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Halo 3 ODST Guide Walkthrough Single Player Campaign

Kikowani Station

Mission 07: Kikowani Station

Station insertion point to exterior passage

BUCK • Kikowani Station • 5 hrs after drop

After stabilizing Romeo as much as possible, the ODSTs venture into the Kikowani Station complex, a series of gigantic hangars and buildings connected by giant hallways. After advancing on a group of Covenant near some parked vehicles, your crew manages to steal a Phantom, which picks up the other two squadmates while you appropriate a Banshee. Weaving through the heavily defended station complex, you encounter multiple Wraiths and Engineer Housing Pods; destroying these is paramount. The battle continues to a final chamber, where you must face a massive, four-legged Scarab. After fleeing the station, the Rookie must locate a nearby entrance to an Underground Hive, en route to a possible rendezvous with Dare.

DATA STREAM

Uplift Reserve VISR Target Acquisition Mode Ratio: 100 percent*

*COMM Data Terminals are available only during Rookie missions.

Preferred Weapons

  • Assault Rifle
  • Beam Rifle
  • Banshee (vehicle)
  • Fuel Rod Cannon
  • Magnum

Par Score

  • 50,000

Level-Specific Achievements

  • Kikowani Station: Complete Kikowani Station on Normal, Heroic, or Legendary

Mission Objectives

  • KIKOWANI STATION Capture Phantom dropship
  • KIKOWANI STATION Escort Phantom in a Banshee
  • KIKOWANI STATION Open all blocking doors
  • KIKOWANI STATION Evade or destroy Scarab

Choke Point 1: Kikowani Tramway

While Romeo continues his wheezing, ignore the right-side concourse and empty tramway, and head down the stairs, following Mickey’s lead. You almost immediately run into a small group of Grunts [1A]. Switch to your Magnum, and tag their heads easily, or lob in a Grenade, which is less subtle but gets the job done. When the immediate threats have abated, drop onto the tramway line and head west, past the first stationary carriage [1B]. Look southwest to check out a plaza [1C] and Phantom landing area with several Brutes and Jackals milling about. There are two optimal plans to try here.

Objective

  • KIKOWANI STATION Capture Phantom dropship

Tactic: Up Close and Personal

If you’re confident of your circle-strafing abilities, load up your Assault Rifle and continue along the tramway. Turn left when you spot the sloped entrance to the plaza. Mickey provides covering fire while you either remain at the top of the ramp (for height superiority) or dash into the plaza [1C]. The plaza is dotted with Grunts, Jackals, and a couple nasty Brutes, and an Engineer is helping your foes maintain their shields. Optionally tag the Engineer from the sloping entrance, then locate the Plasma Turret on the plaza ground; use it to lay waste to all the Covenant forces you want. You need to cut a route west, toward the Phantom hovering on the right side, which Mickey runs toward. Any foes on the plaza’s left side are optional targets.

Tactic: A Long Way Away and Hidden

A mass of Covenant is guarding the vehicles in the plaza, which you need to continue your mission. Stop after the first tram carriage and check the Covenant weapon caches in this location. There are Plasma Pistols and, more importantly, Beam Rifles to take. Grab a Beam Rifle and begin to rapidly headshot all the Grunts; then tag the Jackals through the gap in their shields and headshot them. Deal with the Brutes next. If the Engineer floating about is causing you problems, fire a charged Plasma Pistol shot at it. If the shot hits, the Engineer explodes, removing all Covenant shields on the infantry below. Once you’ve defeated the majority of the plaza foes, sprint toward the Phantom on the right side.
Mickey boards the vessel; your orders are to appropriate a Banshee; there are four of these parked on the upper plaza section. Board one of these craft immediately. As soon as you take to the skies, your objective updates.

Objective

  • KIKOWANI STATION Escort Phantom in a Banshee

Choke Point 2: Raised Platforms and Roadway

Mickey swings his Phantom around to pick up Dutch and Romeo, and then slowly makes his way north in the Phantom. Although you can follow him and guard the Phantom, this isn’t wise, as you must try and clear the northern side of this giant hangar as quickly as possible. For this to occur, there’s only one real attack strategy: methodically cull the most threatening Covenant forces first, before the Phantom arrives and can help you mop up the remaining forces.

From your Banshee pickup point, fly north, along the left (western) side of this gigantic hangar, toward a closed hangar door. Ahead should be a Shade Turret. It isn’t likely to be manned yet, allowing you to quickly destroy it, then strafe from left to right, blasting the Covenant infantry on this raised roadway [2A]. Take out a second Shade Turret before turning east, flying down to the small “island” with three circular generators and two Shade Turrets guarding the roadway nearby. Take down these Shade Turrets, too. This should leave only the foes on the upper balconies overlooking the road. You can ascend and blast the Brutes here before quickly flying northwest, toward the hangar door [2C] that is opening.

The hangar door opens [2C], and two Banshees fly out. Behind them in the next area is a Watchtower. Ignore that for the moment, and make sure you’re hovering to the side and slightly above the opening hangar door. That way, when the two Banshees fly out, they don’t ram or shoot you, which can spell instant doom for your craft. Instead, angle yourself so you’re firing accurate shots at their sides, and then follow one Banshee, blasting it out of the sky. Mickey and company usually deal with the other one.

Choke Point 3: Engineer Hangar

Head into the hallway [3A] behind the hangar door and swing right (northeast), quickly blasting the foes off the Watchtower. Mickey is en route here as well, so expect a little additional firepower as you head northeast to the hallway’s opposite end and the exit hangar door. There are a few Grunt infantry to easily strafe, as well as an Engineer that slowly floats up, near a Wraith that begins firing at you. You can circle-strafe around the Wraith, bombarding it with fire until it explodes, or ignore it and fly through the opening hangar door. The optimal plan is to speed toward and blast the Engineer, then deal with the Wraith.

Head into a second, giant hangar [3B], and catch up to Mickey’s Phantom if you wish; they are bombarding an Engineer Housing Pod atop the largest tower in the middle of this huge chamber. This is an easy target; your task is to avoid a head-on attack with up to five Banshees flying about this location, and engage them in a spot of dogfighting so they don’t overwhelm the Phantom with your brethren aboard. Meanwhile, the Phantom fires on remaining clusters of Engineers, which you can target, too. However, as the Banshees are aggressive, take care of them first.

As soon as Mickey’s Phantom has finished destroying the Engineer housing area, he requests your presence to open a hangar door on this chamber’s northwest wall [3C]. The door hasn’t opened and must be manually operated. Unless you’re aiming for a phenomenally fast Par Score, finish off the Banshee threats in this chamber first, then drop down and secure an undamaged Banshee for yourself, before heading to the closed hangar door. Don’t open the door yet if you require health; there’s an Optican Kiosk to the left (west), on the pedestrian balcony you’re on. Then return to the door, open it, and choose one of two options for clearing out the hallway behind the door with the enemy Phantom and Engineer Housing Pod [3D].

Objective

KIKOWANI STATION Open all blocking doors

Tactic: The Dashing Banshee

If enemy deaths aren’t your concern, simply fly quickly into the hallway and turn right (southwest). Boost quickly toward the enemy Phantom, ignoring its Turret fire before turning right (northwest) and escaping out into the next gigantic area.

Tactic: On-Foot Antics

This tactic allows you to stretch your legs and rampage through the hallway on foot. You don’t need to be cautious, as Mickey’s Phantom executes Grunts for you. Instead of heading back to your Banshee, ignore it and keep to the left as you head down the hallway ramp, tagging Grunts as you go. Turn left (southwest), and avoid any incoming fire from the enemy Phantom at the Engineer Housing. Wait for it to depart, then launch an attack on the power coupling with Mickey. Next, hit the Ghost patrolling the exit area. You can snipe the Brute driver with your Beam Rifle or even throw caution to the wind and attempt a hijack. A better plan is to secure one of the parked (and undamaged) Banshees, and finish the vehicle with Banshee fire before heading into the following area.

Tactic: Mickey’s Got Your Back

A measured, airborne response with additional help from Mickey is the safest way to maneuver through this second hallway structure. Head back to your Banshee, and stay close to the left (southwest) interior hallway wall as you strafe the running Grunts. Mickey soon shows up, flying his Phantom down the hallway, and you can both destroy the Engineer Housing together. Afterward, circle-strafe around the Ghost, or simply ignore it, as it can’t follow you into this next zone.

Choke Point 4: Kikowani Towers

You enter an open-air area of the station complex with three separate Engineer Housing Pods [4A, 4B, 4C] that you must take care of; Mickey’s Phantom is doing this job, and it’s wise to help him out. There are a couple ways to ensure your attacks aren’t doomed, prior to escaping this massive firefight zone.

Tactic: Wrath of the Wraiths

The biggest concern comes from ground targets, as there are no enemy Banshees to strike from the sky. With this in mind, you should be aware of two big problems: a Wraith patrolling the balcony to your right (northeast) as you enter this zone, and another along the curved roadway on the opposite (northwest) side of this area, near the exit hangar door [4D]. These Wraiths are notoriously difficult to damage, as you must have pinpoint accuracy in taking down the Brute drivers or must circle-strafe to hit the Wraiths from behind.

For the first Wraith, you can disembark (ideally using the hangar door as cover) and then launch long-range attacks, sniping the Brutes to power down the Wraith. Or make a reckless charge and melee the Wraith by leaping on it. However, this usually ends in death by Fuel Rod Cannons, which are mounted on the Wraiths. After you defeat the first Wraith, help Mickey destroy the three Engineer Housing Pods, which are easily taken out. Park on the buildings that have undamaged Banshees; take one if you need it. Then continue toward the northwest Wraith on the road, circling around it and peppering it with accurate gunfire until it explodes. By this time, Mickey and the team should have cleared the Covenant infantry on the balconies to the left (southwest) and right (northeast).

Tactic: Engineer Housing Demolition

The three Engineer Housing Pods are Mickey’s main targets, and he eventually takes them all down. You can help him destroy them in order, as shown on the map. If you help, you can escape this zone much more quickly, which is excellent if you’re choosing to ignore the incoming Wraith fire. Basically, the projectile green bolts of Fuel Rod Cannons, plus the sniping and attacks from the balconies, should be avoided at all costs. You can easily see the arcing Fuel Rod shots and can Boost past or strafe around them. Stay low to avoid balcony fire. Then optionally help Mickey take down the Wraith on the roadway.

Your squadmates request your presence along the northwest wall of this zone [4D]. The hangar door is shut completely, and the door cannot fully open. This means you must use either of the pedestrian doorways and investigate the hallway beyond to locate a method of opening the main hangar door properly. Enter this area when you’re prepared for a frantic fight.

Choke Point 5: Chieftain’s Hallway

Enter this hallway on foot (the only method of maneuvering through here), and immediately take an offensive posture. On the low concrete area is a Covenant supply crate with two Carbines in it, and there is one in the corner with a Beam Rifle. Ahead (northeast) of you is a set of steps, and on either side is a planter and a courtyard. Investigate the right one; it has a crate with Plasma Pistols in it. To your right (east) is an entrance to a controller’s room, complete with a dead Marine, two dropped Frag Grenades, and a Health Pack. Here, you are relatively safe from the real threat—a group of Covenant infantry prowling the central section of the courtyard [5A]. You can see a Brute near a Plasma Turret facing the steps, a set of Plasma Batteries, and Grunts and Jackals on patrol. In the distance, you may spot an Engineer floating about. Above you, at the end of the hallway, are two Engineer Housing Pods clamped to the walls. Time for some attack tactics!

Tactic: Ruthless Aggression

Head up the steps on the right side, near the entrance to the controller’s room. When you spot the enemy in the central area [5A], lob in a Grenade so the Plasma Turret is rendered inoperable, and the set of batteries explode in a writhing ball of plasma. This should take out some of the Brutes, Jackals, and Grunts. Wade in, lobbing Grenades and use a Plasma Pistol or Rifle (grabbed from a Brute’s corpse) to reduce the Stalker Brutes’ shields. If you can charge a Plasma Pistol shot and down the Engineer, then do so, but this is almost impossible because you’ll need to wade through the assembled foes to reach it; try this when you get a break in the fighting, before the Brute Chieftain charges in.

Instead, back down the steps [5B], forcing Brutes down with you. The stairs are narrow enough for you to lob Grenades up. Watch them damage Brutes even if they attempt to dodge. Move into the central area [5A], quickly grabbing health from an Optican Kiosk on your right if necessary. You now have Brute Stalkers and the Chieftain [5C] to deal with, and all are likely to be using overshields thanks to the Engineer. If the Engineer is dead, attack them where they stand. If the Engineer is still floating about, back up and tackle the Brutes on the staircase and the lower concrete entrance. Circle around this area, continuously moving and firing, grabbing dropped weapons if you need them. Plasma weaponry is a good choice to whittle down shields, followed by Grenades or Brute Shots.

Tactic: Measured Mayhem

It is simply too dangerous to wade into the courtyard at higher difficulty levels, so you need a more measured approach. This involves remaining silent as you take a Beam Rifle from the Covenant crate on the concrete base platform near the entrance, then line up a shot to explode several Plasma Barricades and perform headshots on the Brutes you can see. Remain where you are, with the understanding that foes are likely to swarm you by heading down the stairs and around the right side of the courtyard. Keep up your Beam Rifle tagging, attempting as many headshots as possible. When foes begin to encroach, back them up with Grenades. This is a lengthy battle. If you’re about to be overrun, sprint into the controller’s room, where you’ll be somewhat safe if you can keep foes from the doorway.
During a break in the battle, step back out and around to the concrete area, optionally taking a Plasma Pistol with you, and launch a charged shot on any Brute Stalkers or the Brute Chieftain, removing their shields before finishing them with a Beam Rifle headshot and Grenades. When only one or two Brutes remain, you can sprint to this hall’s center, grabbing a Fuel Rod Cannon, health, or the Plasma Turret, and dealing final blows to your foes, including that troublesome Engineer.

To open the door and allow Mickey to fly through, you must press a button located inside a booth on the left, near the hall’s end. Once you do that, you may return to your Banshee or proceed forward without it. There is another Banshee available if you keep moving forward. Head left out of the hallway and then take your first right to find it.

Choke Point 6: Scarab Sentry

Objective

  • KIKOWANI STATION Evade or destroy Scarab

Enter the final chamber in the station complex [6A], and immediately take evasive action, flying to the side of an incoming plasma mortar that is coming from a gigantic, four-legged behemoth of a vehicle known as a Scarab [6B]. This is by far the most difficult foe to attack in this area, and you must focus on it in a moment. To begin with, though, it helps your cause to dodge the Phantoms’ plasma fire as they ascend and depart, before destroying the Engineer Housing Pods under them. There are also Grunts milling around to your left (southwest) at an undamaged Banshee. Ignore that unless you need to swap vehicles. Also ignore the Banshee flying around and concentrate entirely on the Scarab; your continuous movements usually allow you to ignore the Banshee, as it consistently misses you. Now try one of the following takedown options.

Tactic: Immobilization

Facing off with the Scarab [6B] is a terrifying affair but is made a little easier if you follow Mickey’s shouted instructions. Approach the Scarab and destroy the three Engineer Housing Pods surrounding it before you engage the Scarab properly. The trick to quickly nullify this enemy is to fire on its leg joints when your Banshee’s targeting reticle turns red. Blast away until you see an explosion. You must vary your speed and strafing as you circle the Scarab, or its main mortar or thorax turret will strike you. Do this by weaving and Boosting across and swinging around to circle again.

When the Scarab’s legs are crippled, boost so you’re at the vehicle’s rear and bombard its weakened rear [6B] with ordnance until the rear hull panel is destroyed, exposing a small energy shield. Direct your fire here until the Scarab is destroyed. If you didn’t move fast enough, repeat this tactic until the Scarab sinks to the ground, and victory is assured! Note the two parked Banshees on either side of the platform the Scarab is standing on. Quickly change Banshees if you’re close to wrecking your current vehicle.

Tactic: Doing the Legwork Yourself

An alternate method of taking down the Scarab is to fly your Banshee toward and hover directly above the Scarab itself. Then leap out of your Banshee, landing on the Scarab’s thorax. You can simply walk around to the back of the Scarab and destroy the core once you’ve landed on it. You don’t need to take out the legs or hop off the Scarab once you are on it to kill it. Just stay on it, walk around to its backside, and destroy the core. Any weapon or melee works for this.

Tactic: Fly and Be Free

There’s actually no need to fight the Scarab; as soon as you enter this chamber, you can simply fly to the door on the opposite (west) wall, in the corner of the large platform the Scarab is standing on, and exit your Banshee. Quickly flip the switch to open the hangar door, and then dash inside and secure one of the parked Banshees on the southeast balcony. This is much safer than returning to the Banshee you just discarded, as Scarab fire can kill you instantly.

Escape time! Whether you defeated the Scarab or not, open the hangar door, Mickey flies the Phantom into this exit hallway, and you should follow, toward the cluster of Engineer Housing Pods ahead (northeast). Hit a Pod with gunfire to finally flee the Station.