Tsavo Highway
“Agh…what happened?”
“Chief, please respond; what is your status? Over.” [Tsavo Highway, Halo 3]
ComeĀ on,Ā MirandaĀ – the Chief has never spoken outside of a cutscene! Ā And since Cortana’s not here to answer for him like normal…
“If you can hear me, find transport. Head for the town of Voi.” [Tsavo Highway, Halo 3]
There you go – providing a way for the Chief to “answer” without having to speak.
TsavoĀ Highway opens up in an extremely dark basement, with a fire burning nearby, and wreckage strewn about. Ā The Arbiter is absent from this level, having escaped the Crow’s NestĀ via another route. Ā The Chief and a small amount marines are at the bottom of the Crow’s Nest’s elevator shaft, all having avoided death by escaping before the bomb went off, in the mountain far above. Ā ConfusionĀ isĀ theĀ primaryĀ emotionĀ amongĀ the marines at this moment; their base has just been destroyed, they’re sitting in near-darkness, and groans of pain can be heard around the room.
“SettleĀ down,Ā marines.Ā Ā SomebodyĀ hitĀ theĀ emergencyĀ power!”
“OnĀ it,Ā Sargeant.”
“Anyone from Charlie Two? Ā I got separated.”
“Nah, man. Ā Alpha Six. Ā They’re all gone, too.”Ā [Tsavo Highway, Halo 3]
These poor marines. Ā I guess some of them might have already been down here, or maybe they arrived at the Crow’s Nest just in time to get shuffled to the elevator. Ā Some of them were injured in the descent (or the subsequent explosion), and if you walk up to the medicĀ (who,Ā ifĀ you’llĀ lookĀ closely,Ā is missing the graphic of the data pad that he’s punching numbers into!) and the wounded marine, you can hear an exchange:
“Agh! I’ve got a broken rib.”
“Hey, you wanna bleed out?”
“No…”
“Then I’ve gotta keep pressure on the wound.” [Tsavo Highway, Halo 3]
Moving into the next room, Sargeant Reynolds speaks up, telling all of the marines to “set [their] boots on the line,” which they promptly do.
I’m still amazed at how far we’ve come with videogames; the moment you get into the Warthog, the music changes slightly and gains a bit more momentum. The marines that don’t make it into the ‘hog with you pile into the long-awaited Troop Hog. The typical Halo dialogue starts here; your marines all begin to talk at once as soon as you hop into your ‘hog, and they are released from their scripted movement.
The first encounter you have with enemies on this level is short, but satisfying. You see, up ahead, in the cave, a group of Jackals and Grunts doing battle with a few marines near a small structure. Your marines are quick to point out the enemies. The small group of Covenant never see you coming, and your gunner cleans up the few that you don’t splatter.
By this time, the music has morphed into a recognizably-Halo theme, which I believe was first heard during Outskirts in Halo 2, during the battle with the Hunters and continuing into Sniper Alley.
The rocky, almost pitch-black interior of the cave makes the emergence from it a memorable one – light streams down onto the plains in front of you, highlighting the debris of both Covenant and human structures.
Immediately after emerging from the cave, if you look to your right, you will find an almost-unrecognizable pile of debris, known to be Covenant only by its purple color. If you move close, you can hear a snippet of dialogue being transmitted by a Brute leader located elsewhere:
“Chieftains, rally your packs! Kill all survivors! Let none near the crater. The Prophet will soon complete his blessed task.” [Tsavo Highway, Halo 3]
In fact, many piles of what I assume to be downed Phantoms are located in this level, and a few of them will offer transmissions like this one; someĀ are longer in length than others.
Up ahead, you run into another group of enemies. While a Brute commands them, they are no match for your ‘hog. I find it interesting that Bungie decided, in this level, to bring you slowly into battle as opposed to thrusting you suddenly into a massive firefight. I think that it works well, since you develop a feeling of superiority in your Warthog – a feeling that will soon change.
Instead of taking a right here, continue on ahead, to the left of the battle you were just engaged into. As you approach the cliffside, some dialogue will start among your marines.
āMombassa Space Elevator.ā
āIt collapsed when the city got glassed.ā
āBut the tether was thousands of kilometers high!ā
“Yeah. Well, now, it’s scattered all over the Savannah.”
āHoly crap.ā [Tsavo Highway, Halo 3]
I, like many Halo fans, remember the space elevator debris being pointed out during the Announcement Trailer, and am glad that it was identified in-game. It adds a lot to the environment and many fans probably don’t even recognize what it is. While it is good for people to realize what they’re seeing all around them, I also like the fact that Bungie doesn’t force this knowledge upon you – you have to drive off of the normal path to be exposed to it.
You can also take a moment here to appreciate the audio in the game. Behind the music, you can hear the rustling wind, as well as the sound of the debris of the space elevator around you – metal straining to keep its shape after being placed in an unnatural position.
Passing back by the second Phantom debris (which has no audio transmission that I’ve heard), notice the plasma leaking from it. It looks a lot like fire that you would see coming from a human vehicle, except purple.
The feeling of ‘hog superiority continues as you come across two snipers; helpless against you and your marines – as long as you don’t slow down.
“Chief, still can’t get the Commander. COMs are a mess. Pelicans are scattered. Best thing now, get some distance between us and the base. Brutes are gonna be looking for survivors.” [Tsavo Highway, Halo 3]
Speaking of the base, take a look behind you.
You can see smoke emerging from the Crow’s Nest, located high up in the mountainside. The rectangle cut into the rock is presumably the hangar that you encounter twice in that level.
The first major encounter of the game occurs here. While it isn’t populated by tens of enemies, a Brute Chieftain with a Fuel Rod Cannon does pose a major threat. One or two direct hits, and your ‘hog, as well as you, will be out of the game. Two separate entrances to this encounter give you multiple ways of approaching it, as well as a route to drive your Warthog on, so that you don’t have to slow down or come to a stop, and get pounded by that Fuel Rod Cannon.
As soon as all of the enemies in this area have been disposed of, a transmission will begin in the downed Phantom, nearby.
“I see it, pack brothers! The holy relic! What fools⦠to have lived so long on hallowed ground… never knowing what lay beneath the surface.” [Tsavo Highway, Halo 3]
If you were to stick around for an even longer period of time, you might notice the Morse code being transmitted from the Phantom (what are Brutes doing using Morse code?). This is actually the same audio that was discovered during the Beta in the High Ground flag room, and later documented at HBO. The different phrases are:
- “Frogblast the ventcore”
- “sababwl” (an acronym for Xbox is “shiny and bumpy and bursting with love”)
- “Dont make us kick your ass”
And if you stick around for a really long time, then you get a really nice treat: a clip of Under Cover of Night from Halo 1 plays –Ā thisĀ alsoĀ occurred in the High Ground flag room in the Beta. Ā WeĀ have a recording of the Tsavo Highway clip available here.
The next encounter you come to can be pretty tough. If you don’t take immediate cover behind the first rock on your left, then you will typically get taken out by either the Jackal snipers, the two turrets, or the Phantom hovering overhead. But before you can take cover, you have to eliminate the small platoon of enemies waiting for you. The Brute has a Brute Shot, and he’s not afraid to use it – and those things are excellent for knocking over vehicles.
This battle is a lot of fun to play, even with the insanely accurate snipers. They give you enough time to take them out if know where they’re at, so it ends up being pretty enjoyable – you take out the small group of enemies by the rock, then you pick off the snipers and maybe knock out one of the turrets, and finally, you’re able to hop back in your ‘hog and move out to take down the rest of the enemies.
The small lakebed is capped off by a little dam; notice the rust that has stained the ground beneath the pipes. And the waterway that follows the dam is a nice way to guide you into the next encounter without looking like a normal “this way!” path.
You can hear Sargeant Stacker here:
“I repeat, my convoy’s been hit. I’ve got wounded… (static). We’re on the Tsavo Highway about… (static) …east of Voi. Someone, anyone, please respond!” [Tsavo Highway, Halo 3]
Sargeant Stacker’s line helps to reinforce the overall tone of the level: the base has just been taken out and everyone is trying to get a handle on things. The plan right now is simply to get away from the base. Regrouping is a priority, but escaping alive certainly has to come before that. I like this entire level in particular because it embodies the mood that we’ve been expecting since Halo 2’s E3 campaign demo: Earth is under attack – a major city has been glassed and the UNSC’s ground troops have been reduced a few platoons running around in the desert trying to stay alive.
The next encounter is awesome. As you round the bend, you can see a battle already underway – and you get your first glimpse at a Brute Chopper, right as it plows into a Warthog full of marines. Green plasma bolts race through the air as a Chieftain on the left fires a Fuel Rod Cannon at a small group of marines engaging him from a small structure on the right. And as you enter the area, another Chopper emerges from the right,Ā hittingĀ anĀ inclineĀ and flying into the air, as it helps finish off the smoldering Warthog.
Taking down the Chieftain opens the way for you to get involved in the rest of the fight. Multiple Choppers zoom about, while a turret overlooks everything from a rock jutting out from the ground. And don’t get too close the Brutes running around – I’ve been stuck many times by a Spike Grenade. This encounter is a blast; I usually end up driving a route with my Warthog that allows for maximum shooting time for my marine gunner, while still keeping me close enough to the buildings so that I can pull behind one for cover if a Chopper has me in his sights. Sometimes, however, I’ll hop of out the ‘hog and pick up the Chieftain’s dropped Fuel Rod Cannon. If you’re a sharp enough shot, then you can reduce the Choppers to shrapnel.
If you’re planning on using the Warthog to drive past the upcoming encounter (why would you want to do that?), then you should pick up the grav lift located in the building seen in the bottom right of the following screenshot:
Drones fly out as you approach the shielded tunnel, and they’re easy pickings for your Warthog gunner, if you stay far enough back. Watching my gunner pick off these guys is satisfying, even when I’m just driving – I think it has something to do with the way they drop suddenly out of the sky. And the shield door here is a nice way to force you into an “on-foot” encounter. You have to bring it down to progress, and you have to fight the Brutes to bring it down (they’ll kill you if you try to destroy the generator and run back to your ‘hog).
Moving into the tunnel, a holographic receiver on the right is picking up the Prophet of Truth, delivering a short speech:
“The gods will not begrudge our excavation. By uncovering this relic, we pay homage to their glory. When the dust settles, we will all see what I already know: here, lies the path, the start of our Great Journey!” [Tsavo Highway, Halo 3]
The beginning of his remarks speak to the Covenant regarding the possibility that, by digging up this buried treasure, he is somehow blaspheming the Covenant’s devotion to Forerunner artifacts. Understandable, since what lies beneath the earth is the very item that will supposedly start the Great Journey – and it is being dug up by cruisers blasting plasma at it as quickly as possible.
Every time I drive through this tunnel, and I see the hole in the roof, with sunlight shining down, I expect to see a Scarab leg poke through, as it walks above. I guess I’ve played too much Halo 2.
UponĀ exiting the tunnel, the dynamic lighting quickly adjusts, simulating your vision altering when exposed to brighter lights (this happens all the time in-game, but I really think it adds to the moment, here). Ā Before that is completely finished, though, a transmission breaks through:
“Commander. This is ONI Recon one-eleven. The cruisers above… (static). They found… (static).”
“Say again, Recon? You’re breaking up.”
“There’s something in the crater, ma’am. Something beneath the storm.” [Tsavo Highway, Halo 3]
This is a moment that many of us probably remember hearing about from the IMAX showings, but that does not reduce the epic feelings that it induces. The sound that first occurs – possibly the ship breaking the sound barrier, or emerging from Slipspace – followed by the rumbling and darkening of the sky; it all adds up to create an awesome moment.
I find it interesting that “ONI Recon one-eleven” is reporting to Commander Keyes. I believe this is the first time the ONI is referenced in-game. In the Halo novels, the Office of Naval Intelligence is the deepest layer of intelligence in the UNSC – they deal with everything from the capturing and exploiting of Covenant technologies all the way to uncovering and studying Forerunner secrets; so, it makes sense that they would be at the helm of any study into what the Covenant are looking for. This is another example of Bungie doing the fans a great deal of service by including something from the novels into the game – and it is something that fits in perfectly.
Before you leave this area, you have the chance to grab the Tough Luck skull.
You can see its location in the mid-right-hand side of this screenshot. Take the yellow ladder on piping right before it reaches over the ravine. Follow the piping to the right until you see a concrete walkway below. Drop down to the walkway and continue into the ravine. As you reach the end, look to your left; the skull sits on a rocky outcropping, jutting from the side of the cliff.
This is your first opportunity to see the Covenant Dreadnought parked in the center of the uncovered structure. Surrounding it are dozens of Covenant excavation cruisers that periodically fire bolts of plasma into the crater. Also seen here are the Banshees that have actually been visible in the sky throughout the level. It is obvious now that they have all been headed towards the crater.
Even further in the distance, beyond the crater, you can see the smoldering remains of the city of New Mombassa.
If you picked up a grav lift earlier, now is the time to use it to pass over the gap.
Miranda and Johnson finally come through with instructions:
“Master Chief? Finally, a good connection. Truth has excavated a Forerunner artifact. We have to assume it’s the Ark.”
“Keep pushing to the town of Voi, Chief. Resupply birds will meet you in the next valley.” [Tsavo Highway, Halo 3]
Passing under the pipeline, you find yourself entering a battle already in progress; this is considered to be one of the toughest encounters in the game. If you’re a noob, and you want to quickly skip over this section, then you have already used the grav lift and can drive your Warthog straight through (it might take a few tries). Otherwise, you have a lot of options as to how you want to tackle this battle.
If you take an immediate right after passing beneath the pipeline, you can double back and get on top of the structure. You’ll find a sniper waiting for you. There aren’t a lot of rounds in it, but there are enough to help you take out a few Brutes, and maybe the Chieftain with the Fuel Rod Cannon. When the sniper is empty, you can hug the ridge on the left to meet up with your marines holding out in the building against the valleyside – if they’re still alive; typically, they aren’t.
If you brought the Warthog over, then you can attempt to let your gunner pick off some of the closer Brutes. But underground piping and the semi-trucks make turning around tricky, and if you slow down, you’ll usually get stuck with a Spike Grenade. And even if you find a decent route, the Brutes will almost definitely throw up a Bubble Shield to protect themselves from your attack. If you make it past the first few Brutes, be careful: the Chieftain has a Fuel Rod cannon that will take apart your now worn-down ‘hog.
The concrete pipes on the right provide a good opportunity to take pot-shots at the Brutes, as long as you watch your angles – the splash damage from a single Fuel Rod blast will take you down very quickly.
I find myself using the first strategy the most: making use of the sniper and then making way to the marines’ buildings, while using the preceding structures for cover. I also typically pick up a Plasma Pistol on the way over. Inside the two buildings that you reach, you’ll find plenty of Battle Riffle ammo, as well as another sniper and a few grenades. The angle is not great for the sniper, and it is especially hard to snipe if the Chieftain is still alive – you can’t stay in one place for very long while he’s holding that Fuel Rod Cannon. Well, I guess you can, but you’ll get killed by the splash damage as you try to escape the blast’s impact area.
After defeating the enemies that were waiting for you, a Phantom will continually come in and drop off more and more Brutes.
I usually use a Plasma Pistol burst, coupled with a BR shot, to take down the Brutes. Watch out for the ones with jet-packs. They’ll fly up to the ridge on your left and take you down before you realize what they’ve done. Sometimes, they’ll even fly directly over you and land behind you.
This is one of my favorite encounters in the game. You’ve got plenty of BR ammo to use on the enemies at the bottom of the incline, but you’ve got to watch your back so that you don’t get flanked. And then, at the end…
With the last wave of Brutes, comes a Wraith that will continually lob mortar blasts at you. A great way to the end battle – I always enjoy outsmarting it by sneaking around and boarding it from behind. I feel especially tricky when I use a Plasma Pistol burst to keep it from spinning, while I flank it.
If you manage to keep the Wraith alive at this section, you can use it in the next area. A Pelican will come in, when the battle is finished, and drop off a Warthog, which you can also take, if you desire to. I typically take the Wraith, since the marines will hop on the ‘hog and provide good support while I work on the tougher vehicles, like the Choppers.
And moving into the next area, the Choppers come, accompanied by the main Halo theme. If your marines do their job, then the Choppers will concentrate on them, while you can blast them into nothingness. This is an area where the game shines – if you play your cards right in one battle, then the next will play out entirely different. Capturing a Wraith alive is a great accomplishment and it definitely pays off.
Passing out of the tunnel, you get the chance to take out two Brutes before they can get to their Choppers and cause some real trouble.
Yes, that’s his hand on the right, there.
“Master Chief, a Wraith! Brute Choppers, too, sir, stay sharp!” [Tsavo Highway, Halo 3]
This is where the Wraith and your marine cohorts really come in handy. As much fun as it is to drive a Warthog around in this area, it means almost certain death in this area, due to the Choppers and their guns’ tendency to send a Warthog flipping.
The Halo theme continues through this encounter, providing a fantastic soundtrack to the (usually) epic battle that is taking place.
Every time your marines’ ‘hog gets destroyed, a new one, complete with a new set of marines, will spawn back up at the tunnel exit to come help you out; so, take your time with this one: things will remain epic for the duration of the battle.
For the record, I counted, over the course of the battle, two turrets, three Wraiths, eight Choppers and at least two Phantoms that fly overhead and fire on you.
It’s pretty much a rule that you have to keep a Wraith alive to “smash the Brute blockade” ahead. There are a ridiculous amount of Brutes at the top of the bridge, so having a Wraith is both helpful and enjoyable.
Before you move down to the final area, the Prophet of Truth has a bit more to say:
“My Dreadnought; the vessel that has long been the focus of our worship, now rests on its true pedestal. Even now, its holy engines spark greater ones below; relics, long without power, yet ready to fulfill their divine purpose. Stand fast! Keep our enemies at bay! Soon, my brothers, we will all have our reward!ā [Tsavo Highway, Halo 3]
The Prophet obviously has an idea of what is happening: “its holy engines spark greater ones below.” I wonder if he has any idea of what is actually about to take place.
The last section can be tackled in multiple ways, as well. A sniper is provided right before the Brute blockade at the top of the bridge, but, being on Legendary, it doesn’t have enough shots to do a whole lot of good.
While the downed Pelican provides a nice aesthetic touch to the environment, it, and the barriers scattered about, do little to protect the Brutes from an onslaught of mortar blasts.
Lord Hood closes this level with a few encouraging words to his troops:
“Marines; the Prophet of Truth doesn’t know it, yet, but he’s about to get kicked right off his throne. You will take our city back, and drive our enemy into the grave they’ve been so happily digging. One final effort is all that remains.” [Tsavo Highway, Halo 3]
CheckĀ outĀ theĀ addendumĀ forĀ theĀ LegendaryĀ savedĀ filmsĀ andĀ someĀ gameplayĀ tips; and stopĀ by the Ascendant Justice Halo 3 forum to read discussions regarding various aspects of Halo 3’s campaign.
I really enjoy this series of articles. Every one of them has had details I missed when I played through it, such as the transmissions from the downed Phantoms on Tsavo. It really makes me appreciate the work that Bungie put into creating a convincing game universe. Good stuff, cocop.
Comment by Ghaleon — April 19, 2008 @ 11:57 am
Agreed and this was by far the most interesting article. Tsavo Highway is the first authentically Halo-feeling level of the third game, in my opinion and the depiction here definitely does it justice. That being said, I think the next article, if it includes the oft-missed dialogue I believe it will, may have this one beat.
Comment by vociferous — April 19, 2008 @ 1:12 pm
An awesome level indeed. Too bad it’s so short š
Comment by Syzydeh — April 20, 2008 @ 8:23 pm
I love how you feel the need to put the [Tsavo Highway, Halo 3] notation at the end of every quote, as if we’re not intelligent enough to remember the subject of the article.
Comment by Frank — April 21, 2008 @ 10:07 am
If you’ve read the other articles, Frank, then you know that I often use quotes from different sources. The fact that I only quoted Tsavo Highway this time didn’t mean that I was going to abandon the correct format for quotations.
Comment by Cocopjojo — April 21, 2008 @ 11:17 am
Great work with this, I really need to go back and play though all 3 Halos again.
Comment by Hopdaddy — April 21, 2008 @ 11:42 am
I really enjoy reading these, and i too as others said missed a lot of those finer details, lik i nver knew about those 2 snipes those would have helped a bunch on this level
Comment by Ahsim — April 21, 2008 @ 5:15 pm
I really enjoy reading these, and i too as others said missed a lot of those finer details, lik i nver knew about those 2 snipes those would have helped a bunch on this level im looking forward to the next couple especially “Cortana”
Comment by Ahsim — April 21, 2008 @ 5:16 pm
Nice work there, the photos are pretty sweet – I have to go replay now! cheers
Comment by Jimmy Jangles — April 21, 2008 @ 6:42 pm
CHSYOOOM
I love hearing that Covenant ship break through slipspace.
Comment by pizzaface — April 21, 2008 @ 7:30 pm
Hi, I’ve read and enjoyed many of your articles. I play campaign and explore alot so I enjoy all the little details I may or may have not have seen. On that note, there’s a real nice detail on this mission that I doubt many people ever hear. If you win the large vehicle battle at the end near the cliff and stop for a bit near the edge, the marines with you will comment on the uncovered artifact and how big it is. I can’t remember the line exactly, but it’s nice little detail you might want to throw in this if you can get it happen right.
Comment by Leviathan — April 21, 2008 @ 9:03 pm
Had some free time, figured I’d give this a read. Very cool article, I barely noticed any of this stuff. Makes you realise how much crazy detail Bungie goes into.
Comment by Uhyve — April 22, 2008 @ 12:20 am
Very interesting article, but there’s something that’s been eating at me, and that’s the easy way to knock out a Phantom.
I’m sure someone will have mentioned it before, somewhere. All the same, I always find that massive encounter in the huts, after the anti-warthog gap, much easier after using the fuel rod gun to take out at least one of the Phantoms. This is possible generally in four shots, iff you hit the turbines on the front of the dropship consistently. After 2 hits, it breaks off, then after another two, the whole thing goes up.
I haven’t had a chance to experiment, but I doubt that taking down the first Phantom will stop the other from appearing with it’s load.
Thought I’d throw that out there. And don’t be afraid to be critical in these articles – the last few seemed a little soft to me š
Comment by Stark — April 22, 2008 @ 7:34 am
You missed a really good snippet of dialogs at the end of the biggest encounter. After all the enemies are dead head over to the edge of the crater and you will either hear marines talking about the storm or Miranda talking to, what I assume is, the ONI Recon about more technical aspects of the Storm.
Comment by First Dawn — April 22, 2008 @ 8:34 am
I didn’t find it that difficult to beat the Brute blockade without a Wraith. I think I blew up all the Wraiths at one point and simply took my time taking them apart on foot.
Comment by Master Kim — April 22, 2008 @ 3:06 pm
I was playing through this level on Heroic the other day, simply because I wanted to try and keep as many marines alive as I could. During the fight after the warthog gap, I quickly killed all of the Fuel Rod bearing Brutes and gave the heavy weapons to the Marines. I usually do this to help them last longer both against infantry and vehicles. Anyway, when the Phantom was dropping reinforcements for the last time, they killed it. The Marines, with no help from me. Which I think is downright awesome. Plus, the Phantom debris kept the Wraith from taking pot-shots at the surviving marines.
I believe there are a few fuel rod guns and assorted pieces of equipment scattered about in the area just prior to the “Brute Blockade”.
Comment by Chips Dubbo — April 23, 2008 @ 12:36 am
Another great write up. And don’t let Frank bother you. I’m sure his cramps will go away in a few days and he’ll be much more pleasant. Until next month.
Comment by Pete — April 24, 2008 @ 1:44 pm
you forgot a little diologue at the end of the big battle with all the wraths and choppers if you walk to the edge facing where the dreadnought is u hear Miranda and the marines talking
Comment by Ahsim — April 26, 2008 @ 1:10 pm
If you pick up the Fuel Rod Gun up from the first brute Chieftain and save it, along with the Fuel Rod Gun that spawns in the Phantom area on the gold Chieftain, you’ll have enough rounds to knock down both Phantoms. It isn’t necessary to try to knock out both engines, you can just spend 4 or 5 rounds (I usually choose the right engine) and that’ll take out the Phantom. If you ran out of rounds, generally the chieftain survives the explosion, but is too trapped among the debris for his AI to shoot at you. Good time to just smack him till he dies and pick up more ammunition for the next Phantom.
Comment by Jon — April 30, 2008 @ 7:51 pm
On my first time through on Heroic, in the battle after Johnson’s line āKeep pushing to the town of Voi, Chief. Resupply birds will meet you in the next valley” the Brute AI made an impressive move.
I had moved up to the dam looking structure overlooking the battlefield, to grab the sniper rifle. As I contentedly picked off enemies, including the Fuel Rod Cannon Brute, I paused to reload and noticed a number of red dots on my trusty motion tracker.
FOUR Brutes with jumppacks and lept up to my position, and promptly peppered me with spiker fire.
Needless to say, I regrouped and dispatched them with great dispatch. š
In the end however, I was deeply impressed with the AI. I haven’t played the sequence since, but was this scripted? Have others run into this?
Comment by Seth — May 2, 2008 @ 10:32 pm
In case anyone uses the grav lift early by accident, a chopper can get over the gap with some decent boosting. This is also another way of dealing with the difficult battle.
Comment by anonymous — May 3, 2008 @ 1:59 am
If you hit one of the barriers just right, it’s possible to get over the gap in a warthog without a grav lift.
Comment by annonniemuz — May 5, 2008 @ 6:39 pm
I feel that Halo 3’s campaign is just too under-appreciated.
Comment by Hale 079 — May 19, 2008 @ 6:24 am
I love the part with the carrier, and easy double headshot with sniper can be done in the next area…
Comment by Swes`Achumes — May 22, 2008 @ 6:46 pm
Great article. I really love the attention to detail, the very academic writing and quotation protocoles. It really makes this commentary shine.
A pleasure to read. Thank you!
Comment by Malignant Resolve — May 23, 2008 @ 11:11 am
Great job. A little bit of useless trivia for you: ONI is the name of a previous Bungie game they developed for Macintosh. It took place in a 2021 style setting and I believe the main girl was nick-named Oni, or something along those lines.
But anyway… This is one of the better levels. I am disappointed, however, with how few enemies there were. I usually prefer bodies to go with my bullets. Great Job on the article again. It’s really nice to know what other Halo fans see and think about and to see they caught things I noticed as well, or maybe never would have thought of at all.
Thank you.
Comment by Joel — May 24, 2008 @ 12:39 am
I fell sory the spartent with the brootes,gruntes,coopers well you get my idea.
Comment by deathless — May 24, 2008 @ 7:49 am
he forgot a part where recon said “Commander i can see most of it now 80’s are all over the EF spectrum” “Roger that recon shutter your gear and pull back. I’ll monitor from Kilo 23.” and where two marines are talking “look at the size of that thing(refering to the 1st ark) I wonder how old it is.” I don’t know but i do know that that is’t a normal storm.” this is at the big vehicle battle near the end with 3 wraiths, 2 turrets, 8 choppers and at least 2 phantoms the diolouge is random but it is usualy the 1 with recon
Comment by deathless — May 26, 2008 @ 9:38 am
Your articles really make me… Re-experience the Halo campaign, and for that, I thank you. I always thought that the halo campaign was very boring and just another challenge, but now I understand that Bungie put a great deal of detail for fans!
Comment by TeH PiKacHu — May 26, 2008 @ 9:45 am
Also, you missed the part when the Cheif first gets in the Warthog, and the marines say, “Cheifs got the right idea!” That was one of my favorite parts.
Comment by TeH PiKacHu — May 26, 2008 @ 9:46 am
and my 27 comment was made by a friend who doesn’t know that much aboute halo
Comment by deathless — May 27, 2008 @ 6:29 am
sorry again on my 28 you need to go to the side facing the Dreadnought near the 2 rocks
Comment by deathless — May 27, 2008 @ 6:31 am
These campaign reviews are great, and I can tell you put a lot of effort into everything. It’s really great that you’re helping people understand Halo more and why it is such a great game.
Comment by Smug — May 27, 2008 @ 6:46 pm
You know that part would be so much easier and fun if they gave you a Gauss Hog
Comment by Delta Charlie — June 1, 2008 @ 4:12 pm
The sound can’t be from a ship emerging from slipspace. The Covenant don’t know that they have that technology yet. It’s in First Strike.
Comment by Azn dude1 — June 3, 2008 @ 8:52 am
The easiest strategy I have found for beating the encounter after you are supposed to leave your hog, is to find and equip as many marines as you can with fuel rod guns. There are many of them in the level to that point. Often, if you have 3 or 4 marines with frg’s, they will shoot down the phantoms before they can drop their payload, and usually any survivors are crushed by the wreckage as it falls. Quite hilarious in my mind, the mighty brutes getting wasted by the dozen from a few marines, sometimes with little or no help from the ol’ MC himself.
Comment by louiswuenator — June 15, 2008 @ 10:11 pm
Please excuse the double post, but there was something I noticed. In the Crow’s Nest when you are clearing out the hangar area, there is a Covenant cruiser holding station outside the base. This is obviously the ship that was deployed to attack the base while the rest uncovered the portal in the crater. Later, in Tsavo Highway, there is no ship present. Now, logically it is possible that after the bomb was detonated the ship left to continue digging, but it makes much more sense that it would stay to make sure that no humans escaped the base to annoy their excavation. Personally, I think that having the ship stay and hover ominously over you while you are escaping the base would be very intense and also would fit in perfectly with the overall theme of escaping the base attack. Also, there is the part where a cruiser blasts over top of you and hauls a** towards the crater. This part would make alot more sense and would feel more complete if this same ship was present the whole time and simply was ordered to cease the attack and fly to the crater. I think that it would be much more impressive to actually see the ship leave the crows nest, accelerate past the speed of sound (explaining the sound the ship makes when it flies over you) and fly all the way to the crater in one scripted event, instead of having the ship ‘appear’ out of view and simply fly over your head from out of nowhere. Just a little insignificant detail, but whatever.
Comment by louiswuenator — June 15, 2008 @ 10:32 pm
Allan…
I love your site. They really look very nice. The articles provided are long enough to provide great content but not so long as to be totally engrossing, if you know what I mean….
Trackback by Allan — June 27, 2008 @ 12:13 am
Really excellent stuff. Just thought I would throw in a little something I noticed playing this level through last night.
On the Brute encounter just after you cross the broken bridge and then fight the Brute Chieftain with Fuel Rod cannon and the two Phantoms of brutes, provided you have picked up a Fuel Rod cannon earlier, you can use it to take out the engines of the first Phantom and destroy it.
The wreckage then prevents the second Phantom from dropping off the second group of around 12 brutes. This dropship will just hover about until you destroy it.
(this also makes the wraith that follows very easy to defeat as the wreckage makes it very easy to sneak up on it.)
Comment by mr afghan jones — June 30, 2008 @ 9:35 am
i think this is the best level in the entire halo 3 game
Comment by deathless — July 20, 2008 @ 10:39 pm
i had just came out of the tunnle in the beginning with the IWHBYD skull on and one of my marines yelled “suprise crapface”
Comment by deathless — August 8, 2008 @ 11:12 pm
I have a piece of information for you. It even works it legendary, and it shows how you can actually change the environment and geometry of the map. In the battle that ends in grabbing the wraith, before when the two phantoms arive, have a fuel rod cannon with 1 full spare clip. Release an entire clip in the circular light blue area and it will blow up the phantom. You can do it to both. It add immensive cover and it makes tackaling the wraith easier as well.
Comment by redearth — August 12, 2008 @ 8:30 pm
I agree with comment 37 that it would have been cool to see a Covenant cruiser hovering above the player for a good portion of the level before turning and leaving later on.
I also like(in all 3 Halo games) looking off the map to see large landscapes. A part of me wished that this level was one giant savanna instead of a highway. Then the battles would have been like the one in Halo 3 commercial with the two kids talking in the beginning.
Comment by MC Warhammer — August 16, 2008 @ 1:57 am
Dude you’re writing this like an addendum
Comment by Xij29y6 — November 14, 2008 @ 1:14 pm
This is really cool. It shows me some of the hidden things I missed when playing through the levels.
Comment by onyx spartan — November 14, 2008 @ 7:03 pm
I have to wonder after reading this if ONI Recon one-eleven is the same ODST we will supposedly play as in Halo 3:Recon.
Comment by malak — November 14, 2008 @ 11:56 pm
@ Comment 46. by Malak
I think it is and also think this shows howe much thought Bungie has put into the game, including a reference to a game/expansion that wasn’t even going to be announced until a year after release
Comment by DizRupT — November 15, 2008 @ 10:17 am
@ Comment 28. by Deathless
hmm another reference it seems
Comment by DizRupT — November 15, 2008 @ 10:19 am
Just want to say that your articles rock, and that I find it quite amusing that tons of people posted the exact same tactic to take down the Phantoms with the FRG.
Learn to read the ****ing comments before posting!
Comment by cvh — November 21, 2008 @ 3:28 am
for that tough area right after the gap in the bridge, if you have a good number of marines with you and can load them up with sniper rifles, they can usually help take out several brutes if you don’t advance… then you can keep trading weapons and use up most of the ammo…
also, if you manage to run right past all the brutes, you can hijack the wraith and use it to kill all the brutes, the choppers and sometimes the phantoms that come in… this helps out alot if you’re using the scoring option…
Comment by John — December 12, 2008 @ 7:54 pm