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Halo 3: ODST Mythic (SLASO) Walkthrough by Daniel Morris


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The Tru7h about Mythage

    The "tru7h" is that this is by far my favorite mission in the game. Not only is it the only stretch of campaign where you get to climb behind the wheel of the almighty Scorpion tank, but it also concludes with perhaps one of the most epic sequences since the twin Scarab fight in Halo 3.
    In the only "backtrack" mission in Reach, you'll be returning to a ruined Sword Base now overrun with Covenant and completely devoid of UNSC support. Though the objective is to demolish the remains of Sword Base, what you'll find is far more vital to the survival of mankind. This time around we have a trio of sections for you...

  1. Torch and Burn
  2. Latchkey
  3. This Cave Is Not a Natural Formation

    It's a little late for Christmas, but I'm ready to find out what this "package" is if you are...

Torch and Burn

    At first glance, your starting location may look brand new, but it's actually the flooded remains of the generator and comms tower from the second mission. You'll be assisted by a few cunningly named ODSTs while being faced with an array of different foes... namely Grunts of different flavors. Fuel Rod Specialists litter the area and are backed by a few of their Ultra counterparts, a pair of ranged Shades, a set of Ghosts, and the first of two Focus-wielding Jackal Snipers in the mission.
    Starting out, you'll be given a DMR and Assault Rifle, though which one you're actually holding at the start tends to vary, so be sure to have a quick glance down at your shadow to be sure you're currently using the DMR.
    Pick off the sniper and the gunner in the left Shade first. These are your two insta-killers. Also check to the left of the leftward structure to see if you notice any Specialists lingering about. If you do, pop them in the head. They should be quick and easy kills since they don't have their faces protected unlike Ultras.
    Have a look-see over where the other Shade is located and see if you can tag a few more Specialists while you're at it. Mind the Ghost, though it'll probably be too busy melting your ODSTs. We'll miss you, Marty! Look to the left at the "dock" and snipe any remaining Grunts. Move up the ramp and clear the building. Inside you'll find a DMR cache, and just through the next door, a health pack. I'd recommend saving the latter until after the battle. Using the building for cover, take out any remaining Grunts in the area.
    The Ghosts are a bit trickier. Use the wall on the outside for cover and lure them over to you. They'll sit directly in front of you and continuously shoot straight into the wall while you DMR the drivers to death! Otherwise, you can easily hijack them if they wander too close to the door. Don't believe me? Pics or didn't happen, you say? I don't disappoint.

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    If you need health, snag the pack at the rear of the DMR building and stock up on ammo. Your secondary weapon is your choice. Anything is better than an assault rifle at this point. The fuel rod cannon can provide plenty of lolz later on, but a plasma pistol can serve as a nice backup weapon against cannon fodder. Neither will make a huge difference in your progress. Pick your poison and mush!
    A surprise awaits you behind the next bend... a Scorpion tank! Not to mention the only usable one in the game (Tip of the Spear was such a tease!). But avoid temptation and don't jump inside just yet. You'll notice two Covenant sniper towers and a Shade guarding your precious machine. DMR the Grunts in all three devices before manning the beast.
    Things are going to be pretty simple for the next few minutes. Do you really need a detailed guide on how to steamroll your opponents with 90mm of tungsten? Well, just in case, here you go...

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    Your first set of enemies will be a group of Grunts, an Elite, and a ranged Shade. Flatten them. Next up, you'll be blasting a trio of Ghosts into oblivion. Round one complete. Simple, right? Mosey onward until you reach your next objective... twin Tyrant guns! I thought my ego couldn't get any bigger... And to top it all off, you have one of the most impressive backdrops in the game; Reach being boiled into molten glass while dozens of Covenant and UNSC fighters dogfight in the distance.
    You have your orders. Nuke the guns. The first is pretty easy to nail from afar with the Scorpion, so just sit back and let the shells fly. When it detonates, proceed forward into the battle zone. You'll be confronted by a few Ghosts, Banshees, and scattered infantry. It should be carefully noted that after the destruction of each AA gun, more Banshees will swoop in to ruin your day. Some will dive bomb your location while most will simply avoid you entirely. Destroying the second gun will trigger a small fleet of Super-Falcons (the overpowered grenade launcher kind that we wish we had in New Alexandria) to make an appearance and clean up the mess. One of them carries your Spartan "allies" who will cowardly skip the next few skirmishes and be transported straight to the objective. Makes you stop and wonder why we're going to all this trouble with the tank...
    Nevertheless, I love smashing things to bits with the Scorpion, so here's yet another video of the machine's impending genocide on the Covenant ground forces.

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    The next spot gets a little bit tricky. You'll first approach a Covie sniper tower loaded with Fuel Rod Specialists. Punching a hole through the tower will typically kill most of them, but be warned that at least one usually survives and tries to scurry away so don't forget to give him some special attention...
    Beyond the small hill, three Ghosts await your arrival. If you hang back long enough, they'll come to you (which is what I'd recommend). The wonderful thing about the Scorpion in Reach is that it actually acts like a tank! Meaning that it only takes a single shell to send a small reconnaissance vehicle to an early grave unlike the 4-6 shots it took in the last two games on Mythic. Dreadful.
    The next section is occupied by four strategically positioned Shade turrets (two ranged and two fuel rod) and three Revenants. Your top priority should be the closest fuel rod Shade. Approach the far side of the hill, and you'll just barely be able to see it behind some of those invincible trees that seem to plague every Halo game. The fuel rods it shoots are slow, so whenever it launches a salvo your way, simply roll back into cover. One direct hit to its core should do the trick. Next you'll want to deal with the closest Revenant which will be just to the right of the Shade you just nuked. One to two hits will subdue the light vehicle. Just to the right of its charred remains will be your second Shade. This one will be ranged, so there's a bit more room for error. Again, one shell and you're done.
    If you can see the second Revenant from your location (a bit further back), go ahead and nuke it. Otherwise, position yourself in between the two rock formations on the hill and deal with the ranged Shade all the way in the back. You're far enough away that it can't reach you with its plasma, but close enough to where YOU can reach IT. The Covenant call it witchcraft. I call it taking advantage of game mechanics. If you haven't already destroyed the second Revenant, it should be making its appearance right about now. It seems to like you, so somebody needs to kill it (lolz).
    You'll be pulling a similar trick with your next victim, the final Shade up and to the left. This one shoots the dreaded fuel rods, so you'll need to make your move quickly. Pull up behind the boulder as shown in the video. At this particular angle, the Shade will pulverize the bolder with its deadly salvos of green hate, but you will remain fully protected. Best of all, even though the whacked out gunner on the Shade can't tell the difference between a rock and a tank, you'll be able to hit him full force from your sheltered position. One shell. Nothing to it. The Revenant at the top of the hill is all that remains and should pose little threat to you. Ultimately, this is how it should all play out.

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    With tears of remorse in your eyes, ditch the tank and pick up one of the fresh, nearby Ghosts. Then proceed through the barrier into Sword Base courtyard. All you need to do here is boost straight past your enemies, avoid the Grunt-powered plasma cannon inside, and drive right up to the door. Make haste, though, or those 360 degree plasma cannons will melt both you and your ride.

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Latchkey

    Guess what? The elevator's out this time (guess it didn't take too well to being glassed), which means you're taking the long way up. You'll rendezvous once again with Noble Team (great) where they'll do their best to assist you while you make your way up a series of ramps. There's a catch. These ramps are occupied by nasty Skirmishers, Shielded Jackals, Marksmen Jackals, and the second Jackal Sniper in the mission. Jackal! Jackal! It's a Jackal! Whew! That's a lot of birdmen...
    You'll have instant access to a shotgun and a full plasma pistol which are both randomly lying on the floor, and a fresh DMR cache just outside the door. Noble Team, though, won't advance until you do. The problem with this is that they tend to toss grenades in close-quarter combat, then Armor Lock after their mega-fail throws. In short, be careful. It's tough to hear the screams of your enemies over the sounds of Noble's constant teamkilling...
    The first two Skirmishers will likely drop to the ground floor and will be backed by a pair of Shielded Jackals taking position on the first incline. Further up, a pair of Marksman will be pegging away at your hideout. The priority here doesn't really matter, though I tend to take out the Marksman first. Hey, I saw what happened to Kat. No need for history to repeat itself. Go with the Skirmishers next. I do it simply because they annoy the daylights out of me. Then toss a few frags at the Shielded Jackals for good measure.
    Nab a bit of DMR ammo and start making your way up. Eventually, the rest of your team will follow, just be wary of their grenade spam. As far as your enemies go, they'll enter from the top exit and gradually start making their way down towards you. I like to take shelter here (shown in the next video) to pick off the enemies on the above catwalk.
    Eventually, the Sniper will show its ugly head from the top exit. Always make him a priority. His focus rifle knows no mercy. Other than that, steadily make your way up the inclines until you reach the top. Don't worry. There are several health packs in the room if you need them. Other than that, have a gander at the following flick to see how to successfully scorch your enemies from bottom to top.

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Home | The Tru7h About Mythic | What's Old and what's New | FAQ and TLC | Skulltastrophe!
Weapons & Vehicles | Your Personal Hit List | Armor Abilites

Winter Contingency | ONI Sword Base | Nightfall | Tip of the Spear | Long Night of Solace
Exodus | New Alexandria | The Package | Pillar of Autumn | Lone Wolf



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