Prima Games eGuides Halo 3 ODST eGuide

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Halo 3 ODST Guide Multiplayer Multiplayer Maps

Citadel

In the heart of this Forerunner structure, far above the troubled surface of the Ark, another battle rages.

DATA STREAM

Recommended Game Variants:

  • Infection
  • Juggernaut
  • King of the Hill
  • Slayer
  • Team Slayer
  • VIP

Recommended Number of Players:

  • 2-8

Advantageous Equipment:

  • Battle Rifle
  • Sniper Rifle
  • Rocket Launcher
  • Power Drain
  • Overshield
  • Bubble Shield

Available Equipment & Gear Respawn Times

Slow Fast
1/5 5/5

Weapons

Weapon Speed
Battle Rifle 4/5
Brute Shot 1/5
Carbine 2/5
Grenade, Frag 1/5
Grenade, Plasma 5/5
Needler 2/5
Plasma Pistol 2/5
Plasma Rifle 5/5
Rocket Launcher 1/5
Shotgun 1/5
SMG 5/5
Spiker 5/5
Sniper Rifle 1/5

Equipment

Equipment Speed
Bubble Shield 2/5
Overshield 1/5
Power Drain 3/5

Call-out Locations

Base

Other Names: Loft, Deck, Upper Base, Yello/Red Base, Blue base

he red and blue bases are mirror images of each other and are set apart on opposite sides of the map. The “base” in question is comprised of an upper platform with a slightly raised rear section. To the rear are SMGs and a ramp down to the raised area 3 that allows for quick ambushes from behind. Otherwise, there’s a second ramp to the raised area, open areas from the platform down to ground level and the Overshield corridor 2, and the Rocket Launcher area 4. Note that you can see all the way across to the opposite base, making this map somewhat hectic.

Ramp Archway and Raised Area

Other Names: Arch, Ramp (with "Yellow", "Red" or "Blue" prefix.)

At the narrower edges at each end of the map is a raised area with a total of three ramps. There is also an open area where you can easily drop down to access either Overshield corridor 2 or the Rocket Launcher area 4. Locating yourself here usually means you wish to lurk in the shadows or crouch on the sloping roof supports or the light above the archway so you can ambush or snipe foes; from here, you have extremely good line of sight to one of the bases, both Overshield corridors, and the Rocket Launcher area. You can easily escape, too. There are two ramps, both leading to the same base.

Overshield Corridors

Other Names: OS, Shield Spawn, Shield Corridor, Corridor (With "Yellow", "Red" or "Blue" prefix.)

Running parallel on either side of the Rocket Launcher area 4 are two identical Overshield corridors, which provide the other main hot spot of activity and are a choke point for such a small map. With weaponry at one end and an Overshield toward the middle, this is one of the first locations where players normally head but one that is likely to be heavily sniped, too. At either end of the corridor is a raised area 3 and a side ramp leading up to one of the bases. You can drop down from (or Grenade-jump up to) the base area from here, too. The sloped pillars and columns also make excellent ambush points. The corridor is open along the inside wall, allowing access into the Rocket Launcher area 4.

Rocket Launcehr Area

Other Names: Middle, Platform, Platty

The location where the most deaths usually take place is in the middle of the map and is the only location without a mirror image (as it is centrally located). A platform with ramps on either side and with a Rocket Launcher resting on it can be accessed from the entrance at either end of this open corridor (which offers great sniping opportunities from the raised area 3), from either Overshield corridor 2, or from the platform at either base 1. Basically, this is a heavily trafficked and highly dangerous area, complete with an equally dangerous prize.

Zone Knowledge

Base and Raised Platform Vicinity

This is a symmetrical map with even weapon distribution. There are balconies on each base that overlook the central chamber. These balconies are often used to snipe opposing bases, which is encouraged. As there are two ramps accessing each base, players can also jump from the central chamber to enter either base. The Overshield corridor simply has too many exits to make it safe for longer than a second or two, but rush for either shield if you really need it. More savvy players are likely to cut you down from an ambush point before you reach it. The central platform with the Rocket Launcher on it is even more dangerous, although you can flee into either base or Overshield corridor from this position. An early rush to the Rocket Launcher is better than a late one, as opponents have less time to set up ambush points. In an elongated L-shape that only reaches ground level at the archway door, the raised platform and base area run around this map’s perimeter. This area is perfect for two teams of two to secure and patrol, cutting down enemies as they try to locate the Power Drain, Overshield, or Rocket Launcher. If you have one of your team roaming the area—don’t get close to the Overshields, which are a great lure to leave available for a hapless foe, before cutting them down prior to them reaching the power-up—the other can locate a favorite sniping or ambush point and provide covering fire for the other. There are many ambush points; we’ve shown all the best ones, which you should use to cut down enemies, firing on them while they’re still trying to figure out where the damage is coming from.

Enhanced Knowledge

Offensive and Defensive positioning

• During single-player matches, the bases are the preferred places to be. Your battle plan should involve grabbing the Rocket Launcher immediately so you can achieve some multikills at the beginning of the match. When you’re inside either base, use a Battle Rifle or Carbine to snipe foes, but also make good use of Grenades to weaken players as they attempt to usurp you from this powerful position by rushing the ramps on either side. Also be aware of the explosive Power Cores (aka blue fusion coils); these can be used against you if you’re standing too close to them. However, you shouldn’t simply detonate them; instead, keep away from the Cores, and blast them as foes enter the base, turning them into traps.

• The Overshields beneath both bases are extremely useful; grab them to prevent others picking them up and when you’re low on shields. Naturally, you’re likely to be walking into an ambush, so prepare yourself!

• You can snipe from base to base using Battle Rifles or Carbines that are available without you needing to find them; they are available at the beginning of the match. There are also multiple alcoves on either side of each base (many of which are detailed in the “Sniping/Ambush Positions” section) that should be utilized and jumped on, so you have firing opportunities on base entrances.

• Although scattered about, the compact nature of this map means that every weapon is useful. Consult the “Arms and Equipment” chapter for specific advice on using each armament. Aside from sniping down an entire corridor, there’s not many long-range takedown opportunities, meaning usually overlooked weapons work well, too.

• There’s no Active Camo on this map, but the dark shadows work almost as well; holing up in an alcove with a sniper with a great view and no blind spots can really help your cause.

• Are enemies consistently staying in bases and annoying you? Utilize the Power Drain to weaken these foes, and eventually take the base’s advantageous positions yourself.

• You don’t need to dash up ramps to reach a base; you can jump from your base to the Rocket Launcher platform, and across to the opposite base with a swift series of leaps. This may be dangerous, so check for foes, first!

Professional Planning

• In team games, the most important strategy is to keep together and avoid heading into the central chamber with the Rocket Launcher, unless you are grabbing the weapon or an Overshield; then retreat back to the base or raised platform area. Staying in the center leaves you or your team extremely vulnerable to multiple incoming Grenades, Carbine sniping from foes, or Battle Rifle takedowns from your enemies.

• In all game types, it helps to learn the respawn times of the power-ups and power weapons on the map. Learn when you should run for that Rocket Launcher and when to drop from your base to grab an Overshield— on your side or your enemies’.

• The Overshield makes an electronic sound when it respawns. Listen for this to help time visits to the Overshield hall.

Objective Planning

Archway Perimiter Wall

Easily accessed via a jump from the ramp, this offers particularly good coverage of the Rocket Launcher platform, although you can’t see the right side of the level. Periodically look left for enemies accessing this area from the perimeter ramps or jumping from the Overshield corridor to the raised floor you’re close to.

Archway Light

A difficult Brute Shot Jump, using a teammate, is the better way of reaching this cunning hiding spot. Although there’s not much room to move, there’s a whole lot of time to catch a foe running through the archway and ambush them from behind. You can turn right and take down foes on the raised area as well, since they won’t initially know where you’re hidden.

Power Drain Ramp

Edging forward from sniping point D, you can guard the Power Drain and ambush enemies who are drawn to this item. You need to watch your back and the enemies heading down the ramp from the rear of the base, but otherwise, this raised area and the nearby columns allow you to prowl and quickly reach cover while your foe flounders attempting to reach the raised area.

Perimiter Sloping Roof Edge

Accessed via a Grenade Jump or Brute Shot, this offers many of the advantages of sniping location A but with the added benefit that your opponents may not be expecting you to be crouched above any of the windows in the raised area. With horizontal pivoting, you can cover both ramps and the ground level below, but views across the interior of the Rocket Launcher area are limited.

In The Shadows

This is one example of taking up a defensive position in some of the more shadowy locations of this map. Place yourself by the ramp leading up to the rear of the base, and you have a great view across one entire end of the map. You can tag anyone leaping up to the raised area without them spotting you, or even those taking either ramp down from the base.

Ramp Overlooking Overshield

At the edge of the perimeter ramp that leads up to the base and the Overshield corridor, this offers great views of the Overshield and provides access and views of the ramp to your right, so you can swiftly deal with foes in either location. However, watch for attacks from the left.

Rocket Launcher Platform

Standing here results in a short and frantic life, but if you’re armed with the Rocket Launcher, you can quickly take down any foe with a single, wellplaced shot. The trick is to grab the Rocket Launcher and leave the area immediately, as there are too many locations from which you can be struck.

Sloped Pillar (Main Entrance)

Using the Brute Shot or Grenades, blast yourself up to the top of this sloping pillar or any identical pillar that surrounds the main central chamber. This pillar is a good choice, as you can snipe the raised area, the ground, and the Rocket Launcher area from this spot, or the pillar to the right on the other side of the main entrance.

Overshield Side Column

Above the Overshield corridor is the column and others like it. If you’re spotted, you can quickly escape to the side ramp leading to the base, but this position, high in the eaves, allows you to ambush foes below you.

Overshield Sloped Pilar (Window)

Squeezing in just under the ceiling, access this sloping area (there is an identical point on each side of the base) above the Overshield corridor by carefully jumping from the gap by the window. You can maneuver around this entire sloped area, from the windows to the pillars. From here, watch foes dropping down from the base or heading along the corridor below before you ambush or snipe them.

Base: Platform Upper Deck

Expect heavy combat on this upper deck, which is the main part of your and your foe’s base. It is always under contention no matter what mode of play you choose. When holding this prized location in team games, your height advantage plays an important role in both offensive and defensive activities. Players generally pass through the base’s upper deck before combat begins over the Rocket Launcher. This location then becomes a critical defensive or ambush point: Watch for attacks from the ramps to the side and behind you by standing atop the ramps; you have the advantage over adversaries running up the side ramps, jumping from the Rocket Launcher platform, or running under the Overshield corridor. The importance of this location cannot be overstated!

Base: Back Wall and Corner

The back wall is a decent sniping position, with rear access to the sniper ramp and a Shotgun waiting nearby. A sniper can fire shots across the map into the other base from here, using both the crates in the middle of the base and the nearby pillars for cover. Grabbing the nearby Shotgun offers some protection from an ambush coming from the ramps on the sides. I f you move to the corners and sneak back here, you can also tag foes heading up from the side ramps and those milling about in the middle Rocket Launcher area or opposite base. Watch for foes moving toward you from the right side, heading up from the raised area.

Base: Sloped Pillar

This is a strong position for midranged combat, but mind the ledges: Standing on the glass floors exposes you to several lines of sight. Stand back from the ledge and control the center of the map with a Battle Rifle or a Carbine. Climb up the inside of the sloped pillar to protect yourself if you’re getting overwhelmed by opposing fire and Grenades. Approach the ledge only if you plan to jump down for the Overshield or Rocket Launcher or plan to escape from opponents inside the base. The window to the left offers a strong sight line and another opportunity to escape if necessary.

Base: Crates

These moveable objects can quickly be positioned as cover if you’re ambushed from the ramps leading to the upper deck. If you have snipers hanging out against the back wall, they can briefly crouch behind the crates and use them as cover. Similarly, a player can throw a Grenade at one side of a crate before ducking around the other side, creating a trap for would-be ambushers. Plan these types of tactics around the base crates, as a lot of combat occurs around them.