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LB's "Halo 3" Walkthrough and Strategy Guide
Chapter 1 - Sierra 117


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Chapter 1 - Sierra 117

0. Introduction
1. Chapter 1 - Sierra 117
2. Chapter 2 - Crow's Nest
3. Chapter 3 - Tsavo Highway
4. Chapter 4 - The Storm
5. Chapter 5 - Floodgate
6. Chapter 6 - The Ark
7. Chapter 7 - The Covenant
8. Chapter 8 - Cortana
9. Chapter 9 - Halo
10. Multiplayer
11. Skulls and Terminals

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Chapter 1 - Sierra 117



Walk it Off



Get to the river for evac



At the beginning, look at the flash cards that the medic holds up (on Normal). This will automatically adjust your Y-Axis for you.

When things start up, note the blue arrow above the Arbiter's head. You're going to be following him for a good portion of this mission.

Head forward and use "A" to jump over the log. Continue forward, moving with your fellow marines, jumping up the ledges when necessary. You'll soon be told that there are hostiles in the area.

Checkpoint.

As you head forward you'll soon spot a waterfall and some enemy ships (Phantoms) flying overhead.

Checkpoint.

Head into the water and watch as your fellow marines climb the wall. You'd think that since you are a super soldier that you, too, could climb such walls. Alas, your 1,000 lb suit must weigh too much. Instead, look to the right and locate the Arbiter with his blue arrow above him. Use the ledges to get up to him.

Across the way you'll see your first enemies: a Brute and some Grunts. Stay behind the tree for cover and pop out to lay into the Brute (the taller enemy firing orange grenades at you). Repeat this several times until he is dead.

Drop down into the water below and use the boulders for cover as you take out the Grunts (small enemies known for their funny comments). Before long another Brute will jump down to join the battle. Run and take cover. By now, your fellow marines should have joined the battle. If not, wait a few seconds. If they don't show up then you'll have to take out the brute yourself.

Make sure that you're behind cover. If you picked up any grenades, use them. Otherwise, use your Assault Rifle to lay into him. Be sure to aim for his head. If you take damage, run away until your shield regenerates.

When the two Brutes and all of the Grunts are dead you'll get a checkpoint.

Checkpoint.

Follow the Arbiter and the marines forward. Stay to the right where you'll see two bunkers. In front of you, over the waterfall, you'll see two enemy ships come in. The bay doors of the closer one will open and a Hunter and some Grunts will drop out. If you have any grenades, attempt to toss them into the ship before the enemies deploy. You can take out a good deal of them quickly in this manner.

Most likely, however, they'll all deploy to the water below you. Head over to the bunker and you'll find a weapon station. Grab a Plasma pistol for your left hand so that you are now duel wielding the Magnum (pistol) and the Plasma Pistol. Go forward to the edge and shoot the Brute. You can charge the Plasma Pistol for a more powerful attack.

The Brute, if he takes enough damage, may retreat. No bother, you'll get him in a minute. Drop down into the water below and take out any Grunts. If the Brute is still there, lay into him with both of your weapons being sure to take cover or run away if you get hurt. Continue to follow the stream, taking out Grunts, and then exit the stream to the left.

You'll soon see a Brute near the red cave opening. Wait for the Arbiter to join you and let him attempt to take on the Brute. Get in a few good shots when you can, but don't allow yourself to be shot by the Brute's Grenade Launcher. When you see the Brute's armor fall off, you can charge him and unload on him. Try to aim for his face.

When the area is clear go back and look around for weapons. I recommend that you grab the Brute Shot and that you keep the Assault Rifle as your secondary weapon. With that loadout equipped, grab the Plasma Turret.

Note, if you're playing on Normal, then you should grab the Spiker.

Enter and head through the red tunnel.

Checkpoint.

Move forward and take out the "sleeper" Grunt on the right (if you want to be quiet you can sneak up behind him and Melee him). Continue forward following the marines and then fall off the ledge at the very end. Now on the ground, in the water, take cover behind the large rock in front of you. Quickly turn to your left and look up on the ridge for a Jackal (sniper). Shoot him and then the Grunts that are coming at you. Make your way up the left path.


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If you see a Brute deploy a Bubble Shield just wait for it to go away and then lay into the Brute with your Plasma Turret. Continue to use your Plasma Turret as you fight your way up the path until you simply run out of ammo for it. At that point, ditch it.

As you near the top of the path be aware of the Jackals above and in front of you on the ridge and one in a tree to the right. Move forward and you'll probably see another Brute deploy another Bubble Shield. Again, wait for it to go away and then attack him. If you still have the Plasma Turret us it. Otherwise, take cover and pop out to shoot a Brute Shot or two at him until he dies.

By this time the Arbiter and your fellow marines have most likely joined you. Follow them forward and you'll hear about some Pelicans at the extraction point.

Checkpoint.

Follow the path forward and as you turn the corner to the left you'll see a Brute on a fallen-tree-bridge. Lay into him with your Assault Rifle until he runs away and then take cover. Pop back out and locate the Jackal sniping you on the right. Kill him and, if you want the Carbine (a Covenant rifle with limited zoom) grab it from where you killed him.

Head forward and pass under the bridge.

Checkpoint.

After you pass under the bridge, turn left and use the path to get up to the Arbiter and your marines. Cross over the bridge and just after you pass by some boulders you'll be attacked by two Jackals (with shields) and some Grunts. Use the Brute Shot on the Jackals and then take out the Grunts with your secondary weapon and/or some Melee attacks.

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Head forward toward the red cave entrance and you'll see a Brute and more Grunts. If the Brute uses a Bubble Shield wait for it to go away. Either way you'll want to use the Brute Shot on him. Take cover and fire at him, preferably at his head. Just after you shoot, take cover to regenerate your shield (if you got hit) and then shoot him again. Repeat this until he dies. Also, if you have any Grenades feel free to use them.

Once the cave tunnel is clear, head through it and continue moving forward following your men. After you drop off a ledge you'll get a little flashback from Cortana and you'll enter another cave.

Charlie Foxtrot



When you emerge from the cave, turn left and locate the Battle Rifle on the rock. At this point I recommend that you are equipped with the Battle Rifle and the Brute Shot. If you are out of Brute Shot ammo, go with the Battle Rifle and the Carbine.

Move forward and you'll soon be overlooking the evac sight. You'll see two Pelicans (troop ships) hovering and a slew of enemies amongst the bunkers below.

Go ahead and use the Battle Rifle's zoom feature to zoom in and pick off some Grunts. As you're doing this one of the Pelicans will crash.

Checkpoint.

Find Johnson's Crashed Pelican



Drop down and move forward, taking cover behind one of the two round bunkers. Peek out and look across the river to locate a sniper Jackal in a tree (look for his purple glow). Use the Battle Rifle to pop him. After he's dead head towards the pump station (the large building/dam to the left) sticking to the left. As you go up the path be careful as you round the corner because there are several snipers waiting for you. Use the Battle Rifle to pick them off, any more in the distance, and the Jackal to the right on the ground level.

Checkpoint.

In the next area, under the pipes of the pump station, you'll have to battle three Brutes. Wait for the Arbiter to join you and then help him take out the first Brute, near the crates. It's best to use the Brute Shot if you still have it while the Arbiter is distracting him.

After the first Brute is dead slowly move forward to draw out the second one. He's most likely amongst the large pipe fragments. Again, wait for the Arbiter to engage him and then finish him off.

The final Brute is at the end of this area, perhaps on a platform. Toss any grenades you have his way and then lay into him with the Brute Shot. Take out any remaining Grunts and then be sure to collect Brute Shot ammo from the dead Brutes.

Checkpoint.

Head to the end of the pump station and turn left. Be careful because there is another Brute, this time on some rocks to the right. Take cover behind the corner and pop out to fire Brute Shots at him. Be careful, though, because there is a sniper Jackal on a ledge down the path from you. If that Jackal keeps picking you off, it's best to deal with him first and then the Brute.

If you can take out the Brute without the Jackal bugging you, do so, and then again, take cover behind the corner of the wall and peek out to locate the Jackal on the ledge (look for the purple dot on him). Use a zoomed-in Battle Rifle to take him out.

Move down the path taking out any more Grunts and being on the alert for a suicide Grunt (Grunt carrying two grenades and running toward you). Shoot him quickly and run away from him.

Checkpoint.


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As you enter the forest be on the lookout for three snipers in front of you. Let the Arbiter lead the way so that they'll make themselves seen. Then, use the Battle Rifle to take them out...all are in front of you...one is to the right a tad, the other two are pretty much directly in front of you in the trees.

Continue forward and as you pass a large dark boulder on the right you'll encounter two more sniper Jackals firing down at you: one is about 1/3 of the way up the cliff and the other is at the very top of the cliff a tad right of the first one. These two are actually using Sniper Rifles (Beam Rifles) to fire at you. They are very powerful and will quickly kill you. Your best bet is to locate the first one and then quickly pop out and kill him using whatever you like. With that first one toast, locate the second, upper, one and take him out.

Go past the rock and you'll see one more sniper Jackal (using a regular Carbine). The Arbiter may help you and take this one out. Either way, jump up the ledge to where you killed the first sniper to grab the Beam Rifle. I recommend you trade in whatever weapon has the least ammo left in it...in my case I trade the Battle Rifle.

From this point forward you'll want to use the Beam Rifle sparingly as it will come in handy a bit later.

Move forward until you see Johnson.

Checkpoint.

Find Johnson before he's captured



Move forward and look down to see a Brute and more Grunts. Toss a grenade or two down at them and the follow up with some Brute Shot fire. When they're dead, drop down and move forward until you are under the small metal bridge. Don't go much beyond this as there is a sniper to the right. From this position you'll see yet another Brute and more Grunts. Take them out with whatever gun isn't your Beam Rifle.

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After they're dead move forward to the boulder in front of you and take cover. Face the boulder (face the direction of open sky) and stay up against it or you'll open yourself up to fire. On a very high ledge off to the left a tad you'll see the sniper firing down on you. Go ahead and use the Beam Rifle (click down on the Right Control Stick two times to zoom in all the way) and go for a head shot to quickly kill that sniper.

There is another Jackal pretty much above you in a tree. Back up just a tad from the boulder and look up to find him. Take him out. Before heading forward make sure to grab the Brute Shot ammo from the dead Brute.

Head forward and take out the gaggle of Grunts. At this point you may notice that there is somebody firing on you from behind. Ignore it and stay to the right taking cover in the boulders. You'll want to continue forward along the right where you'll soon encounter a Brute. First, however, look up and to the left on the cliff wall for another sniper.

As you turn the corner to the right towards the Brute you'll be fired on by yet another sniper from above. Take him out and then take out the Brute. Continue up the path where the Brute just was and you'll soon see a concrete silo with the number "2" on it.

Don't go past it yet as there is a sniper in a tree in the distance. Locate him on the branch and then use your Beam Rifle to take him out. You can now move forward taking out the shielded Jackals. Be on the look out for one more sniper up and to the left.

Finally, cross over the metal bridge and take out the last two Brutes. Grab their Brute Shot ammo and then clear out the rest of the Grunts.

Checkpoint.

Head through the tunnel until you get a cutscene overlooking the Covenant base.

Quid Pro Quo



Rescue Johnson and his squad.



As soon as you start up you'll be shot at by a slew of snipers. Immediately run to the right (you'll probably see the Arbiter in this area) and follow the path to the end. From here you can safely overlook the battlefield.

This is what you've been saving your Beam Rifle ammo for. Use yourself as bait and locate the sniper on the wall across from you and the one on the rooftop below him (this is actually the rooftop of the cell where Johnson is being held...you can see part of the blue energy field in the building).

With those two snipers out of the way continue picking off enemies, preferably taking out the more powerful ones before wasting ammo on the Grunts. You'll see some such enemies on the dam/bridge on the right and a Brute below you. You'll also want to pick off any remaining Carbine-carrying snipers.

When your Beam Rifle ammo runs out (I had 51 going into this battle, thus about 10 shots) equip your other weapon and hop down into the pathway/tunnel/trench at the end of the path.

Checkpoint.

Head forward out of the path and turn right. Go up the stairs and take out any enemies in your way. Enter the small room and take the ladder down (or hop down) to the right next to the wall labeled with the number "2".

Checkpoint.

You did this simply to get a checkpoint (if you're playing on Normal you probably already got one). Go back up to where you just were and continue forward on the bridge/dam. There are various weapon stations on the left, each containing Needlers. Grab one.

Needlers work great when charging enemies. Just hold down the fire button and run up to a Brute. He'll go down in no time. Melee attacks also work well.


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Do note, you may have to deal with a Brute Chieftan here. He carries a Gravity Hammer and I'll often refer to them as Gravity Hammer Brutes. If you do encounter him, use the Needler on him and grab the Gravity Hammer when he's dead.

Fight your way to the end of the dam/bridge, turn left and fight you way to the building with the raised red shutters. Inside is Johnson and his crew.

Go up to the blue Plasma Shield and hold "RB" to lower it.

Checkpoint.

Stay alive! Pelican inbound!



Hmm. Now why would they put two weapons stations in a holding cell? How stupid. Well, their stupidity is your gain. Grab a Carbine and resupply your Needler. Stay inside the building and don't let anybody enter or shoot you. After a few minutes all will be quiet. Follow the Arbiter (the waypoint on your map) to the Pelican which landed on the dam/bridge.

Go up to the bay door of the Pelican and look for the prompt to "Hold RB to ride in the Pelican." Do so and the mission will end.

Chapter 1 - Sierra 117 - Skulls and Terminals

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