Halo 3 ODST Guide Multiplayer Multiplayer Maps
Longshore
Longshore
Abandoned during the invasion of Earth, the Mombasa Quays are now bereft of commerce, but rife with danger.
DATA STREAM
Recommended Game Variants:
- Assault
- Capture the Flag
- Infection
- King of the Hill
- Oddball
- Slayer (Free-for-All)
- Team Slayer
Number of Players:
- Recommended: 4-12
- Maximum: 12
Advantageous Equipment:
- Battle Rifle
- Cloaking
- Energy Sword
- Ghost
- Grav Lift
- Overshield
- Rocket Launcher
- Shotgun
Available Equipment & Gear Respawn Times
| Slow | Fast |
|---|---|
| 1/5 | 5/5 |
Weapons
| Weapon | Speed |
|---|---|
| Battle Rifle | 2/5 |
| Energy Sword | 1/5 |
| Grenade, Frag | 5/5 |
| Machinegun Turret | 1/5 |
| Needler | 4/5 |
| Plasma Pistol | 5/5 |
| Rocket Launcher | 2/5 |
| Shotgun | 1/5 |
| SMG | 5/5 |
| Sniper Rifle | 1/5 |
| Spiker | 5/5 |
Equipment
| Equipment | Speed |
|---|---|
| Active Camo | 1/5 |
| Bubble Shield | 3/5 |
| Grav Lift | 4/5 |
| Overshield | 1/5 |
| Power Drain | 3/5 |
| Regenerator | 3/5 |
Call-Out Locations
Building K
Other Names:
Base, Controls, Sword, Turret, K
The defenders’ base, this multilevel location has an interior you can enter from numerous openings, and a rusting ramp offers excellent views of the container yard. Atop the building is a Turret, and the building offers excellent views into the hopper and across the inlet courtyard, too. The control room in the building also activates the hopper bridge.
Inlet Plant Courtyard
Other Names:
Courtyard, cargo bay, cargo, forklift, Sword
This is a very large area with several crates and an accessible balcony leading to the hopper room. There’s an Energy Sword on this balcony and a forklift truck underneath. There’s free access around to the container yard and broiler areas, and the rear of the chamber offers access to the L-shaped room. There’s an Overshield near here and a parked Ghost.
L-Corridor
Other names
: L, corner, Overshield
Hidden in the far corner of the inlet plant courtyard is an L-shaped corridor, offering both defensive cover and sniping opportunities across the previous two locations and through the broiler itself. Just outside the L-corridor is the Overshield.
Broiler
Other names
: orange, cones
The most direct access to and from the adjacent areas of the two bases is through this cube-shaped chamber. Open garage doors at either end allow for excellent access and a variety of ambush or sniping points. The inside corners of this room provide cover; there’s even a Grav Lift surprise or two, as well as the power-up to take in here.
Broiler/Freezer Exterior
Other names
: metal bridge, two-tier zone, freezer entrance, docks
On the quayside area of the map, located next to the main quayside thoroughfare, are two raised areas, both of which can be easily accessed. The top one leads directly into the hopper room and to a balcony that leads to the area above the freezer entrance. It also leads to Building M via a narrow metal bridge. The lower area leads down to the quayside exterior, the broiler, or up to the other area. This is a dangerous zone to remain in.
Building M
Other names:
base, dock base, M, Ghost, Turret
Although it doesn’t have as many floors and is lower to the ground than Building K, the other (offensive) base is located on the docks themselves and features a roof access to and from the metal bridge 5, a Turret on the roof, and entrances into the building. To the side is parked a Ghost. You can run completely around this building.
Quayside Exterior
Other names:
docks, pier
The main, lower thoroughfare stretches along the exterior side of this map from the container yard, all the way to the Ghost in the corner near Building M. From here, you can access the covered quay, yard, hopper, freezer, and broiler exterior areas, plus the taco hut, and is where this side’s team races in from.
Taco Hut
Other names:
Fish Taco Hut
Offering some of the best cover and sniping opportunities, the Fish Taco Hut is a cube-shaped building on the corner of the map, offering views across the container yard and covered quay. Step around the back of the building for protection, dashing in for the Energy Sword, Active Camo, or Rocket Launcher when the coast is clear. You can even snipe from the roof, too, if you use the Grav Lift.
Container Yard and Covered Quay
Other names:
boxes, lamppost, dinghies, lower dock, Fronks sign
Expect a crush of foes milling about this area due to the numerous cover opportunities. This links the exterior area from the dock side of the map to Building K. It also offers access into the hopper and a covered quay that houses a Shotgun and Active Camo. There’s a ramp up to Building K, too. Use the containers for cover and as stepping stones up to some amazing camping spots!
Freezer and Hopper
Other names:
bridge entrance, hopper, freezer, barrels, Rocket, Sword
The two separate rooms inside the middle building offer views straight through from Building K to the exterior docks. They also house two of the most important and powerful weapons: the Energy Sword and Rocket Launcher. A key choke point, the Hopper is multifloored and allows access up toward a gate and the hopper bridge. There are several ambush points in here, which you can access from the inlet courtyard, the quayside, or the hopper exterior.
Hopper Bridge Extension
Other names:
nest, sniper, overlook
This is the most cunning of locations. Once you unlock the gate and extend the bridge (which is done at the top of the hopper room or inside Building K, depending on the game mode), this offers some of the best sniping or ambushing points of all. With two teammates up here, you can rain death down onto Building K. You can even access the extended bridge from Building K using a Grav Lift.
Ghost Riders
There are two Ghosts on this map, one parked in the inlet plant courtyard near Building K and the other adjacent to Building M. Once you’re driving a Ghost, it is relatively easy to maneuver the map perimeter, driving the quayside around the container yard, into the inlet courtyard, and around to the broiler. You rack up a good number of kills by using the infinite ammunition of the Ghost’s cannons or by Boosting into foes. Or, you can stop the other team from making a capture.
Zone Knowledge
Building K, the freezer and hopper access chambers, and the inlet plant courtyard that leads to the L-corridor and broiler are slightly easier to defend. They are darker, making sniping more advantageous, the area is wider from the perimeter to the Energy Sword location, the courtyard and Building K floor is larger, and there’s no water to accidentally fall into. The forklift truck (which can be destroyed) and balcony allow you to quickly take the Energy Sword before wading in to slay those trying to take the Rocket Launcher or backing up to the Overshield and heading around to attempt your own type of rampage. Building K is a multilevel hideout; with a couple of friends, it can be easily defended from all sides. Drop into the courtyard, and you have quick access to the Ghost and numerous crates to hide behind. The L-corridor is built for sniping and can stop almost all rushes from the outside.
Built lower to the ground, the exterior base may have a smaller maneuvering quayside to run about in, but there are still numerous places to stop foes from entering. The broiler room can be targeted from the base, and the cover the base provides can easily stop an attack from the right. The Turret can doubly make sure of this, but always be on the lookout for foes heading out of the upper hopper chamber—an alternative route to the Energy Sword and Rocket Launcher your team should try to use. The usual route into this cluster of buildings is up the ramp on the ground or the other ramp under the “Fronks” sign, which is dangerous, but with backup or distractions in other areas, you should be able to claim one of these mighty weapons.
The exterior corner of the map has several rusty containers that offer protection both inside and out. There are also a couple of worthy sniping spots accessible only via a Grav Lift, and there’s the taco hut, which is an excellent place to prowl and snipe from, as it offers views of many entrances across the exterior side of the map. Be aware of flank attacks from the opposite side, especially as Ghosts are available. There’s also a lower quay to navigate, so make sure your team has already claimed the Active Camo and Shotgun down here, which can help repel attackers immeasurably. Access into the hopper via the “Fronks” sign usually results in a battle, so you might wish to sneak around toward the rusting ramp left of Building K if you’re assaulting the base.
Inside the hopper and freezer chambers, expect fights every few seconds, due to the two most powerful weapons being in close proximity to each other. As described at the end of this section, there are several excellent ambush points all the way up the multifloored hopper interior. The freezer is a simple affair with only two entrances. Bring the Grav Lift if you want to hide yourself in the more shadowy locations! The hopper is very difficult to hold, as there are entrances everywhere, so you may wish to retreat to the top of the chamber, or at least the upper level, and rain death on those down below who think the coast is clear. Finally, there’s a bridge you can half extend, which allows you to leap onto Building K—a real problem if you’re trying to defend it! The bridge, which is accessed only via the top of the hopper room, offers great protection and views of the interior side of the map. Remember to check where that wayward fire is coming from; it might be a foe on this bridge.
Tactical Knowledge
Longshore is an asymmetrical map that is built for objective game styles. There are two bases, Building K and Building M, located on either side of the map, and there are three ways to reach each of them: via the container yard, the freezer (with multiple exits), or through the broiler. Between the two bases segmenting the two bases are the upper and lower quayside docks, the freezer and hopper (the room adjacent to the freezer), the bridge (which is accessed from the top of the hopper or via Grav Lift from Building K), and the broiler. The defending team’s map is Building K, while the attackers use Building M as their base of operations. Each base has a Ghost parked next to it and a Turret to utilize. The majority of combat occurs inside the hopper, the lower quayside, the top of Building K, and inside the broiler.
Enhanced Knowledge
Offensive and Defensive Posturing
Generally, the first few moments of a match on this map involve a race to the Rocket Launcher in the freezer. This is especially true, as there’s a nearby Energy Sword to grab as well. Of course, entering this high-traffic area is risky, and there are four exits you can expect enemies to attack from when you’re in the freezer and adjacent hopper.
Battle Rifles are both numerous and devastating on this map; use them to dominate your foes thanks to the countless sniping possibilities and the closer-combat prowess they exhibit.
When using the Battle Rifle or another powerful weapon, try extending the hopper bridge and then sit in the middle, using your weapon to rain fire down on foes milling around Building K. You can also pick off players coming up the ramp behind you; this is an easily defended location. Be sure to keep your back covered, either with a teammate or by looking behind you periodically. To remove a foe from this spot, use Grenades.
In general, you should be sniping from hallways with a long line of sight (such as the L-corridor) or from high points like the top of the taco hut.
The Shotgun and Cloaking are adjacent to each other on the lower quayside by Building M. This combination is much sought after and is deadly to most foes. Alternatively, you can grab the Shotgun or Energy Sword and run along inside the interior of Building K; this is a great area to attempt multiple kills. In general, the more powerful the weapon, the more advantageous it is to use it on this map.
Although the Chaingun Turret is heavier and you turn more slowly when you detach it, there is still great potential to use this devastating weapon, due to the long line-of-sight opportunities this map has. Turrets are also useful when attached, because their ammunition is limitless while mounted, but you’re an easy target for being picked off from long range with a Sniper or Battle Rifle.
Professional Planning
This map is suitable for objective games like Capture the Flag, Oddball, King of the Hill, Infect, Assault, and Team Slayer. Due to the powerful weapons such as the Battle Rifles, Rocket Launcher, and Sniper Rifles, Slayer games are recommended, too.
Because Longshore is asymmetrical, it is extremely well suited to One-Flag Capture-the-Flag (CTF) or One-Bomb Assault matches (where one team’s location is much easier to defend than the others, with teams taking turns defending and attacking). Use this type of match instead of normal CTF matches, for example.
In these types of objective games (such as Capture the Flag or Assault), the attacking team should always try to extend the hopper bridge that is accessed by and located above the hopper. You can easily reach Building K from this point. The switch extending the bridge is normally located atop the hopper room, but it changes to the middle floor of Building K in team games.
Objective Plotting
King of the Hill (KOTH): There are several advantageous King-of-the-Hill tactics to try on Longshore. The first is the hopper room; grab the Rocket Launcher and move to freezer and hopper interior S1, S2. Blast the barrels with the Rocket Launcher to push them slightly away from the wall so you’re only visible from one angle approaching the Hill. Remember, in King of the Hill, out of sight means out of mind!
King of the Hill: In the inlet courtyard 2, maintain a position close to the forklift truck, under the hopper bridge. You won’t need to worry about attacks from behind, and the position can be enhanced by obtaining the adjacent Overshield and Energy Sword.
King of the Hill: Become King of the Container Hill by obtaining the position inside the small Traxus crate; it allows for cover, gives you a shaded position, and allows you to rack up the points during the time you’re out of sight.
King of the Hill: The lower quayside under the container yard with the dinghies is another spot to try. Grab the Active Camo and Shotgun nearby if you can, and defend the position between the roof beam that bisects the corner next to the Camo. Use the corner and nearby column as cover.
Broiler: Set up shop completely within the broiler, deploying the Grav Lift (as shown under “I Broiler: Surprise” in the “Sniping/Ambush Positions” section) in one corner and riding it up against the ceiling. You avoid immediate notice by the enemy and have the upper hand when attacking, obtaining extra and precious KOTH points in the process.
Oddball: Using Active Camo is encouraged. This power-up is found on the lower quayside under the container yard. You can also use the Active Camo to sneak into bases with less attempts on your life.
Forge: Longshore already has an excellent default layout and offers entertaining match possibilities of any type. Although it is difficult to build upon this fantastic layout, you can try to make the map more “sniper” friendly. Add more long-range weaponry, as there are many long lines of sight and a large amount of cover, making this map more adaptable than most to sniper weaponry.
Forge: Because of this map’s relatively large size and being easily navigated by vehicles, a “rocket race” or “Mongoose VIP race” has been tested and found to be most entertaining.
There are a large number of sniper positions to try, but the best are on the tops and sides of either base, near the Fish Taco Hut, on top of the stand (accessed via Grav Lift and either entrance to the broiler).
The following sniping or ambush positions have been play-tested and chosen as the best places to camp or launch a surprise attack from. Many of these positions keep you unharmed during Infection games, and most offer fantastic vantage points you can exploit during team matches.
Sniping/Ambush Positions
Building K: Overlooking the Inlet Plant
Moving to the rear of Building K’s roof is a better strategy than staying at the front, where you are easily spotted and cut down from the Energy Sword balcony or rusting ramp. Move about at the back of this area, training your weapon on the broiler and periodically checking the L-corridor, balcony, or rusting ramp.
Building K: Rusting Ramp
You can quickly sidestep left, into the cover afforded by the height and the concrete points of Building K, while using this to snipe at foes all the way to the taco hut. You can easily fall back, and (in team games) assume you have friends guarding your left side, which is the only area you can’t scan effectively. Check for foes heading up from the Energy Sword hopper balcony, container yard, or lower quayside.
Building K: Interior
It is well worth keeping a presence inside Building K, especially if you’re guarding the controls to the bridge. You also have two doorways to fire from, and the walls offer the extra protection you need. There’s little room to maneuver from a thrown Grenade, but you should have tagged foes coming in from the broiler or hopper before this occurs.
Inlet Plant Lighting
This is not a particularly easy place to stand, as you’re likely to slide off, and it requires you to jump on a parked Ghost to a crate (which is another good place to stand, close to the L-corridor); you then take a Grav Lift and jump up to the spiked light. This offers a commanding view of the inlet plant courtyard, but you’ll drop down if you’re not careful.
L-Corridor Ambush
The three positions inside the L-corridor offer extremely good long-distance sniping opportunities; you can escape unscathed thanks to the two openings this room offers. The first location gives good ambush points across to Building K, allowing you to cut down foes there and those heading for the Ghost. The other two locations allow you to watch foes coming in from the broiler and tag everyone all the way to the side of Building M! For enemies trying to grab the Overshield, you can ambush them here. The pallet offers extra hiding opportunities.
Broiler
Broiler: Inlet Side
Watch the longer weapons you wield, such as the Sniper Rifle, as the tip of the barrel sticks out, giving away your position. Choose either side of this corner wall, depending on whether you’re planning to head out toward the quayside or not. Snipe the entire inlet plant courtyard, much of Building K, and foes entering the courtyard from the hopper or container yard ramp.
Broiler: Quayside
Choose either side of this open garage door to snipe from, which gives you a great view of Building M but leaves you exposed unless you’re really hugging the metal walls. From here, you can mount an attack on the base, head up and into the hopper, or fall back into the courtyard. Also check the orange cones for signs of disturbance. Remember the Grav Lift is in this chamber, too.
Broiler: Garage
This area is more useful during team games, when you have backup who can bring down foes in the quayside area using the Grav Lift as shown. Shoot the Grav Lift so there’s no sign of your antics, then crouch on the lip of the garage top, and ambush anyone who heads in or out of the broiler. This isn’t even the nastiest surprise in this area!
Broiler: Surprise
The broiler surprise tactic involves you using a Grav Lift in either of the two larger corners inside the broiler; remain floating, scraping your head on the metal lattice ceiling—when foes enter the broiler, you’ll be floating a few feet up from their weapon’s sight, giving you an advantage to rain down Grenades or cut them down a split second before they can react. This is a great strategy during King-of-the-Hill matches.
Building M: Turret Defenses
Both Buildings K and M have Turret defenses. Although Turrets are powerful, it is usually unwise to man one because you’re easily sniped. There’s just as much to target from either Turret, and the sheer power of the weapon can be enough to counteract the impact on speed and maneuverability you incur if you pick one up.
Building M: Interior
This area offers fewer floors than Building K and has different aiming opportunities, as you can target the broiler exit, the hopper and freezer exits, and all along the quayside. Be wary of the rear entrance, though; you’re easily able to be outflanked by a rear attack. Keep moving around here, and use those walls as cover, popping in and out to inspect the thoroughfares you’re guarding.
Behind the Taco Hut
Despite the tendency for some overeager players to plummet off the quayside to a terminal swimming session, the rear of the taco hut is an excellent spot to stay. You have a huge number of sniping places to hit, including the ramp up from the lower quayside, the containers, the freezer and hopper entrances, and most of Building M.
Taco Hut Roof
Using the Grav Lift located inside the broiler, you can jump atop the Fish Taco Hut close to Building M. This is one of many large advantage points in Infection matches and a great sniper vantage point in team games. You can keep moving forward and backward, or duck down to avoid incoming enemy fire, although avoiding Grenades can be a problem!
Container Yard
Dinghy Patrol
These two locations, facing different directions in the lower quayside area, allow you to easily protect Building K or the Active Camo and Shotgun, respectively. Expect foes down here for just this reason, and Ghosts usually travel down here, because it’s easier to navigate than the container yard. Use the pallet and support columns as cover.
Container Yard Freezer Pipe
This one takes a little time and a lot of skill to master; grab the Grav Lift from the broiler, and run to the container yard, placing the Grav Lift on the corner of the container shown here. Then leap up and land on the rusting pipe just left of the “Fronks” sign. It is possible to stand up at this position and tag foes in the yard, the quayside, or coming out or into the hopper. They all die with a confused expression on their faces....
Container Yard Lamppost
Offering additional height at the expense of additional exposure, you can try to use a Grav Lift and land atop any of the lampposts. In this example, we placed a Grav Lift on the container shown here, and landed on the lamppost, but it’s easy to overshoot and land in the water. From here, you can snipe away at Building K, the yard, and the quayside.
Traxus Container
This allows you to maintain a cunning sniping spot from an area you can easily reach: simply shimmy along the narrow edge without falling in the water, and take up a sniping position at either end. All the other containers (or the insides of them) can be accessed, too.
Freezer and Hopper Access
Freezer and Hopper Interior
These two areas are both on the lowest floor of the hopper and show the area between the Energy Sword and the quayside access R1 and the Freezer itself R2; the Rocket Launcher is lying inside, coaxing enemies (usually into a firefight). Expect this to be a cluster of foes and fighting, and take refuge near the barrel pallet close to R1, as you’re afforded extra protection.
Freezer and Hopper Interior
The remaining locations, all technically inside the hopper chamber that runs between the quayside and plant courtyard, is filled with sniping and ambush positions. The first one R3 is behind the valves, next to the “Do Not Block” sign. This allows you to tag foes in the busy thoroughfare below. The next one R4 is only accessible via a Grav Lift (as shown) and allows you to perch above the Energy Sword, ready to pounce or attack from a strange angle. The next location R5 is in the upper hopper connecting room and allows you to exit onto the exterior areas, with views of Building M and the broiler. Expect heavy fire from here, and thus sniping opportunities. The last location R6 is atop the second room and leads to the bridge extension. Unless your foes are using a Grav Lift, there’s no way they can attack you from the bridge, making this sniping spot very beneficial.
Bridge Extension
These two sniping positions on the bridge half span the inlet plant courtyard and Building K, directly above the Energy Sword. These positions are close to each other but require completely different maneuvers to reach. Stand at the first location by accessing the gate atop the hopper. Access the bridge support S2 by using a Grav Lift from Building K. Both locations offer fantastic ambush and sniping positions and quick and easy retreating or fleeing. The first position allows you to pull back, using the underside of the bridge as protection.