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Halo 3 ODST eGuide
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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

Rally Point & Rally (Night)

Mission 03: Rally Point & Rally (Night)

Fight with Your Back Against the Wall

You begin inside a two-level building that the Covenant can easily overrun, so head outside to the top of a ramped road, where Covenant defenses are positioned. From here, you can survey a catwalk and bridges along each side, where Phantoms drop their Covenant cargo; a series of steps and planters in the middle of the map; and a road that travels in a long semicircle from one side to the other, behind which monsters emerge. Beware of a Wraith being dropped onto the street, too. During nighttime battles, be on your guard for the arrival of Engineers.

Note

Campaign Reference 04: Kizingo Blvd. The rally point in New Mombasa

Note

Except where noted, all tactical data applies to both the Day and Night versions of this mission.

Data Stream

Expected Enemies

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

Special Enemies

  • Covenant Wraith Brutes
  • Engineers (Night only)

Expected Vehicles

  • Covenant Phantoms
  • Covenant Wraiths

Optimal Weapon Combinations

  • Fuel Rod Cannon & Magnum
  • Magnum & Plasma Pistol*

*After Set 3

Preferred Weapon Combinations

  • Carbine & Fuel Rod Cannon
  • Carbine & Plasma Pistol
  • Carbine & Rocket Launcher
  • Fuel Rod Cannon & Rocket Launcher
  • Gravity Hammer & Magnum

PAR SCORE

  • 200,000 Points

Notable Offense

Weapons: Fuel Rod Cannon and Magnum

The Fuel Rod Cannon is dropped by an enemy Brute, Chieftain, or Grunt. When you get it, use it with your trusty Magnum if you want to obtain the largest score in the fastest time with the least amount of danger. During battles with clusters of enemies, the Fuel Rod Cannon delivers pleasing—and devastating—damage, with the potential of killing large groups of foes, after which you can extend your killing sprees by popping the heads of any remaining stragglers. Both weapons are effective at longer ranges, too, meaning you can remain active but away from the focus of the Covenant’s attacks.

Tip

A fast time isn’t a relevant factor when determining your scores, so take your time, using cover and letting enemies come to you.

Weapon: The Two Turrets

There are two Turrets available on this map, and both are easily reached from the ODST spawning building. However, unlike the Turret in Crater, they offer only limited help; use them only under certain circumstances, such as when you’re low on other ammunition or you’re detaching the Turret before the next round begins and want a more mobile method of strafing foes coming up the road. The Turrets’ main drawback is their limited fire radius; the ODST defenses prevent you from shooting in more than a 90-degree arc. Enemies can easily break in behind you, too, so employ Turrets to take down Phantom Plasma Turrets and groups of foes during initial confrontations.

Tip

Turrets have their uses: those that are fastened to their mountings give you infinite ammunition and allow you to decimate the Drone waves and, to a lesser extent, Jump-Pack Brutes.

General Plans

Tactic: Incursion Points—Phantom Drops

As shown on this guide’s map, there are three drop points at which Phantoms can descend before dropping off enemy troops. Phantoms tend to descend one at a time, but reinforcements arrive from additional Phantoms at a quicker rate than Crater, for example. Of the three positions, two involve the Phantom hovering above the narrow bridges at the map’s far north and western corners, opening side bay doors, and letting Covenant pour out from either side. A Phantom that descends to the middle (northwest) of the main street opposite the UNSC spawn point and defenses always drops a Wraith; if you see such a Phantom, you know you have a grav-tank to deal with.

Tip

Team spawn-camping diminishes the problems Phantom drops pose: Make sure your team seeks cover, attacks from multiple angles, devastates enemies with headshots and Grenades, and destroys Plasma Turrets (allowing them to be picked up) before Covenant units even land.

Tactic: Incursion Points—Closets Large and Small

In addition to Phantom drop points, there are seven monster closets along the opposite (northwest) wall. Some of these entrances are a lot wider than others. Due to the large number of openings, it is often difficult to stop the Covenant from spreading out, although training your team to guard certain areas (see “Tactic: Four-Player Foresight” below) helps you raise the alarm. There are three narrow doorways on the ground and upper levels near the two bridges on each side of the map [1], as well as a large central “cache” garage door that opens periodically [2], behind where the Wraith is deposited. As expected, preventing the Covenant from exiting these locations is almost impossible.

Tip

Although almost impossible, containment is still an excellent way to diminish continuous attacks from multiple angles. Lob in Grenades as foes are about to exit, or snipe them while they are bunched together, or behind the energy wall.

Tactic: Wraith Killing

Your number-one goal for surviving this mission is to appoint a “Wraith killer,” an adept player whose primary job is to destroy the Wraith tank that periodically drops from a Phantom into the middle of the map’s northwest area. Failure to eliminate the Wraith means you will be continuously overrun by other Covenant forces, as other team members become more concerned with tackling other incursions and don’t see an incoming Plasma mortar until it is too late. There are two main ways to take care of a Wraith. The first is to circle-strafe behind the vehicle, then unleash a Fuel Rod or Rocket ordnance into its lightly protected exhaust port [1]. The second is to risk being run over and leap onto the vehicle, wrestling with the driver and dropping in a Grenade to deliver the killing blow [2]. Both these plans take skill, so you might want to appoint a backup Wraith killer among your team!

Tip

Wait under the central Phantom drop point and board the Wraith immediately for an easier kill.

Tactic: Spawning Grounds

The sloping roadway and ODST spawning building entrance is arguably the safest and optimal position to stay at. You are close to the additional ammunition and health inside the spawning building and to the ODST wall defenses and both Turrets. Head up and around to the rear perimeter, near the hub gates (which don’t open): From here, your foes can only approach from the road ahead (northwest) or via the catwalks to the left and right, which are easily defended. You also have excellent views of the steps and concrete planters down to the road. Your only worry are Drones and Jump-Pack Brutes, but you can always retreat into the spawning building via the upper entrance, giving you the advantage of cover and equipment.

Caution

Unlike some other Firefight missions, enemies enter your spawning building, which is problematic when you’re retreating to find health. Learn to retreat backward, training your weapon on the entrances.

Tactic: Cornering Your Foes

Another great tactical position is in front of the door in the left (southwest) or right (northeast) corners of the map, with the back wall behind you. From this location, every enemy attacks you from the front, so you don’t need to worry about being ambushed from behind or the sides. You’re above the road and can see across the bridges toward the map’s center; this extra height lets you easily spot and snipe foes. In addition, enemies are usually funneled along the streets below, making for an easy shooting gallery (when the enemies aren’t heading out of the doors near your location, of course). The only shortcoming of this location is the lack of additional ammo and Health Packs. You’ll be tagging foes in the street below and will have to dash down to grab any ammo, and you must return to your spawning area to get Health Packs. For these reasons, it’s a good idea to warn your friends when you’re retreating to locate health or ammo.

There are places that are tactically disadvantageous, such as the inner bridges spanning the road, which are narrow and are a favorite place for Grunts to throw Grenades at. You can strafe, but not freely, which hinders your progress, so stay only on this bridge if you’re under a Phantom, tagging foes before they have chance to group together. Other dangerous locations include the steps and concrete planters in the middle of the map and the lower road. The lack of height puts you at a disadvantage, and foes can converge on you from all directions. Mill around at the defenses near the Turrets, unless you’re on a kill-crazy rampage with a Gravity Hammer.

Cooperative Plans

Tactic: Four-Player Foresight

Team positions obviously vary from round to round, but general patrol patterns can help you finish the fight: Have one of your team take each corner on the far southwest and northeast corners of the map [1]. Here, they can cover Phantom drops by the bridge, can tear through foes appearing from any monster closet, and can tackle any flying foes landing on the catwalks above your entrance. They can venture to the map’s center to provide supporting fire. The third and fourth teammates should stay at the ODST entrance [2] to do the following: quickly react to incoming Wraiths by sprinting down to the road, to face Drone attacks by manning the Turrets, or to confront Brutes by outflanking these foes and blasting them from each side. This also allows flexibility; you can move to the corners or back to the base along the upper catwalks and maintain the height advantage.

Tip

Stay healthy and well equipped: Remember how many Health Packs are remaining. Shout to your team if you’re taking one, and tell them where the Pack is. Use only one Pack per round so everyone has access. Also, if you love the Fuel Rod Cannon, but your friend is exceptional with it, give it up for the sake of the team. Weapons with limited ammunition (the Rocket Launcher) should be accessed by a single player only.

Tactic: Ending the Engineer (Night Only)

Designate one of your team as the Engineer killer and arm them with a Plasma Pistol. Although other weapons, such as Turrets, do a reasonable job of taking out Engineers, a charged Plasma Pistol can make an Engineer fall from the sky in a death spasm. If all your team carries this weapon, you’re ill-equipped as a unit to deal with the other foes, especially once the Famine Skull has activated. The Engineer killer should pair the Plasma Pistol with a Carbine or Magnum so they can still take down Grunts, Shield Jackals, Brutes, and Drones. Another way to dispatch Engineers involves using the Turret. As Engineers provide overshield protection to your enemies, this can reveal the location of Brute Stalkers. You can also annoy the Plasma Pistol wielder by waiting for them to send the Engineer into its death cycle spasm, then shoot it before it explodes and claim the Kill Points!

Bonus Round Plans

Tactic: Perpetual Motion

The tried and true method of killing everything in sight involves the Gravity Hammer, which you can use to swing at Grunts just as they start swarming onto the map; the Rocket Launcher, which can inflict horrendous carnage on the Grunts before they disperse; and the Magnum for kill-chain headshots after the initial carnage. It is imperative you keep moving or you’ll be deluged with Grenades.

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