1: Arrival/Sierra 117

Posted on October 7, 2007 
Filed Under Halo 3, Halo Guide

Walk It Off

Objective: Get to the river for evac

Getting up from the crash site, you must follow your team to Sgt. Johnson. You won’t have an objective arrow now, but your team will always know where to go. The Arbiter will always have a blue arrow above his head — even if he is behind a wall — allowing you to find your bearings easily. For later missions, an arrow may appear if you lose your bearings too long, or if you forget your current objective.

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Like a beacon, he knows the way.

Follow your team until you come to an opening with a waterfall. Once you reach the entrance into the clearing, a Covenant Phantom appears and drops the first enemies you encounter. Follow the path up to your right, and engage the troops in the cement bunkers to your right.

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Eliminate all hostiles.

After you have finished off the first wave, a second wave appears, dropping from a Phantom that appears at the little waterfall in front of you. Kill this wave and cross to the other side of the river via the rocks along the waterfall, and kill the third wave of troops.

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Kill the second and third waves, Grunts then Brutes.

After dispatching all the troops in the immediate area, follow your team through the cave tunnel marked with a red flare.

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Follow the red lights.

Emerging from the cave, you’ll come across a horde of sleeping Grunts. As instructed by your squad, take out as many as you can with a melee attack. (You’ll kill about five Grunts before they wake up, thirsty for revenge.)

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Assassinated!

Then, prepare yourself for heavy resistance — Jackals, Grunts, and Brute Commanders. We recommend a pair of Brute Spikers, as they do considerable damage to even shielded enemies when used in tandem.

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Dual Spiker = death to all before you.

You and your squad will keep moving towards the Sgt., entering a small ravine. As you enter the ravine you will see a Brute holding a marine by his throat above you. If you are quick enough, you can kill the Brute and rescue the marine, bolstering your own forces.

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If you’re fast enough you can save him.

With your new teammate in haul, make your way up and around onto the upper area where the brute was, then enter the large cave marked by a red flare. A vision of Cortana flashes on screen. Follow the chain of red flares until you make it to the end of tunnel.

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Don’t worry about how these flares got here — just follow ‘em.

Charlie Foxtrot

You’ll find the bodies of marines as you emerge from the cave. Search them and you will find a Battle Rifle.

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Take the Battle Rifle off this marine.

Now that you have the Battle Rifle, continue forward until the path drops off. Ahead of you by the river are several enemies fighting a pair of Pelicans. Up on high ground, use the Battle Rifle to take them out, then advance to their location on the river.

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Keep your distance whenever possible.

Approaching the river, you’ll see a pair of Banshees swoop in and down the Pelican that Sgt. Johnson is in. Although you’ve reached the river for evac, your evac has been taken out, resulting in a new objective.

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She’s going down!

Objective: Find Johnson’s crashed Pelican

Kill the enemies fighting the Pelicans, then move into the ravine to meet your allies. With only a few steps into the ravine, you’ll receive fire from Jackals with Carbines along the upper walls of the ravine, but they’re easily spotted because they’ll flash a purple light while aiming at you.

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The purple light gives the snipers away.

Move along the ravine, dispatching the Jackals and other ground forces, until you come upon a point where you see marines fighting. Turns out they were aboard Johnson’s Pelican! You’ve found the crash site!

Monkey People

To see the family of monkey people on Sierra 117, go just past the point where Johnson’s Pelican gets shot down; you will see a concrete column with the number 3 on it. Stay beside the left wall and go as high as you can. When you reach a point that you have to drop down to the ledge that the Jackal with a Carbine is/was standing, turn around.

The Monkey People are right there against the wall.


 

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Save those marines.

Objective: Find Johnson before he’s captured

Fight off the forces attacking the crashed marines, including the ones dropped in by the Phantom, then collect the Sniper Rifle and ammo by the downed Pelican.

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Pick up both sniper rifles; you’ll need the ammo.

With your newly found Sniper Rifle, head back the way you came, towards the cave with a red flare by its entrance surrounded by your troops.

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This is the final cave with flares, promise.

Enter and move through the cave, down its path, until you come to a cliff overlooking an enemy installation. A cut-scene ensues about an imprisoned Johnson, prompting a new objective.

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There’s Johnson! Save him.

Objective: Rescue Johnson and his squad

Take out as many troops as you can from your high ground position. Also, several troops sit right below you on the other side of the dock to your left.

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Snipe as many people as you can from up here.

Drop down and proceed forward to the bridge that allows you to cross to the other side of the dock. You will have to fight several Brutes on the bridge, including a commander complete with Gravity Hammer. Kill him and take his Hammer.

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Shoot him from a distance, run when he puts his shields up, then finish him.

Use the Hammer to kill the remaining forces standing between you and Sgt. Johnson’s cell. Free Johnson, drop the Hammer for a different weapon, and prepare for your new objective.

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The Hammer crushes all.

Objective: Stay alive – Pelican inbound

Two Phatoms will come in and drop off several troops. Finish them off and then join Sgt. Johnson and the remaining marines back on the bridge between the docks. Jump on the Pelican and the mission is over.


At the end of the level. Face the Pelican that arrives. Turn 90 degrees left and jump onto the large ledge. Walk all the way down until you see a thinner ledge on the building in front of you. Jump onto it and follow it all the way to the end where the Skull sits in the shadows.

Effect:In co-op games, if one player dies, you all restart at the last checkpoint. In individual games, if you die, the entire mission restarts.

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Rescued.

 

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