The Pillar of Autumn (Halo: Reach level)/Walkthrough: Difference between revisions

m
Link cleanup, replaced: plasma rifle → {{Pattern|Okarda'phaa|plasma rifle}} (2)
m (Bot: Automated text replacement (-^ +{{Status|Gameplay}}\n))
m (Link cleanup, replaced: plasma rifle → {{Pattern|Okarda'phaa|plasma rifle}} (2))
Line 68: Line 68:
First priority is the Elite Major and his Grunts, who are patrolling by a dilapidated flatbed truck. Head to the left, aim for the Grunts and toss a grenades; you should get one or two. The rest you target with your assault rifle, short controlled bursts. When they're dead, the Elite Major will retreat to hide at the truck's front, so head for the back of the truck for cover. Although he'll fire some harassing shots, he won't charge your location. When the three Grunts are dead, Emile will start coming down the mountain, and so the enemies will focus of him. Look past the truck to the bridge and you'll see the three Jackals shooting at him. They'll be oriented such that you can headshot one with your pistol. Once one of the Jackals is dead, the others will retreat up the bridge, and now you'll have a lot more room to move. Emile will now try to regroup with you, and in the process charge at the Elite Major. Sometimes he'll even kill it, but not always, so take it out with melees or assault rifle while it's distracted and injured.
First priority is the Elite Major and his Grunts, who are patrolling by a dilapidated flatbed truck. Head to the left, aim for the Grunts and toss a grenades; you should get one or two. The rest you target with your assault rifle, short controlled bursts. When they're dead, the Elite Major will retreat to hide at the truck's front, so head for the back of the truck for cover. Although he'll fire some harassing shots, he won't charge your location. When the three Grunts are dead, Emile will start coming down the mountain, and so the enemies will focus of him. Look past the truck to the bridge and you'll see the three Jackals shooting at him. They'll be oriented such that you can headshot one with your pistol. Once one of the Jackals is dead, the others will retreat up the bridge, and now you'll have a lot more room to move. Emile will now try to regroup with you, and in the process charge at the Elite Major. Sometimes he'll even kill it, but not always, so take it out with melees or assault rifle while it's distracted and injured.


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


The Ultra is the last target, and he's fallen back to the cliff on the left across the bridge. With plenty of plasma pistols and hopefully saved magnum ammo, you should be able to noob combo him while he's distracted by Emile.
The Ultra is the last target, and he's fallen back to the cliff on the left across the bridge. With plenty of plasma pistols and hopefully saved magnum ammo, you should be able to noob combo him while he's distracted by Emile.
Line 153: Line 153:
The upper balcony is shaped something like a rectangular donut. Walk along the side and scope in. You'll see a door on the other side open, letting in an Elite and three Grunts. The Grunts can easily be headshot as they're coming through the door. The Elite is more troublesome, as he's a dual-wielder and this balcony has long sight lines for him to spam you from. So after headshotting the Grunts, go to the left side to avoid his fire. There's slightly more cover on this side of the balcony, and you can collect a plasma pistol from the dead Jackals there to noob combo him. Stay in cover, wait for him to be distracted by Emile, then blast him.
The upper balcony is shaped something like a rectangular donut. Walk along the side and scope in. You'll see a door on the other side open, letting in an Elite and three Grunts. The Grunts can easily be headshot as they're coming through the door. The Elite is more troublesome, as he's a dual-wielder and this balcony has long sight lines for him to spam you from. So after headshotting the Grunts, go to the left side to avoid his fire. There's slightly more cover on this side of the balcony, and you can collect a plasma pistol from the dead Jackals there to noob combo him. Stay in cover, wait for him to be distracted by Emile, then blast him.


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


==Keyes (Rally Point Bravo)==
==Keyes (Rally Point Bravo)==