SPOILER WARNING: HALO: REACH WALKTHROUGH for the NEW ALEXANDRIA MISSION Part 2
As the battle continued, Noble Six sprinted past stairs the that lead up to the elevator toward a stairwell off to his left side as he eyed up the elevator entrance guarded by three Covenant. He and the ODSTs had thinned out their numbers greatly, and now only three denied the civilians a safe evacuation. He noticed the Skirmisher was hanging back a bit getting in shots as he could without exposing himself too much, but rushing forward like a bloodthirsty animal when he had the upper hand. The Brutes were running around shooting anything that was close enough, possibly realizing their attack had turned into a defense – or maybe they didn’t realize that yet. They ducked into cover only when they were hurt badly – as one of them had just done as a pair of ODSTs lit him up with Assault Rifle slugs. The Brute was probably close to dead, and definitely in need of medical attention. That was good for Six, bad for the Brute.
New Alexandria Mission continues…. Six has just exited the hospital after destroying the jammer inside.
NEXT OBJECTIVE: Destroy the Infantry and Anti-Air Turret.
This one is a fly-by operation, really. Just fly by the building marked on your HUD and shoot the stuff on the roof that moves. There are two turrets and some Covenant running around.
LT – gain altitude
Release LT – to drop altitude
LB – ???
LS – nose up/down, tilt left/right
RT – fire chain gun (burst fire, hold RT for continuous burst fire)
RB – toggle altitude lock on/off
RS – turn left/right, swivel view left/right, sivel view up/down
Hold X – mount/dismount
NEXT OBJECTIVE: Destroy the Covenant Jammer at the Tower
Fly toward the objective marker at Club Errera. There are three buildings with Covenant turrets on them – one to the South and one to the E and one farther away in an East-Southeasterly direction. I chose to take them out, but you can probably land on the tower’s landing pad and leave them alone because the turrets are much higher and cannot shoot down at the landing area. When you get closer you will be fired upon by the defenders. There are Skirmishers, Grunts and two turrets firing Fuel Rod rounds.
When they are taken care of go ahead and land on one of the two landing pads. Enter through two pairs of orange double-doors and you will run into four Hunters that have pinned down some ODSTs. You can take them out from the back (especially if you grabbed the Needle Rifles dropped by the Skirmishers outside). If a Hunter turn toward you fall back out of site and wait for the ODSTs to fire on them, Hopefully the Hunter will re-orient himself on the ODST squad as they fire at him, turning his back on you. Wait until you hear the gunfire and look at the Hunter. Continue to fire at his back until he drops. Repeat with the other three Hunters. When the last one drops, the ODSTs will tell you where the jammer is located.
If you get stuck with the Hunters, there’s a missile launcher with extra ammo on the dance floor in the middle of the room below.
On your way back up there is no further resistance, but there’s lots of ammo and some grenades on the club’s floor. Stock up if you need before you leave. There are also several weapons including Assault Rifle, Missile Launcher, and M6 Magnum pistol -and possibly others.
NEXT OBJECTIVE: Protect the Marines by Killing the Jackal Snipers
Taking the snipers out is relatively easy, and there’s also a turret nearby to destroy – more fun. Then a Pelican flies in and picks up the marines.
NEXT OBJECTIVE: Destroy the Covenant Jammer at SinoViet Industries
Destroy the last Covenant jammer at the The SinoViet HM Center. At the SinoViet Center there were two turrets and some Banshees to take care of as well as some Covenant troops. I don’t know what Covenant because my gunners took care of them. Then I landed on the and dismounted.
Going inside I found four dead Grunts and heard Jackals. Picking up a Fuel Rod Gun I moved away from the stairs, then got hit by Focus Rifle fire. There’s a nice translucent sign to stand behind, so I switched back to the DMR, aimed at the Jackal through the sign, stepped out and fired one off before he did. Time to look around for more opponents.
A Brute ambled forward toward the top of a staircase above me moving in for a shot. I took aim with my DMR and one-two-three shots and he dropped. The next Brute followed seconds later and took about 5 rounds before he dropped.
Moving up the stairway on the left side, as I neared the top I saw a Brute moving down a stairway across the floor from me. I fired off a couple of shots and firing back at him I noticed another one off to the right. I turned back and went back down the stairs. I sent a holographic Spartan up the center staircase then went back to the staircase off to the left. As I headed up the left side I heard Spike Rifle fire. As I got to the top, I got lucky as the Brute had just turned his back to me to go back up the stairs, and one more DMR round dropped him. Then I fired off a couple hitting his friend. As he moved around trying to get a better angle to fire at me I got another shot or two off and dropped him. Time to move up to this level and take a look around. This level of the building is cleared so now I move up the next sets of stairs toward the elevator. Going up?
Exiting the elevator the next level seems eerily silent. Looking through the various hallways toward the front, sending out holographic Spartans I find no opposition. I do see Armor Abilities though, and switch to Active Camouflage. Lying around the room I see several dead marines, lots of UNSC weaponry on the floor, a total of 3 Armor Ability stations with 6 pickups, Health Packs on the walls, but no Covenant so far. But they ARE here. Making my way back to the pulsating jammer, I still have seen no Covenant, so its time to plan an exit strategy. I’ve chosen a path on the left side that passes 2 Health Packs and a DMR, along with a Missile Launcher, just in case.
Time to punch that button! Holding onto that Fuel Rod gun was no good – buggers! Switching over to the DMR I feel like I’m wasting shots. Making my way back to the elevator its not ready. Time to run around looking for that Assault Rifle I saw earlier, but I start running into more and more buggers. Shields drop several times and I duck into cover as I can, but the buggers excel at following. Finally, the ACTIVATE button is visible so I make my way back, drop the now-empty Fuel Rod Gun for a Plasma Pistol. Once in the elevator I punch it, the doors shut and I’m ion my way down.
NEXT OBJECTIVE: Destroy the Anti-Air Shades to Evacuate the Pelicans
The radio chatter gives you your next mission, go protect ONI HQ at Olympic Tower. On the way in a couple of Banshees are taken out by me and my gunners. A Phantom goes down to Chain Gun fire (I just love the way they explode – kewl). Next I move around the tower taking out all six Shade Anti-Air turrets firing on the building. Kat extends the landing pad and as I fly back I can see a pair of space elevators in the distance.
Next up… a priority one Torch-N-Burn mission to protect the what the Covenant are looking for at Halsey’s installation… Your next mission, The Package.