Prima Games eGuides
primagames.com Browse Redeem a code Help
Halo 3 ODST eGuide
Sign in My Guides

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

By creating an account or signing in, you agree to our Terms of Service and Privacy Policy.

Have a password?

Had an account on the old eGuides site, or a code from a printed guide? Help and troubleshooting

Sign in with a password

By signing in, you agree to our Terms of Service and Privacy Policy.

Check your email

A sign-in link is on its way. It works once and expires in 15 minutes. Open it and you're in, with an account if you didn't already have one.

Contents

  • Maps
    • Campaign Maps
      • Prepare to Drop
      • Tayari Plaza
      • Mission 2, Mombassa Streets
      • Uplift Reserve
      • Uplift Reserve: Mombassa Streets
      • Kizingo Boulevard
      • Kizingo Boulevard: Mombassa Streets
      • ONI Alpha Site
      • ONI Alpha Station: Mombassa Streets
      • NMPD HQ
      • NMPD HQ: Mombassa Streets
      • Kikowani Station
      • Kikowani Station: Mombassa Streets
      • Data Hive
      • Coastal Highway
    • Firefight Maps
      • Crater
      • Lost Platoon
      • Rally Point
      • Security Zone
      • Alpha Site
      • Windward
      • Chasm Ten
      • Last Exit
    • Multiplayer Maps
      • Assembly
      • Avalanche
      • Blackout
      • Citadel
      • Cold Storage
      • Construct
      • Epitaph
      • Foundry
      • Ghost Town
      • Guardian
      • Heretic
      • High Ground
      • Isolation
      • Last Resort
      • Longshore
      • Narrows
      • Orbital
      • Rat's Nest
      • Sandbox
      • Sandtrap
      • Snowbound
      • Standoff
      • The Pit
      • Valhalla
  • Essentials
    • The Halo Universe
      • Introduction
      • Weapons and Vehicles
      • Bestiary
      • Medals and Achievements
  • Walkthrough
    • Single Player Campaign
      • Previews and Preambles
      • Prepare to Drop
      • Tayari Plaza
      • Tayari Plaza: New Mombassa Streets
      • Uplift Reserve
      • Uplift Reserve: Mombassa Streets
      • Kizingo Boulevard
      • Kizingo Boulevard: Mombassa Streets
      • ONI Alpha Site
      • ONI Alpha Station: Mombassa Streets
      • NMPD HQ
      • NMPD HQ: Mombassa Streets
      • Kikowani Station
      • Kikowani Station: Mombassa Streets
      • Data Hive
      • Coastal Highway
    • Bonus Material
      • New Mombassa Streets
  • Multiplayer
    • Firefight
      • Firefight Basics
      • Crater & Crater
      • Lost Platoon
      • Rally Point & Rally (Night)
      • Security Zone
      • Alpha Site
      • Windward
      • Chasm Ten
      • Last Exit
    • Multiplayer Maps
      • Assembly
      • Avalanche
      • Blackout
      • Citadel
      • Cold Storage
      • Construct
      • Epitaph
      • Foundry
      • Ghost Town
      • Guardian
      • Heretic
      • High Ground
      • Isolation
      • Last Resort
      • Longshore
      • Narrows
      • Orbital
      • Rat's Nest
      • Sandbox
      • Sandtrap
      • Snowbound
      • Standoff
      • The Pit
      • Valhalla

Halo 3 ODST Guide › Multiplayer › Firefight

Last Exit

Mission 08: Last Exit

Fight at the End of the Road

The entrance to the Uplift Reserve national park is closed. The ticket office building is now a place where you can grab weapons and health before venturing outside to the main steps. On either side of the main steps, there is access to an upper parking lot and an upper stone balcony above the ground entrance. A central lower courtyard allows access down to the coastal highway entrance (now sealed by an energy wall), while the upper parking lot provides helpful views and low wall cover.

Note

Campaign Reference 09: Coastal Highway. ODST team rendezvous point prior to escape.

Data Stream

Expected Enemies

  • Grunts
  • Jackals
  • Brutes
  • Brute Chieftains
  • Jump-Pack Brutes
  • Brute Stalkers
  • Drones
  • Hunters

Special Enemies

  • Ghosts

Expected Vehicles

  • Covenant Phantoms
  • Covenant Ghosts

Optimal Weapon Combinations

  • Rocket Launcher & Sniper Rifle*
  • Magnum & Plasma Pistol*

*For early sets; † for later sets.

Preferred Weapon Combinations

  • Carbine & Magnum
  • Carbine & Mauler
  • Gravity Hammer & Plasma Rifle
  • Magnum & Rocket Launcher
  • Rocket Launcher & Silenced SMG

Par Score

  • 200,000 Points

Notable Offense

Weapons: Rockets and Sniper Slugs

The Rocket Launcher and the Sniper Rifle are usually recommended but this combination pays dividends incredibly successfully during the early sets. The Rocket Launcher is located on the concrete hut to the right of the spawning room, at the parking lot entrance; extra ammunition is in the middle gazebo. The Sniper Rifle is located on an identical-looking hut to the left of the spawning room. They make quick work of the initial waves of enemies and allow you to stay on the parking lot balconies at a distance from your foes, keeping your height advantage. You also have the protection of the low walls, and foes can’t easily reach you. The only time you’re ineffective with this weapon combo is during Drone swarms, so move to either of the Turrets or wrench a Turret off its base and place it where you’re camping, and use this weapon. During later sets, when more skulls are active and there are foes with harder overshields to shoot through, try replacing either the Rocket Launcher or the Sniper Rifle with a Plasma weapon to remove the shields first, then follow up with either original weapon to finish the foe. This allows you to focus on collecting only the specific ammunition you need.

Weapon: A Ghost of a Chance

This mission offers a unique piece of equipment to those ready to defeat the Covenant riders manning Ghosts. The most adept way to part a Brute from his vehicle is to charge your Plasma Pistol and fire it at the Ghost’s rider. Then hop on, easily hijacking the craft. Once you’re driving the Ghost, your top priority is running over foes; this leads to fast round completion. However, careful driving is necessary, as you have confined spaces, such as stairs up to the parking lots, to navigate; failure to smoothly scrape through here leaves you a sitting target. Ghosts become very useful just after a Phantom drop; as soon as a group of foes lands on the ground, Boost straight through them, punishing them all in a single burst of acceleration. This tactic depends on you having good cover, such as low walls, concrete planters, or the opposite side of the middle gazebo, while you wait for the perfect ramming opportunity. Afterward, you must retreat quickly, relying on other teammates to mop up after your charge.

Tip

The Ghost is more than just a pair of cannons with unlimited ammo and a great charging vehicle; it can be an annoying obstacle for the Covenant, too! At the choke points, such as the entrance to the spawn building or the steps up to the parking lot, you can park a Ghost in a narrow thoroughfare, impeding your foes’ progress, forcing them around, and slowing them down, allowing easy slaughtering! Make sure you mount the Ghost at the end of each round so it doesn’t disappear at the start of the next round.

Caution

The only time you shouldn’t Boost a Ghost is against the energy wall of a monster closet. This ends in violent damage and instant enemy retaliation.

Weapon: Turret Techniques

There are two Turrets on this map, and both are half-hidden on a grassy concrete planter near stairs up to the main spawning building, overlooking each parking lot. The Turrets are easily overlooked but extremely important, and it is wise to man them when you have numerous smaller enemies (Grunts, Jackals, and Drones) to deal with, especially as it’s very difficult to outflank you on this planter. The only problem is you can’t see much of the lower courtyard area, which nullifies the Turrets’ use during certain waves. Negate this shortfall by making every weapon drop count; before the end of each round, wrench each Turret off its base, and drop them near cover points that your team uses, such as low walls overlooking the central courtyard or behind the spawning building’s entrance doors. When the next round starts, the two Turrets respawn, effectively doubling your Turret total. Now all four of you can assist during Drone takedowns, which can be extremely difficult the longer your Firefight lasts.

Caution

Drones are a real pain in this mission due to their maneuverability, especially if you have to move from lower ground up to encounter them; in a pinch, use the Turrets, the Silenced SMG, or any bullet-spraying rapid-fire weapon.

General Plans

Tactic: Incursion Points—Phantom Drops

There are three Phantom drop points in this mission; one is on the lower-level courtyard near the central gazebo bus-stop structure [1], and there are two above the parking lot [2], one on each side of the map. Pay particular attention to the incoming flight paths of the Phantoms, as those that deposit their troops on the parking lots fly in at a low level, passing you at slow speeds and delivering heavy damage to anyone standing in the open, thanks to the ships’ Plasma Turrets. Stay in cover for best results, or face extreme stamina damage and possible death. If you’re in cover (either full or partial), you can race close to the Phantom’s drop point and lob in a Grenade at the Plasma Turret, the bay doors, or the ground where the enemies fall to; as always, taking care of as many foes as early as possible during a round helps your entire team.

Tactic: Incursion Points—Monster Closets

There are nine monster closets from which entities appear on this map. On the lower level, the energy wall leading to the inaccessible coastal highway is one such location, as are the garage doorways on either side of the gazebo, under the parking lot wall [1]. The remaining six are two garage doors on each perimeter side of either parking lot, and a ramped, covered area leading into the parking lot interior [2], which is inaccessible. Both the Phantoms and the energy walls that prevent you entering the closets have an associated “hum” to them. Listen for this hum to predict where your attackers will be coming from. Then get in position to view the closets and strike immediately as the foes emerge; a Rocket, Fuel Rod shot, sniper fire, or Grenades are all excellent for hitting bunches of foes as they emerge.

Tip

The central Phantom drop point is a good location for camping with a power weapon like the Rocket Launcher or Ghost, as you can blast (or Boost) into enemies as they contact the ground or exit the lower garages. The compromise is being out in the open, so pay close attention where the rest of the wave is so you aren’t attacked from the sides or from behind.

Tactic: Multitiered Strategy

To survive and thrive, utilize the high ground around the edge of the parking lot and the multilevel platforms of concrete planters surrounding the golden zebra statues near and above the spawning building. Positioning yourselves on the platforms forces your foes to cover a large amount of ground from any of their entry points in order to reach you, thus giving you more opportunities to cut down their numbers or their shields. As the interior of the spawning building is useful only for racing back for health or caches, there’s limited interior cover; for instance, the two-floored building has an airlift that prevents you from being cornered and allows quick access between floors. The airlift is easily missed, so watch for it. As for cover, try the ticket counters, concrete huts, planters, zebra statues, and pillars as you navigate this open space, especially when Phantoms are dropping in new waves.

Tip

This close series of stepped areas is also a minefield—literally. Pay attention to Grenades dropped by foes, as they may detonate in a chain reaction, especially if other explosions are occurring nearby.

Cooperative Plans

Tactic: Your Plasma Pal Is Back!

This is another mission in which pairing off into one team of two (with two players) or two teams of two (with four players) is advantageous: The first team member needs to be armed with a Plasma weapon (such as the Plasma Rifle or Pistol), while the other should employ regular bullets. The Plasma-weapon wielder whittles down an opponent’s shields, while the other finishes them off with a headshot or two. The Plasma specialist won’t accumulate many points, but their assists are just as important. Remember to specify a team member to grab all Plasma-based ammunition so you don’t run out once the Famine Skull is active.

Tip

The Plasma Pistol is the go-to weapon for taking down enemy shields, but the Plasma Rifle is also great at cutting down a Brute’s shields; use the Rifle if the Pistol isn’t accessible.

Tactic: Four-Player Foresight

When working well with others, a major part of your tactics involve figuring out a great place to stand. As with many other maps, it helps to give each team member a separate zone to “guard,” but with the flexibility of leaving that zone to help another squadmate who is being overrun, which, alas, happens almost all the time on higher settings. For this mission, the left upper parking lot is one zone, and the right upper parking lot is the second [1]. The lower, circular gazebo and courtyard is a third zone [2], where two teammates should guard. This zone has two fallback positions—both toward the stairs up to the spawning building—with one player covering each of them. Now the players covering the parking lots can quickly snipe from height or jump down to assist the courtyard zone. Unfortunately, it’s more of a slog for the lower-zone players to reach the parking lot, which is why the fallback positions on either side of this courtyard allow the closer two players to head up to help a friend on the parking lot.

Tip

Make sure the weapons at each of these zones is utilized by the player in that zone, although flexibility is the key here; the Rocket Launcher ammo is in the gazebo, so one of the lower-level players may opt for this, as well as riding a Ghost. Meanwhile, the upper parking lot players should race to the Turrets, which are in their zones, in time to confront a Drone wave, for example.

Bonus Round Plans

Tactic: Preventing a Sticky Situation

Expect Grunts to pour out of numerous monster closets during this round. The chosen openings are random, so spread your team out to gain as much coverage as possible, then move your team in to focus on the openings that actually spawn Grunts. Due to the endless supply of Plasma Grenades the Grunts lob, and the Fuel Rod Cannons some are carrying, you’d be wise not to get pinned into a corner, as you’ll be facing multiple Grenades lobbed from different angles. Although Boosting through a Grunt cluster in a Ghost seems like a fine plan, it only pays off (and does big-time) if you can avoid the Grenades, sticky or otherwise. For the safest way to rack up bonus points, choose your faithful Magnum and continuously attempt headshots. Before Grunts appear, you can quickly line up your target reticle at Grunt-head level. With one bullet equalling one kill, your ammo expenditure is minimal compared to the massive points you’ll accrue.

Keep reading with a free account

The first 3 sections of Halo 3 ODST are open to everyone. An account opens the rest of it, and every other guide in the archive. It's free, and there's nothing to buy.

Bought guides on the old Prima Games site? Your account and every guide you own moved here, so there's nothing to buy again. Sign in.

Create a free account Or browse our free guides

PreviousChasm Ten NextAssembly