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Halo: Reach Easy Full Game Speedrun Tutorial

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Feb 19th, 2014
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  1. Halo: Reach full game tutorial
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  3. Part 1: Winter Contingency: When you reach the house when Carter says “Noble Six, move into the house,” go to the right of the front door of the house and jump off of the edge of the balcony to the stretch of land to the right of the front door. When you reach the first enemies of the level, pick up a plasma pistol at some point on your way to the trucks. When you near the trucks, stop right where the ground is about to slope downward and look at the falcon with Jun in it. You’ll notice that the falcon is flying in a triangular pattern. When the falcon is on your left and at its furthest point away from you, immediately run for the trucks and get in and proceed with the level. This process removes Jun from the falcon, so that the Falcon Skip can be triggered later in the level. Keep driving until you reach the first structure. There will be a hill on the left of you, which the falcon will be hovering over. If the falcon doesn’t have a blue waypoint on it, you’ve done the glitch correctly. Now get out of your truck and run up the hill. Find a rock to jump off of to make it all the way to the top, as the hill becomes too steep to walk on at a certain point. Now, shoot an overcharged plasma pistol shot at the falcon. Keep doing this until the falcon flips over and the cockpit opens. Now flip the falcon and pilot it. Now fly in the opposite direction that you came, but stay near the mountain. Keep flying on this course until you see a spirit dropship. Now, follow it down to where it lands. While you follow it, try to take out its turret (not the one with a grunt on it). Wait for it to rise up and fly away. When it starts to rise, fly in the direction that the dropship flies. You’ll pass it pretty quickly, but keep flying in the same general direction. Stop when you are clear of the trees and the mountain. Now stop here and wait for the dropship to come flying out of the mountain. Now, face the dropship and land in between its two prongs. Now hold the left control stick forward and lock your altitude. Wait for your shields to go down and the falcon to shake. You have just broken the barrier a d are now outside the map. If you’ve played this level before, you’ll know where to go next. Just fly where the falcon normally flies. You should find a deloaded area that will load when you get near it. Kill most of the grunts and jackals and get out of your falcon and get close to Kat as quickly as you can, as that’s what triggers the dropships. Grab a DMR and go to town, try to nade the Jackals when they come out of the dropships. When Kat says “Just about, there, we’re in,” kill off any enemies that just came out of a dropship and are still in groups and run to where Kat is. Try to pick off some enemies while you wait for the door to close, it speeds up the process. After the cutscene immediately run to the Zealot and backsmack him. Then run to the final room, nade the grunts, and kill the sword Zealot by any means.
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  5. Part 2: ONI Sword Base: Immediately get close to the first 4 grunts and nade them. Now run straight for the target locator, and try to pick off all the Jackals. Now target the tall piece of cover, all the way on the left. This should get everyone if you're lucky. DMR anyone that’s not in the kill zone while you're waiting for everyone to die. Once everyone’s dead the horizontal door should open. Now run to the rocket launcher, pick it up, and head to the right. You'll encounter a ghost soon. Steal it by hijacking it, or if you're really cool DMR the grunt in the head. When you get to the AA gun, get out of your ghost and stand under the “Activate” waypoint. Jump toward it, holding X the whole time. The button should activate. This jump is tricky though. If you're having trouble, park your ghost under the waypoint and make the jump off of the top of your ghost to activate the button. Now head for the generator. Activate the generator, then drive your ghost to the far side of the other structure. Park your ghost next to the back entrance, run to the top, activate it, and jump back down to your ghost from the top. Head back to base, and activate the button to open the door. When it opens drive your ghost up to the barrier, get out, and proceed on foot. When you reach the hunters, aim your rockets at their head, two headshots should kill them. If you miss then throw any grenades you have at them or melee them in the back. Head for the elevator. After you get out of the elevator kill any of the grunts in front of you and swap any weapon for your rockets. At the atrium, run along the sides of the walls to reach the top faster. Once you're there grab a rocket launcher and nade the two jackals. Try to get as many shots off on the Phantom as you can, then rocket the two stealth elites and keep shootin’ rockets until the phantom is gone and there are no more banshees to shoot at.
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  7. Part 3: Nightfall: Run to the right when you start, then keep running through the level until you are past the giant white monkey aliens. Instead of helping out the militia, keep a wall on your left side until you come to a short wall with a small rock in front of it. You can clear it if you jump off the rock then mash A. Keep running through the level as you would as if you had already finished the militia fight and were moving on to the next area. When you reach the Powerhouse area head straight for the forklift. Line the forklift up with the gate that Jun normally opens up so that the left side of your forklift is parallel with the gate and touching the gate. Now align yourself so that you are directly in the middle of the gate and get out of the forklift. If you’ve done it correctly, you'll appear on the other side of the gate. Now continue to the end of the level.
  8. Part 4: Tip of the Spear: Run straight up the hill so that you can see both of the grunts in the shade turrets, then DMR them out as quickly as you can. This will trigger the pelican to make its way over to the road to drop the warthog. While the pelican is flying to the road, backsmack the elite with the concussion rifle, as it is required for a skip at the mining facility later on. There are other options for skipping the mining facility which I’ll explain later, but if you're experienced with concussion jumping, I recommend bringing along the concussion rifle. Get in the warthog and make your way to the first AA gun. When you can see the AA gun, head towards it to the right, and you should ass a little slope with a tree at the top of it on the left. Drive up it, park your hog next to the AA gun, destroy the gun by and means (I shoot the shield then toss a grenade into the core but anything works), then get back into your warthog and drive it to the ghost that lies upside down past the AA gun. Take the ghost up to where the bridge drops, wait for the bridge, then head for the mining facility. When you come into the clearing and can see the mining facility, save up some boost, then approach the wall of rock on the right of the mining facility, and drive your ghost up and long the wall so that you end up on the other side of the bridge. Now get on top of the stack of metal sheets and stand facing away from the slanted roof and concussion jump to the lowest point on the slanted roof. Continue through the rest of the mining facility. When you get to the ordinance you should have a concussion rifle from the elite at the beginning and a DMR that you spawned with. Switch the plasma launcher for the concussion rifle. Hop into the revenant and continue towards the second AA gun. When you see the warthog on the bridge, head down the road to your left until you see the AA gun on your left. Now save up some boost and boost your way up the slope to the AA gun with your revenant. Hop out and run inside the gun. You'll see a pair of hunters. Shoot a few plasma nades at them with the plasma launcher to weaken them for later. If you haven’t thrown any nades since the first AA gun, you should have a plasma nade. Throw it into the core before the shield generates after you shoot the hunters. Now head back to your revenant and take out the enemies as quickly as you can. I recommend shooting groups of enemies and splattering. Watch out for the wraith though because somehow even on easy it can kill you by splattering you IN YOUR REVENANT. Tweet how you're WR pace in Halo Reach while you're in the falcon. After the cutscene, run to the left, grab the health pack and a plasma pistol, but only if a grunt spawns in your path. You'll be running towards the truck on the left side of the map so some of the grunt spawns aren't worth the time loss to go pick up their gun. Drive the truck the base of the spire and take the elevator. Try to nade most of the grunts and backsmack the sword elite before he finishes drawing his sword. Activate the button and you're done.
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  10. Part Five: Long Night of Solace: When you reach the first grunts, try to identify a grunt that has a plasma pistol as soon as you can and pick him off with your magnum. Switch the plasma pistol for your AR and continue. Head straight for where the concussion rifle elite’s drop pod lands (it’s hard to describe look for it yourself before attempting a run). While you approach it, charge your PP. This is the tricky part. If the concussion rifle elite dies within about two and a half seconds from exiting his drop pod, the game will think that all the enemies that still haven’t come out of the spirit dropship are somehow dead too and the door to the launch facility will open. When the elite kicks the door off of his drop pod, aim at him for a second with your PP and fire the overcharge at him, and immediately switch to your magnum. Get the first shot off that you can at his head. If you miss, don’t fire immediately after because the magnum needs a second to regain control. You'll have two maybe three shots at hitting him in the head with your magnum if you fire at the correct pace and given you hit him with your overcharge. If it’s been three seconds and the elite still isn’t dead, the glitch won’t work. Just clean up the rest of the enemies with nades and wait for the door to open. Run to the sabre. On your way there, try to pick up one of the dead marines’ DMRs. When the door opens to the sabre, switch whatever gun you have that isn’t a DMR for the energy sword on the ground. During the following cutscene, tweet about how you're still WR pace in Halo Reach. There’s not much to explain about the sabre fight, just that it’s good to memorize where all the banshees spawn so you can take them out quickly while they’re all grouped together. During the following cutscene, tweet about how horrible the sabre fight is and how the cutscenes should really be skippable in this level but you're still WR pace in Halo Reach. When you regain control after that horrible cutscene, immediately turn your thrust all the way up and fly under the corvette. Once you're under, look up. All of the banshees for the area are attached to the bottom of the corvette. Blow them all up before they fly away for a quick killionaire. Once that’s done, head towards the stern (back) of the corvette and keel flying past it in a direction parallel to the positioning of the corvette. About 4 or 5 seconds after you pass the stern of the corvette, turn around and switch to your missile. Lock on to each of the corvette’s engines and blow up each one. Then proceed to take out the seraphs and any banshees that escaped. After the cutscene, sprint until you are about two feet away from the blue light barrier thing and then stop sprinting (keep holding the left stick all the way forward, but don’t sprint. Make sure your sword is out. Drop down onto the four elites on the comm relay. One of them will be about to jetpack up to the surface of the ship by the time you reach him. When he’s in striking distance, MELEE (bumper or B or whatever your control setting suggests to melee with, but don’t pull the trigger) the elite. This will be tricky because both you and the elite will be moving fast in opposite directions. The melee attack will still kill him on easy. If you landed where that elite was, then proceed to take out the other three elites on the comm relay. They rarely try to fight back or jetpack away, so that won't be too difficult if you use the sword. Wait for the people to finish talking about the plot of the story and proceed through the open door. I’m not sure if this matters of saves time, but just to be safe, backsmack the white elite in the hallway with your DMR. When you enter the firefight map, immediately start firing DMR rounds at the engineer. Make sure you kill him before he sends out overshields; it should take 5 DMR shots. Once that’s done, Melee all of the grunts with your DMR because they all have helmets and make sure not to jump because you'll be stuck up there for a while. The enemies in the room will consist of the dead engineer and a bunch of grunts with helmets and a bunch of jetpacking elites with plasma repeaters (rifles?). Among them there will be one jetpacking elite with a needle rifle. Save him for last because he always hangs out by the button that you have to activate once all the enemies are dead so you can just kill him and immediately jump up to the button while there’s still low gravity. After the (sixth) cutscene, head for the door on the left. You should still have some energy left in your sword as long as you used your DMR to melee the jetpack elites in the previous fight. When the door opens try to kill at least one of the grunts and try to kill one of the elites with your sword. Now head for the bridge. When you get there, head for the camo elite that is closest to you first and backsmack him. Now turn a bit to the right and head for the second camo elite and backsmack him. They’ve probably noticed you by now, but if not, head for the next camo elite on the console with the button that you have to activate once all the enemies are dead on the bridge. Once they notice you, just go to town with the energy sword and the butt of your DMR. After you activate the button, head back to the firefight map. Don’t bother killing anyone until you see enemies on the firefight map. Once they're all dead, pick up the rocket launcher and the sniper (the sniper is optional but highly recommended to aspiring MLG players who like to speedrun the campaign). The doors that the enemies com out of are difficult to identify so you'll have to memorize that yourself. Here’s a tip: the order of enemies that come out of doors in this room is shield jackals, jackal snipers, an elite with grunts, many grunts, purple and orange elite (one of each), white elites. Drop a shield at the end for $wag.
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  12. Part Six: Exodus: When you reach the jackals, kill one of them and borrow their PP. Switch back to your magnum and use it to headshot the suicide grunts. It’s on easy, so don’t worry too much about damage. When you see the first brute, try to PP pepper him. If he’s not dead by the time he’s in striking distance, melee. Kill the other brutes using the same method. For the brutes that come out of the phantom, try to place a frag in the middle of the three of them. A well placed frag can kill all 3. When the next door opens, ignore the brute and 3 jackals on the other side. Simply run past them and head for the grunts on the right. PP or magnum them and grab the shotgun (the individual level WR run doesn’t use a shotgun, but I recommend it, as it can take out a brute in one shot). Kill enemies along the way, but activate the elevator as quick as you can, that’s the key to getting a good time on this level. Clean up the rest of the enemies until you hear “ok, everyone find some cover, stay sharp…” when you hear that grab a DMR (keep your shotgun) and head for the courtyard where you first encountered brutes and wait for the dropship. Nade the enemies that come out, and head back to the elevator. Kill everyone you see until you hear “damn, lieutenant,” then get in the elevator as it opens. Have a deep conversation about politics and financial issues with the marine in the elevator. When the door opens bid him goodbye and head straight for the jetpacks. When you acquire the jetpack, take the most direct route possible to the next area (if you're confused, watch the WR video here ________________ when you get past the concussion rifle brute and you enter a very tall room, come to a complete stop right in front of the doorway, then jump and jetpack up. Head towards the waypoint. Grab the rockets that are next to the weapon crate, then walk toward the tall building. After walking towards the building for a second or two, throw a frag grenade against the railing of the platform and jump over it and hold down the jetpack button after you jump. The frag should propel you to the top of the tall building, skipping much of the level. The door in front of you will open with grunts with fuel rods and jackals. Unleash your rockets upon their souls, but watch where the fuel rods land. Pick up the fuel rods and clean up all of the brutes. When you're in the falcon tweet about how this game has a lot of falcon rides. Once you're out of the falcon, head straight for the warthog and park it on the ground as close to each missile battery as possible before you leave to activate it. Do this for each battery and the big red button and you're done with Exodus.
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  14. Part Seven: New Alexandria: Nothing to report for this level, as it has 15 random missions that can possibly occur. There is a skip for the Sinoviet center, but that’s far too difficult to explain in words, but it’s in every New Alexandria Speedrun to date, so feel free to look it up.
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  16. Part Eight: The Package: Run straight for the ghost. If you're good at shooting grunts out of ghosts, then go for it, but otherwise, chase it down and hijack. He rarely does a good job of evading you, so that won't be too difficult. Drive the ghost to the revenant that’s just past the tank. Hop into the revenant and make your way to the AA guns. For each AA gun wedge your revenant inside and take down the shield, and shoot the core and move on. After the seconds AA gun, drive up to the ghost and hop in. Drive to a point between the two fuel rod shade turrets and DMR both of them. Now drive over to the revenant next to the entrance to sword base and kill the driver without getting splattered. If all three of these vehicles aren't dead, then the horizontal door won't open. Drive your way in and make your way to the room with a long spiral ramp leading to the top. Walk up the steeply slanted pillar thing in the middle and make you way up it. To clear the small platforms on it, crouch jump. Make your way to the multiplayer map and run to the waypoint. The fight is so large and there are so many enemies at any given time that there’s no way to explain “how” to do it. I suggest practicing the level multiple times and watching the world record run. You’ll get a feel for it eventually.
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  18. Part Nine: The Pillar of Autumn: Make you way to the mongoose. Some people do a cool slide jump, but they're pretty difficult. You can try mine _____________ or Dark’s __________ or Auraxade’s _________ make sure you grab one of the rockets on the inside of the building, so that it will be full. Go for a drive, and don’t get out of your mongoose until you're at the bugger cutscene. Run through the buggers, and run through boneyard. When you reach the shade turrets, head for the door with grunts walking out of it. Find the grunt with a fuel rod gun, and borrow it from him. Keep running through the level until you reach the hunters. Run for the door that opens when the hunters are dead. Now crouch a couple feet away from the window that is closest to that door and jump through the window. It’s a bit tricky, but if you practice it a few times, you'll get it. After you make it through the window, touch the other side of the door to trigger the loadzone to load the enemies. Keep running through the level until you reach the dry dock. Head for the huddle of jackals and grunts, and take them out with nades and fuel rods. Make sure that all of them are dead. If some are still alive, kill them after the first wave of enemies. Just rocket each group of brutes and grunts that drops out of the first dropship. For the second wave (“hold them off until Keyes gets here”) situate yourself in a spot where you can see the spot where both groups of enemies will land. When the first group jumps out (a brute chieftain with a fuel rod gun with some grunts), shoot two rockets at them then immediately reload. You'll have just enough time to reload before the other group of enemies jumps out. Shoot one rocket at the group (it should kill all of them, fuel rod any stragglers), then turn back to where the first group was. There should be another brute chieftain with a gravity hammer heading toward you. Rocket/fuel rod him to death then sprint for the dropship that drops enemies on the elevated structure. Try to make it there before the enemies drop with a reloaded rocket launcher. Due to a glitch similar to the one on Long Night of Solace, if you kill the brute chieftain right when he lands, the game will think that all the enemies are dead and Keyes will leave for the landing pad. This only works if every previous enemy is dead. If you don’t kill him fast enough or didn’t kill all the enemies then just kill everyone else and go trigger the cutscene. After the cutscene simply run to the MAC gun and trigger the timer to end the level. The trigger is the last flight of stairs to the MAC gun. Regardless of how many enemies are dead, the game will start a timer that’s something like 1:20 long. When you hear dramatic music and “fire now lieutenant, hit her in the gut,” do as you're told! Afterwards, tweet about how you weren’t world record pace the entire time and how you were simply prompted to claim that you were by the Halo Reach full game guide and then beseech upon your followers for naively congratulating you.
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  20. Thanks for… Reading! -Backflip
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  22. Notes: some of this stuff is difficult to explain in words, so I highly recommend watching some individual level runs or a full game run. Also this game is timed by adding up theater clips, so technically you can pause the game and it won't count to your time. It is legal to turn scoring on, even though it makes the game take you back to the menu after each level, since this game isn’t timed RTA. If you want your time verified, put the theater clips on your file share and notify an admin. You can submit your run to Haloruns.com if you have a YouTube or Twitch video of the run. For more information, visit Haloruns.com or Highspeedhalo.net.
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