Gameplay

The Ark (level)/Walkthrough: Difference between revisions

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==General Walkthrough==
{{Status|Gameplay}}
{{Title|The Ark/Walkthrough}}
{{Walkthrough infobox
||era=[[Halo 3]]
|prev=[[Floodgate/Walkthrough|Floodgate]]
|next=[[The Covenant (level)/Walkthrough|The Covenant]]
|name=[[The Ark (level)|The Ark]]
|image = [[File:Ark.JPG|300px]]
|player = [[John-117]]
|objective=*Find and clear a landing zone for ''Forward Unto Dawn''
*Find the [[Cartographer]]
|location=[[Installation 00]]
|starting weapons=[[Sniper_Rifle#Halo_3_and_Halo_3:_ODST|Sniper rifle]] <br> [[BR55HB battle rifle|Battle rifle]]
|new weapons=
|enemies=*[[Jiralhanae]]
*[[Mgalekgolo]]
*[[Kig-Yar]]
*[[Unggoy]]
|skulls=
|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.


Fight the Covenant, use your Sniper Rifle (whenever made available), and watch out for Hunters, that's all there is to the beginning of this mission. When you land, follow the ODSTs to the Covenant. Hold your fire until you are in position, then snipe out the Brute with his back turned and his arms crossed. Continue to snipe Brutes while your allies take out Grunts and Jackals. There are two containers on this site with Sniper Rifles, one by your sniping spot, and another by the floating platform. ODSTs have much longer range than standard Marines, so giving them Snipers or BR/Carbines is an excellent tactic.
== 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 beginning of the level offers a bit of sneaking. The ODSTs will lead you up a cliff path which overlooks an encampment of Covenant. Sniping them is pretty easy from here, probably starting with the Brute Captain with the Brute Shot. If you are playing Co-op, get your partner to find a target, find yourself a target, and shoot simultaneously. If you're good, you can take out all of them before they reach the wall. A second group of Brutes will arrive, some with more Brute Shots, which are really the only thing that threaten your ODSTs. The only other thing to watch out for here is the possibility of being flanked, either by Grunts sleeping at the bottom of the cliff you are sniping from, or by Brutes that make it to the barricade and jump over. If you're busy sniping it's possible that none of your party will notice them until they've started lobbing grenades, etc. You can forestall this either by sneaking around before you start sniping and tapping out a few of the Grunts (you can't take out all of them without being spotted, unfortunately), or, after your initial sniping fusillade, skip back down the cliff path. The ODSTs will draw the fire of the Brutes, and from the side you should be able to easily snipe anyone standing on the barricade and/or Grunts running up to flank you.
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.


Once the Brutes are out of the way, hopefully with all your ODSTs intact, you can mop up the remainder easily (watch out for some Carbine-wielding Jackals). Restock (especially on grenades), and rip a Plasma Cannon from the tower (this would make it a LOT easier), and move on through the tunnel.
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.


When you get to the AA gun, first go to the edge and drop the Plasma Cannon so that it falls on the ground. Watch out for Jackals with Carbines on the AA gun. A good way to open is headshotting the Jackal with the BR. The Brutes will often not even notice, and even if they do seem confused enough that you have time to switch to the sniper and start taking them out (focus on ones with Brute Shots, as usual). 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 the BR.
== Statistics ==
=== New in The Ark ===
{|border="1"
|+Introduced in this level...
!New Enemies:
|[[Brute Stalker]]
|-
!New Vehicles:
|[[Prowler]], [[Scorpion]]
|-
!New Items:
|[[Automated Turret]], [[Cloaking]]
|-
!New Weapons:
|[[Orgudam Workshop firebomb]], [[Mauler]], [[Sentinel Beam]]
|}


A Phantom will drop off a Hunter pair (and maybe some Carbine Jackals, who should be priority one). I would suggest you to go back and kill them with the Plasma Cannon, but there's a number of cheap ways to take them out. Don't be afraid to jump right down and dance with them - they're slow, and there are plenty of rocks to dodge around. But, if you're feeling shy, you can either hurl grenades at them from your position above, or you can run around the barricade, hopefully catching the Hunters still watching the ODSTs - then snipe 'em in the back. 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!
=== Campaign Scoring ===
{|border="1"
|+Points information
!Ranger Achievement Milestone:
|50,000 points
|-
!Recommended Multiplier:
|9.5× (Tough Luck (1.5) + Catch (1.5) + Fog (1.5) + Famine (2) + Thunderstorm (3))
|-
!colspan="2"|Time Bonus
|-
!0-15 min
|3×
|-
!15-20 min
|2.
|-
!20-25 min
|2×
|-
!25-30 min
|1.5×
|}


Up the pathway is a Brute with a Brute Shot, and a group of Grunts - no trouble for you with your BR and Sniper Rifle, don't use your Plasma Cannon on these guys, and use as many plasma grenades as possible, there will be more to come. Meet up with the Marines and ambush the Covenant around the Pelican. The gun on the destroyed Warthog still works. When you get to the crashed Pelican, hurry and grab the rocket launcher behind the Pelican. Go up on the hill and wait for a pair of Prowlers to appear right in front of you, and then launch a rocket at each so they drive into them; alternatively you can give your rocket launcher to a marine/ODST, who will blow everything sky-high.
=== Starting Weapons ===
:''This section is incomplete.''
{|class="wikitable" border="1"
|colspan=1|'''Player V<br />Starting Point >'''
|colspan=1|'''Mission Start'''
|colspan=1|'''Rally Point Alpha'''
|colspan=1|'''Mission Start<br />Respawn'''
|colspan=1|'''Rally Point Alpha<br />Respawn'''
|-
|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| N/A
|colspan=1| N/A
|-
|colspan=1|'''Master Chief Secondary Weapon<br />Solo'''
|colspan=1| [[BR55HB SR Battle Rifle]]
|colspan=1| BR55HB SR Battle Rifle
|colspan=1| N/A
|colspan=1| N/A
|-
|colspan=1|'''Master Chief Grenades<br />Solo'''
|colspan=1| 2 [[M9 High-Explosive Dual-Purpose Grenade]]s
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| N/A
|colspan=1| N/A
|-
|colspan=1|'''Master Chief Primary Weapon<br />Co-op'''
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|-
|colspan=1|'''Master Chief Secondary Weapon<br />Co-op'''
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|-
|colspan=1|'''Master Chief Grenades<br />Co-op'''
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|colspan=1| 2 M9 High-Explosive Dual-Purpose Grenades
|-
|colspan=1|'''[[Thel 'Vadam]] Primary Weapon<br />[[N'tho 'Sraom]] Primary Weapon<br />[[Usze 'Taham]] Primary Weapon'''
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|-
|colspan=1|'''Thel 'Vadam Secondary Weapon<br />N'tho 'Sraom Secondary Weapon<br />Usze 'Taham Secondary Weapon'''
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|colspan=1| To be added
|-
|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 Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|colspan=1| 2 Type-1 Antipersonnel Grenades
|}


Then, try to get your Marines into the still working Prowlers. If you want to take a Mongoose, get a Marine with the rocket launcher on the back. (It is annoying to get your Marines in the configuration you want.) Another way (and this is the way if you want to save the prowlers but it's harder on heroic or legendary) is to hide behind a wall or behind a deployable cover. Wait until the first prowler comes and the Brutes get off. You can shoot them with the plasma cannon you saved from the hunter fight or jump on the prowler's plasma cannon and hose them down. Don't worry about the second prowler as it will attack after you kill the first wave of Brutes. I do not suggest you try to run them over with a vehicle as they will jump out of the way. Once you have killed the first wave, get on the prowler's cannon or the warthog's turret to near the crashed Pelican and kill the other prowler. I really suggest you use the prowler but you can use the mongoose if you want. Go to the crashed pelican and give the rocket launcher to one of you allies on your vehicle (don't be greedy). Take the AA if you want but you need the BR for the 'drive AA wraith' glitch.
== Walkthrough (Basic) ==
=== ''Installation 00'' (Mission Start) ===
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.


You may skip the next step by turning to the right as soon as you take the jump after the crashed phantom with the turret firing-Grunts, but if you don't read the next two paragraphs, if you do skip it, read on two paragraphs ahead.
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.


Take your force and hit the Covenant before they get into their Choppers. There is a little bit of ammo to the right, and rockets by the Longsword. There is a functional Warthog and a Sniper Rifle behind the fighter. Watch out for turrets around the crashed Phantom. Drop down and go left.  
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.


The two main threats in this large basin are the Choppers that drop down from the bridge, and a pair of grunts with Fuel Rod cannons. A good way to deal is to ride around in the basin for a while until the Choppers are taken care of (quick work with a mongoose + rocket-wielding marine), then retreat a bit and snipe the FRG grunts from across the basin before making your approach. You can pick up the FRG if you want and it is really suggested you do as it would a lot more effective plus there is a lot more ammo ahead. A Shade is fighting Sentinels at the end of the bridge; take it out, and the remaining Covenant will be taken out by the Sentinels. You might want to take a Chopper from here, though a mongoose/rocket-marine combo is preferable. I would prefer the prowler as you have to face a pack of brutes, a wraith, and two AA-wraiths.
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!


After Johnson says his piece, exit the basin and head left, taking out a few Ghosts on the way.This is your chance to get the 'Famine' skull if playing on normal or higher difficulty, the platform above you has an extension that reaches out across the path. If you jump up the rocks you should be able to jump straight onto the platform and walk to the other end of it, there you will see the skull sitting in the alcove of the last support pillar, grab it and go. At the top of the next hill you'll meet some more Ghosts and a Brute Captain (possibly with an FRG). They are fighting some Marines, who you may be able to save if you can kill the Brute quickly.  
Up the pathway is a Brute with a Brute Shot, and a group of Grunts. They are easily dispatched; you need not waste Plasma Cannon rounds on them, and since they drop plenty of plasma grenades, you can lob your own to your heart's content. Meet up with the Marines past the Forerunner [[door]], and ambush the Covenant around the Pelican. The gun on the destroyed [[Warthog]] still works. When you get to the crashed Pelican, hurry and grab the [[M41 SSR MAV/AW|Rocket Launcher]] near its troop bay. Run to the top of the hill, and then wait for a pair of Prowlers to appear right in front of you, and then launch a rocket at each, making sure to lead your targets. Alternatively you can give your rocket launcher to a Marine or ODST, who will blow everything sky-high.


There is a functional warthog if you didn't take the first one. Get a gunner and rocket carrying passenger, if not remain with your prowler if it not that damaged. You may use the chopper, but in the next basin it leaves you extremely vulnerable. Work on the tank and stay away from the floating platform; there are a lot of Brutes here with shield drainers which will cripple your vehicle, as well as a turret on the platform. If you have ODSTs on your Hog or Prowler ensure one of them has the Rocket Launcher, they will "rocket snipe" from the cave entrance at extreme range. If you keep moving the Wraith is not a problem; beware the arrival of a few ghosts, however. You may take the wraith if you want just exit your vehicle close to it, board it, and melee the driver to death but don't overdo it. On higher difficulties, there is a Plasma Cannon hiding in the rocks facing the bridge. Once the first basin is clear, you can move on to the LZ, where a pair of AA wraiths are causing problems. Charging right in is difficult; there are two cannons, some Brutes and Grunts with FRGs, and the AA wraiths themselves to contend with. It's easy to eliminate the FRG grunt from the first basin; take out the platform guarding the entrance to the second basin, and you should easily be able to dispatch both AA wraiths from the entrance without even entering. Mop up the survivors. Once you are done, quickly turn towards the plasma cannon (not on the platform). To the right is a ammo crate with a fuel rod gun with 20 shots (this is why I told you to get fuel rod gun earlier, a sniper is not good at close range and the rocket launcher has a lot less ammo. You can also do the AA-wraith glitch but it will be hard.  
If you want to make absolutely sure that the Prowlers are still usable after the Brutes are dead, you can hide behind a wall or [[Deployable Cover]]. Wait until the first Prowler approaches and the Brutes dismount. You can then use the Plasma Cannon you had earlier to mow them down, or rush to the Prowler and man its turret. Don't worry about the second Prowler, as it will usually wait for the first's passengers to die before coming in.


When the Dawn lands, take one of the [[Scorpions]]. If you have ODST survivors from before occasionally 1 or 2 of them will jump into the Pelican to be taken away, ensure that they are not taking useful weapons with them (i.e. Rocket Launcher, Sniper etc) and take them from them to use with your new team of allies. Go back the way you came and hit the new Covenant forces. This part is absurdly easy; just backtrack while blowing everyone away (including some Wraiths &amp; Phantoms), until you get back to the bridge. Enter the wall, resisting the temptation to attack 343GS (or not, if you have spare ammo); activate the bridge and continue on. After going through the wall, a Gauss hog shows up; let the marine gun. Get down to the tanks, or go to the left and destroy 4 ghosts. You can choose to stay in the Gauss hog 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 Scarab will show up, at which point a tank is really your best bet (perhaps even a Wraith if you want to commandeer one). The Scarab itself isn't that deadly; the large island provides sufficient cover, and from on top of it you can attack the scarab at your leisure without any worries. If you want to get the Cowbell skull later on, there are some deployable grav-lifts inside where the choppers are, they will come in handy. You can also get down underneath it, but it can step on you ("Scarab beats tank!"), and there's a pair FRG grunts below the island plus the occasional Brute Choppers to worry about. Ideally you shouldn't even have to board; with the tank you can quickly shoot out the back plating once it has buckled, exposing the core. Alternatively, you can keep the Gauss hog and go to the island. Under it are several brute choppers. Drive your warthog to the top and let your gunner just shoot at the scarab. Go down and take the chopper to the top. Wait for the scarab to face you and boost your way onto it (it can jump a LOT farther then you think) and kill them all. One way is to take the plasma cannon and blow everyone away. Destroy the core with the cannon, drop it, get another one, and run.
Take your force to the top of the hill and hit the Covenant before they get into their Choppers. There is a little bit of ammo off to the right, and rockets by the downed [[Longsword]]. There is a functional Warthog and a Sniper Rifle behind the fighter. As you drive along the path, you will encounter a crashed [[Phantom]], surrounded by Grunts and Plasma Cannons. Past that is a fork in the road. If you turn right immediately, you may skip the next paragraph.


Go up the tower; a Brute with an FRG will greet you. At this point you probably have an FRG of your own. You can drive the tank partway up the tower, which makes the approach very easy. For entertainment value, do it on foot as you cannot drive with the cannon (which will be very useful). There's a few clutches of Brutes, Jackal snipers, and once you get halfway up the tower a few Brute Stalkers (who more or less stand around).
The two main threats in this large basin are the Choppers that drop down from the bridge, and a pair of SpecOps Grunts with [[Fuel Rod Gun]]s. A good way to deal with these hostiles is to ride around in the basin for a while until the Choppers are taken care of—quick work with a Mongoose and a rocket-wielding Marine—and then retreat a bit and snipe the SpecOps Grunts from across the basin before making your approach. You can pick up the Fuel Rod Guns if you want; they may prove to be useful later. A [[Shade]] is fighting [[Sentinels]] at the end of the bridge; take it out, and the remaining Covenant forces will be taken out by the Sentinels.


Watch for sniper and enemies hiding around corners. Meet Thel 'Vadam and your 2 new Marines; keep going to the sleeping Grunts. Bear in mind that your other Marine allies will bizarrely not follow you to the next section. Give your 2 new Marines power weapons, such as Sniper and Rocket Launcher. There is a Brute urinating in the corner; he is distracted until you finish tapping out 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 beat more Grunts down. Grab a plasma pistol and a BR (from a Marine if need be) and move on or you can keep the fuel rod gun and what ever secondary weapon plus the cannon. When the door opens a Brute spots you; meet him with the noob combo, and repeat 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 cannon or just melee them all to save ammo. Kill the Jackals, swap out your PP, and move on to the Cartographer.
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.


Gawk at the galaxy in the cutscene, then head back inside. If you have any Marines left they might buy it 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 Chieftain even arrives. The combo also takes out his flunkies, after which he's relatively trivial - plasma grenade his Cannon, or beat him to death, or let your marine rocket him, etc. Next you'll encounter some Brute Stalkers with radar jammers. They 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 Chieftain with the Gravity Hammer. He just runs and doesn't attack. A decent player should be able to pull it off on Easy, Normal and Heroic. However, this tactic is inadvisable on Legendary as you are now in the middle of a room with little cover and a lot of cloaked Brutes. Once you have taken everyone out, pick up Fire Grenades and keep going. If you are lucky, you should have a plasma cannon, fuel rod gun, brute shot, full grenades, and cloaking.  
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.


The last Chieftain and six Brutes are waiting outside. At this point if your Marines survived and are wielding power weapons they will provide extremely effective support fire often killing all Brutes and Jackals. He has a Hammer and invincibility. Subsequently the remaining six Brutes are not too much trouble, since there's plenty of cover, and they are very vulnerable while jumping around. If they're a problem for you, remain in the doorway and take them out one-by-one. Go up to him, throw a fire grenade at him and he will activate his invincibility. Cloak and use your weapon to melee him in the back. Or stick his hammer with a grenade. You can also wait until the invincibility wears off and hit him with a fire grenade.  
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.


The last two enemies are a pair of Jackals with Carbines, go crazy with them as you will not need any more ammo.
Work on the Wraith and avoid the Deployable Lookout Tower to the left; there are a lot of Brutes with [[Power Drain]]s there, and there is a Grunt manning a Plasma Cannon on top of the tower itself. As you move out of the cave, two Ghosts will come forward to attack you. This Wraith can be hijacked using [[Drive an AA Wraith|a glitch]], but the two Anti-Air Wraiths past it cannot.


===Cooperative Walkthrough (with [[Terminals|Terminal]] locations) ===
Once you have dispatched the hostiles in the basin, carefully advance toward the landing zone ahead. Here, two Plasma Turrets (one atop a Deployable Lookout Tower), a few Brutes, and a SpecOps Grunt guard two Anti-air Wraiths. Destroying the Tower should eliminate most of the Covenant opposition and allow you to destroy the two Wraiths from a distance. Once you are done, quickly turn towards the Plasma Cannon (the one hidden in the rocks to the right). To the right of it lies a [[Covenant Supply Case|supply case]] with a nearly full Fuel Rod Gun.
When the Marines say "Oo-rah!", press A. You will jump out of the Pelican ahead of the ODSTs. Move to the sniping spot, and aim at a Brute each. Fire at the same time. When your enemies are alerted to your presence, they will move more. If you're not a sharpshooter, aim for the Brutes' chests to take down their armour, and a headshot from your battle weapon will take it down.


When the enemies are down, collect ammo (Vadam can get Carbine ammo from the Jackals). Destroy the hologram of Truth if you want to (he's so annoying). Get into the sniper tower, and detach a plasma cannon each. Walk through the cave, and drop the turrets. Snipe some more Brutes, and that Jackal posted on the AA gun too. Switch to your battle weapon and headshot some Grunts. This is more fun with the Grunt B-Day Skull on.
=== ''Forward Unto Dawn'' (Rally Point Alpha) ===
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.


A Phantom should come with a pair of Hunters. Go back for your Plasma Cannons, and kill them with that. Move up the ridge, and take out the remaining enemies. Walk into the hall.
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.


'''First Terminal''': If you didn't get the first terminal, turn to the door on your left, and enter the curved hall. The terminal should be there. After accessing it, and reading the second message, press B to leave, and keep going.
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).


After you see the Longsword fly to its doom, headshot the two Brutes. Give your sniping weapons to the Marines. Take out the remaining Grunts, and walk to the crashed Pelican. A pair of Prowlers are closing in on you, so one of the players should grab the rocket launcher from the Pelican, and the other should cover him on the workable Warthog turret. After killing them, the Prowlers should be intact. Give your launcher to a Marine riding a Mongoose, he'll need it more than you. Mount up, drive a Prowler each.
=== ''Real Men Don't Read Maps'' (Rally Point Bravo) ===
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]].


Drive past the ridge, and let your Marines take out the enemies lurking near the crashed Longsword. There is an intact Warthog with some weapons including a Sniper Rifle. Give that to a Marine. Make the Mongoose Marines (one has a passenger, one doesn't) use the Warthog, it'll be better. Drive to the bridge, and move up.
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.


Let your guys take out the Choppers, and splatter the two Fuel Rod Grunts. Take the Brute too, or else he'll power-drain your Prowler. Take out the remaining enemies.
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.


You may skip the next step by turning right straight away as you take the jump past the crashed phantom with the plasma turret grunt. But presuming you don't kill all the enemies in the basin and go up on top of the bridge.
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.


When Johnson's Pelican arrives, drive off the bridge, and don't wait for him. Eliminate the enemies, and go through the cave. Drive for the Wraith first, and stay point-blank, so it won't disintegrate you with its mortars. Drive left and kill those infantry guys too. Take out the sniper tower and Ghosts, as well as the other enemies on the rock formation.
The last two enemies are a pair of Jackals with Carbines. Go crazy with them, as you will not need any more ammo.


The next part you can do two ways.
== Walkthrough (Co-op with Terminals marked) ==
The [[Terminal (Halo 3)|Terminals]] are listed in this walkthrough.


If you '''really''' hate your enemies, and want to ''annihilate'', rather than destroy, you'll want the AA Wraiths for yourself. Headshot the gunner with your battle weapon until he dies, and jump on top of the hatch. Whack the hatch off and whack the driver in the head too. Crouch, and if it doesn't say "'''Hold RB to board enemy Wraith'''", then headshot the driver. You'll take his place on the tank, but don't get out. Now you can seek vengeance with rapid-fire Fuel Rods.
=== ''Installation 00'' (Mission Start) ===
When the ODSTs say "Oorah!", press '''A'''. You will jump out of the Pelican and land ahead of the ODSTs. You and your partner(s) should move to the sniping spot, and aim at different Brutes. Fire at the same time. When your enemies are alerted to your presence, they will move more. If you're not a sharpshooter, aim for the Brutes' chests to take down their armor, and then use a burst from your Battle Rifle to finish the job.


If you want to do it the old-fashioned way, destroy the Wraiths, and wait for Commander Keyes to give you some Scorpions. Take the Rocket Launchers and Sniper Rifles off your Marines, they deserve a break, and give it to the new Marines. You'll also find a Fuel Rod in a Covenant storage cabinet, give that to them as well.
When the Covenant pack is down, resupply. Each player should detach a Plasma Cannon from the top of the Deployable Lookout Tower. Walk through the cave, and drop the turrets. Snipe the Brutes on the ground and the Jackal waiting on the Anti-Aircraft Battery. Switch to your Battle Rifle and headshot the Grunts. When most of the enemies have been taken down, a Phantom should drop off a pair of Hunters. Go back for your Plasma Cannons, and use the Cannons to make short work of the Hunters. Move up the ridge, and take out the remaining enemies. Walk into the hall.


Get back to the wall, and your tank (either one) should easily kill the enemies. Get to the doorway, and enter. Extend the bridge, and turn around.
'''First Terminal:''' Turn to the door on your left, and enter the curved hall. The Terminal should be there.


'''Second Terminal''': After you've activated the bridge, turn around, and walk towards the wall. The terminal should be there. Do the same thing as you did with the first terminal.
After you see the Longsword fly to its doom, headshot the two Brutes across the basin. Give your sniping weapons to the Marines. Both players should take out the remaining Grunts, and walk to the crashed Pelican. A pair of Prowlers will enter, so one of the players should grab the rocket launcher from the Pelican, and the other should cover him on the workable Warthog turret. After killing the Brutes, the Prowlers should be intact. Give your launcher to a Marine riding a Mongoose, he'll need it more than you. Mount up; two players should be driving Prowlers.


Walk outside, and don't be afraid of the Scarab. A Warthog should give you a ride to the bottom (damn, the gunner just died). Drive it, and let Player 2 kill the Ghosts. Link up with the Scorpions, and destroy the Wraiths. Clear the first and second lines, and wipe out the survivors.
Drive past the ridge, and let the Marines take out the enemies lurking near the crashed Longsword. There is an intact Warthog with some weapons nearby, including a Sniper Rifle. Give that to a Marine. Make the Mongoose Marines (one has a passenger, one doesn't) use the Warthog. Drive to the bridge, and move up.


Here comes the Scarab. Drive directly beneath it, its gun won't reach you (Watch out you don't get stepped on). Player 2 should aim for the knee joints. When it's down, Player 2 should get off and destroy the power core. Jump off the wasted walker, and Player 1 will have your ride. Drive away quickly, and get to the spire.
Let your guys take out the Choppers, and splatter the two SpecOps Grunts. Take out the Brute too, or else he'll use a [[Power Drain]] your Prowler. Take out the remaining enemies.


Player 2 should kill that Fuel Rod Brute first, and the Carbine Jackals (on Heroic and Legendary there will be snipers). Clear the rest of the enemies, and get out of the Warthog. Go in through the door, wait for Spark to open the other one (not before he stings a Marine though). Kill the sleeping Grunts and the pissing Brute. Go down a level. If you see a Grunt standing next to a lot of plasma batteries, do not shoot the batteries (though that would be fun), but whack him. Take out some sleepers, and kill the rest.
You may skip the next step by turning right straight away as you take the jump past the crashed Phantom and the Grunts that wait near it. If you decide to deal with that area anyway, simply kill all of the enemies in the basin and get to the top of the bridge. When Johnson's Pelican arrives, drive off the bridge, and don't wait for him. Eliminate the enemies ahead, and go through the cave. Drive toward the Wraith first, and stay very close to it, so that it doesn't disintegrate you with its mortars. Once the Wraith is taken care of, drive left and kill off the infantry near the Deployable Lookout Tower, along with the tower itself and the two Ghosts.


'''Third Terminal''': Get back to where you first saw the Grunt with the batteries, and walk under the ramp. You'll see a door. Inside that room should be the last terminal on this level.
The next part you can do two ways.
 
Go down yet another level, and stick the Brute next to the door. Headshot the rest, and watch out for Plasma Turret guy. Just stick him and it's game over for him. After you've dealt with them, keep moving, and activate the Cartographer.
 
Run out of the room, since there is a Phantom here. If you have a Fuel Rod or Rocket Launcher you can destroy it by shooting it in the Turbines (eyes). Get down one level. All the light should make seeing the camo Brutes easy.
 
Burn and shoot your way down to the level below you. If you have Cloaking, turn it on and assassinate the Chieftain, it'll save a lot of effort. Hammer the rest till they're all dead. Level done. Congratulations, you just beat The Ark.
 
== '''General Tips''' ==
 
*Once, you have reduced enemy numbers during the first sniper battle, it's possible (though dangerous) to move closer and collect a [[Plasma Pistol]] to kill Brutes with EMP/headshot combos.
*If you're well versed in the art of fighting [[Hunters]], try to finish off the pair you face after the second sniper battle by sticking them with grenades in the orange fleshy opening on their backs. It takes a fairly intimate understanding of their total stamina on your chosen difficulty level to pick the right moment (especially on Heroic and Legendary), but even a wild guess is worth a try.
*Have a couple of [[Plasma Pistol]]s at the ready when two Prowlers arrive. The Brutes dropped off are a relatively easy source of EMP/headshot bonuses.
*Once you acquire a [[Scorpion Tank]], aim to stay ahead of all the other vehicles at all the times. You should definitely be able to destroy the enemy vehicles and the pair of [[Hunters]] that attack you as you drive up the slope.


== Debriefing ==
If you ''really'' hate your enemies, and want to ''annihilate'' rather than destroy, then [[Drive an AA Wraith|use a glitch to hijack the Anti-Air Wraiths]]. Now you can seek vengeance with rapid-fire Fuel Rods. If you want to do it the old-fashioned way, then destroy the Wraiths and wait for [[Miranda Keyes|Commander Keyes]] to drop off a group of Scorpions.
'''New Allies:''' [[Sentinel]]


'''New Enemies:''' [[Brute Stalker]]
=== ''Forward Unto Dawn'' (Rally Point Alpha) ===
Take the Rocket Launchers and Sniper Rifles off your old Marines (so that they don't take them away when they enter the Pelican) and give the weapons to the new Marines. You'll also find a Fuel Rod Gun in a nearby Covenant Supply Case; give that to them as well. Get back to the wall, and use your tanks to easily kill the enemies. Get to the doorway, and enter. Extend the bridge, and turn around.


'''New Vehicles:''' [[Scorpion Tank]], [[Brute Prowler]]
'''Second Terminal:''' After you've activated the bridge, turn around, and walk towards the wall. The Terminal should be there.


'''New Equipment:''' [[Automated Turret]], [[Cloaking]]
Walk outside, and don't be afraid of the Scarab. A Warthog should give you a ride to the bottom. One player should drive it, while the other mans the turret and kills the Ghosts. Link up with the Scorpions, and destroy the Wraiths. Clear out the first and second lines, and wipe out the survivors.


'''New Weapons:''' [[Sentinel Beam]], [[Mauler]], [[Incendiary Grenade]]
Here comes the Scarab. Drive directly beneath it, where its gun won't reach you (but its legs can—watch out and make sure you don't get stepped on). The player manning the Warthog turret should aim for the knee joints. When it's down, the gunner should dismount, board the Scarab, and destroy the power core. When they jump off the Scarab, the Warthog driver can provide a safe and speedy exit. Drive away quickly, and get to the spire.


'''[[Vanguard|Ranger]] Achievement Milestone:''' 50,000 points.
The gunner should target the Fuel Rod Brute first, and then the Carbine Jackals (on Heroic and Legendary, they will be [[Sniper Jackals]]). Clear the rest of the enemies, and get out of the Warthog.


'''Recommended Multiplier: 4+, Tough Luck''' (1.5x) ''', and Famine (2x) skull.
=== ''Real Men Don't Read Maps'' (Rally Point Bravo) ===
Go in through the door, and wait for 343 Guilty Spark to open the other one. Kill the sleeping Grunts and the pissing Brute. Go down a level. If you see a Grunt standing next to a lot of [[plasma battery|plasma batteries]], do not shoot the batteries (though that would be fun); whack him. Assassinate some sleepers, and kill the rest.


'''TIME BONUS'''
'''Third Terminal:''' Get back to where you first saw the Grunt with the batteries, and walk under the ramp. You'll see a door. Inside that room should be the last terminal on this level.


0-15 min - 3x
Go down yet another level, and stick the Brute next to the door. Headshot the rest, and watch out for the one with the Plasma Turret. Just stick him and it's game over for him. After you've dealt with them, keep moving, and activate the Cartographer. After the cutscene, run back inside to avoid getting cut down by the Phantom. If you have a Fuel Rod Gun or Rocket Launcher, you can destroy it by shooting off its turbines. Take out the hostiles inside, descend to the next level, and take out the Brute Stalkers, who should be easily visible thanks to the room's lighting.


15-20 min - 2.5x
Burn and shoot your way down to the level below you. If you have Cloaking, turn it on and assassinate the Chieftain; it'll save a lot of effort. Hammer the rest until they're all dead. Level done. Congratulations, you just beat The Ark.


20-25 min -2x
{{succession box | before = ''[[Floodgate/Walkthrough|Floodgate]]'' <br />| title =Halo 3 Campaign Walkthrough for: | years = '''''The Ark''''' |after = ''[[The Covenant (Level)/Walkthrough|The Covenant]]''}}
[[Category:Halo 3 walkthroughs]]


25-30 min - 1.5x
==Video Walkthrough==
[[Category:Walkthrough]]
<div class="floatleft">{{#widget:YouTube|id=MSjncrDgegk|width=300|height=200}}</div>

Latest revision as of 13:46, March 22, 2024

Halo 3

Prev:

Floodgate

Next:

The Covenant

The Ark
Ark.JPG
Level overview

Player(s):

John-117

Objective(s):

  • Find and clear a landing zone for Forward Unto Dawn
  • Find the Cartographer

Location(s):

Installation 00

Gameplay overview

Default weapons:

Sniper rifle
Battle rifle

Enemies:

 

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 Zurdo-pattern Wraiths than any other level in the game.

Overview[edit]

The Ark begins with a sniping engagement. Players, backed up by ODSTs, 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 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 Karo'etba-pattern Ghosts and Barukaza Workshop Choppers 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.

Statistics[edit]

New in The Ark[edit]

Introduced in this level...
New Enemies: Brute Stalker
New Vehicles: Prowler, Scorpion
New Items: Automated Turret, Cloaking
New Weapons: Orgudam Workshop firebomb, Mauler, Sentinel Beam

Campaign Scoring[edit]

Points information
Ranger Achievement Milestone: 50,000 points
Recommended Multiplier: 9.5× (Tough Luck (1.5) + Catch (1.5) + Fog (1.5) + Famine (2) + Thunderstorm (3))
Time Bonus
0-15 min
15-20 min 2.5×
20-25 min
25-30 min 1.5×

Starting Weapons[edit]

This section is incomplete.
Player V
Starting Point >
Mission Start Rally Point Alpha Mission Start
Respawn
Rally Point Alpha
Respawn
Master Chief Primary Weapon
Solo
Sniper Rifle Sniper Rifle N/A N/A
Master Chief Secondary Weapon
Solo
BR55HB SR Battle Rifle BR55HB SR Battle Rifle N/A N/A
Master Chief Grenades
Solo
2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades N/A N/A
Master Chief Primary Weapon
Co-op
To be added To be added To be added To be added
Master Chief Secondary Weapon
Co-op
To be added To be added To be added To be added
Master Chief Grenades
Co-op
2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades 2 M9 High-Explosive Dual-Purpose Grenades
Thel 'Vadam Primary Weapon
N'tho 'Sraom Primary Weapon
Usze 'Taham Primary Weapon
To be added To be added To be added To be added
Thel 'Vadam Secondary Weapon
N'tho 'Sraom Secondary Weapon
Usze 'Taham Secondary Weapon
To be added To be added To be added To be added
Thel 'Vadam Grenades
N'tho 'Sraom Grenades
Usze 'Taham Grenades
2 Anskum-pattern plasma grenades 2 Type-1 Antipersonnel Grenades 2 Type-1 Antipersonnel Grenades 2 Type-1 Antipersonnel Grenades

Walkthrough (Basic)[edit]

Installation 00 (Mission Start)[edit]

When you exit the 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 Grunts and Jackals. There are two 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 Carbines 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 Pek-pattern plasma cannon from the tower, and move on through the tunnel.

When you reach the Skar'wa-pattern 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.

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!

Up the pathway is a Brute with a Brute Shot, and a group of Grunts. They are easily dispatched; you need not waste Plasma Cannon rounds on them, and since they drop plenty of plasma grenades, you can lob your own to your heart's content. Meet up with the Marines past the Forerunner door, and ambush the Covenant around the Pelican. The gun on the destroyed Warthog still works. When you get to the crashed Pelican, hurry and grab the Rocket Launcher near its troop bay. Run to the top of the hill, and then wait for a pair of Prowlers to appear right in front of you, and then launch a rocket at each, making sure to lead your targets. Alternatively you can give your rocket launcher to a Marine or ODST, who will blow everything sky-high.

If you want to make absolutely sure that the Prowlers are still usable after the Brutes are dead, you can hide behind a wall or Deployable Cover. Wait until the first Prowler approaches and the Brutes dismount. You can then use the Plasma Cannon you had earlier to mow them down, or rush to the Prowler and man its turret. Don't worry about the second Prowler, as it will usually wait for the first's passengers to die before coming in.

Take your force to the top of the hill and hit the Covenant before they get into their Choppers. There is a little bit of ammo off to the right, and rockets by the downed Longsword. There is a functional Warthog and a Sniper Rifle behind the fighter. As you drive along the path, you will encounter a crashed Phantom, surrounded by Grunts and Plasma Cannons. Past that is a fork in the road. If you turn right immediately, you may skip the next paragraph.

The two main threats in this large basin are the Choppers that drop down from the bridge, and a pair of SpecOps Grunts with Fuel Rod Guns. A good way to deal with these hostiles is to ride around in the basin for a while until the Choppers are taken care of—quick work with a Mongoose and a rocket-wielding Marine—and then retreat a bit and snipe the SpecOps Grunts from across the basin before making your approach. You can pick up the Fuel Rod Guns if you want; they may prove to be useful later. A Shade is fighting Sentinels at the end of the bridge; take it out, and the remaining Covenant forces will be taken out by the Sentinels.

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 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 "Famine" 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.

Work on the Wraith and avoid the Deployable Lookout Tower to the left; there are a lot of Brutes with Power Drains there, and there is a Grunt manning a Plasma Cannon on top of the tower itself. As you move out of the cave, two Ghosts will come forward to attack you. This Wraith can be hijacked using a glitch, but the two Anti-Air Wraiths past it cannot.

Once you have dispatched the hostiles in the basin, carefully advance toward the landing zone ahead. Here, two Plasma Turrets (one atop a Deployable Lookout Tower), a few Brutes, and a SpecOps Grunt guard two Anti-air Wraiths. Destroying the Tower should eliminate most of the Covenant opposition and allow you to destroy the two Wraiths from a distance. Once you are done, quickly turn towards the Plasma Cannon (the one hidden in the rocks to the right). To the right of it lies a supply case with a nearly full Fuel Rod Gun.

Forward Unto Dawn (Rally Point Alpha)[edit]

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 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 Cowbell skull later on, you should grab one of the Grav Lifts 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).

Real Men Don't Read Maps (Rally Point Bravo)[edit]

Watch for snipers and enemies hiding around corners. Meet up with the 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 Brute urinating in the corner; he is distracted until you finish 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 Jammers. (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 firebombs 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 Brutes. 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 last two enemies are a pair of Jackals with Carbines. Go crazy with them, as you will not need any more ammo.

Walkthrough (Co-op with Terminals marked)[edit]

The Terminals are listed in this walkthrough.

Installation 00 (Mission Start)[edit]

When the ODSTs say "Oorah!", press A. You will jump out of the Pelican and land ahead of the ODSTs. You and your partner(s) should move to the sniping spot, and aim at different Brutes. Fire at the same time. When your enemies are alerted to your presence, they will move more. If you're not a sharpshooter, aim for the Brutes' chests to take down their armor, and then use a burst from your Battle Rifle to finish the job.

When the Covenant pack is down, resupply. Each player should detach a Plasma Cannon from the top of the Deployable Lookout Tower. Walk through the cave, and drop the turrets. Snipe the Brutes on the ground and the Jackal waiting on the Anti-Aircraft Battery. Switch to your Battle Rifle and headshot the Grunts. When most of the enemies have been taken down, a Phantom should drop off a pair of Hunters. Go back for your Plasma Cannons, and use the Cannons to make short work of the Hunters. Move up the ridge, and take out the remaining enemies. Walk into the hall.

First Terminal: Turn to the door on your left, and enter the curved hall. The Terminal should be there.

After you see the Longsword fly to its doom, headshot the two Brutes across the basin. Give your sniping weapons to the Marines. Both players should take out the remaining Grunts, and walk to the crashed Pelican. A pair of Prowlers will enter, so one of the players should grab the rocket launcher from the Pelican, and the other should cover him on the workable Warthog turret. After killing the Brutes, the Prowlers should be intact. Give your launcher to a Marine riding a Mongoose, he'll need it more than you. Mount up; two players should be driving Prowlers.

Drive past the ridge, and let the Marines take out the enemies lurking near the crashed Longsword. There is an intact Warthog with some weapons nearby, including a Sniper Rifle. Give that to a Marine. Make the Mongoose Marines (one has a passenger, one doesn't) use the Warthog. Drive to the bridge, and move up.

Let your guys take out the Choppers, and splatter the two SpecOps Grunts. Take out the Brute too, or else he'll use a Power Drain your Prowler. Take out the remaining enemies.

You may skip the next step by turning right straight away as you take the jump past the crashed Phantom and the Grunts that wait near it. If you decide to deal with that area anyway, simply kill all of the enemies in the basin and get to the top of the bridge. When Johnson's Pelican arrives, drive off the bridge, and don't wait for him. Eliminate the enemies ahead, and go through the cave. Drive toward the Wraith first, and stay very close to it, so that it doesn't disintegrate you with its mortars. Once the Wraith is taken care of, drive left and kill off the infantry near the Deployable Lookout Tower, along with the tower itself and the two Ghosts.

The next part you can do two ways.

If you really hate your enemies, and want to annihilate rather than destroy, then use a glitch to hijack the Anti-Air Wraiths. Now you can seek vengeance with rapid-fire Fuel Rods. If you want to do it the old-fashioned way, then destroy the Wraiths and wait for Commander Keyes to drop off a group of Scorpions.

Forward Unto Dawn (Rally Point Alpha)[edit]

Take the Rocket Launchers and Sniper Rifles off your old Marines (so that they don't take them away when they enter the Pelican) and give the weapons to the new Marines. You'll also find a Fuel Rod Gun in a nearby Covenant Supply Case; give that to them as well. Get back to the wall, and use your tanks to easily kill the enemies. Get to the doorway, and enter. Extend the bridge, and turn around.

Second Terminal: After you've activated the bridge, turn around, and walk towards the wall. The Terminal should be there.

Walk outside, and don't be afraid of the Scarab. A Warthog should give you a ride to the bottom. One player should drive it, while the other mans the turret and kills the Ghosts. Link up with the Scorpions, and destroy the Wraiths. Clear out the first and second lines, and wipe out the survivors.

Here comes the Scarab. Drive directly beneath it, where its gun won't reach you (but its legs can—watch out and make sure you don't get stepped on). The player manning the Warthog turret should aim for the knee joints. When it's down, the gunner should dismount, board the Scarab, and destroy the power core. When they jump off the Scarab, the Warthog driver can provide a safe and speedy exit. Drive away quickly, and get to the spire.

The gunner should target the Fuel Rod Brute first, and then the Carbine Jackals (on Heroic and Legendary, they will be Sniper Jackals). Clear the rest of the enemies, and get out of the Warthog.

Real Men Don't Read Maps (Rally Point Bravo)[edit]

Go in through the door, and wait for 343 Guilty Spark to open the other one. Kill the sleeping Grunts and the pissing Brute. Go down a level. If you see a Grunt standing next to a lot of plasma batteries, do not shoot the batteries (though that would be fun); whack him. Assassinate some sleepers, and kill the rest.

Third Terminal: Get back to where you first saw the Grunt with the batteries, and walk under the ramp. You'll see a door. Inside that room should be the last terminal on this level.

Go down yet another level, and stick the Brute next to the door. Headshot the rest, and watch out for the one with the Plasma Turret. Just stick him and it's game over for him. After you've dealt with them, keep moving, and activate the Cartographer. After the cutscene, run back inside to avoid getting cut down by the Phantom. If you have a Fuel Rod Gun or Rocket Launcher, you can destroy it by shooting off its turbines. Take out the hostiles inside, descend to the next level, and take out the Brute Stalkers, who should be easily visible thanks to the room's lighting.

Burn and shoot your way down to the level below you. If you have Cloaking, turn it on and assassinate the Chieftain; it'll save a lot of effort. Hammer the rest until they're all dead. Level done. Congratulations, you just beat The Ark.

Preceded by
Floodgate
Halo 3 Campaign Walkthrough for:
The Ark
Succeeded by
The Covenant

Video Walkthrough[edit]