Editing Vidmaster Challenge: Annual
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It is represented by the [[Halo 3 skulls#Iron|Iron Skull]] surrounded by four stars on a green [[Marathon]] symbol. | It is represented by the [[Halo 3 skulls#Iron|Iron Skull]] surrounded by four stars on a green [[Marathon]] symbol. | ||
The achievement is also present in ''[[Halo: The Master Chief Collection]]'', simply called '''Annual''', and is worth 10 gamerscore. | The achievement is also present in ''[[Halo: The Master Chief Collection]]'', simply called '''Annual''', and is worth 10 gamerscore. | ||
==Strategies and Tips== | ==Strategies and Tips== | ||
[[File:H3 Achievement Vidmaster Challenge Annual example.jpg|thumb|An example of the annual achievement.]] | [[File:H3 Achievement Vidmaster Challenge Annual example.jpg|thumb|right|An example of the annual achievement.]] | ||
*Even though all players must ride a Ghost, only one of the players is required to reach the end on a Ghost for all four players to receive the achievement. This does not mean the other three aren't required to ride Ghosts. If the players reach a replacement vehicle during the ending run, they may use it only if his/her Ghost is destroyed. | *Even though all players must ride a Ghost, only one of the players is required to reach the end on a Ghost for all four players to receive the achievement. This does not mean the other three aren't required to ride Ghosts. If the players reach a replacement vehicle during the ending run, they may use it only if his/her Ghost is destroyed. | ||
*All players should have their headsets on for better communication. | *All players should have their headsets on for better communication. | ||
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*Make sure that everyone doing the achievement is sure that they won't log out of the game midway because there's nothing more annoying than having to restart the level after someone's connection disconnected when you were almost at the end. | *Make sure that everyone doing the achievement is sure that they won't log out of the game midway because there's nothing more annoying than having to restart the level after someone's connection disconnected when you were almost at the end. | ||
*The only way to get Ghosts in the mission is to play on Legendary Co-op from Mission Start until the end. They will not show up if the level is started from Rally Point Alpha or if played on a Solo Campaign. There are four Ghosts directly under the ramp to the left as you exit the control room. | *The only way to get Ghosts in the mission is to play on Legendary Co-op from Mission Start until the end. They will not show up if the level is started from Rally Point Alpha or if played on a Solo Campaign. There are four Ghosts directly under the ramp to the left as you exit the control room. | ||
*The Ghosts also have a major disadvantage against the [[Warthog]]: the ability of auto-aim. This problem means that some passageways guarded by carrier forms become almost impossible to access, attempting to speed past carrier forms is now impossible, because if your cross-hairs point at them, you will lock on to them and drift towards them, resulting in damage to your ghost and, in fact, you may fall to your death. A good way to counteract this is to look up while you drive. However, you have a limited range of sight while you are doing this, so it is not recommended while tiles fall under you | *The Ghosts also have a major disadvantage against the [[Warthog]]: the ability of auto-aim. This problem means that some passageways guarded by carrier forms become almost impossible to access, attempting to speed past carrier forms is now impossible, because if your cross-hairs point at them, you will lock on to them and drift towards them, resulting in damage to your ghost and, in fact, you may fall to your death. A good way to counteract this is to look up while you drive. However, you have a limited range of sight while you are doing this, so it is not recommended while tiles fall under you. | ||
*The flooring sections near the end will fall out from under the last player if your ghost group is not tightly packed enough. Use the interior hall sections to tighten up your formation before exiting - the timing of the floor tiles is based on when you enter the open sections, not total time in the mission. | *The flooring sections near the end will fall out from under the last player if your ghost group is not tightly packed enough. Use the interior hall sections to tighten up your formation before exiting - the timing of the floor tiles is based on when you enter the open sections, not total time in the mission. | ||
*Skipping the end cutscene may result in reverting to the previous checkpoint. It's highly advised to watch the entire ending cutscene. | *Skipping the end cutscene may result in reverting to the previous checkpoint. It's highly advised to watch the entire ending cutscene. |