Halo 3 ODST Guide Walkthrough Bonus Material
New Mombassa Streets
Mission 10: Mombasa Streets
ROOKIE • Occupied City Center • 6 hrs after drop
This special mission unlocks once you finish “Mission 09: Coastal Highway” for the first time. This is essentially the entirety of New Mombasa Streets, accessible by you playing as Rookie. You begin in your Pod after you crash-land, just as you did during “Mission 01: Prepare to Drop.” You are then free to maneuver about New Mombasa, defeating enemies and finding clues just as you did previously.
What to Do, and Why You Do It
This mission allows you to attempt any or all of the following: You can prowl the streets, effectively dealing with Covenant threats [1]. You can find out-of-the-way alleyways or building interiors, gathering scavenged items you may find in these locations [2]. You can trek to Tayari Plaza, Uplift Reserve, Kizingo Boulevard, ONI Alpha Site, NMPD Headquarters, or Kikowani Station, and find the clue there [3]. Most importantly, you can continue your search for the 29 available COMM Terminals with hidden data on them [4], before retrying “Mission 09: Data Hive” to locate the 30th terminal and complete this collectible hunt.
The following Tour of New Mombasa Streets can be helpful at any point in the Campaign, as you have the freedom to ignore the previous walkthrough tactics (which showed the optimal paths to clue locations in the order you are supposed to unlock them), and go off on your own, exploring plazas and roadways you haven’t seen yet.
Mombasa Streets: District & Beacons
One of the easiest ways to get lost and overrun by the Covenant is not knowing where you are in this dark labyrinth of concrete and neon. Obviously, the easiest way to ascertain where you are is by locating landmarks. Aside from the main locations shown in the Tour, Mombasa Streets are separated into different districts, as shown on the nearby map. Fortunately, the numbers of these districts are shown in massive digits on the walls of the area you’re in [5]. In addition, each perimeter gate [6] always takes you from one district to another. Once you know your general district, you are better suited at predicting what areas are in your general vicinity.
Tayari Plaza Clue: Dare’s Helmet
Uplift Reserve Clue: Drone Fighter Optics
Kizingo Boulevard Clue: Gauss Turret
ONI Alpha Site Clue: Remote Detonator
NMPD Headquarters Clue: Bent Sniper Rifle
Kikowani Station Clue: Bio-Foam Canister
Access Denied?
You can’t just dash about the entirety of New Mombasa Streets from the get-go. Or can you? It is important to learn when you can access different districts. Naturally, if you’re playing this for the first time, early in the Campaign, the districts you can visit are limited. Progress further and everything becomes available. Here’s how it all breaks down:
Initial Playthrough
You remain and cannot leave District 5 during “Mission 01: Prepare to Drop.” Locate the Tayari Plaza clue and begin Mission 02.
Complete Buck’s section of “Mission 02: Tayari Plaza.” When the action switches back to Rookie, you can only reach the Uplift Reserve clue and begin Mission 03.
Complete Dutch’s section of “Mission 03: Uplift Reserve.” When you’re playing as Rookie, you can now attempt to find any of the following clues, in any order: Kizingo Boulevard, ONI Alpha Site, NMPD Headquarters, and Kikowani Station.
When you’ve found all four clues, in any order, you can access the Data Hive via a doorway beacon that appears close to the last clue you found. This means there are four possible entrances to “Mission 08: Data Hive,” depending on where you found your last clue.
Mission 02 Playthrough Anomaly
If you replay Mission 02 (by finishing the flashback section, begin Rookie’s section, then save and quit before selecting the mission from the Campaign menu), you change the accessibility of New Mombasa. Now all five Beacon clues are available, although “Mission 08: Data Hive” is still inaccessible until you’ve found all five clues.
Mission 10 Playthrough
Once “Mission 10: Mombasa Streets” becomes available, you are dropped into District 5 as if you’ve just begun “Mission 01: Prepare to Drop.” However, the entire map is accessible, enabling you to find all six Beacon clues (Tayari Plaza’s clue doesn’t need to be collected first). “Mission 08: Data Hive” becomes accessible when you’ve found all six of them.
Mombasa Streets: Hostiles
The streets of New Mombasa have numerous enemies wandering around, ready to attack. Most of these attackers fall into the categories you expect, so carry armaments (or the preferred weapons) that allow for general combat. The Tour doesn’t specify which enemies appear, as Covenant patrols are mostly random or change during the course of the Campaign. In fact, if you leave an area and return again (even during the same expedition), expect different adversaries. These can be, but aren’t limited to, the following:
- A Phantom dropping out foes
- Grunts and a Brute [7]
- Grunts and a Brute, with Jackals
- Jackal snipers on accessible or inaccessible balconies or rooftops
- Ghosts
- A pair of Hunters
- Stalker Brutes or Jump-Pack Brutes
- Occasional Chieftains, sometimes with Engineers accompanying them
- Engineers offering patrols extra protection
Mombasa Streets: COMM Data Stream
By now, you should have some knowledge that somebody has left a series of clues that provide information about the events leading up to the Covenant’s attack on this city. The following provides specific information on how these terminals [8] unlock and how many of them (and the caches [9] they open) are available in each district.
COMM Terminals Overview
COMM Terminals take the form of access points, Optican Kiosks, and other scenery. However, when your VISR Enhanced Vision is switched on, they are outlined in yellow [8]. Go up to each one and access them to download the information to your HUD menu. This information is kept throughout the Campaign, so you only need to find each terminal once. The following table shows when the terminals become available and hints to their locations.
COMM Terminal Accessibility
| Completed Missions | Unlocked Hidden COMM Data | Districts(and # of COMM Terminals available) |
|---|---|---|
| 02: Tayari Plaza | 7/29 | 0 (0), 3 (0), 4 (0), 5 (1), 6 (0), 8 (5), 9 (1), 10 (0) |
| 03: Uplift Reserve | 13/29 | 0 (1), 3 (3), 4 (2), 5 (0), 6 (4), 8 (2), 9 (1), 10 (0) |
| 04: (Any third mission) | 9/29 | 0 (1), 3 (3), 4 (3), 5 (0), 6 (0), 8 (0), 9 (0), 10 (2)* |
| 08: Data Hive | 1/1 | During Mission 08, only after previous 29 collected |
| New Mombassa Total | 29/29 | 0 (2), 3 (6), 4 (5), 5 (1), 6 (4), 8 (7), 9 (2), 10 (2) |
* Once your third mission is complete, all 29 terminals in New Mombassa become available.
Weapons Cache Overview
Shown on the previous map, there are seven weapon caches available in New Mombasa. They have a particular “set” noted by their location, which refers to the equipment stored inside. Use weapon caches during your battles in New Mombasa to aid in your fighting and maneuverability, thanks to certain caches containing Mongoose vehicles.
Cache Availability
| Number of COMM Terminals Found/Available | Weapon Caches Set | Number of Caches/Number of Items | Districts Available |
|---|---|---|---|
| 4/7 | 1 of 3 | 2/8 | 6,9 |
| 13/20 | 2 of 3 | 4/8 | 0,3 4,10 |
| 16/29 | 3 of 3 | 2/8 | 5 |
Tour of Mombasa Streets: Major Landmarks
The remainder of this walkthrough showcases the major landmarks of each district. These include plazas, Beacon clues, and weapon caches. These are designed so you can pinpoint a district you’re in and read about the topography in the vicinity. There are other smaller courtyards and nooks and crannies in which you must be more thorough, and these usually result in you locating additional weapons or a COMM Terminal. The districts are listed in numerical order. If you want to know where you start, try District 5.
District 0
Number of COMM Terminals: 2
Mirror Image of: District 9
0.01 Kikowani Station:
Bus Terminal Clue
The northern tip of Mombasa Streets is comprised of a small bus terminal zone with two roads linked to it. The clue is under the metal awning: the Bio-Foam Canister.
0.02 Brutal Plaza
Named after the concentration of Brutes that sometimes roam this area later in your expedition, this links you to other plazas in the district and offers access to the station area, too.
0.03 Kikowani Plaza
A stepped central area of planters with a road surrounding it is the most direct route to the bus terminal. There’s an internal set of steps to a balcony overlooking this plaza for the sniper professional.
0.04 Optican Roundabout
Named after the Optican Kiosk in the middle of this circular open area, this offers access to this district’s only weapons cache and to the rest of the district, including the northeastern section, which is half covered on your in-game NAV map.
0.05 Weapon Cache (Set 3)
This opens up once you find 16 COMM Terminals. It contains Rocket Launchers (2), Rocket Launcher Ammo (2), Magnums (4), Silenced SMGs (4), and Frag Grenades (4).
District 3
Number of COMM Terminals: 6
Mirror Image of: District 8
3.01 NMPD Headquarters Clue
Offering several dead-end and linking roads, this plaza is easily remembered because of its unique, curved sculpture in the middle and numerous cable wires, with the clue hanging from one of them: Romeo’s Bent Sniper Rifle.
3.02 Scorpion Protruding Roof Plaza
Although no Scorpion Tanks are available in Campaign Mission 10, this is where you boarded a tank during Campaign Mission 04. A stepped and partially covered plaza, complete with access to an underground circular road to the southwest, this offers access to District 0 and a weapons cache. It is a mirror image of location 8.05.
3.03 Weapon Cache (Set 2)
This opens up once you find eight COMM Terminals. It contains Magnums (4), Silenced SMGs (4), Frag Grenades (4), and Mongooses (2).
3.04 Stepped Plaza
Close to the center of this district, this is a heavily traveled thoroughfare and is the scene of a vicious tank fight during Campaign Mission 04. The building to the southwest has sections of the space elevator on it and may still be burning.
3.05 Roundabout Plaza
Except when accessing District 4, this area isn’t heavily trafficked, although it features building interiors and a main walkway, just like location 8.02. Beware of Snipers here, and don’t confuse the two landmark areas.
3.06 Sniper’s Walkway II
Offering access around and north to the protruding roof plaza and weapons cache, this also allows you to head west into a small maze of side streets, on your hunt for a hidden COMM Terminal. There are multiple exits here.
District 4
Number of COMM Terminals: 5
Mirror Image of: District 6
4.01 Sunken Plaza
Aside from the hidden COMM Terminals, there’s little to attract you to this area, which is on the route to District 0 but isn’t as well traversed as the eastern part of this area.
4.02 Weapon Cache (Set 3)
This opens up once you find 16 COMM Terminals. It contains Rocket Launchers (2), Rocket Launcher Ammo (2), Magnums (4), Silenced SMGs (4), and Frag Grenades (4).
4.03 Kizingo Boulevard Clue
There are two main plazas here, with side streets to the southwest that allow alternate access from the south to the northwest areas of this district. The main area is this multistepped concrete plaza with a Gauss Turret guarding the lower roundabout. Enter the building to the northwest, and move through it to reach an upper balcony, where the clue—another Gauss Turret—is located.
4.04 Kizingo Boulevard Lower Roundabout
You’ll fight Wraiths here during Mission 04, but during the night, there are fewer enemies to worry about. Note the building you can enter just north of here, and there is access to District 10’s Rally Point and a gate into District 6. There is also a side street access toward the Sunken Plaza.
District 5
Number of COMM Terminals: 1
Mirror Image of: None
5.01 Rookie Landing Pod
You investigate the first six of these locations throughout Mission 01. This landing spot, when viewed as part of Mombasa Streets as a whole, allows you to spatially understand how this district relates to all the others. Near here, you interact with your first Optican Kiosk, and you can check the pedestrian dead-end side street that’s southeast of here.
5.02 Roundabout Plaza
Between the Rookie Landing Pod and here, you encounter your first foes. There are more in this roundabout plaza, which features numerous locations to use as cover.
5.03 Superintendent Plaza
Between the Roundabout Plaza and this stepped location, you’ll find and access the Superintendent’s first COMM Terminal, although this one isn’t counted toward the 30 you’re attempting to find. Don’t forget the nearby weapons cache, which doesn’t open until well into your missions.
5.04 Weapon Cache (Set 2)
This opens up once you find eight COMM Terminals. It contains Magnums (4), Silenced SMGs (4), Frag Grenades (4), and Mongooses (2).
5.05 Grunts’ Dozing Courtyard
After accessing a building interior near the weapons cache, you can enter this enclosed courtyard, which has sleeping Grunts. Wake them up with violence, or tiptoe toward the Tayari Plaza clue.
5.06 Tayari Plaza Clue
Located inside the building accessed via location 5.05, there are numerous weapons to scavenge on your way to this room, which overlooks the Tayari Plaza. The clue is Dare’s Combat Helmet, embedded in the wall-mounted TV screen. Locate this clue last during Mission 10 (only), and the entrance to “Mission 08: Data Hive” appears on the perimeter of Tayari Plaza.
5.07 Tayari Plaza
Lightly guarded by Grunts on your first visit, this features a lower “crater” area with Dare’s Pod and a covered area to the northwest. This is the location of “Mission 01: Crater” and “Mission 09: Crater (Night)” in Firefight mode. This is also the final objective for Buck in Campaign Mission 02.
District 6
Number of COMM Terminals: 4
Mirror Image of: District 4
6.01 Engineers’ Courtyard
Usually accessed from the south via an internal building entrance, this area sometimes features two nonaggressive Engineers floating about above you. Attack with charged Plasma Pistols or leave them be.
6.02 Walkway and Thoroughfare
Allowing you to easily head from or to District 8 or 4, this is where you attacked the Jackal Watchtower during Campaign Mission 02. The pedestrian walkway spans the area above the District 4 gate.
6.03 Weapon Cache (Set 1)
This opens up once you find four COMM Terminals. It contains Sniper Rifles (2), Sniper Ammo (2), Magnums (4), Silenced SMGs (4), and Frag Grenades (4).
6.04 Narrow Road Blockade
This is a side street where Buck meets the two Marines and Brute squad during Campaign Mission 02. This area offers narrow access north, toward the pedestrian walkway bridge.
6.05 Wrecked and Lower Plaza
Feeling the brunt of the falling space elevator, much of these two connected plazas have giant pieces of wreckage everywhere and are in complete darkness. Navigate around here for quick access to Districts 4 and 10.
6.06 Stepped Roadway
A series of stepped concrete walls and planters that drops down to a road and a gate into District 4, this is where Buck begins his search for Dare’s Pod in Campaign Mission 02. Head north from here to access the side street (6.04).
District 8
Number of COMM Terminals: 7
Mirror Image of: District 3
8.01 Circular Plaza
Not usually part of the pathways you traverse until you begin Campaign Mission 10, this circular plaza offers some perimeter sections to search through and quick access to District 5.
8.02 Sniper’s Walkway
A crossroads that allows easy access to both Districts 5 and 6, you fight through this location twice—on your way to locating Dare’s crashed Pod in Campaign Mission 02 and later in Mission 02 when playing as Rookie, en route to the Uplift Reserve in District 9. You’ll face Hunters, Engineers, and Brutes, but the biggest problems when you return here are likely to be Jackal Snipers.
8.03 Stepped Plaza
Located in the middle of this district, this plaza offers accessible roads to all other landmarks close by. Don’t confuse this stepped plaza with the identical one in District 3, where you drove the Scorpion Tank during Campaign Mission 04.
8.04 Stone Pergola Plaza
There is an easily visualized hexagonal pergola in the middle of a plaza, so you know where you are when you return here from District 6 to the east. There’s access to some dead-end streets and to the two gates to District 9.
8.05 Protruding Roof Plaza
This is a large area with a number of covered stepped planters and steps up along the southwestern side. There is also an entrance to an underground, circular road (to the northeast), where additional supplies are likely.
District 9
Number of COMM Terminals: 2
Mirror Image of: District 0
9.01 Uplift Reserve Clue
This large, circular plaza is one of the entrances to the Uplift Reserve and has a weapons cache on the northeastern side. Easily distinguishable thanks to a central monument with a crashed Pelican embedded in it, the entrance steps hold the Uplift Reserve Clue: Drone Fighter Optics.
9.02 Weapon Cache (Set 1)
This opens up once you find four COMM Terminals. It contains Sniper Rifles (2), Sniper Ammo (2), Magnums (4), Silenced SMGs (4), and Frag Grenades (4).
9.03 Southern Plaza
This area is never visited due to energy wall barriers blocking your path. To the northeast is a small pedestrian area at the junction of the road, but this zone is mainly linking roads. Seek other means of accessing roads to the north when you wish to leave District 9.
9.04 Southern Terminal
This dead-end is the southern tip of the streets in New Mombasa, and energy wall barriers to the north prevent you from accessing this locale.
District 10
Number of COMM Terminals: 2
Mirror Image of: None
10.01 Rally Point
This is a large, stepped plaza with a road running around it. The lower central area houses a weapons cache, and there are balconies and walkway bridges around the perimeter, with covered upper balconies leading to a building interior (complete with items) to the southeast. This is the location of “Mission 03: Rally Point,” and “Mission 10: Rally (Night)” in Firefight mode. Locate this clue last during the Campaign, and the entrance to “Mission 08: Data Hive” appears above the weapon cache.
10.02 Weapon Cache (Set 2)
This opens up once you find eight COMM Terminals. It contains Magnums (4), Silenced SMGs (4), Frag Grenades (4), and Mongooses (2).
10.03 ONI Alpha Site Clue
This platform overlooks the smoking remains of a bridge that led to the ONI Building. The clue is a Remote Detonator.