Editing The Pillar of Autumn (Halo: Reach level)/Walkthrough

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{{Status|Gameplay}}
{{Title|The Pillar of Autumn/Walkthrough}}
{{Title|The Pillar of Autumn/Walkthrough}}
{{Walkthrough infobox
{{Walkthrough infobox
||era = [[File:Halo Reach box art.png|40px|link=Halo: Reach]]
|pagelabel=Walkthrough
|era = [[File:Halo Reach box art.png|40px|link=Halo: Reach]]
|prev = [[The Package/Walkthrough|The Package]]
|prev = [[The Package/Walkthrough|The Package]]
|next = [[Lone Wolf/Walkthrough|Lone Wolf]]
|next = [[Lone Wolf/Walkthrough|Lone Wolf]]
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First priority is the Elite Major and his Grunts, who are patrolling by a dilapidated flatbed truck. Head to the left, aim for the Grunts and toss a grenades; you should get one or two. The rest you target with your assault rifle, short controlled bursts. When they're dead, the Elite Major will retreat to hide at the truck's front, so head for the back of the truck for cover. Although he'll fire some harassing shots, he won't charge your location. When the three Grunts are dead, Emile will start coming down the mountain, and so the enemies will focus of him. Look past the truck to the bridge and you'll see the three Jackals shooting at him. They'll be oriented such that you can headshot one with your pistol. Once one of the Jackals is dead, the others will retreat up the bridge, and now you'll have a lot more room to move. Emile will now try to regroup with you, and in the process charge at the Elite Major. Sometimes he'll even kill it, but not always, so take it out with melees or assault rifle while it's distracted and injured.
First priority is the Elite Major and his Grunts, who are patrolling by a dilapidated flatbed truck. Head to the left, aim for the Grunts and toss a grenades; you should get one or two. The rest you target with your assault rifle, short controlled bursts. When they're dead, the Elite Major will retreat to hide at the truck's front, so head for the back of the truck for cover. Although he'll fire some harassing shots, he won't charge your location. When the three Grunts are dead, Emile will start coming down the mountain, and so the enemies will focus of him. Look past the truck to the bridge and you'll see the three Jackals shooting at him. They'll be oriented such that you can headshot one with your pistol. Once one of the Jackals is dead, the others will retreat up the bridge, and now you'll have a lot more room to move. Emile will now try to regroup with you, and in the process charge at the Elite Major. Sometimes he'll even kill it, but not always, so take it out with melees or assault rifle while it's distracted and injured.


Now every enemy in the area is aware of you, but they'll mostly harass from a distance. Your next target is the Elite Ultra, but he's guarded by the six remaining Grunts and the Jackals. He also have a concussion rifle, so trying to rush him is foolhardy. So focus on reducing his guards. Target either of the Grunts. For the Minors and Majors on the right side of the bridge valley, use your assault rifle, as you have plenty of rocks to fire from cover. For the Heavies on the left, use your pistol, as there's less cover on the left and they have better aim. As for the Jackals, stay off the bridge until the Grunts are dead; engage them too early and the Ultra will start blasting you. When he's fallen back because his Grunts are dead, then you can take the bridge. Rather than using your limited pistol shots or one remaining grenade to get them, try the dead Major's {{Pattern|Okarda'phaa|plasma rifle}}. Using the truck on the bridge as cover, orient yourself so you can see their shield but they can't shoot back at you. Then tear through their shield with plasma shots.
Now every enemy in the area is aware of you, but they'll mostly harass from a distance. Your next target is the Elite Ultra, but he's guarded by the six remaining Grunts and the Jackals. He also have a concussion rifle, so trying to rush him is foolhardy. So focus on reducing his guards. Target either of the Grunts. For the Minors and Majors on the right side of the bridge valley, use your assault rifle, as you have plenty of rocks to fire from cover. For the Heavies on the left, use your pistol, as there's less cover on the left and they have better aim. As for the Jackals, stay off the bridge until the Grunts are dead; engage them too early and the Ultra will start blasting you. When he's fallen back because his Grunts are dead, then you can take the bridge. Rather than using your limited pistol shots or one remaining grenade to get them, try the dead Major's [[plasma rifle]]. Using the truck on the bridge as cover, orient yourself so you can see their shield but they can't shoot back at you. Then tear through their shield with plasma shots.


The Ultra is the last target, and he's fallen back to the cliff on the left across the bridge. With plenty of plasma pistols and hopefully saved magnum ammo, you should be able to noob combo him while he's distracted by Emile.
The Ultra is the last target, and he's fallen back to the cliff on the left across the bridge. With plenty of plasma pistols and hopefully saved magnum ammo, you should be able to noob combo him while he's distracted by Emile.
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The upper balcony is shaped something like a rectangular donut. Walk along the side and scope in. You'll see a door on the other side open, letting in an Elite and three Grunts. The Grunts can easily be headshot as they're coming through the door. The Elite is more troublesome, as he's a dual-wielder and this balcony has long sight lines for him to spam you from. So after headshotting the Grunts, go to the left side to avoid his fire. There's slightly more cover on this side of the balcony, and you can collect a plasma pistol from the dead Jackals there to noob combo him. Stay in cover, wait for him to be distracted by Emile, then blast him.
The upper balcony is shaped something like a rectangular donut. Walk along the side and scope in. You'll see a door on the other side open, letting in an Elite and three Grunts. The Grunts can easily be headshot as they're coming through the door. The Elite is more troublesome, as he's a dual-wielder and this balcony has long sight lines for him to spam you from. So after headshotting the Grunts, go to the left side to avoid his fire. There's slightly more cover on this side of the balcony, and you can collect a plasma pistol from the dead Jackals there to noob combo him. Stay in cover, wait for him to be distracted by Emile, then blast him.


Before you leave, refill any needle rifle ammo you might have used via the dead marksmen. There's roughly 35 to 44 rounds in the area, enough for two magazines. Refill DMR ammo too from below, then go through the door and up the stairs until you reach some Marines fighting a Jackal and two Grunts. Either headshot them or take them out with a plasma grenade (you may want to save your frags, as you won't get more in the next area). Even with a {{Pattern|Okarda'phaa|plasma rifle}}, the Jackal is no big threat.
Before you leave, refill any needle rifle ammo you might have used via the dead marksmen. There's roughly 35 to 44 rounds in the area, enough for two magazines. Refill DMR ammo too from below, then go through the door and up the stairs until you reach some Marines fighting a Jackal and two Grunts. Either headshot them or take them out with a plasma grenade (you may want to save your frags, as you won't get more in the next area). Even with a [[plasma rifle]], the Jackal is no big threat.


==Keyes (Rally Point Bravo)==
==Keyes (Rally Point Bravo)==
[[File:Holdout Heatmap.jpg|thumb|275px]]
[[File:Holdout Heatmap.jpg|right|thumb|275px]]
*'''Emile-A239''': "Noble to Keyes: we're at the pad."
*'''Emile-A239''': "Noble to Keyes: we're at the pad."
*'''Keyes (COM)''': "Copy, Noble. My Pelican's ready. Clear an LZ, and I'll meet you there."
*'''Keyes (COM)''': "Copy, Noble. My Pelican's ready. Clear an LZ, and I'll meet you there."
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Before covering the final battle, it's best to talk about the battlespace of this final area, the ''Pillar of Autumn'''s dock. The dock is comprised of five areas which are: a north landing pad, a west rock plain, an eastern rock plain, a center platform, and a two-story building stocked with weapons. The weapons base is likely where you'll usually be, but you'll have to move from there when enemies storm it. Since you can be attacked from any side, keep a close eye on your radar to be sure you don't get flanked. The many stairs can be used as cover and to throw off enemies' aim. There will also be some Marines joining you, but they'll all be killed in the final wave guaranteed.
Before covering the final battle, it's best to talk about the battlespace of this final area, the ''Pillar of Autumn'''s dock. The dock is comprised of five areas which are: a north landing pad, a west rock plain, an eastern rock plain, a center platform, and a two-story building stocked with weapons. The weapons base is likely where you'll usually be, but you'll have to move from there when enemies storm it. Since you can be attacked from any side, keep a close eye on your radar to be sure you don't get flanked. The many stairs can be used as cover and to throw off enemies' aim. There will also be some Marines joining you, but they'll all be killed in the final wave guaranteed.


As for weapons, inside the base you'll find assault rifles, grenade launchers, shotguns, and a few armor abilities. More importantly, [[Hidden weapons on The Pillar of Autumn|there's a hidden crate with DMRs]] that will be absolutely vital. To get it, go to the back of the base and melee the wall or go inside and melee the small box inside. If the crate falls off the cliff or gets stuck inside, revert the checkpoint and try again. There's one more DMR lying around in the western plain, and a sniper rifle with twelve rounds on the roof of the base.
As for weapons, inside the base you'll find assault rifles, grenade launchers, shotguns, and a few armor abilities. More importantly, [[Hidden Weapons on The Pillar of Autumn|there's a hidden crate with DMRs]] that will be absolutely vital. To get it, go to the back of the base and melee the wall or go inside and melee the small box inside. If the crate falls off the cliff or gets stuck inside, revert the checkpoint and try again. There's one more DMR lying around in the western plain, and a sniper rifle with twelve rounds on the roof of the base.


The last thing to know is that the waves come in based on enemy numbers. When there are two enemies left, the next Phantoms will come. If you need time to heal and grab ammo, leave three enemies alive at a distance. Emile will be in the mass driver above you, but he's just loud noise; none of his shots strike the Phantoms that actually land. The one way he's useful here is his voice cues. If he says any of the following lines quoted below, that means the next wave is coming.
The last thing to know is that the waves come in based on enemy numbers. When there are two enemies left, the next Phantoms will come. If you need time to heal and grab ammo, leave three enemies alive at a distance. Emile will be in the mass driver above you, but he's just loud noise; none of his shots strike the Phantoms that actually land. The one way he's useful here is his voice cues. If he says any of the following lines quoted below, that means the next wave is coming.
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*'''Keyes (COM):''' "Cruiser, moving into position. I need it dead!"
*'''Keyes (COM):''' "Cruiser, moving into position. I need it dead!"


With the Field Marshal dead, it's time to man the Mass Driver. In it you'll be engaged by multiple Phantoms and Banshees before aiming for the incoming {{Pattern|Ket|battlecruiser}}. While this section is easily done on Heroic and lower, it's much more luck-based on Legendary. In Legendary the Covenant's projectiles are so strong and travel so fast that often times it's impossible to complete this section in one go. So if you're worried things will go awry, enter and then exit the mass driver to trigger the Phantoms and hide by the stairs. Then when the cruiser arrives, run back up, deploy a hologram to distract all the dropships, jump in the mass driver, and fire a single shot at the cruiser to end the mission.
With the Field Marshal dead, it's time to man the Mass Driver. In it you'll be engaged by multiple Phantoms and Banshees before aiming for the incoming {{Class|CCS|battlecruiser}}. While this section is easily done on Heroic and lower, it's much more luck-based on Legendary. In Legendary the Covenant's projectiles are so strong and travel so fast that often times it's impossible to complete this section in one go. So if you're worried things will go awry, enter and then exit the mass driver to trigger the Phantoms and hide by the stairs. Then when the cruiser arrives, run back up, deploy a hologram to distract all the dropships, jump in the mass driver, and fire a single shot at the cruiser to end the mission.


But if you're going to do this the hard way, then here's what to do. Two rules. First, prioritize Banshees. They may be smaller, but they're faster than Phantoms, have much longer range with their weapons, and one fuel rod from them will kill you. Second, check your blindspots every three shots. Phantoms that come from above or from the right tend to be harder to see and those are the ones that will cause you problems. And as an optional rule, don't be discouraged. If your shields recharge, that's a sign that you're doing good and can survive this bout.
But if you're going to do this the hard way, then here's what to do. Two rules. First, prioritize Banshees. They may be smaller, but they're faster than Phantoms, have much longer range with their weapons, and one fuel rod from them will kill you. Second, check your blindspots every three shots. Phantoms that come from above or from the right tend to be harder to see and those are the ones that will cause you problems. And as an optional rule, don't be discouraged. If your shields recharge, that's a sign that you're doing good and can survive this bout.

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