The final DLC that owners of the Halo 4 Map Pass will receive for free, the Castle Map Pack adds three new maps designed through a collaboration between Certain Affinity and 343 Industries. Including nine new achievements totalling an extra 250 Gamerscore, the Castle Map Pack aims to provide more intense multiplayer action for hardcore Halo 4 fans.
Achievements
The following chart is a list of all nine new achievements added by the Castle Map Pack, their point values, and the requirements that must be met to unlock each one.
| # | Name | Description | Points | Difficulty | Strategy |
|---|---|---|---|---|---|
| #1 | What Is Yours Is Also Mine | In Castle DLC matchmaking, disable a vehicle and then hijack it. | 40 | Hard | To unlock this achievement, you must first disable a vehicle, then hijack it. Simple enough: Get a Plasma Pistol, land a charged shot on a vehicle, then take it from the driver. Things get a little harder if you’re up against someone with the Wheelman mod, as they’ll resist the charged shot’s EMP effect. |
| #2 | Dodge This! | In Castle DLC matchmaking, get two direct Spartan Laser kills in one match. | 20 | Medium | Scoring this achievement requires two direct Spartan Laser kills in a single match. They have to be direct hits. No blasting Warthogs full of Spartans, the laser must make direct contact with the victims. As you might imagine, this can be difficult if you are even struggling to acquire a Spartan Laser in the first place. |
| #3 | Hello Nurse! | In Castle DLC matchmaking, heal a near-death teammate with Regen Field five times. | 30 | Medium | You might want to coordinate with some buddies on this one. If you’ve played a lot of public games of Halo 4, you know by now that an unfortunately high percentage of players do not understand the concept of discretion being the better part of valor. They will be swift to run face first into death to score one last kill rather than falling back to regenerate, meaning you’ll have a tough time saving them. This achievement requires you to heal five players using the Regeneration Field after they have lost their shields. |
| #4 | That Won't Save You | In Castle DLC matchmaking, assassinate an enemy who is using a Hardlight Shield. | 30 | Medium | A Hardlight Shield will stop or at least stall any frontal assault. If you manage to flank a Hardlight Shield user while the shield is still active and assassinate them, you’ll remind them of the little deficiency the device has about protecting their rear. You’ll also earn another 30 Gamerscore. |
| #5 | Ashes to Ashes | In Castle DLC matchmaking, disintegrate six enemies using Forerunner weapons. | 10 | Easy | Forerunner weapons, such as the Scattershot, Binary Rifle, and the Pulse Grenade, have the side effect of disintegrating victims. Turn six hostile Spartans into a swiftly expanding cloud of glowing ashes to complete this achievement. |
| #6 | Beating up the Beat | In Castle DLC matchmaking, perform five melee kills in a single match. | 30 | Medium | Killing five Spartans in a single match with melee strikes can be easy or a real pain depending on who you’re up against, but it can be done. Don’t forget that this achievement must be done in the Castle Map Pack matchmaking! |
| #7 | Sight Seeing | In Castle DLC matchmaking, complete a match in any mode for each Castle map. | 20 | Easy | As easy as it gets: Finish a multiplayer match on all three of the new maps provided in the Castle Map Pack. |
| #8 | Scrapyard | In Castle DLC matchmaking, destroy two vehicles during a single game. | 30 | Medium | The new maps in the Castle DLC provide players with a number of light vehicles to get around the new environments. Killing two vehicles over the course of a single match will unlock this achievement. Granted, it can be a challenge at times, particularly on the Outcast map. Taking on a Wraith or Mantis on foot is no easy task. Of course, you can make this achievement easier on yourself by taking those heavy vehicles out for a spin and picking on the smaller fry. |
| #9 | Outta My Way! | In Castle DLC matchmaking, kill five enemies during a match by running them over. | 40 | Hard | The Mongoose, Warthog, and Ghost all play critical roles on the three new maps, and there’s a lot of space for them to work with. Run down five players in a single match to unlock this achievement! |
| 250 TOTAL |
Map #1: Daybreak
Although it is currently being used as a military staging area, this fertile world will one day be colonized.
Daybreak contains two base structures separated by rough terrain in the center of the map. On the flanks of the central area, you have a series of paths that allow players to bypass the action in the center, which also act as land routes for Ghosts and Warthogs supporting of flag runs during games of CTF. It should be noted that while the bases are roughly equidistant from each other on the map, Daybreak is not a symmetrical, meaning that in games with two teams, both sides will have different tactics for assaulting to and from their respective HQs.
There is a single default Banshee spawn on Daybreak, which is likely to be one of the more hotly contested locations and vehicles on the map. The terrain allows for skilled pilots to easily evade ground fire while delivering fuel rod death. Of course, the terrain can work against the Banshee—it can get stuck and summarily executed by groundside sharpshooters.
Red Base
The Red Base is the larger of the two base structures. Sporting an angular, boxy design, Red Base is split into a lower internal level and its rooftop, which can be accessed via an internal ramp. Players on the roof can drop into the base from a rooftop gap. As with Blue Base, there are multiple access points on the ground level, which can make holding the base against a determined assault challenging and give hostile flag runners multiple exits to use.
The roof of Red Base has a Heavy Machine Gun mounted on a tripod that can be used for defense or can be torn free to go on the offense. The unique feature of this structure is a antigravity pad that can launch players to the center of the map quickly. Arguably, the Red Team in games of CTF and Extraction has a slight advantage over their Blue counterparts, as the antigravity pad allows players to quickly get advantageous positions on the Center Bridge. This can also be a defensive disadvantage for CTF, as skilled players can use it to quickly escape pursuers.
Red Exterior
The area surrounding Red Base is somewhat more cluttered than Blue Exterior, making navigation slightly more difficult while also providing a little more cover to use. Firefights can be a bit more frantic, as there are more places for the enemy to come from. As with Blue Exterior, a number of pathways lead toward the Banshee Nest in the southern part of the map, and they often have good lines of sight on much of the exterior and the Red Base itself. On the edge of the map behind Red Base, a Warthog and a Mongoose spawn on the road. The northern part of Red Exterior, much like its Blue counterpart, leads to the North Passage that also work as another line of approach to the opposite side of the map.
Red Exterior suffers from not having the same easy access ramp to the top of the Center Bridge that is found in Blue Exterior. If you’re playing any objective game types that require you to get atop the Center Bridge, you either will need to take a longer path on foot, launch yourself from the roof of Red Base, or make use of the Jet Pack.
Center Bridge
Center Bridge is the tallest point at the center of Daybreak, and is often the focal point of skirmishes during games of Extraction. The position itself is difficult to defend due to a lack of cover, and the fact that there are so many places throughout the whole map that have sniper sight lines on the Center Bridge. Additionally, the Center Bridge can be accessed through a variety of means and directions, which can frustrate efforts to hold any objectives located there, particularly if the enemy gets coordinated about it.
Blue Base
The circular Blue Base is smaller than its Red counterpart by a significant degree. Its roof section is smaller and does not have an antigravity pad that can launch players toward the Center Bridge. However, it is somewhat easier to defend, as the enemy must face the smaller interior and tighter entryways just the same as the defenders do, and the lack of a launch pad on the roof means that flag runners must rely on footwork or a vehicle to get them out safely. The interior of the Blue Base contains an antigravity pad that can quickly get players to the rooftop to chase down or outmaneuver hostiles, and just like Red Base, a Heavy Machine Gun is on the roof (though you must cross a small, very exposed bridge to reach the platform it rests on).
Blue Exterior
As with Red Exterior, the path behind the base at the map’s edge contains spawns for a Warthog and Mongoose, and multiple paths are available to take players to the northern and southern sections of the map. A notable feature of the Blue Exterior is a small land bridge that connects to the Center Bridge that divides the battlefield. Totally exposed to fire from all sides, this connecting land bridge acts as Blue Base’s primary way to the Center Bridge. In general, this puts the Blue team at a relative disadvantage. Players attacking from the Red Base have much swifter access to the map’s center.
Banshee Nest
The southern portion of Daybreak is another potentially hotly contested section of the map. During objective game types like Extraction, one of the control points is located at the center of Banshee Nest. This area gets its name because it is the one spawning zone for the Banshee. The Center Bridge, both bases, and their respective exterior zones all have a number of access points to Banshee Nest, and the paths are wide enough that Warthogs, Mongooses, and Ghosts all become significant threats.
Unlike the northern parts of the map, the air here is relatively free of flight obstacles for the Banshee, so a skilled pilot has plenty of room to maneuver, but also is exposed to ground fire.
North Passage
Heavy stone formations act as cover and concealment from the Banshee in the North Passage, forcing pilots to get down into the relatively tight quarters if they want access to any hostiles there. There are multiple access points from every location in the center of the map. The North Passage itself is relatively straightforward in design, and vehicles have speedy access to the back ends of both bases, assuming the bumpy terrain doesn’t flip them over. This area is prime sniping territory, as there’s a lot of wide-open space that leaves players very few defensive options.
Cave
Located at the top of the map, the Cave has a variety of entryways connected directly to the North Passage, and is prime territory for objective-driven game types. It can be quite difficult to make a stand here because of the multiple entrances that you need to cover. It can be just as hard trying to uproot an entrenched foe, as you’ll have very little idea of what you’re up against, particularly if the enemy is staying still.
Map # 2: Outcast
Dissident strongholds such as this one helped foment several anti-centralization movements.
Outcast is an interesting map. While there are four structures that could be considered bases, the real focus of the action is in the large area that separates them. A vast swath of connecting paths and roads create a wide variety of sight lines that make the long rifles the dominant weapons. However, the terrain is also varied enough that players can use the numerous obstacles and side paths to quickly break contact with the enemy and find time to recover. In FFA game types, the interconnected nature of Outcast means that you can expect snipers from almost every angle, at any time, nearly anywhere on the map.
Outcast is a vehicle-heavy map, with Ghosts, Warthogs, and Mongooses to help traverse the various pathways. Two of the structures act as spawning points for a Wraith and a Mantis respectively, and in concert these two vehicles can present a near insurmountable threat to a team that is on the defensive. In FFA, vehicles are a little less dominating on this map. Everyone without a vehicle will probably work together to wipe out a Mantis or Wraith, and the numerous potential ambush locations and flanking routes means that a determined player will eventually slip close to your vehicle and take you out.
Blue Base
Blue Base refers to a small structure deep inside the Catacombs and the surrounding area. As with Red Base, getting to the upper level of the structure leads to a passage that acts as a rear entrance or exit. A mounted Heavy Machine Gun is available for defenders to use in Extraction or CTF games. The area in front of the structure is where transportation spawns: Mongoose and Warthogs. The darker lighting in the Blue Base region can make Active Camouflage harder to spot, so it might be worth taking advantage of that Armor Ability.
Red Base
Similar in design to Blue Base but considerably sunnier, Red Base shares similar amenities but could be arguably tougher to defend. In CTF scenarios, attackers from Blue Base do have a chance to reach the Mantis Maintenance and Wraith Maintenance areas first to claim the two heavy vehicles. The brighter lighting throughout much of the area can help highlight targets for the enemy. However, there is some additional terrain at the nearby Shuttle Cliff that can be use to evade and flank these enemies.
Mantis Maintenance
Sitting at the top of the map between both the Red and Blue bases, the Mantis Maintenance area is a small structure where a spawn point for a Mantis has been placed. In team-based game types, the Mantis is hotly contested, as it can be quite literally a game changer. The terrain around it gives players on foot a good chance to catch people running blinding toward the Mantis by surprise.
Wraith Maintenance
On the southern portion of the map next to Shuttle Cliff is another structure that sits behind the Wraith spawn point. As with the Mantis, this vehicle and area can be highly contested during the opening flurry at the start of any team-based game type, and the wide-open road passing by it is territory that snipers can rule with cruel precision. Controlling the Wraith means that all areas outside of the main Catacombs can be locked down by a skilled driver and a couple people on foot protecting its flanks.
Shuttle Cliff
This area is named for a passing shuttle that appears to be observing the fighting that takes place on the southern map edge, at Wraith Maintenance, and at the Red Base. As the direct route to the Wraith spawn from Red Base, the start of team games usually involves a mad scramble across this very piece of terrain. Snipers should be prepared to take advantage of those who attempt to traverse this area on foot, as their targets will have relatively little cover to make use of.
Catacombs
Encompassing the central area of Outcast, the Catacombs are the largest section of the entire map. The of winding, interconnected paths, of the Catacombs rely on artificial lighting, and the darker portions of this zone are dark enough to work in favor of Active Camo users. The roof over much of the Catacombs can interfere with players attempting to lob Wraith plasma mortar shots at enemies, so that is something to remember
Really, the toughest thing about this section is the great number of possible directions the enemy can come from. This is nowhere near the safest place to be during FFA games, and it’s prime ambush territory for teams trying to run the flag or stop a flag runner during CTF.
Map # 3: Perdition
City-wide evacuation orders have confirmed that the unstable thermal reactor cannot be contained.
Perdition is a midsized map. A main street circles the entire map, connecting to every location available, with multiple Warthogs and Ghosts available as transportation. There are few locations where players can gain a significant height advantage, and due to the relatively compact nature of the map, much of the fighting to be done here is faster-paced and takes place at closer ranges. Driving the vehicles around Perdition can be a bit of a challenge, as there are plenty of obstacles that can flip over a Warthog or Ghost and leave it more vulnerable to enemy fire.
A Rocket Warthog spawns at the central A6 sector of the map. Given the relatively cramped nature of some of the sectors, this can be a devastating weapon to bring to a firefight.
A6
The largest “structure” in Perdition is at the center of the map. Surrounded entirely by the Street, A6 can be accessed from nearly every direction, but it does enjoy a slight positional advantage over the southern quarter of the map. The Pilvros sector has a small bridge that connects directly to A6, but it has no cover for players crossing it to use. One of the hardest to hold King of the Hill objectives appears inside the A6 structure. This sector also contains a spawning point for a Warthog.
Pilvros
Named for a corporate logo that appears on the walls, Pilvros encompasses the majority of the southern quadrant of Perdition, not counting the Street encircling A6. A Ghost and a Warthog both spawn at Pilvros. This can actually be a tough location to assault if the enemy is paying attention to their motion trackers and intercepting attackers from the relative safety of the stairwells or bridge entrance to A6.
Turbine Access
The Turbine Access sector is a small control room on the northeast side of Perdition. Connecting almost directly to the Reactor sector and the Street, Turbine Access is a good place to catch a short breather while moving between sectors. Just outside the Street side entrance to Turbine Access, another Ghost has a spawning point.
Reactor
At the northern quadrant of the map is the Reactor itself. Currently suffering a meltdown, you’d think being next to the exposed fuel rods would be a bad idea even for a Spartan, but the real threat comes from the fact that the Reactor is right next to a very long drop into the facility. Watch your footing as you fight in and around the Reactor to avoid any embarrassing missteps.
Volatile Storage
On the opposite side of the map in relation to Turbine Access is the Volatile Storage, where more of the fuel rods for the Reactor are safely sealed. This is another small sector that can be difficult to hold in King of the Hill games. Notably, another Warthog spawn point is located just outside of the Volatile Storage sector.
The Street
The Street circles around all A6, and is where the vast majority of vehicular combat will take place. While the northern half of the street is relatively open, once you get close to Pilvros, there are enough obstacles to make navigation a challenge for the squirrelly Warthogs. The Street can be a relatively safe alternative to push toward a new sector, particularly if assaulting through A6 is proving unsuccessful.