Halo 3 ODST Guide Walkthrough Single Player Campaign
NMPD HQ
Mission 06: NMPD HQ
New Mombasa Police Department Headquarters: Lobbies to Pelican platforms to escape defenses
ROMEO • NMPD Headquarters • 3 hrs after drop
Romeo and Buck are about to rendezvous with Dutch and Mickey, but an annoying Covenant Banshee ambush splits up half the team as they fly out of view, crash-landing atop a nearby building. As Romeo, you must trek through the rooftop of the New Mombasa Police Department Headquarters, which has already seen heavy fighting, with numerous officers down. Tactically shuffling through several exterior tiered areas near the Pelican landing platforms and through lobbies, you eventually locate a crane spanning a chasm below, which leads to the rest of your team. An escape is possible only after repelling masses of Covenant aircraft.
DATA STREAM
Data Hive VISR Target Acquisition Mode Ratio: 20 percent*
*COMM Data Terminals are available only during Rookie missions.
Preferred Weapons
- Sniper Rifle
- Plasma Pistol*
- Magnum
- Beam Rifle
- Missile Pod
*Used to remove enemy armor and take down Banshees with a single charged shot
Par Score
- 40,000
Level-Specific Achievements
- NMPD: Complete this mission to unlock
- Romeo in Firefight mission.
- Dome Inspector:
- Get 15 headshot kills on NMPD HQ.
Mission Objectives
- NMPD HQ Find Mickey and Dutch’s Pelican
- NMPD HQ Defend Pelican crash site
Choke Point 1: Lobby and Tiered Exterior 1 (West)
Objective
- NMPD HQ Find Mickey and Dutch’s Pelican
With Mickey and Dutch fending off Covenant air attacks, you must move through the HQ building to find them from your current position, atop the HQ. Simply follow Buck into the lobby, up the steps, and to the door he opens [1A]. This leads to a tiered exterior that drops down to empty Pelican platforms to the south. There are some Grunts and a Brute wandering this concourse. Bring out your Sniper Rifle for this series of takedowns, ensuring it is reloaded before you zoom in on the foes. Aim at the Brute’s head, and get a couple of headshots off. Watch the Grunts panic before continuing to tag them with headshots from the cover of the low concrete walls as you advance to the steps. Switch to your Magnum (or your weapon of choice), popping more heads. There’s a Shade Turret on the edge of this area [1B], to the left (southeast); use a Grenade or a Sniper Rifle (or other ranged weapon) to extricate the Grunt from inside the Turret, as this is a useful offensive weapon to sit in yourself. Now ready yourself for multiple threats, thanks to two Phantom drops taking place on the exterior platforms. Concentrate on the one in your specific area first, using any of the following tactics.
Tactic: Into the Shade
During the time it takes to defeat the initial group of Grunts and a Brute, you should be able to spot a Phantom flying overhead and touching down on the platform ahead (south) of you. If you’ve expertly removed the Grunt from the Shade Turret, step into and man this device as early as possible, swinging it around to the right (southwest). This allows you to spot the foes disembarking from the Phantom and running into a connecting corridor [1C], which leads up a ramp to your current location. Fire at will, cutting down multiple foes with the Turret so that nothing can encroach up through the corridor. Keep doing this until everything not named “Buck” is dead.
Tactic: Out Come the Grenades
An alternative plan, which doesn’t leave you stationary, is to stand by the Shade Turret and throw Grenades down the sloping corridor that leads to the Phantom platform exterior, catching all the foes as they stumble out toward you. Then mop up with your favored weapon. If you’re extremely quick, you can drop the Brute, then head to the top balcony overlooking the Phantom. Lob Grenades at the foes’ landing spot when they disembark from the Phantom, which catches them before they can disperse. Finally, don’t forget there’s a door on the right (west) that connects to the interior corridor; this has a dead Marine with two Health Packs nearby.
Tactic: Minimum Encroachment
With additional firepower and warm bodies, you can really take control of this set of exterior platforms; while one player is on sniper duty (ensuring the Shade Turret is neutralized quickly, too), the second should rush the balcony and lob Grenades at the descending Phantom, dodging any Plasma Turret fire from the vessel. With additional players, you can catch more foes with Grenades or even knock Plasma Turrets off the Phantom, picking them up if they fall on the platform. Have another teammate patrol the interior corridor with a Brute Shot, pounding foes that try to outflank you via the western side door.
Choke Point 2: Tiered Exterior 2 (East)
With the western exterior cleared of foes, you must head east, through the lower lobby door (where you can access a Health Pack if necessary) and into an identical tiered exterior location. This area has foes you must battle through from the base of the structure to the top.
Tactic: Taking out the Turret
The biggest threat to your survival is a Grunt manning a Plasma Turret [2B], which is targeting the exit door from the thoroughfare you’re in [2A]. Stay in the cover afforded by this chamber, and snipe the Turret operator before stepping out. Another excellent location to stand is back in the previous exterior area, close to the door, where the Shade Turret is; snipe any foes on the balcony edge, across the chasm gap you can fire across. You could employ the Shade Turret for this purpose. Now take cover on this raised balcony, using the nearby cover as you begin sniping foes on the tiered area north of your position. Clear away any Jackals or Grunts in this location first.
A second Phantom drops off troops on the platform to the south, behind the balcony. You can ignore these foes for the moment, as you have Jackals armed with Carbines firing on your position. If you zigzag up the stairs on the tiered area, you risk being cut down or badly wounded; instead, remain in cover and tag them with your Sniper Rifle or other favorite ranged weapon. Check the balconies on and above the tiered area [2C], and continue to punish any foes you see.
Tactic: Just Taking the Turret
If you want a closer and more brutal combat, detach the Plasma Turret from its mounting, and rush to the top of the tiered area, cutting down Brutes, Jackals, and Grunts as you go. Mowing down foes is exceptionally effective and is much better than lobbing Grenades up or being cornered on the stairs halfway to the top tier [2C]. Don’t rest until you’ve massacred all the Brutes and other foes. Then quickly check the area and easily hunt down and kill any stragglers for the additional points. When the area is secure, swiftly move east, toward a second lobby that has opened [2D]. There’s a wide variety of UNSC and Covenant weapons, Grenades, and Health Packs to pick up.
The enemies streaming out of the Phantom are usually cut down with the Plasma Turret during your ascension of the tiered area, but you can always use the ramp entrance under the balcony or the side door, which leads to an interior corridor that wraps around to the exterior platform entrance and ramp. Grab a Health Pack along here if you need it.
Choke Point 3: Tiered Exteriors 3 and 4 (North)
Choose your favorite sniping weapon while you’re in the second lobby, and then carefully creep northeast toward the exit, ever mindful that rushing out usually results in Jackal Snipers tagging you from the balconies of the building across from you. Stay to the shaded right side while you’re in the lobby so you aren’t spotted immediately, and then move to the lobby’s edge, by the center pillar that offers protection when you sidestep behind it [3A]. Peer around the left side of the pillar to locate three or four Jackals patrolling the balconies. Quickly pick off any Jackal you spot before it can react, knowing the remaining Jackals are now actively looking for you. Stay on the pillar’s left side and continue spotting and tagging Jackals one by one with well-aimed headshots. Then step out slightly, facing right (east) and tackling any remaining Jackals on the skybridge above the tiered area.
The far balcony on the edge (east) of the tiered area has a Shade Turret and a few Jump-Pack Brutes to take care of [3B], and they are firing on your location. Remain armed with a sniping weapon, and attempt to drop the Grunt in the Shade Turret. If this fails or becomes too difficult, try a well-aimed Grenade; that Grunt is a sitting target—literally. When the Turret is no longer a threat, move out into the open and begin tagging Jump-Pack Brutes, using any of your favored Brute-culling weapons. The Carbine is a good example, especially as the Brutes can fly, making ground-favorable Grenades and other weapons (such as the Brute Shot) less effective. Don’t head too close to these Brutes, because they frequently attempt to arm the Shade Turret if it is still functioning. There are two ways to solve this problem: blow up the Turret with a Grenade, or snipe Brutes as they head for the turret.
When you’ve defeated (or run past, although this isn’t recommended) the Jump-Pack Brutes, head toward another lobby door at the area’s lower-left (northeast) corner. There’s an interior corridor like the previous locations, but it is empty except for a Health Pack on a wall; grab it if you need it. Then step into the lobby’s connecting thoroughfare [3C], where you can obtain additional Health Packs and scattered weaponry.
The fourth tiered exterior [3D] to the north features several groups of Jackals, Grunts, a Brute, a Jackal Sniper, and an armed Plasma Turret. The majority of the more dangerous enemies are to your left (west), at the top of the tiered area. From the lobby doorway, kill any Grunts milling about nearby, but quickly dash across to the northeast, heading up the steps toward the search lights [3E], and cut down a group of Jackals up there. Use the scenery as cover, and lob Grenades down at the remaining foes in the central tiered area to the west. The Plasma Turret [3F] and Jackal Sniper now open up on you; either snipe or dash and lob Grenades or fire on the enemy manning this Turret before turning your attention to the sniper. Make sure you defeat all foes in the area before you reach the top tiered floor. As usual, there’s a side corridor that runs from the northern perimeter wall of the tiered area to a ramp under the searchlights. Head in there for additional cover or Health Packs.
When you reach the top tiered floor, a Chieftain armed with a Plasma Turret and two more Brutes exit from the lobby door on this level to the northwest. You should already have detached your own Plasma Turret and be raking their armor with it. Cut down all remaining foes in a hail of plasma before exiting via the lobby door.
Tactic: Maximum Coefficients
If you have the luxury of teammate support, this choke point becomes much more straightforward, as you can each take out a Jackal Sniper. Pick teammates to take down the Shade Turret while the others focus on the Jump-Pack Brutes. You can storm the fourth tiered area using the stairs on either side, while a sniper or two stay by the searchlights, tagging the Plasma Turret and enemy snipers.
Choke Point 4: Pelican Crash Site
Enter the lobby [4A], and rake the fleeing Grunts with the Plasma Turret or with a fast-firing weapon as you head northeast down the stairs, to the chamber’s main exit. Before you head back outside, inspect the dead police officers. There are UNSC-rated SMGs and Health Packs to gather if you need them. Follow Buck outside, peering down to a Pelican platform [4B], where a Grunt with a Fuel Rod Cannon and two Jackals are patrolling. Bring them down with headshots before the foes see you, beginning with the Grunt (as his weapon is the most devastating). Quickly deal with any Jackals, grab a Beam Rifle, and head north, carefully dropping down onto the makeshift crane bridge [4C] that spans from the Pelican platform to the crash site where Mickey and Dutch are waiting for you.
When you reach the lower of the crash site’s two floors [4D], you are met with moderate threats thanks to a group of Grunts and a couple Brutes. Help Mickey and Dutch kill these enemies first; by far, the most proficient way is to bring the Beam Rifle from one of the dead Jackals you found before you dropped onto the bridge. You can attack these foes as you finish crossing the bridge, thinning their number significantly before ascending via either set of steps to the upper platform, where your teammates are already repelling Covenant attacks. Your objective updates.
Objective
- NMPD HQ Defend Pelican crash site
You must now defend the crash site against waves of Banshees [4E] and Phantoms [4F] flying toward your position. These Phantoms also deposit Covenant infantry. There’s a slight feeling of panic as you decide which weapons to use, where to stand, and who to target first. Here are some optimal tactics, based on the following preferred antivehicle weaponry you should obtain:
Tactic: Mayhem with the Missile Pod
If you attempt to arm a Missile Pod Turret, locate the one on the Pelican’s right (northwest) side (if you’re facing the Pelican). The Turret on this side has a much greater firing range than the one on the other side; choosing the latter can severely impede your takedowns. Assuming you have a wide targeting area, keep the Turret attached to its base so you have infinite ammunition, and begin firing at Banshees and Phantoms as soon as they appear. On harder difficulties, it is vital that the Banshees do not move within their firing range, as their weapons can kill you with a few strikes. There’s also the added problem of being struck by falling Banshee wreckage when you destroy one near your position. When attacking a Phantom with a Missile Pod Turret, blast them before they can drop off their troops to contain the Covenant in the air only. Launch several (at least three) missiles at one of the Phantom’s engines to destroy it quickly.
Tactic: Other Favorable Options
If both Missile Pods have been destroyed or occupied, you can locate a Chaingun Turret. These inflict an excellent amount of damage on Banshees, dropping them easily. They are also good at strafing hostiles lingering in the area, including infantry dropped off by Phantom. However, if Banshees are getting through and bombarding you, take a Rocket Launcher or a Spartan Laser and aim either one at a Banshee; it takes only one strike to destroy one. You have six scattered Missile Pods you can use to take down a couple of Phantoms or Banshees too.
Tactic: If All Else Fails...
If you’ve run out of the larger weapons, there’s always a charged Plasma Pistol shot to try; this disables Banshees after a single strike, after which they plummet into the streets below. For best results, get a Banshee pilot’s attention by firing a couple Plasma Pistol shots at or near the Banshee. The pilot usually flies straight at you, allowing you to easily hit it with the charged Plasma Pistol shot.
Tactic: Incoming Infantry!
You should have the hardware, the team, and the skill to keep the Phantom infantry drops to zero, or at least to a minimum. If Covenant foes begin spreading out from the drop-off points on the lower level, Buck, Mickey, and Dutch do an admirable job at stopping them from reaching the Pelican, allowing you to continue firing on the airborne foes—which you should never stop attacking. The only time to ever ignore the Banshees and Phantoms is if the infantry are physically assaulting your specific location (you can leap in to help at any time, at your discretion, but there’s one less teammate training weapons on the main airborne enemies).
Tactic: Not Panicking at the Pelican
With two or four players, this tactic offers the best chance at victory. Have two of your team occupy both of the Missile Pod Turrets. These two players can destroy pretty much every foe that floats into view, from across the opposite side of the chasm. Keep in radio contact, and team up on the Phantoms, each firing at the same engine at the same time to down these ships as fast as possible. Dutch, Mickey, and Buck take care of foes that manage to leave these Phantoms, so concentrate only on airborne foes. With more than two players, the remaining teammates should arm themselves with antivehicle weapons (such as the Rocket Launcher or the Spartan Laser) and should destroy the Banshees, pausing occasionally to help Dutch, Mickey, and Buck with any infantry incursions.
The waves of Banshees and Phantoms keep coming until a group of Jump-Pack Brutes eventually manages to land on the platform. Detach the Missile Pod Turret or launch any weapons you may have been saving (Sticky Grenades offer very entertaining airborne Brute deaths!). Finish them off to complete the mission.