THE PILLAR OF AUTUMN
Campaign challenge goals:
-Complete level with score of 30,000-
-Earn a laser spree, sniper spree and a shotgun spree-

-Get at least an untouchable-

(Get 50 kills in a row without dying)
Bonus Requirement: Kill every bugger in the cave! ( there are 14 buggers overall)
x14 SKULLS TO USENONE!!! That's right none. You get so many points at the end of the mission that you won't need any skulls for extra multipliers. You may need one to be safe on heroic but this will be a walkthrough for legendary difficulty and you definitely won't need one on legendary.
WEAPONSLaser, Sniper, Shotgun: You'll obviously need all three of these to to fulfill the HTR requirements. There will be plenty of ammo and opportunities with all these weapons.
DMR: There are a lot of weapons crates scattered throughout the mission with DMR ammo in them. There is also a lot of it lying around dead marines or against walls.
Plasma Pistol: You won't need this weapon as much as you usually do but there are some areas where noob comboing(plasma pistol followed by a DMR shot) will be important.
Needle Rifle: This weapon is extremely important towards the end of the mission.
PART 1: ONCE MORE UNTO THE BREACH
-The final mission of this campaign is designed to test all your skills as a player. You will be driving some of the way, you can use just about every weapon in the game, and you will be seeing every type of enemy that there is. The mission starts off with Carter dropping off you and Emile from a pelican so he can use himself as a decoy. Your mission is to safely deliver the package to the Pillar of Autumn. Unfortunately you have a long way to go to get there with a lot of Covenant forces in your way. This will be a legendary walkthrough so I'll tell you what type of enemies you'll see on that difficulty as we go through.
-To start out you'll be on a cliff above a covenant outpost armed with only a pistol and an assault rifle. You're going to want to change that quick. If you look down and to the right there will be three grunts and an elite ultra with a concussion rifle. Leave him be for now and pistol the 3 grunts. The elite will move off to the left. Sometimes he'll move back to the other side of the bridge but regardless, you can now drop down and swap out your assault rifle for a plasma pistol from the one of the grunts. Hide and wait until Emile distracts the elites enough so you can run over and get close enough to noob combo them. Take cover behind the truck when needed. When the elites are taken care of, move on to the jackals on the bridge along with a number of grunts under it. There will also be another elite at the other end of the bridge. If you go into the building at the other end of the bridge there will be DMR ammo to help you out if you run out of pistol ammo.
If They Came To Hear Me Beg
Performed an Assassination against an Elite to survive a fall that would've been fatalYou can pick up this achievement at the very beginning if you get a running start off the cliff and get lucky enough to land right on top of him. Of course you have to time the assassination well to.
-Once all the enemies are killed go back into the building and take the rocket ammo in the weapon crate. There is also more just outside the building. Since there is more ammo than you need you can have some fun and fire off a couple shots at the banshees in the sky a little ways down the road for some extra points. Now you have a choice of whether you want to keep your rockets or grab a plasma pistol. Base this decision on how you would prefer to kill a wraith. I normally grab a plasma pistol for hijacking, but it's up to you. When you are ready, hop into a mongoose and proceed on down the road. Keep following the road and you'll be weaving between scarabs and drop pods with grunts. It's not necessary to to kill any of them but you might want to because it would help you to acquire that untouchable medal that is needed. The scarab gunners can kill you occasionally so you might want to wait until they pass by before going on. Keep going past all the drop pods and through a tunnel. A phantom will be shooting at you on your left when you come out of the tunnel. Slow down and let pass so it doesn't kill you. Now you can go on and jump over the broken bridge where you'll come upon another covenant outpost. This part will be your first more challenging parts of the mission.
PART 2: THIS TOWN ISN'T BIG ENOUGH
-Get out of your mongoose and head into the building on your right. There is DMR and shotgun ammo in there. Keep your rockets or plasma pistol for now though because you'll need them for the wraith. Go up against the fence outside so that you can see the wraith at the far end of the canyon. Take out the needle rifle jackals in the grav lift tower and then start working on the gunner in the wraith. He is far away and hard to see so pace your shots and be cautious of the annoyingly accurate wraith mortars. Once the gunner is dead go out to the right canyon wall and sprint along it all the way up to the structure just before the wraith for cover. Don't stay too long there or other enemies will advance on you. Pop out and kill the wraith with your rockets or freeze it with your plasma pistol and hijack it. Now I would normally tell you to use the wraith to kill the rest of the enemies in the area but for the purpose of our HTR requirements I recommend just destroying the wraith completely.
- Quickly sprint back up against the canyon wall and grab that shotgun out of the crate in the building. Now you can try and get that shotgun spree out of the way early so you don't have to worry about it later. Move into the first building on the left where there will be even more shotgun and DMR ammo. There will be multiple brutes in this area, some infantry and some captain. Emile should advance forward and provide distractions for you. If you can try and coax them into the buildings after you for easy shotgun kills, then that would be ideal. If not, do your best to pop out, get a kill, and then retreat back into the buildings for cover. If you want, you can try and do this before killing the wraith but that would add more difficulty to an already very difficult task.
-Once you get your shotgun spree move to the end of the canyon and watch for some suicide grunts and 3 needle rifle jackals. Kill them and then go back and make sure you have full DMR ammo. Now you are going to want to start collecting needle rifle ammo in preparation for the end of the mission. It is possible to complete it without the needle rifle, but it will be a lot easier with it. Collect it and move on into the cave system ahead. A cut scene will begin where Carter will sacrifice himself so you and Emile can go on. When it ends move on and take note of the dead marines. One has DMR ammo that you may need later. Keep going until you get to the buggers of which you have to kill all of if you want the bonus requirement. This may sound easy but it's actually not. Emile likes to steal your kills. If you aren't fast enough in killing them, Emile will probably end up stealing one. Be fast and accurate and once you kill enough they will retreat back. Advance on them and watch for some more needle rifle skirmishers below you. Kill them all and collect the needle rifle ammo and then go back for that DMR ammo by the dead marines.
PART 3: BONEYARD
Just before you exit the cave there will be a dead marine with a spartan laser close by. Swap the laser out with your needle rifle and move on to the cliff before the area that is Boneyard from matchmaking. You'll come back for the needle rifle once you are done with the laser. Now before you start this first area of boneyard I want to highly recommend not being reckless. If you can get through this first area of Boneyard without dieing, then you will be guaranteed that untouchable medal you need, because the second part of Boneyard will have a whole bunch of helpless grunts waiting to be slaughtered. If you haven't died up to this point then you probably already have it, but not if you died back at the second covenant outpost. I'm going to give you a what I think is a good safe way to do this part.
-When you get to the edge of the cliff there will be some UNSC troops engaging some elites, jackals, and skirmishers down below. Don't try to laser the elites. They won't die from it on legendary. However, if you look all the away across near where the first objective would normally be in an invasion game, then you'll see a couple of elite rangers standing there watching the fight. They can be lasered in one shot. Once you shoot one, the other one will probably hide so don't worry about him. Use the rest of your laser shots on jackals because they won't make any sudden movements like the skirmishers. Once you use up your lasers go back and get your needle rifle ammo and move back up to the cliff but don't drop down yet.
-Next look for the elite general with the fuel rod gun. You don't want to have to deal with this guy up close so take him out now. He'll probably dodge back in forth but that doesn't matter. Just pace your shots, make every one count, and don't let his shields recharge. It will probably take 3 or 4 clips to take him out but don't worry because there is more ammo in the bunker below you. Once you kill him, drop down to the bunker below you on the left. Refill your DMR ammo in the crate. You can now stay in here to kill the rest of your enemies. Just take down the elites one at a time and use the bunker as cover. They won't come after you in there. Emile will make himself useful by distracting them for you. The only thing you really have to look out for are some stray grenades thrown by the elites so be alert for that. If you didn't manage to kill that fuel rod elite then this part becomes substantially more difficult. You'll have to constantly dodge his fuel rod shots while trying to put shots on him at the same time. It's not fun but it's doable.
Here's a way you can skip the first part of boneyard by doing a grenade crouch shop. I don't recommend this on Heroic because you may need the points and the kills for the untouchable medal. You'll probably have enough points to go through with this on legendary but you may need the untouchable medal so just be mindful of your situation. If you are doing a slaso/laso run this is what you are going to do no matter what, but it's not as easy as it looks and may take some practice. This video also shows the location of an extra laser by the bottom of the back middle stairs.
-Kill all your enemies and move on towards the building ahead which is called the frigate. At the bottom of the back middle stairs you'll find another spartan laser next to a dead trooper (Refer to the video above if you can't find this). Move up the stairs and when you get to the bulkheads at the find the 3 shade turrets down below and take them out first with the laser. You should now have your laser spree by now. If you died during the previous part you can still get your spree. There is another laser leaning against the wall of the left archway of the bulkheads. Use it to take out the 2 ghosts down below. Now go and find the sniper by the right archway of the bulkheads. Have fun taking out all those helpless grunts for your sniper spree. Take the rest out with your DMR to make sure you get your untouchable medal and for points. There will be a crate with extra DMR ammo over near where the plasma launcher spawns in a matchmaking slayer game. If you don't know where that is look to the far left of the area at the top of the left stairs. Take that ammo and go across the catwalk that leads to the next building. Look down through the top window and you'll see a few elites and grunts in the area where the core would normally be in invasion. Kill all of them from the top of the building as shown in the picture below.

It will take a lot of DMR ammo to kill the elites so if you run out you can go back to the last crate and fill up. There is also another crate in the room below you leading into the core area. Once you kill all of them, refill your DMR ammo before the next area because you'll need it and you won't be able go back out when once you enter the smelting area.
PART 4: SMELTING AREA AND DRYDOCK ENTRANCE
-Go through the door and through the hallways until you find yourself in a room with some marines. Outside this room is the smelting area where there will be some elite ultras taking on some more troopers. There will also be a few jackals and grunts straight ahead of you on the right. Take them out first and then concentrate your fire on the elites. You should probably drop your needle rife for a moment to use a plasma pistol to help you out with these guys. Stay under cover on the right and be careful because one of them has a concussion rifle. Once you are done, grab the hologram armor ability back in the room before the smelting area. This will be helpful for the next part.
-Move on to the entrance of the drydocks. Unfortunately there are a couple of hunters and 4 skirmishers in your way. These guys are no fun to deal with, especially with limited ammo so here's a quick video showing how to skip it. Crouch jump through the window and use your holograms to distract the hunters to give you a little extra time t do it. You'll also want to kill the 4 skirmishers before doing this.
A down side to this is that they will keep shooting at you through the window when you are in the next area, so be careful.
Also, if you enter on the far right side of the window you will find that none of the enemies in the next area will spawn. Unfortunately, you need them to spawn to get through the area, so just back up towards the door to get them to spawn.
Another way to deal with the hunters is to juggle a laser all the way from boneyard to this area. It takes 2 laser shots each to kill them. This is a very tedious task but it will get you some extra points and it is a bit safer.
-In the next area there will be 3 needle rifle jackals shooting at you from the scaffolding above. Take them out first. There will be extra DMR ammo against the wall in front of you. There will be some more jackals on the ground to your right but don't go to far forward because there is an invisible sword elite lurking about. If you haven't got his attention accidentally already, then he will be behind a pillar on the far side of the room at the bottom of the stairs. Get his attention and back all the way up behind Emile. He should get into a melee fight with Emile, which should take his shields all the way down for an easy kill. Continue up the stairs on the far side of the room and take out the jackals up there. Proceed on towards the door and 3 grunts will come out of it with an Elite ultra. Take them out from a distance with the DMR. There will be extra DMR ammo in the room below if you need it. Once they are dead be sure to fill up your DMR ammo regardless. If you somehow lost your needle rifle along the way, you can pick up some extra ammo that the jackals dropped on the scaffolding.
PART 5: KEYES
-Captain Keyes is coming in with a pelican to deliver the package to the Pillar of Autumn. However he needs you to clear out a landing zone for the pelican. Get ready to do a lot of clearing out. As you continue forward you'll get to a room with two marines fighting off a jackal and two grunts. This is the only jackal in the game that has a plasma rifle, but take him out just the same. One of the grunts should have a plasma pistol. You are going to want to juggle that plasma pistol all the way through the next hallway and out the door onto the catwalk outside. Make sure to stop and pick up your sprint armor ability if you don't have it already. When you get outside you'll recognize the area as Holdout from firefight.
-In order to clear the landing zone for Keyes you'll have to clear out 3 covenant waves of a mixture of brutes, jackals and grunts. The first thing you are going to want to do is quickly go and get that secret weapons crate hidden on the back wall of the building. Just melee the wall and it should pop out. Here is a screenshot of where it will be:

Next, quickly sprint back up to the catwalk for cover. Some grunts will quickly be on you followed by some jackals and brutes. Take them out with your DMR and if the brutes start coming after you on the catwalk pull out your needle rifle. A few body shots with that will quickly dispatch them. This is why you took the time to save your needle rifle ammo throughout the level. Make sure you are getting head shots with your DMR. You have limited ammo so you don't want to waste shots. Also, make sure you pick up that plasma pistol you juggled when you get the chance or it might disappear. If it does you can pick up another one that one of the grunts dropped and juggle it up when you get the chance. Once you kill enough of the first wave of enemies, the remaining ones will retreat back to the rocks or the landing pad on the other side. Kill as many as you can from a distance and when you know there is only a couple left, you can then advance to finish them off. Refill your DMR ammo from the crate and if you need health, there will be a couple packs inside the building. Hurry up and go back to the catwalk before the next wave drops.
-As the next wave drops, you are going to want to hide a little further back on the catwalk this time. A couple of brute heroes will be included in this drop. One has a hammer and the other with a fuel rod gun. You don't want the fuel rod brute's attention just yet so hide back on the catwalk for now. The hammer brute will somehow know exactly where you are though. Wait for him with your plasma pistol ready and your needle rifle as your secondary weapon. When he comes pop his shields with the pistol and then easily take him out with the needle rifle. Piece of cake. By now the fuel rod brute will have noticed you. If you stayed hidden correctly, then he should be on the top floor of the building. Do your best to duck in and out of cover from his shots while peppering him with plasma pistol shots. Once his shields pop, pull out the trusty needle rifle and finish him off. Now you can get your DMR back and start eliminating the rest of the brutes and jackals remaining. There will be a lot of jackals on this wave and most of them like to hide out in the far back right of the area. Save them for last because you'll have to leave cover to do so. Before you kill those jackals I would suggest going back to the crate to refill your ammo first. The next wave drops right on to the top of the building so you don't want to trigger the next wave to early and get caught right under while you're trying to get more ammo.
-The next wave that drops will include a brute hero with a plasma launcher that drops with a few friends right on top of the building. Use your plasma pistol to pop his shields and avoid his plasma launcher shots. The problem here is that his friends create more problems then he does. They constantly put shots on you, not giving you much time to shoot at him. If you want, you can kill his friends first. If you do this, then he will retreat down to the center area leading up to the landing pad. He will be a lot less threatening from here. You can then just save him for last. Use the same strategy of killing all your enemies from the cover of the catwalk and using the needle rifle when threatened and you should be fine. Once all the enemies are dead proceed to the landing where Keyes will arrive in his pelican and a cut scene will begin.
PART 6: THE BIG GUN
-During the cut scene a phantom drops a few elites that end up killing Emile on the MAC gun. This will force Noble 6 to have to go up and man it in order to provide cover for The Pillar of Autumn. When the cut scene ends there will be a few grunts and an elite zealot back up on the catwalk. Hopefully you still have some DMR or needle rifle ammo to take the grunts out before they go back inside. The elite will probably retreat back inside before you get a chance to kill him. Before you go after him, take a moment to collect yourself and gather what you need for this next part. You'll have to deal with 3 zealots and a nasty elite field marshall. There will be an extra health pack that spawns right in front of you after the cut scene. There is also a sniper rifle in the open room on the top of the building if you haven't grabbed it yet. Gather up any remaining DMR ammo from the crate if there is any left. You may even want to use the plasma launcher that the last brute hero dropped. When you are ready, move on up to the open door on the catwalk. You should have you plasma pistol and DMR ready regardless.
-When you get up there you will notice that an engineer will be providing some extra shielding for your enemies. This engineer will only be here on legendary. He is usually hanging out around the corner to the left. Try and take him out as soon as possible. If you can't get him right away then wait until your enemies move closer to you out of the engineers range so you noob combo them quickly. If you look just inside the door you will find a dead marine against the wall right in front of you with some extra DMR ammo next to him if you need it. Once again, try and take out that engineer as soon as possible, but be careful because if you venture too far into the room the field marshall on the far upper walkway will start firing off his fuel rod gun at you. If you take cover in the room just to the left after you enter, then 1 or 2 of the zealots will probably come after you. Use your noob combo to take them out as quickly as possible. They are dual wielding plasma rifles so they can kill you fairly quickly. If you pay close attention to your radar, then you should have a good idea of where they will be coming from. Usually you will be left with the last zealot and the field marshall on the upper walkway. Try and sprint into the room right under them. If you do, the last zealot will usually come after you so be ready to noob combo again.
-The field marshall won't come after you however. You have a few options while trying to kill this guy. There should be an extra weapon crate with DMR ammo in the room you are in now under the walkway. If you want, you can shoot at him from a distance with the DMR. He'll dodge and duck so do your best to keep his shields from recharging, even if you have to shoot him in the foot. You can also try and snipe if you have any snipes left. Another option is to be aggressive and work your way towards him until you get close enough to noob combo him. However, his shields won't go all the way down with one EMP blast. You'll have to shoot a couple of times with the DMR to kill him so dodge his fuel rod shots if he gets any off. Whatever you do, don't charge him and try to get in a melee battle because he has a sword!
-Now comes the big gun. Make sure you have full health before getting into the MAC gun. This part is tough on legendary so it may take you a couple of tries. This is where you will get about half of your points for the level because you will be killing a lot of phantoms. There are a few things to keep in mind when doing this part. You are situated on the left side of the gun so attacks from the left will deal more damage. Try and make enemies on your left a priority if you are in trouble. Bringing down the barrel of the gun also helps to protect you. Another thing is that banshees are surprisingly more lethal then phantoms. The banshees come in pairs from the left at about your 10 or 11 o'clock, so be on the lookout for them and take them out as soon as possible. On legendary it's important that you hit every shot or you'll be in trouble. You may get away with one miss but that's it. Once the command is given, hit the corvette in its belly and you'll be finished. If you are playing on heroic and you still need some extra points to hit 30,000 feel free to kill a few extra phantoms before you take the final shot. If you take too long the corvette will glass the area and you'll have to start over but that usually takes a while before it happens. Other than that have fun blasting things out of the sky!
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