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


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ONI Sword Base

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    Clean up the rest of the area as best you can. If you feel the need to hop out of the tank to deal with the Grunts (once the Elites are dead of course), feel free to do so. When it's just you and the General, abandon the Wraith and make a run for the base. Make sure the Wraith is far enough away that the General won't shoot at it while you're away. Grab a health pack from inside and head up to engage the General so you can activate that AA gun (after all, it's the only way to put a stop to Kat's senseless nagging). It also wouldn't hurt to grab a Sprint from the back of the base along the way, and there's a health pack there as well in case you need it.
    With full health and shields, head up the stairs, rush the General, and assassinate him. This will allow you to activate the AA gun with zero opposition, not only causing the Phantom to *asplode* but also signaling the arrival of UNSC reinforcements as shown here.

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    Kat will insist you take the hog, but I have a hard time trusting her judgment. So we'll stick with the Wraith. Don't proceed forward as you'll be forced to engage in a pair of Ghosts and a few Elites. No point. Instead, backtrack to the way you came and this time head in the opposite direction towards the direction the small river is flowing.
    Our goal at this point is to bring up the local communications array, and being armed with a Wraith will make getting it online a relative breeze. Right off the bat you should notice two separate buildings. The closest is topped off with the comms array, while the one in back houses the generator needed to power the device (and is currently occupied by a small group of Covenant). Guarding the front of the building is the new Covenant Revenant (dubbed the "Mini-Wraith"). It really does look, act, and sound like a pint-sized Wraith, but against infantry it's about as effective as a pellet gun and is no match for your Wraith. Make it priority one and make it burn. Advance forward and behind mortaring the structure. The deck will be housing a pair of Marksman Jackals using the new Needle Rifle while the interior of the structure serves as refuge for Elite Ultras and Grunt cannon fodder.
    Note that if you're able to get the Wraith close enough, Kat will help you disable the Elites' shielding via the secondary gun. This makes it easy for you to finish them off with the main cannon, but watch out for stray plasma grenades!
    This next video will show you how to effectively clear out the enemies initially occupying the comms zone.

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    You'll need to activate the generator on the ground level (second floor of the structure) which will trigger a Spirit to swoop in and drop off a team of Grunts and Skirmishers. I usually use the Wraith as cover while I pick them all off one by one with the DMR. To me, it's a bit faster than trying to catch the dodgy little bastards with Wraith mortar. Just be wary of the fact that most of the Skirmishers here have Needle Rifles which can chew through your shields fast, particularly if there are more than one. A few of the Covenant will take shelter inside the comms building while the rest will go on the offensive.
    Once you've wiped the battlefield of the latter, hop back in the Wraith and boost over to the other structure. Parking it near the door will allow Kat to warn you if any enemies are nearby. Pick off any that are near the entrance, and head up to the roof to activate the tower. Bam. Objective complete!

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    Another Pelican will descend and drop off the extremely overpowered Gauss Warthog (and the only one in the entire campaign), but don't take it just yet! We'll come back for it later. For now, jump back in the Wraith and head back the way you came, being careful not to drop off into the insta-death waters just over the ledge on the right.
    The path will now be occupied by yet another Revenant. Keep your distance and blast it to pieces from afar before proceeding. Snake your Wraith on back to the area where you first found it. You'll be met with an opposition force made up of two Revenants, a Ghost, an Elite Ultra, and a few Grunts. The Wraith will make short work of all of them so long as you're able to keep some distance between you and the vehicles. Also, you'll want to keep an eye out for the Elite, as he sometimes has a tendency to get into a heretic frame of mind and hop onto the turret of an unmanned human vehicle, namely any abandoned Warthogs in the area.

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    Head back and collect the Gauss Hog after you've cleaned up the Covenant mess and bring it back to where you first picked up the target locator. You'll need to flip the switch on the left side in order to open the doors. This will additionally cause all of your passengers to abandon the hog, but don't worry. This is a good thing. Drive the hog into the structure, and Covenant forces will begin advancing up ahead. This is your cue to jump on the turret and level everything that moves. They'll grow a brain and retreat back a bit once enough of their allies are dead. For you, this means it's time to pull something tricky.
    Shoot off the corners of the Jersey walls and drive the hog straight on over. If it gets stuck, a few melees should flip it to the other side of the barriers. Then use it to pound the remaining Covenant foes in the area.

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    Drive forward once the coast is clear, and park the vehicle right outside the dual entrances to Sword Base (which were locked the last time we cleaned up this area). A ruthless pair of Hunters will be awaiting your arrival, and these guys are no pushovers either. They've apparently dropped the water-gun-weak assault cannons from the previous three installments and upgraded to a weapon very similar to the fuel rod mortar used in the first game. Keep your distance! They'll wreck your hog in a heartbeat if you get too close. So instead, hang back and hammer them from afar. The gauss cannon will make short work of the pair and allow you easy passage to proceed forward.
    The back room will be a bit crowded for our tastes, housing a pair of Grunts and their Elite Ultra leader. If they happen to wander outside the room, drive the hog straight into the bay, jump on the gun, and let them have it. Otherwise, you can just let Kat run in and do her thing. Collect one of the newer plasma pistols if necessary and hop into the elevator with Kat.

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Office of Naval Intelligence

    You're about to encounter the biggest choke point in the mission; an Elite Ultra wielding a devastating concussion rifle and backed by a few Grunts as well. Apart from the Elite's weapon, one of the main issues you'll be dealing with is the tight corridors leading to your foe. You'll have very little wiggle room if he starts berserking and hammering your cover location with concussion rounds.
    There are two main approaches you can take to emerge victorious. The first one is—yup you guessed it. Let Kat do all the work. In most cases, she'll eventually run up and engage the Elite in hand to hand combat solely for the purpose of making Noble Six look like a chump. Pick off the Grunts from a distance, and when you're ready and the Elite's distracted by Kat's bantering, move in for the assassination.
    Alternatively, if Kat chickens out (which, believe it or not, is rare in this instance), you can still carefully pluck away at the Elite's shields from afar using a plasma pistol during the brief seconds when Kat has his attention.
    Obviously Option B is far riskier, here, but sometimes you don't have much choice. Below displays the former methodology.

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    You've managed to climb over the towering hump blockading you from victory. Nice work. From here on out it's all relatively downhill. Head into the Sword Base's atrium and sprint to the opposite door. A few Grunts will be there to greet you. Give them a nice pat on the back for all their hard work. Moving on, your teammates will already be uniting on the next bridge and engaging the Covenant on the opposite side. Once again it's your choice whether or not you want to fight your way through this one, but I find it much easier to follow the route below...

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    As you can see, using the ledge to skirt past your enemies somehow deloads the remaining enemies in the atrium, including the two ass-handing Generals you would otherwise be forced to fight. Deloading is the latest trick the Mythic community has managed to stumble upon in the Mythic saga. It's a rare occurrence and only works for a few individual skirmishes, but it can be an extremely useful tactic for making your way from start to finish in one piece.
    Now, if you feel guilty about this exploit, by all means please feel free to do it the long way. It's more than possible, just more time consuming and risky. Personally, when you're that far along in the mission, why bother taking the chance?
    Okay, so assuming you took the easy method on this one, make your way up to the top floor and to the exit. There are four enemies standing between you and victory. The two shielded Jackals before you are the first pair. Use a combination of your DMR and grenades to get rid of them. It shouldn't be too difficult. Again, if you have trouble knocking them down with grenades, aim for the feet with the DMR, and that will cause them to stumble.
    Following their execution, you'll need to tango with two Special Ops Elites (camouflaged of course) chilling out on the ledge outside. Their shields are weaker than Ultras by a long shot, but I'd still recommend using the plasma pepper method to deal with them. It's not difficult at all, and they won't try to dodge. Of course, sticking them is also an option to deal with the shielding. Check out the next video to see how it's done.

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    With all the ground forces out of the way, only one thing remains. Grab all the rocket launcher ammo in the area and assist your teammates in taking down the Banshees and Phantoms. If you start taking hits, simply dive back into cover and wait until its safe. Heck, if you don't mind waiting, your teammates can actually do this part on their own entirely, but it takes a lot longer to accomplish the same goal.
    Clear the skies successfully and you'll be rewarded by the UNSC sucker-punching that cowardly Corvette with a thundering orbital MAC strike. Pwned!


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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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