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Halo 3 (31st), ODST (14th) and Reach (4th) Mythic Conqueror. (Mythic is Solo, Legendary, All skulls on + scoring on and no deaths/saves).
Staff Writer and speedrun record holder at highspeedhalo.net
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Hope this isn't to late to reach you Tyrant. Meant to write this a couple of days ago :(
Comments/suggestions on/for Tip of the Spear Mythic guide. Obviously I don't know what you've already written for this, so this is only in reference to the knowledge presented directly within the video:
Right at the start, you can speed things up a little by simply headshotting the gunners of the two FRG shades and then moving up to where the Pelican drops on the Rocket 'hog. This can get you into the 'hog in about 33 seconds. On Mythic, you'll want to throw your frags and launch grenades at the nearest one as you move up, so that other enemies don't get into it. After you've moved up, there is a convieniently placed boulder on the other side of the dirt track that you can use to completely block the further shade from hitting you while you wait for the last few seconds before the 'hog drops. Also, moving up the road on the other side of the metal barriers would help cover you from a bit more fire.
First Tyrant gun: Obviously you got a bit unlucky here and the Skirmishers killed your Trooper. If you still have him, he's great at taking out that Ghost in the back area; homing rockets FTW! Simply park him where you did and he'll do the rest, pretty much.
Also worth noting there are Plasma Pistols in that box next to the healthpack you picked up in the back area, in case you need to damage your health.
Theres no need to go up on that big ledge to hit the gun; you can do it from lower down, and hence be a bit closer to the exit. Also I find the Ghost likes to shoot me while I'm up there.
I find the skirmishers in the next ravine to be right little bastards; one has a needle rifle that can quite easily flip you over if you're trying to speed through. Its fairly easy to simply stop before the drop-down and kill them from a distance: better safe than sorry!
In the ravine after BXR, if you don't feel like trying to splatter the Elite, you can always use the Ghost's Plasma fire to down his shields, then hop out and headshot him after he rages and starts charging you. Of course, the Rev Splatter isn't particularly dangerous anyway, but if you want to be extra careful and want to preserve as much shields as possible, this is a useful alternative.
At Tyrant 2, its worth noting there are 3 Major Jackals visible just down over the ledge. 2 things here:
1, it might be an idea to kill them with your DMR/Needle Rifle from here, so you have less enemies to deal after pounding the Gun itself into oblivion
2, they can give you an early heads-up of how many Wraiths you're gonna have to deal with: if they start moving off to the right, towards the other side of the central mound, you know the right-most Wraith has flung itself off the cliff already.
If the Wraith does fling itself off the cliff, and you feel like being super-aggressive, this gives you a clear area where the right most Wraith was (since the Grunts and Jackals will head over to the left Wraith) to go round, boost your Revenant up onto the platform that the Gun is sitting on, and to hit its core directly through the rear entrance. Theres a convienently angled slope to facilitate this just near where the Dropshield is.
When pounding the Gun, if you drop down and put your Rev against the concrete wall of the broken bridge, facing the gun, and then angle your stick between 4/5 o'clock (135 degrees clockwise), the camera will move to the right slightly, but your Rev will stay where it is because of the wall. This'll give you a clear view of where your shots are landing so you don't have to keep looking/guessing where they're going.
When dealing with the Wraiths I, of course, prefer the Ghost. Yes, shots are far weaker, but they fire much faster, and most imporantly; fire in a straight line. This makes it easy to see where you're hitting and if you're hitting at all. It does take a while, but then again; the Rev method did take you 6 minutes to finish both of them! The Ghost is also highly maneuverable, meaning you can afford to get a little closer to engage them while still being able to dodge their fire.
I remember you mentioning that you didn't like the Ghost because once you encountered the situation where the Ultra Elite got into the turret position and the Wraith didn't seem to die. This isn't an eventuality that happened all that often when I've tried the level, but its still an easy fix: target the Ultra sitting in the turret and kill him. You can see the shield flare from quite a distance (or conversely, the little blue blood splatter from the Grunt).
If the Ultra Elite is still alive after you've killed the wraiths and the grunts/skirmishers/jacakals, you can use a similar method to how I mentioned a few paragraphs ago with the one in the ravine after BXR; shoot him with the Ghost until his shields are gone or severely weakened, then finish him with the NR.
Once the Falcon has landed, you can encourage the Hunters to target it by going around behind it, near the cliff face. They'll become quite engrossed in hitting it, so you can then come back around the other side and hit them in the back. So long as you stay far enough away, they'll pretty much ignore you.
I was really, really confused as to why you didn't use the Plasma Launcher much sooner. Wailing on them with the Rev doesn't do much damage. If you use the above mentioned to get them to target the Falcon; use the NR to crack off their back panels (theres an extra crate by the cliff, closer to the broken bridge), and then unload the PLs into them and finish with the NR. Much faster than using the Rev.
Of course, in the event of a lack of a conviently placed Jackal to recharge shields, theres the one over by the downed Falcon along the opposite end of the river side to where the bridge is. Should be a plentiful amount of Plasma Pistols after the fight.
With the Falcon ride: I've figured out that the weapons the Elites running around near the Wraiths/Shades can have is random. So the left side CAN be safer, assuming you don't get too many Concussion Elites :)
On the right side: as you round the building after the ridge and come in sight of the Shades, I'd reccomend targeting the furthest shade, since this is all the chance you're gonna get for a few seconds until after you pass the trees. Then the nearest shade, then the wraith.
Spire:
You can actually run in pretty much an uninterrupted straight line right to the spire without much trouble. Jetpack is pretty much a requirement for Mythic, of course, for dealing with the Sword Ultra. With the JP, you can get up on those pipe sections and hop straight across to the Spire. Or alternately, if you run in a straight for the lower entrance as soon as you get there, there won't be any resistance. If the Grunt on the far right of the area fails to spawn with a PP, you could always grab one from one of the other Grunts near those pipes. No need to mess around with so many right at the Spire.
When at the top of the spire, if you go to the left side rather than the right, the Ultra Grunts tend to wander down there more than on the left, so you can head off 3 of them. The Elite also only seems to charge after one of the FRG grunts are dead, you you can use that to clear the Ultra Grunts out a bit first.
The whole 'bait him to come after you and fall off the ledge' is cool, but I feel you might as well be pinging him with the PP all along in case that doesn't work. With a bit of practice, it is quite a swift method of dispatching him too.
Now, you just need to finish LNoS so you've something to show on the 3rd ;)
[Edited on 11.20.2010 12:41 PM PST]