Posted on September 28, 2009 by haloboyy1928 |
Find elevator to highway
Right away, you’re pushed into a hairy battle. The intersection ahead is crawling with brutes, grunts and jackals, and it’s further defended by a roost of turrets floating in the center square. Your first order of business should be to snipe out the turret gunner that’s facing directly at you. You should be able to kill him without getting so close to draw his fire. When the gunner is dead, turn your attention to the grunts to the right (the east). You can pick ’em off easy, getting rid of a lot of crossfire.
When you’ve cleared out the enemies from the southern portion of the intersection, push toward the gunner roost and float up. There are a total of three turrets and should be two gunners left. You can thwack ’em from behind to kill them, but don’t waste much time in the roost. The enemies to the north will unload all sorts of fire at you, including explosive shots that’ll destroy the roost (and you with it) if you’re too long. Be quick, and rip one of the turrets off its mount if you’ve got time.
If you steal a plasma turret, you can use it to mow down the remaining enemies in the area. When the last enemy is killed, your crew (including the dawdling engineer) sweeps through the block. Make sure to stock up on ammo before following them northeast. There are no enemies to watch for, so just continue into a doorway, follow a hall, and then open another door to ride an elevator to the next section.
Escort and protect Dare’s vehicle
Hop into the driver’s seat of the Warthog to your left—Buck will handle the turret—and start driving along the road. You’re now in charge of destroying any enemies that try to attack Dare’s romping vehicle. At first, you’ve got just some basic ground troops, which you shouldn’t have much trouble clearing out. You can stay ahead of Dare to mow down the Covenant, but watch out for grunts lobbing grenades at you. They stick one and it’s over.
Soon, Dare stops under an overhang to recharge her vehicle’s shields before you get a checkpoint and continue. Get used to this pattern, as it’ll repeat, with each section of the road getting more and more difficult. On the second stretch of road, expect brutes. On the third stretch, watch for grunts in the sniper roosts launching fuel rod cannon blasts. Throughout these early stages, you want to stay in front of Dare as much as possible.
After the third section with the fuel rod cannon snipers, the overhang Dare retreats into is filled with buggers hanging on the ceiling. Back away and let your gunner pick ’em off from afar. If you try to get into the thick of it, you’ll end up dead while Dare is in relatively little danger. The fourth stretch is filled with more basic enemies.
It’s on the fifth stretch of highway that things get really tough. You’ll have to fight off myriad Ghosts that swarm around Dare, and at this point it’s actually advantageous to let Dare go in front of you. Let her draw the fire of the Ghosts while you sit back and Buck shoots down the Ghosts. Try to keep the Ghosts facing away from you—if they start to attack you, either ram the Ghosts or do whatever else you can to keep them from facing directly at you. If a Ghost gets you square in its sights, you’ll die quickly.
The sixth section of highway is not only guarded by Ghosts, but also by Banshees. Similar to before, we suggest hanging back and doing your best to avoid the attention (and wrath) of all the enemy vessels. Above all else, do your best to avoid staying right in front of any of the vehicles ’cause they’ll tear you up in a heartbeat.
It’s more of the same for a while, but eventually Dare will stop in an overhang shared with a Scorpion tank. Get behind the controls of the tank (and wait for Buck to hop in the gunner’s seat) and get back to rolling down the ribbon of highway. Things sound be much easier from here on out—just shoot the things that move and don’t worry too much about your health. You’re in a tank! A couple of road sections further, a Scarab will sort of halfway threaten to kill Dare, but there’s nothing you can do—and nothing you need to do—as Dare simply rolls through the attack.
Soon, Buck makes the decision to take the next off-ramp, which means to dive down into the next tunnel that’s in the middle of the highway. Ride down and you’ll need to abandon the Scorpion tank to continue right and up the steps of a building to get a new objective.
Defend Engineer until friendly Phantom arrives
If you go inside the building you’ll find a bunch of ammo (including a rocket launcher at the back of the room) plus health packs. You’ll likely need to come back here, but you need to fight outside. Quickly gear up and then run back outside to engage the Covenant that get dropped off by a Phantom. The first batch of baddies is made of just grunts, jackals and brutes. Throw lots of grenades as necessary and watch out for one grunt armed with a fuel rod cannon. In fact, it might be worth picking up the fuel rod when he’s dead…
Regain your composure when the enemies are cleared, and regain your health via a pack from inside. Stock up on ammo and prepare yourself for the next onslaught of enemies. A dropship comes in and offloads a bunch of jackals. Try to hit ’em with an explosive, like a grenade, as they all land together, then start looking for a safer spot. The jackals spread, with a few going to the outskirts of the street to snipe while others push in. If you stay in front of the building with your buddies, you’ll have a tough time mounting any sort of offense without opening yourself to sniper fire.
Look around the corner to the left or right from the building entrance for stairways that lead to upper landings of the building. Follow the stairs all the way to the top and you’ll find a couple of sniper rifles, more health packs, and a pair of mounted turrets. Grab one of the rifles and use it to snipe the sniping jackals that are in the far distance, to the southwest and southeast. With the snipers killed, you can focus on the other jackals below, at least until the hunters come…
Another dropship releases two hunters into the streets and they’ll slowly make their way to the building. You can hop behind one of the turrets to drill away at the hunters, but they’ll fire back so you need to keep hopping on and off the turret. If you’ve still got the rocket launcher available, use it. Or use the fuel rod cannon. Or nail the hunters with sticky grenades. Throw all you’ve got at ’em, though don’t expect this to be the last Covenant hurrah. If the hunters make it to the building entrance, they’ll sort of get stuck in the doorways making it pretty easy to finish them off.
When the next dropship rolls in, it releases two large groups of jetpacking brutes. You can meet them with turret fire as they land, but don’t hang onto the turret for long. They’ll concentrate their fire on you which will quickly kill you if you don’t seek cover. At this point you can start using the sniper rifle to pick off the brutes, slowly and methodically. You’re mostly safe on the upper platform of the building, though a few brutes will find their way to you so be ready to react to fire from behind.
There are a couple of Wraiths in the far distance, but you can ignore them completely. If you don’t fire on them they don’t seem to ever lob their mortars at the upper platform. Once all of the brutes are killed, a friendly Phantom floats in from the south and destroys the Wraiths (with ease!). Run to the Phantom’s underbelly to hop inside and end the game.
Congratualtions! You have now officially beated Halo 3 ODST ! Now try beating it on a harder level!
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