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Halo 3 Mythic Walkthrough by Daniel Morris


Home | FAQ | Skulltacular! | Know Thy Enemy | The Nine-Step Program | Version 2.0

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Floodgate | The Ark | The Covenant | Cortana | Halo


The Covenant

Full run, Bungie.net Fileshare
Journey's End, 'Kamikaze' method, Bungie.net Fileshare


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    A mighty War Chieftain, plasma cannon in hand, guards the controls alongside his four Brute Stalker minions armed with plasma rifles. They'll cloak themselves the second you arrive, and two will charge your locale. Plasma charge them as they get close or stick them if you prefer.
    I personally think it's best to go after the Chieftain next. Nail him with a charged plasma bolt. Then back up and stay close to the back wall. Whip out that laser and bring him down with two deadly bursts of super-condensed energy. The last two Stalkers shouldn't give you much trouble at this point. Again either combo-kill them or stick them. Remember the plasma bolts won't home in, so wait until they're either still or just think they're hiding.
    Trade out the laser for the fuel rod cannon when the area is safe and deactivate the last tower. And the barrier falls...

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    It's totally awesome to watch High Charity rip through the sky and rain Flood pods down on the Ark. One strays from the rest and crashes through the viewing window. When the controls are yours again, let all hell loose by smashing the Infection Flood and Combat forms to pieces with the fuel rod cannon. Be sure to strafe in between wall segments to avoid enemy fire when possible. There may be a few stragglers hiding behind the massive burning flesh boulder. Melee fight them for shields and head down the lift. Arbiter will be waiting at the bottom showing off his own mad skills with the FRC. The Flood will stand no chance against the Arbiter, so you might as well sit back and watch. He'll then proceed through the tower's exit, but don't follow him quite yet. Hordes of Infection Flood, Combat Flood, and Carriers are all out there just waiting for you to try something smart. Don't disappoint them. Let the Arbiter and his Mythic upgrade do all the work for you. Keep him as a buffer as you head out, go right, and towards the Scorpion dropped off by the Pelican.

Journey's End

    The tank is yours. Take it. Marines will be backing you up with a rocket-mounted Mongoose and the last you'll see of the majestic Gauss Warthog. Don't take any chances here and use the tank to level everything in your path. For this bit I highly recommend downloading the video from my file share and taking note of everything you see. Your tank run will put you up against several fuel rod-armed Brutes, Shades, Ghosts, Prowlers, and a Wraith. Watch the video closely to see where each of these baddies tends to be stationed. There are no random spawns here. Everything you see will be pretty straightforward. There are also several opportunities for you to stock up on fuel rod ammo. Take advantage of them.
    The War Chieftain will be your first major threat as he wields a powerful fuel rod cannon. Move the tank back and forth to dodge his shots as you shell his armor to pieces. Moving forward and through the underpass, you'll be dealing with a fuel rod-wielding Captain perched on top of a sniper tower. Kill him first. Then deal with his supporting infantry. The next section will have two Shades awaiting your arrival. At the same time, two Ghosts and a Prowler will race in from the opposite side and hug the far wall as they make their way over to you. Blast them as they cross the slope. Then turn your attention to the Shades. They'll be hiding behind the ledge that's currently in your path. Moving forward, the Wraith at the end and fuel rod Captain in the next area are your last major threats. Destroy them and move forward.
    At last, two Hornets will drop from the sky for your final assault before the Citadel. Abandon your tank momentarily and grab one of the Hornets. The second you do, two Scarabs will drop from the sky for what could be the most epic boss battle in the Halo trilogy. This is how we're going to set things up for victory.

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    Park the Hornet just to the left of the cliff and get out. Why? Because we don't want the pilots stealing it. Go fetch your tank and roll it down to the same area. We'll be parking it on the hill where the Scarabs are less likely to attack. While you don't necessarily need a video for this whole bit, I highly recommend downloading the film from my file share just to get a rough idea of what you'll be going through. A link has been provided to you at the top of this page.
    In short, wipe out everything. Go for the Banshees first. Then focus on the ground units. Glance behind you from time to time, because one measly little Ghost sometimes gathers the guts to wander over in your direction. Save the Scarabs for last. The only exception to this order should come if one of the Scarabs turns its back on you early in the battle. In that case, concentrate all your fire on its back. If you're having trouble aiming from that kind of distance without a HUD, the tank reticule is about an inch above the normal one for a regular gun.
    When the first Scarab falls, reinforcements will emerge from behind the Citadel; a Prowler and two Ghosts. You know what to do. Send them to Hades. Focus on the last Scarab and start blasting the crew. When you've shelled as many of them as you can, trade up the tank for the Hornet you parked earlier.

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    Either land on it using the Hornet or drop down on top of it, whichever you find easiest. Head to the back and whip out your plasma pistol. Plasma-charge the defensive shield protecting the Core. Then stick it with grenades until it goes critical. As soon as it does, jump down and run like hell!

    Alternatively, once again I offer you a speedier Kamikaze method for the entire chapter.

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    The whole bit takes around five minutes, and just like the Slow & Steady method, it's repeatable. However there are a number of additional factors involved that pose a danger to you. As you can see, going straight for the Scarab means leaving all other enemies alive. For this reason, I recommend attacking the one on the left first. There seems to be far less commotion.
    You'll also notice that I killed the other pilot. My righteous murder ensured that I would have a second Hornet to board the other Scarab. While it is entirely possible to land your Hornet on one, damage the core, and re-commandeer the same Hornet, there's an enormous amount of luck involved and this method is not recommended for your actual run.
    Lastly, you'll notice that simply bashing the cores to death was no trouble at all as long as it's done from that angle. This works particularly well if you're out of sticky grenades.
    Whichever route you chose, you should now have full shields, or at least pretty close. At first I thought your choices for the final chapter were numerous in terms of weapons, but here's what I've discovered. Using the Magnum, due to its lack of range and accuracy, puts you at heavy risk when dealing with a number of upcoming enemies. It really doesn't make it noticeably faster either. The battle rifle is another option, but lacks the ammo capacity to deal with what we're about to endure. Additionally, you won't find any additional BR ammo between now and when you encounter Truth. So what's left? I've found the two best weapons to take with you are a full fuel rod cannon and a working plasma pistol. That said, head up the ramp with the Arbiter into the structure and prepare yourself for one of the game's most dramatic cut scenes.

Revelation

    When the controls are back in your hands, you've learned that Truth has activated the Ark and you are the only one who can save the galaxy from total annihilation.
    ... And apparently the Flood can talk now.

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    With both Arbiter and the Flood by your side, it's finally time to bring Truth to justice. Back away from the ledge momentarily and equip your fuel rod cannon. First you want to target the fuel rod Grunts lobbing the green hurt all the way from the other end. You need to protect your Tank Flood. While they can't be directly damaged by the fuel rod cannons, they are in danger of being blasted off the ledge. Eliminating the Grunts will help to keep the Tank Flood in the game longer. Start using your remaining rounds to target the Grunts and Jackals. Whatever the Flood don't get to, you mop up. Use your plasma pistol to knock off the Brute's armor. The Infection Flood will take it from there by adding another recruit to your newly obtained Flood army.
    Two additional fuel rod-wielding Grunts will bust through the door once their ranks have been mowed down. Jump back and douse them with the green pain. Grab fresh plasma pistols when the area is clear and proceed forward.

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    Jump-Jet Brutes and a Brute Chieftain will be joining in on the fun for round two. Arbiter will be lending a helping hand here by draining the Brute armor via his plasma rifle. Feel free to sneak in at any time to nail the Brutes with a charged shot, but only if you can get close enough without putting yourself in too much danger. There are two FRC Grunts stationed at the other end, so beware of their presence, and don't get too distracted with everything else. You're less likely to hear those rounds coming until it's too late.
    Once you take down the armor of a Brute, don't worry about killing him. The Infection Flood will make him an ally soon enough. The same deal applies with the Hammer Chieftain at the other end. After you take down his shields, the Infection Flood will eventually take care of the rest. There are endless waves of Flood here, so don't worry about running low. You could even just have the Flood take care of most of the baddies here if you'd prefer. Although it will take a little while, you're far enough into the level where you really should think about playing it safe rather than just trying to blow through it quickly. Waiting inside the door will keep you safe and give you lots of easy cover just in case you are spotted by the Jump-Jet Brutes. Again, if you want to see how I did it, be sure to check out the video in my file share. Taking it slow is relatively simple.
    The last segment before you reach the controls contains only friendly Flood; two words you'll never hear me say together again. Now man up and go save the galaxy.

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    I don't know about you, but after watching that cutscene, I was a bit disappointed that we didn't get to put the Prophet out of his misery. Personally, I think the destruction of a species outweighs being cast out of badass alien posse, but maybe that's just me.

    When the controls are yours again, you'll be face to face with two shielded Elite Combat Flood. Yes, Gravemind hates you again. Now hate him back by plasma-punching his little minions. Let the Arbiter stay in front of you while proceeding back to the lift. Some of the Combat Flood ahead will be wielding shotties. You can also use the fuel rod gun to crumble their existence from a distance.
    When you get close enough to the door, additional Combat forms, Carriers, and Infection Flood will pour out into the open. The fuel rod cannon is your friend here, so use it. You may be fortunate enough to gain control over a dropped BR or carbine. In this case, trade up your FRC for the mid-ranged weapon as it will serve you far better.

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    The Sentinels at long last will be joining you from here on out upon entering the next area. The key here is to allow the Sentinels to drain the shields of the Elite Combat forms before moving in to deliver that fatal blow. A sword-wielding Elite will emerge from the door at the opposite end. Try to let the AI deal with him. If you're forced to engage, combo shoot him from as far back as you can. Headshot the remaining Combat Flood, and allow the Sentinels to mop up the Infection forms before proceeding.

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    Nothing overly challenging about the final area. Just keep your eyes open and try not get taken off guard. Kill the Combat Flood that pose a threat, and avoid the rest. Run straight up the ramp and down the pulsing shoot at the other end.
    You've just made it through the second longest level in the game. Take a deep breath. It's all downhill from here.


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Home | FAQ | Skulltacular! | Know Thy Enemy | The Nine-Step Program | Version 2.0

Sierra 117 | Crow's Nest | Tsavo Highway | The Storm
Floodgate | The Ark | The Covenant | Cortana | Halo



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