combat conducted on foot, from cover, and with average weapons. Shortly after that, however, the level's large quantities of vehicles come into play. The vehicles on the map are primarily Covenant, with {{Pattern|Karo'etba|Ghost}}s and [[Barukaza Workshop Chopper]]s being quite common, and the relative lack of cover heavily favors vehicular combat. The assortment of vehicles quickly shifts to favor the heavy vehicles, with Wraiths in particular appearing frequently.
After the initial sniping battle, however, the level's gameplay briefly returns to normal—combat conducted on foot, from cover, and with average weapons. Shortly after that, however, the level's large quantities of vehicles come into play. The vehicles on the map are primarily Covenant, with [[Type-32 Ghost]]s and [[Type-25 Chopper]]s being quite common, and the relative lack of cover heavily favors vehicular combat. The assortment of vehicles quickly shifts to favor the heavy vehicles, with Wraiths in particular appearing frequently.


The last stages of the level are conducted inside of Forerunner structures. Individual engagements take place inside of moderately-sized rooms, with long, narrow hallways separating battles. The very last portion of the level involves a small amount of backtracking.
The last stages of the level are conducted inside of Forerunner structures. Individual engagements take place inside of moderately-sized rooms, with long, narrow hallways separating battles. The very last portion of the level involves a small amount of backtracking.
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|-
|-
!New Weapons:
!New Weapons:
|[[Orgudam Workshop firebomb]], [[Mauler]], [[Sentinel Beam]]
|[[Firebomb Grenade]], [[Mauler]], [[Sentinel Beam]]
|}
|}


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|-
|-
|colspan=1|'''[[John-117|Master Chief]] Primary Weapon<br />Solo'''
|colspan=1|'''[[John-117|Master Chief]] Primary Weapon<br />Solo'''
|colspan=1| [[Sniper_Rifle#Halo_3_and_Halo_3:_ODST|Sniper Rifle]]
|colspan=1| [[Sniper Rifle]]
|colspan=1| Sniper Rifle
|colspan=1| Sniper Rifle
|colspan=1| N/A
|colspan=1| N/A
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|-
|-
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades'''
|colspan=1|'''Thel 'Vadam Grenades<br />N'tho 'Sraom Grenades<br />Usze 'Taham Grenades'''
|colspan=1| 2 {{Pattern|Anskum|plasma grenade}}s
|colspan=1| 2 [[Type-1 Antipersonnel Grenade]]s
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
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When you exit the [[D77H-TCI Pelican Dropship|Pelican]] at the beginning of the level, follow the ODSTs to the first Covenant encampment. Hold your fire until you are in position, then snipe out [[Brute Captain]] (the one with the [[Brute Shot]]). Usually two headshots can kill him, but if you are not sure, hit him in the chest for three times. There's plenty of ammo. Do the same for the others. Continue to snipe Brutes while your allies take out [[Unggoy|Grunts]] and [[Kig-yar|Jackals]]. There are two [[Resupply Canister|drop pods]] in the area with Sniper Rifles: one by your sniping spot, and another by the [[Deployable Lookout Tower]]. ODSTs have much longer range than standard Marines, so giving them sniper rifles, Battle Rifles, and [[Carbine]]s is an excellent tactic. However, do keep at least one long range weapon with standard ammo capacity.
When you exit the [[D77H-TCI Pelican Dropship|Pelican]] at the beginning of the level, follow the ODSTs to the first Covenant encampment. Hold your fire until you are in position, then snipe out [[Brute Captain]] (the one with the [[Brute Shot]]). Usually two headshots can kill him, but if you are not sure, hit him in the chest for three times. There's plenty of ammo. Do the same for the others. Continue to snipe Brutes while your allies take out [[Unggoy|Grunts]] and [[Kig-yar|Jackals]]. There are two [[Resupply Canister|drop pods]] in the area with Sniper Rifles: one by your sniping spot, and another by the [[Deployable Lookout Tower]]. ODSTs have much longer range than standard Marines, so giving them sniper rifles, Battle Rifles, and [[Carbine]]s is an excellent tactic. However, do keep at least one long range weapon with standard ammo capacity.


As you move up, a second group of Brutes and Grunts will enter. Some of the Brutes carry additional Brute Shots; these and the possibility of flanking are the only things that threaten your ODSTs. Once the Brutes are out of the way, hopefully with all your ODSTs intact, you can mop up the remaining hostiles easily. Restock on weapons and especially [[grenades]], detach a {{Pattern|Pek|plasma cannon}} from the tower, and move on through the tunnel.
As you move up, a second group of Brutes and Grunts will enter. Some of the Brutes carry additional Brute Shots; these and the possibility of flanking are the only things that threaten your ODSTs. Once the Brutes are out of the way, hopefully with all your ODSTs intact, you can mop up the remaining hostiles easily. Restock on weapons and especially [[grenades]], detach a [[Plasma Cannon]] from the tower, and move on through the tunnel.


When you reach the {{Pattern|Skar'wa|Mantis}}, use a Battle Rifle (if you still have one) to [[headshot]] the Carbine Jackals standing on the Anti-Aircraft Battery. Often, the Brutes won't even notice their deaths. Move to the ledge and drop the Plasma Cannon so that it falls on the ground. Switch to your sniper rifle and engage the Brutes. If your ODSTs are along, they should be a big help, though they may have trouble with any Brutes that climb the barricade. Mop up the stragglers with your Battle Rifle.
When you reach the [[Anti-Aircraft Battery]], use a Battle Rifle (if you still have one) to [[headshot]] the Carbine Jackals standing on the Anti-Aircraft Battery. Often, the Brutes won't even notice their deaths. Move to the ledge and drop the Plasma Cannon so that it falls on the ground. Switch to your sniper rifle and engage the Brutes. If your ODSTs are along, they should be a big help, though they may have trouble with any Brutes that climb the barricade. Mop up the stragglers with your Battle Rifle.


A Phantom will drop off pair of [[Hunters]] (and maybe some Carbine Jackals, who should be priority one). The Plasma Cannon is extremely useful in dispatching the Hunters, though there are plenty of alternative strategies to use against them. Don't be afraid to use close-range attacks—they're slow, and there are plenty of rocks to dodge around. If you're feeling shy, you can either hurl grenades at them from your position above, or you can run around the barricade and try to flank them while the ODSTs distract them. Sometimes they'll come around to try to flank you (though they're easily distracted from this idea), which also presents a moment when their back is exposed. This is one of the few Hunter battles where you don't have any big guns available, so savor it!
A Phantom will drop off pair of [[Hunters]] (and maybe some Carbine Jackals, who should be priority one). The Plasma Cannon is extremely useful in dispatching the Hunters, though there are plenty of alternative strategies to use against them. Don't be afraid to use close-range attacks—they're slow, and there are plenty of rocks to dodge around. If you're feeling shy, you can either hurl grenades at them from your position above, or you can run around the barricade and try to flank them while the ODSTs distract them. Sometimes they'll come around to try to flank you (though they're easily distracted from this idea), which also presents a moment when their back is exposed. This is one of the few Hunter battles where you don't have any big guns available, so savor it!
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You might want to take a Chopper from here, though a Mongoose/rocket-Marine combo is preferable. The Prowler is another option. A more effective but proportionally more involved strategy would be to give the Fuel Rod Gun to another Marine/ODST, and get your Rocket Marine/ODST and Fuel Rod Gun Marine/ODST to each ride shotgun in a Prowler while a third Marine/ODST mans the mounted cannon. This will take a lot of time swapping weapons and forcing AI allies in and out of particular seats, but it will be worth it. While you lose the ability to inflict damage yourself, you are now a highly mobile and extremely powerful tank, assuming your teammates have any sense of accuracy whatsoever (and the AI usually do). This would also likely be very effective in Co-op as well. What would formerly be a long, drawn-out skirmish with the [[Anti-Air Wraiths]] and their infantry/Ghost-mounted backup becomes an instant walk in the park on lower difficulties.
You might want to take a Chopper from here, though a Mongoose/rocket-Marine combo is preferable. The Prowler is another option. A more effective but proportionally more involved strategy would be to give the Fuel Rod Gun to another Marine/ODST, and get your Rocket Marine/ODST and Fuel Rod Gun Marine/ODST to each ride shotgun in a Prowler while a third Marine/ODST mans the mounted cannon. This will take a lot of time swapping weapons and forcing AI allies in and out of particular seats, but it will be worth it. While you lose the ability to inflict damage yourself, you are now a highly mobile and extremely powerful tank, assuming your teammates have any sense of accuracy whatsoever (and the AI usually do). This would also likely be very effective in Co-op as well. What would formerly be a long, drawn-out skirmish with the [[Anti-Air Wraiths]] and their infantry/Ghost-mounted backup becomes an instant walk in the park on lower difficulties.


After [[Avery Junior Johnson|Sergeant Johnson]] says his lines, exit the basin and head left, taking out a few Ghosts on the way. Along the way, you can grab the "[[Halo 3 skulls#Famine|Famine]]" [[Halo 3 skulls|skull]] if you're playing on [[Normal]] or higher difficulty. At the top of the next hill you'll meet some more Ghosts and a Brute Captain (who may be wielding a Fuel Rod Gun). They are fighting some Marines, who you may be able to save if you can kill the Brute quickly.
After [[Avery Junior Johnson|Sergeant Johnson]] says his lines, exit the basin and head left, taking out a few Ghosts on the way. Along the way, you can grab the "[[Halo 3 Skulls#Famine|Famine]]" [[Halo 3 Skulls|skull]] if you're playing on [[Normal]] or higher difficulty. At the top of the next hill you'll meet some more Ghosts and a Brute Captain (who may be wielding a Fuel Rod Gun). They are fighting some Marines, who you may be able to save if you can kill the Brute quickly.


There is a functional Warthog in the area. Get a gunner and rocket-carrying passenger, or use a Prowler if one is still intact. You may use the Chopper, but it is very vulnerable in the next basin. Some players opt to snipe out as many infantry with their Battle Rifle as possible before moving in, and others simply use a Ghost to fire on the Wraith from an extreme distance.
There is a functional Warthog in the area. Get a gunner and rocket-carrying passenger, or use a Prowler if one is still intact. You may use the Chopper, but it is very vulnerable in the next basin. Some players opt to snipe out as many infantry with their Battle Rifle as possible before moving in, and others simply use a Ghost to fire on the Wraith from an extreme distance.
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When the ''[[Forward Unto Dawn]]'' lands, take one of the [[Scorpions]] that are lowered from its bay. If any ODSTs from previous engagements survived, a few may enter the Pelican and be taken away; make sure that they don't take any useful weapons with them. Go back the way you came and hit the new Covenant forces. This part is absurdly easy; just backtrack while blasting everything in sight—including a large amount of Wraiths, two Phantoms, and a pair of Hunters—until you get back to the bridge. Enter the wall, resisting the temptation to attack [[343 Guilty Spark]] (or not, if you have spare ammo). Activate the energy bridge inside and continue on.
When the ''[[Forward Unto Dawn]]'' lands, take one of the [[Scorpions]] that are lowered from its bay. If any ODSTs from previous engagements survived, a few may enter the Pelican and be taken away; make sure that they don't take any useful weapons with them. Go back the way you came and hit the new Covenant forces. This part is absurdly easy; just backtrack while blasting everything in sight—including a large amount of Wraiths, two Phantoms, and a pair of Hunters—until you get back to the bridge. Enter the wall, resisting the temptation to attack [[343 Guilty Spark]] (or not, if you have spare ammo). Activate the energy bridge inside and continue on.


After going through the wall, a [[Gauss Warthog]] shows up; let the Marine man the turret. Head right and down to the Scorpions, or go to the left and destroy four Ghosts. You can choose to stay in the Gauss Warthog for a while; they're excellent for destroying smaller vehicles, and it's easy to avoid the Wraith's mortar blasts. Once you've destroyed both lines of Wraiths, a [[Deutoros-pattern Scarab|Scarab]] will show up, at which point a Scorpion is really your best bet (or perhaps even a Wraith if you want to commandeer one). The Scarab itself isn't that deadly; the large metal structure in the middle of the clearing provides sufficient cover, and from its roof, you can attack the Scarab at your leisure. If you want to get the [[Halo 3 skulls#Cowbell|Cowbell]] skull later on, you should grab one of the [[Grav Lift]]s inside of the structure.
After going through the wall, a [[Gauss Warthog]] shows up; let the Marine man the turret. Head right and down to the Scorpions, or go to the left and destroy four Ghosts. You can choose to stay in the Gauss Warthog for a while; they're excellent for destroying smaller vehicles, and it's easy to avoid the Wraith's mortar blasts. Once you've destroyed both lines of Wraiths, a [[Type-47B Scarab|Scarab]] will show up, at which point a Scorpion is really your best bet (or perhaps even a Wraith if you want to commandeer one). The Scarab itself isn't that deadly; the large metal structure in the middle of the clearing provides sufficient cover, and from its roof, you can attack the Scarab at your leisure. If you want to get the [[Halo 3 Skulls#Cowbell|Cowbell]] skull later on, you should grab one of the [[Grav Lift]]s inside of the structure.


Go up the tower; a Brute with a Fuel Rod Gun will greet you. At this point, you probably have a Fuel Rod Gun of your own. You can drive the Scorpion partway up the tower, which makes the approach very easy. If you happen to have a Plasma Cannon, however, you should advance on foot (unless you don't mind backtracking to retrieve it). There are a few clusters of Brutes and Jackal snipers, and once you get halfway up the tower, you will encounter a few [[Brute Stalkers]] (who more or less stand around).
Go up the tower; a Brute with a Fuel Rod Gun will greet you. At this point, you probably have a Fuel Rod Gun of your own. You can drive the Scorpion partway up the tower, which makes the approach very easy. If you happen to have a Plasma Cannon, however, you should advance on foot (unless you don't mind backtracking to retrieve it). There are a few clusters of Brutes and Jackal snipers, and once you get halfway up the tower, you will encounter a few [[Brute Stalkers]] (who more or less stand around).
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Watch for snipers and enemies hiding around corners. Meet up with the [[Thel 'Vadam|Arbiter]], 343 Guilty Spark, and two new Marines at the tower, and advance toward a group of sleeping Grunts. Bear in mind that your other Marine allies will bizarrely not follow you to the next section. Give your two new Marines power weapons, such as sniper rifles and rocket launchers. There is a [[Urinating Brute|Brute urinating]] in the corner; he is distracted until you finish [[Assassination|assassinating]] the Grunts, at which point you can beat him to death with no trouble. (If you try to take him out first, he often turns around and wakes up the Grunts). Keep going and assassinate the Grunt wandering under the ramp. Go through the upper door, assassinate the Brute, and [[melee]] more Grunts to death. Grab a [[Plasma Pistol]] and a Battle Rifle (from a Marine if need be) and move on; alternatively, if you still have a Fuel Rod Gun and a Plasma Cannon, you may keep those. When the door opens, a Brute spots you; greet him with the [[Noob Combo]], and repeat the process for the other Brutes in the room (who are armed with Brute Shots, so stay in cover or flank them through the room on the side). You can also use the Plasma Cannon or just melee them all to save ammo. Kill the Jackals, swap out your Plasma Pistol for a newer one, and move on to the [[Cartographer]].
Watch for snipers and enemies hiding around corners. Meet up with the [[Thel 'Vadam|Arbiter]], 343 Guilty Spark, and two new Marines at the tower, and advance toward a group of sleeping Grunts. Bear in mind that your other Marine allies will bizarrely not follow you to the next section. Give your two new Marines power weapons, such as sniper rifles and rocket launchers. There is a [[Urinating Brute|Brute urinating]] in the corner; he is distracted until you finish [[Assassination|assassinating]] the Grunts, at which point you can beat him to death with no trouble. (If you try to take him out first, he often turns around and wakes up the Grunts). Keep going and assassinate the Grunt wandering under the ramp. Go through the upper door, assassinate the Brute, and [[melee]] more Grunts to death. Grab a [[Plasma Pistol]] and a Battle Rifle (from a Marine if need be) and move on; alternatively, if you still have a Fuel Rod Gun and a Plasma Cannon, you may keep those. When the door opens, a Brute spots you; greet him with the [[Noob Combo]], and repeat the process for the other Brutes in the room (who are armed with Brute Shots, so stay in cover or flank them through the room on the side). You can also use the Plasma Cannon or just melee them all to save ammo. Kill the Jackals, swap out your Plasma Pistol for a newer one, and move on to the [[Cartographer]].


Gawk at the galaxy in the [[cutscene]], and then head back inside. (Alternatively, if you need a new Plasma Cannon and happen to have a Brute Shot, you can empty it on the side of the attacking Phantom to get a Plasma Cannon.) If you have any Marines left, they might die here unless you gave them some heavy weapons. The noob combo is useful here - you can quickly tear through the defending Brutes that way, before the Plasma Cannon-wielding [[Brute Chieftain]] even arrives. The combo also takes out his flunkies, after which he's relatively trivial—stick his cannon with a grenade, or beat him to death, or let your Marine rocket him, or... Next, you'll encounter a large group of Brute Stalkers with [[Radar Jammer]]s. (You will also see a Brute Chieftain with a [[Gravity hammer (fiction)|gravity hammer]], but he will leave and let his Stalkers attack you.) The Stalkers are extremely sessile, so you can probably walk right up to them (open doors are a good hint of their proximity) and melee them to death. You might even get [[Cloaking]] from one of them.
Gawk at the galaxy in the [[cutscene]], and then head back inside. (Alternatively, if you need a new Plasma Cannon and happen to have a Brute Shot, you can empty it on the side of the attacking Phantom to get a Plasma Cannon.) If you have any Marines left, they might die here unless you gave them some heavy weapons. The noob combo is useful here - you can quickly tear through the defending Brutes that way, before the Plasma Cannon-wielding [[Brute Chieftain]] even arrives. The combo also takes out his flunkies, after which he's relatively trivial—stick his cannon with a grenade, or beat him to death, or let your Marine rocket him, or... Next, you'll encounter a large group of Brute Stalkers with [[Radar Jammer]]s. (You will also see a Brute Chieftain with a [[Gravity Hammer]], but he will leave and let his Stalkers attack you.) The Stalkers are extremely sessile, so you can probably walk right up to them (open doors are a good hint of their proximity) and melee them to death. You might even get [[Cloaking]] from one of them.


Also, if you are fast and have a Fuel Rod Gun, you can go right and quickly jump down to the lower level and kill the retreating Chieftain before he finishes exiting. (He is scripted to fall back, so he will not put up a fight.) A decent player should be able to pull it off on [[Easy]], Normal and [[Heroic]]. However, this tactic is inadvisable on [[Legendary]] as it will leave you in the middle of an empty room with very little cover, surrounded by a fairly large group of cloaked Brutes. Once you have taken everyone out, pick up their [[Orgudam Workshop firebomb]]s and keep going. If you are lucky, you should now have a Plasma Cannon, Fuel Rod Gun, Brute Shot, full grenades, and Cloaking.
Also, if you are fast and have a Fuel Rod Gun, you can go right and quickly jump down to the lower level and kill the retreating Chieftain before he finishes exiting. (He is scripted to fall back, so he will not put up a fight.) A decent player should be able to pull it off on [[Easy]], Normal and [[Heroic]]. However, this tactic is inadvisable on [[Legendary]] as it will leave you in the middle of an empty room with very little cover, surrounded by a fairly large group of cloaked Brutes. Once you have taken everyone out, pick up their [[Firebomb Grenade]]s and keep going. If you are lucky, you should now have a Plasma Cannon, Fuel Rod Gun, Brute Shot, full grenades, and Cloaking.


The next hallway leads directly to an outdoor area, where a Brute Chieftain sermonizes his [[pack]] of [[Jump Pack Brute]]s. If, at this point, your Marines are still alive and are wielding power weapons, then they will prove to be extremely helpful; they will often manage to take out all of the normal Brutes as well as their Jackal allies. The Brute Chieftain, however, is another matter. In addition to possessing a Gravity Hammer, this Chieftain also possesses [[Invincibility]], which he will happily update should he start to take too much damage. However, he can still be assassinated (if you have Cloaking on hand, and are careful not to bump into him), and a grenade stuck to his hammer will also easily dispatch him. You can also wait until the invincibility wears off and hit him with a fire grenade.
The next hallway leads directly to an outdoor area, where a Brute Chieftain sermonizes his [[pack]] of [[Jump Pack Brute]]s. If, at this point, your Marines are still alive and are wielding power weapons, then they will prove to be extremely helpful; they will often manage to take out all of the normal Brutes as well as their Jackal allies. The Brute Chieftain, however, is another matter. In addition to possessing a Gravity Hammer, this Chieftain also possesses [[Invincibility]], which he will happily update should he start to take too much damage. However, he can still be assassinated (if you have Cloaking on hand, and are careful not to bump into him), and a grenade stuck to his hammer will also easily dispatch him. You can also wait until the invincibility wears off and hit him with a fire grenade.

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