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{{Title|New Alexandria}}
{{Status|Gameplay}}
{{Era|RW}}
{{Disambig header|the Halo: Reach campaign level|other uses of New Alexandria|New Alexandria (disambiguation)}}
{{center|This article is about the Halo: Reach campaign level. For other uses of New Alexandria, see [[New Alexandria (disambiguation)]].}}
{{Level infobox
{{Level infobox
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|parscore=22,500 {{C|''Master Chief Collection''}}<br/>10,000 {{C|''Halo: Reach''}}
|parscore=22,500 {{C|''Master Chief Collection''}}<br/>10,000 {{C|''Halo: Reach''}}
}}
}}
{{Article Quote|Provide air support in a forest of crumbling skyscrapers.}}
{{Article quote|Provide air support in a forest of crumbling skyscrapers.}}
"'''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.
'''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.


==Summary==
==Summary==
The level takes place on August 23, 2552, several hours after [[Exodus]], in the airspace above the embattled city of [[New Alexandria (location)|New Alexandria]]. [[Noble Six]] meets up with the rest of [[Noble Team]] and is informed that the [[Covenant Empire|Covenant]] are jamming all communications to Command. He/she mounts a [[UH-144 Falcon|Falcon]] and assists [[Catherine-B320]] in destroying the [[Covenant communications jammer|jamming devices]].
The level takes place on August 23, 2552, several hours after ''[[Exodus]]'', in the airspace above the embattled city of [[New Alexandria (location)|New Alexandria]]. [[Noble Six]] meets up with the rest of [[Noble Team]] and is informed that the [[Covenant Empire|Covenant]] are jamming all communications to Command. They mount a [[UH-144 Falcon|Falcon]] and assists [[Catherine-B320]] in destroying the [[Covenant communications jammer|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.
'''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.
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*A jammer is also located in a [[Reflection|penthouse]] at the [[Sinoviet Center]]. Troopers assigned to destroy it were killed by [[Drones]] (save for a [[Shell-shocked Army trooper|single survivor]]) and Noble Six must finish the job.
*A jammer is also located in a [[Reflection|penthouse]] at the [[Sinoviet Center]]. Troopers assigned to destroy it were killed by [[Drones]] (save for a [[Shell-shocked Army trooper|single survivor]]) and Noble Six must finish the job.


As Noble Six destroys the jammers, Covenant {{Class|CCS|battlecruiser}}s arrive at New Alexandria and start [[glassing]] the city's outskirts.
As Noble Six destroys the jammers, Covenant {{Pattern|Ket|battlecruiser}}s arrive at New Alexandria and start [[glassing]] the city's outskirts.


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:
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:
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'''August 23, 2552, 18:57 Hours'''
'''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 an [[M392 Designated Marksman Rifle]]. The Pelican slows down above a rooftop with two [[Falcon]]s parked on top. Six steps out and meets [[Carter-A259|Carter]] while the Pelican flies away.''
''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 [[Falcon]]s parked on top. Six steps out and meets [[Carter-A259|Carter]] while the Pelican flies away.''


*'''[[Commander]] Carter-A259''': "Your report will have to wait, Lieutenant. The Covenant are jamming all comms to Command. [[Catherine-B320|Kat]] needs your help running a counter-op."
*'''[[Commander]] Carter-A259''': "Your report will have to wait, Lieutenant. The Covenant are jamming all comms to Command. [[Catherine-B320|Kat]] needs your help running a counter-op."
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*'''Trooper #2 (COM)''': "Through that doorway! ''Move, move, move!''"
*'''Trooper #2 (COM)''': "Through that doorway! ''Move, move, move!''"


''Six reaches the hospital's concourse. He/she engages the Brutes cornering the troopers.''
''Six reaches the hospital's concourse. They engage the Brutes cornering the troopers.''


*'''Trooper #1''': "More Brutes! Stay back, you stinking bastards!"
*'''Trooper #1''': "More Brutes! Stay back, you stinking bastards!"
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*'''Trooper #1/#2''': "We're good here, sir/ma'am. You can head back to your bird."
*'''Trooper #1/#2''': "We're good here, sir/ma'am. You can head back to your bird."


''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 [[Glassing|glass]] the area.''
''Six gets back upstairs and into the Falcon. As it takes off, another skyscraper collapses while a {{Pattern|Ket|battlecruiser}} flies overhead. After stopping above the city's outskirts, the cruiser starts to [[Glassing|glass]] the area.''


====[[Sinoviet Center]]====
====[[Sinoviet Center]]====
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*'''Catherine-B320 (COM)''':  "Noble Two to Noble Six, I'm still getting nothing from those troopers. You may have to take care of this jammer yourself."
*'''Catherine-B320 (COM)''':  "Noble Two to Noble Six, I'm still getting nothing from those troopers. You may have to take care of this jammer yourself."


''Six continues his/her way up, passing by a hologram of a UNSC Frigate.''
''Six continues their way up, passing by a hologram of a UNSC Frigate.''


*'''Catherine-B320 (COM)''': "Six, I'm accessing building schematics. There's an [[elevator]] on the North landing."
*'''Catherine-B320 (COM)''': "Six, I'm accessing building schematics. There's an [[elevator]] on the North landing."
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*'''Catherine-B320 (COM)''': "Thermal looks clear for now, Six. Return to your Falcon and stand by for instructions."
*'''Catherine-B320 (COM)''': "Thermal looks clear for now, Six. Return to your Falcon and stand by for instructions."


''Six takes the elevator back down to the landing platform and returns to the Falcon. Another {{Class|CCS|battlecruiser}} flies overhead and begins glassing the outskirts area after arriving at the region's airspace. ''
''Six takes the elevator back down to the landing platform and returns to the Falcon. Another {{Pattern|Ket|battlecruiser}} flies overhead and begins glassing the outskirts area after arriving at the region's airspace. ''


====[[Vyrant Telecom Tower]]====
====[[Vyrant Telecom Tower]]====
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*'''[[Warrant Officer]] [[Emile-A239]]''': "It's a regular family reunion..."
*'''[[Warrant Officer]] [[Emile-A239]]''': "It's a regular family reunion..."


''Six looks at him, and loosens his/her hand to show Jorge’s dog tags dangling from it.''
''Six looks at him, and loosens their hand to show Jorge’s dog tags dangling from it.''


*'''Emile-A239''': "Keep ‘em. He gave them to you. ''(points at himself with his kukri)'' I'll honor him my own way."
*'''Emile-A239''': "Keep ‘em. He gave them to you. ''(points at himself with his kukri)'' I'll honor him my own way."
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*'''Jun-A266''': "Sir, that true about [[Gauntlet Team|Gauntlet]], [[Red Team (SPARTAN-III)|Red]] and [[Echo Team]]s assigned to civilian evac ops?"
*'''Jun-A266''': "Sir, that true about [[Gauntlet Team|Gauntlet]], [[Red Team (SPARTAN-III)|Red]] and [[Echo Team]]s assigned to civilian evac ops?"


''Carter rounds on Kat, annoyed, knowing she is responsible for the leak.''
''Carter rounds on Kat, annoyed, knowing that she is responsible for the leak.''


*'''Carter-A259''': "Those are senior-level communiques..."
*'''Carter-A259''': "Those are senior-level communiques..."
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*'''Catherine-B320''': "''That'' close!"
*'''Catherine-B320''': "''That'' close!"


''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 {{Class|CCS|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.''
''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 {{Pattern|Ket|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.''


*'''Catherine-B320''': ''(To Six)'' "First glassing? Me too. Don’t worry, I’m on it. Our best option is a fallout bunker on Sublevel 2, ninety-six metres northeast. We get orders from Holland, sir?"
*'''Catherine-B320''': ''(To Six)'' "First glassing? Me too. Don’t worry, I’m on it. Our best option is a fallout bunker on Sublevel 2, ninety-six metres northeast. We get orders from Holland, sir?"
*'''Carter-A259 (COM)''': "We’re being redeployed to [[Sword Base]]."
*'''Carter-A259 (COM)''': "We’re being redeployed to [[SWORD Base]]."
*'''Jun-A266''': "Sword?! Covenant ''own it'' now!"
*'''Jun-A266''': "Sword?! Covenant ''own it'' now!"
*'''Carter-A259''': "Which is why they want us for a torch-and-burn op. Keep [[Catherine Halsey|Dr. Halsey]]'s excavation data from falling into enemy hands."
*'''Carter-A259''': "Which is why they want us for a torch-and-burn op. Keep [[Catherine Halsey|Dr. Halsey]]'s excavation data from falling into enemy hands."
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==Production notes==
==Production notes==
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 [[Type-47B 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.{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=3|Site=Eurogamer|Page=Tech Interview: Halo: Reach - Page 3}}{{Ref/Game|Id=Commentary|HR|Detail=[[Halo: Reach Legendary Edition|Legendary Edition]] developer commentary}}
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 {{Pattern|Deutoros|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.{{Ref/Site|D=01|M=6|Y=2020|URL=https://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=3|Site=Eurogamer|Page=Tech Interview: Halo: Reach - Page 3}}{{Ref/Game|Id=Commentary|HR|Detail=[[Halo: Reach Legendary Edition|Legendary Edition]] developer commentary}}


[[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.{{Ref/Site|Id=HBOMiller|D=01|M=6|Y=2020|URL=http://forums.bungie.org/halo/archive37.pl?read=1092706|Site=halo.bungie.org|Page=Re: AI Script|Detail=Dan Miller discusses the development of New Alexandria}} Many of the level's ideas were also pulled from an [[:File:H3 TheArk DesignDoc.png|early draft]] of what would become the level [[The Ark]].{{Ref/Twitter|882000758798823424|dmiller260|Dan Miller|Quote=#halo3 map first draft of waypoint level:<br>I ended up taking those ideas to Halo Reach 'New Alexandria'|D=10|M=10|Y=2021}}
[[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.{{Ref/Site|Id=HBOMiller|D=01|M=6|Y=2020|URL=http://forums.bungie.org/halo/archive37.pl?read=1092706|Site=halo.bungie.org|Page=Re: AI Script|Detail=Dan Miller discusses the development of New Alexandria}} Many of the level's ideas were also pulled from an [[:File:H3 TheArk DesignDoc.png|early draft]] of what would become the level [[The Ark]].{{Ref/Twitter|882000758798823424|dmiller260|Dan Miller|Quote=#halo3 map first draft of waypoint level:<br>I ended up taking those ideas to Halo Reach 'New Alexandria'|D=10|M=10|Y=2021}}
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*The [[Lift|elevator]] music heard in the [[SinoViet Center]] elevator is actually from one of [[Martin O'Donnell]]'s old commercial jingles.{{Ref/Reuse|Commentary}}
*The [[Lift|elevator]] music heard in the [[SinoViet Center]] elevator is actually from one of [[Martin O'Donnell]]'s old commercial jingles.{{Ref/Reuse|Commentary}}
*The final chapter, ''Last One Out... Turn Out the Lights'' is an obvious reference to ''[[Halo 3]]'s'' level ''[[Crow's Nest]]'s'' chapter ''Last One Out, Get the Lights'' and a ''[[Red vs Blue]]'' episode.
*The final chapter, ''Last One Out... Turn Out the Lights'' is an obvious reference to ''[[Halo 3]]'s'' level ''[[Crow's Nest]]'s'' chapter ''Last One Out, Get the Lights'' and a ''[[Red vs Blue]]'' episode.
*If the player sees a {{Class|CCS|battlecruiser}} in the sky and pays attention to its movement, it will drift around 117 degrees to the point where it will begin glassing. Uniquely, this is the only level where you can see a cruiser drift in the same manner as a player is able to drift when steering a [[Warthog]] or [[Mongoose]].
*If the player sees a {{Pattern|Ket|battlecruiser}} in the sky and pays attention to its movement, it will drift around 117 degrees to the point where it will begin glassing. Uniquely, this is the only level where you can see a cruiser drift in the same manner as a player is able to drift when steering a [[Warthog]] or [[Mongoose]].


===Miscellaneous===
===Miscellaneous===
*There are several different random support objectives involving the use of the Falcon (i.e. assisting Buck, destroying a Covenant rooftop transmitter, or helping a group of Troopers kill a group of randomly generated Covenant teams on a rooftop or protect them from Banshees), but only two will be given per playthrough. The random nature of this mission is most likely why there are no Rally Points available, such that it can only be played from the beginning of the mission.
*There are several different random support objectives involving the use of the Falcon (i.e. assisting Buck, destroying a Covenant rooftop transmitter, or helping a group of Troopers kill a group of randomly generated Covenant teams on a rooftop or protect them from Banshees), but only two will be given per playthrough. The random nature of this mission is most likely why there are no Rally Points available, such that it can only be played from the beginning of the mission.
*If this level is played on Co-op, the second player will be given a Falcon of their own. The Falcon given to the second player is armed with [[M460 Automatic Grenade Launcher|grenade launchers]] instead of machine guns.
*If this level is played on Co-op, the second player will be given a Falcon of their own. The Falcon given to the second player is armed with [[M460 automatic grenade launcher|grenade launchers]] instead of machine guns.
*A section of the final [[cutscene]] for this level is featured in ''[[The Battle Begins]]'' trailer. It is however, altered such that Carter is not carrying Kat's body, but an assault rifle. This was likely due to the trailer being released before the game, and the revealing of Kat's death had to be avoided.
*A section of the final [[cutscene]] for this level is featured in ''[[The Battle Begins]]'' trailer. It is however, altered such that Carter is not carrying Kat's body, but an assault rifle. This was likely due to the trailer being released before the game, and the revealing of Kat's death had to be avoided.
*Although the glowing orb in the center of [[Club Errera]] appears to be a hologram, it in fact acts exactly the opposite of a [[shield door]]: grenades and small arms fire pass through it, but a player cannot. It can be stood upon by a player using a [[Series 8 jetpack|jet pack]].
*Although the glowing orb in the center of [[Club Errera]] appears to be a hologram, it in fact acts exactly the opposite of a [[shield door]]: grenades and small arms fire pass through it, but a player cannot. It can be stood upon by a player using a [[Series 8 jetpack|jet pack]].
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File:HR_AlexandriaSkyline_Concept.jpg|Early concept art of New Alexandria's urban landscapes.
File:HR_AlexandriaSkyline_Concept.jpg|Early concept art of New Alexandria's urban landscapes.
File:Reach-Concept-NewAlexandria-Glassed.jpg|Early concept art of the city's [[glassing]].
File:Reach-Concept-NewAlexandria-Glassed.jpg|Early concept art of the city's [[glassing]].
File:HR NAGlassingConcept.jpg|Early concept art of [[CCS-class battlecruiser]]s firing upon New Alexandria.
File:HR NAGlassingConcept.jpg|Early concept art of {{Pattern|Ket|battlecruiser}}s firing upon New Alexandria.
File:HR NewAlexandria Waterfront Concept.jpg|Concept art of the city in flames.
File:HR NewAlexandria Waterfront Concept.jpg|Concept art of the city in flames.
File:HR_NewAlexandria_Falcon.jpg|Concept art of the ruined city at night.
File:HR_NewAlexandria_Falcon.jpg|Concept art of the ruined city at night.
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File:Level - NewAlexandria.jpg|Preview of the level in ''Halo: Reach'' menu.
File:Level - NewAlexandria.jpg|Preview of the level in ''Halo: Reach'' menu.
File:New_Alexandria_Header.jpg|A Falcon flying through the city.
File:New_Alexandria_Header.jpg|A Falcon flying through the city.
File:HaloReach - Glassing.jpg|{{Class|CCS|battlecruiser}} glassing New Alexandria.
File:HaloReach - Glassing.jpg|{{Pattern|Ket|battlecruiser}} glassing New Alexandria.
File:HR SixFightsRanger.jpg|Noble Six fighting a Sangheili Ranger in New Alexandria Hospital.
File:HR SixFightsRanger.jpg|Noble Six fighting a Sangheili Ranger in New Alexandria Hospital.
File:HR SinovietAmbush.jpg|Noble Six ambushed by a Yanme'e inside SinoViet Center.
File:HR SinovietAmbush.jpg|Noble Six ambushed by a Yanme'e inside SinoViet Center.