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{{Status|Gameplay}}
{{Walkthrough Infobox
{{Walkthrough infobox
|pagelabel=Walkthrough
||era=[[File:Era-H3R.png]]
|era=[[File:Era-H3R.png]]
|prev=[[Uplift Reserve/Walkthrough|Uplift Reserve]]
|prev=[[Uplift Reserve/Walkthrough|Uplift Reserve]]
|next=[[ONI Alpha Site/Walkthrough|ONI Alpha Site]]
|next=[[ONI Alpha Site/Walkthrough|ONI Alpha Site]]
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**[[Unggoy Heavy]]
**[[Unggoy Heavy]]
**[[Special Operations Unggoy]]
**[[Special Operations Unggoy]]
|skulls=[[Halo 3 skulls#Tough Luck|Tough Luck]], [[Halo 3 skulls#Thunderstorm|Thunderstorm]], [[Halo 3 skulls#Tilt|Tilt]]
|skulls=[[Halo 3 Skulls#Tough Luck|Tough Luck]], [[Halo 3 Skulls#Thunderstorm|Thunderstorm]], [[Halo 3 Skulls#Tilt|Tilt]]
|pagegamelabel=ODST
}}
}}


==Overview==
==Overview==
This is a walkthrough for the Halo 3: ODST level [[Kizingo Boulevard]].  This is the fifth level of Halo: 3: ODST. For this mission you play as [[Michael Crespo|Mickey]]. Your mission is to eliminate hostile forces and rendezvous with your squad. While your initial loadout for this mission is the [[M41 SSR MAV/AW Rocket Launcher|Rocket Launcher]] and an [[M7S Caseless Submachine Gun|SMG]]. There are many different styles to play this mission, but there are few [[Health Pack|medkits]] and sparse ammo, so load up early and use as much cover as a [[M808B Main Battle Tank|Tank]] can get. It is important to note that as this walkthrough is at the Legendary difficulty, all strengths of enemies reflected are at the Legendary level, but contains notes for lower difficulties. Skulls are perilous for the inexperienced but adding [[Halo 3 skulls#Tough Luck|Tough Luck]], [[Halo 3 skulls#Thunderstorm|Thunderstorm]] and [[Halo 3 skulls#Tilt|Tilt]] will definitely up your challenge.
 
This is a walkthrough for the Halo 3: ODST level [[Kizingo Boulevard]].  This is the fifth level of Halo: 3: ODST. For this mission you play as [[Michael Crespo|Mickey]]. Your mission is to eliminate hostile forces and rendezvous with your squad. While your initial loadout for this mission is the [[M41 SSR MAV/AW Rocket Launcher|Rocket Launcher]] and an [[M7S Caseless Submachine Gun|SMG]]. There are many different styles to play this mission, but there are few [[Health Pack|medkits]] and sparse ammo, so load up early and use as much cover as a [[M808B Main Battle Tank|Tank]] can get. It is important to note that as this walkthrough is at the Legendary difficulty, all strengths of enemies reflected are at the Legendary level, but contains notes for lower difficulties. Skulls are perilous for the inexperienced but adding [[Halo 3 Skulls#Tough Luck|Tough Luck]], [[Halo 3 Skulls#Thunderstorm|Thunderstorm]] and [[Halo 3 Skulls#Tilt|Tilt]] will definitely up your challenge.


__TOC__
__TOC__


==I got lost, can anyone direct me towards the nearest Tank? Wait that's not ours!==
==I got lost, can anyone direct me towards the nearest Tank? Wait that's not ours!==
Start out switching to your SMG. Turn right. You'll see a [[Zurdo-pattern Wraith|Wraith]] come around the corner. Run up quick, jump on and throw a grenade inside. Unlike [[Halo 3]], you cannot commandeer Wraiths in this game. The glitch that allowed you to commandeer an [[Ogab'd-pattern anti-aircraft Wraith|AA Wraith]] will allow you to get one here, but it's kind of pointless, as your Scorpion has room for Marines to assist your progress. Jump off and take care of the two [[Kig-yar Minor|Shield Jackals]] that came with the Wraith. Turn around and run straight down the street to the [[M808B Main Battle Tank|Scorpion]]. Hop in and just start blasting away. Marines left alive will load up and between the turret and them, you should be pretty safe from ground troops, so concentrate on vehicles, and high ground shooters. Make sure you deal with the Wraith to the west and the [[Kez'katu-pattern Phantom|Phantom]] that shows up with a [[Type-32 Rapid Assault Vehicle|Ghost]]. Then it's just a matter of mopping up. Once you're finished mopping up the remaining resistance, replace your Scorpion with the empty one waiting for you. Behind the Scorpion is a tank barrier, and behind that is a crate with a Rocket Launcher lying next to it. Trade the Rocket Launcher that ''you'' have to a Marine, then give the Rocket Launcher on the ''ground'' to another Marine. After that, if you want a mobile fortress, kick out the two passengers without rockets, then go back to where the very first Wraith was and let the two Marines on the building jump down and hitch a ride. Start driving west making sure you clear out the Brutes and Jackals to your left and right before leaving the courtyard. As you start to turn around the corner a Ghost will appear and a [[Kig-yar|Jackal]] will be shooting from up high in the building in front of you. Turn and as you head up the hill there will be another Brute on the building to the right of the street. After flushing them out, as you reach the top of the street and round the next corner, take a second to swing your turret to the left and aim high.
Start out switching to your SMG. Turn right. You'll see a [[Type-26 Wraith|Wraith]] come around the corner. Run up quick, jump on and throw a grenade inside. Unlike [[Halo 3]], you cannot commandeer Wraiths in this game. The glitch that allowed you to commandeer an [[Type-52 Anti-Aircraft Artillery|AA Wraith]] will allow you to get one here, but it's kind of pointless, as your Scorpion has room for Marines to assist your progress. Jump off and take care of the two [[Kig-yar Minor|Shield Jackals]] that came with the Wraith. Turn around and run straight down the street to the [[M808B Main Battle Tank|Scorpion]]. Hop in and just start blasting away. Marines left alive will load up and between the turret and them, you should be pretty safe from ground troops, so concentrate on vehicles, and high ground shooters. Make sure you deal with the Wraith to the west and the [[Type-52 Troop Carrier|Phantom]] that shows up with a [[Type-32 Rapid Assault Vehicle|Ghost]]. Then it's just a matter of mopping up. Once you're finished mopping up the remaining resistance, replace your Scorpion with the empty one waiting for you. Behind the Scorpion is a tank barrier, and behind that is a crate with a Rocket Launcher lying next to it. Trade the Rocket Launcher that ''you'' have to a Marine, then give the Rocket Launcher on the ''ground'' to another Marine. After that, if you want a mobile fortress, kick out the two passengers without rockets, then go back to where the very first Wraith was and let the two Marines on the building jump down and hitch a ride. Start driving west making sure you clear out the Brutes and Jackals to your left and right before leaving the courtyard. As you start to turn around the corner a Ghost will appear and a [[Kig-yar|Jackal]] will be shooting from up high in the building in front of you. Turn and as you head up the hill there will be another Brute on the building to the right of the street. After flushing them out, as you reach the top of the street and round the next corner, take a second to swing your turret to the left and aim high.


==Hey, I never told you I was a good driver (or I just like to Blow stuff up)==
==Hey, I never told you I was a good driver (or I just like to Blow stuff up)==
As you round the corner you should have your turret placed to snuff the Brute with a [[Type-25 Grenade Launcher|Brute Shot]] on the catwalk. It will kill your Marines faster than anyone else in the game so get it quick. Advance towards the next square, aim at the [[Rizsheda-pattern Shade|Shade]] on the high left side then clear the ground forces. A Phantom will show up to drop a Ghost. Hit it with a round or two so it can't shoot at you, then concentrate on the Ghost; your Marines will make scrap metal of what's left of the Phantom with their rockets. You shouldn't have left the cover of the building on the right yet. Pull out and hit the [[Rizsheda-pattern Shade|Shade]] and [[Deployable Lookout Tower]] to your right and clear out the ground troops. if you need more Marines let them jump on here and give them Rocket Launchers. Head east across the top of the square and watch out for more baddies up high. You should see an energy barrier in front and a little to the left, stop here. Take out the lampposts to give yourself some maneuvering ability otherwise you can get stuck and killed quickly. Edge out aiming to the right and take out the Shades, left, right and center as they appear. Don't advance yet. Sweep left to right killing anything that moves. Make sure you clear the roofs at your forward left and right. Slowly advance until you hear the Phantom approaching. Back up again and take one or two shots at it until it drops its gun, as your Marines will make quick work of this Phantom too. If you're too slow then it'll drop off a few Brutes on the roof and a Ghost. Don't bother shooting the Ghost off the Phantom; its invincible until it gets released. Blow up the Ghost, then get the Brute on the right side roof as he or a Grunt will most likely have a [[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]]. Move forward again and watch out for [[Kig-yar Sniper|Sniper Jackals]] with [[Type-50 particle beam rifle|Beam Rifles]] on the roof behind you on the northeast and northwest sides of the square. If you need a new ride, clear out the enemies at the Scorpion sitting in a dead-end street then nab it. Now, go forth through the blast door to cause more carnage.
As you round the corner you should have your turret placed to snuff the Brute with a [[Type-25 Grenade Launcher|Brute Shot]] on the catwalk. It will kill your Marines faster than anyone else in the game so get it quick. Advance towards the next square, aim at the [[Type-26 Anti-Infantry Stationary Gun|Shade]] on the high left side then clear the ground forces. A Phantom will show up to drop a Ghost. Hit it with a round or two so it can't shoot at you, then concentrate on the Ghost; your Marines will make scrap metal of what's left of the Phantom with their rockets. You shouldn't have left the cover of the building on the right yet. Pull out and hit the [[Type-26 Anti-Infantry Stationary Gun|Shade]] and [[Deployable Lookout Tower]] to your right and clear out the ground troops. if you need more Marines let them jump on here and give them Rocket Launchers. Head east across the top of the square and watch out for more baddies up high. You should see an energy barrier in front and a little to the left, stop here. Take out the lampposts to give yourself some maneuvering ability otherwise you can get stuck and killed quickly. Edge out aiming to the right and take out the Shades, left, right and center as they appear. Don't advance yet. Sweep left to right killing anything that moves. Make sure you clear the roofs at your forward left and right. Slowly advance until you hear the Phantom approaching. Back up again and take one or two shots at it until it drops its gun, as your Marines will make quick work of this Phantom too. If you're too slow then it'll drop off a few Brutes on the roof and a Ghost. Don't bother shooting the Ghost off the Phantom; its invincible until it gets released. Blow up the Ghost, then get the Brute on the right side roof as he or a Grunt will most likely have a [[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]]. Move forward again and watch out for [[Kig-yar Sniper|Sniper Jackals]] with [[Type-50 particle beam rifle|Beam Rifles]] on the roof behind you on the northeast and northwest sides of the square. If you need a new ride, clear out the enemies at the Scorpion sitting in a dead-end street then nab it. Now, go forth through the blast door to cause more carnage.


==Are you just going to stand there? Oh, OK.==
==Are you just going to stand there? Oh, OK.==
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*Don't rush. While a time bonus is nice, checking the clock can result in death if you miss enemies. Be methodical and kill everything. If you're unsure, check your [[Visual Intelligence System, Reconnaissance|VISR]] map.
*Don't rush. While a time bonus is nice, checking the clock can result in death if you miss enemies. Be methodical and kill everything. If you're unsure, check your [[Visual Intelligence System, Reconnaissance|VISR]] map.
*Like other levels, Snipers are more likely to have Carbines, not Beam Rifles, and there will be fewer of them.
*Like other levels, Snipers are more likely to have Carbines, not Beam Rifles, and there will be fewer of them.


{{succession box
{{succession box
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|after  = ''[[ONI Alpha Site/Walkthrough|ONI Alpha Site]]''
|after  = ''[[ONI Alpha Site/Walkthrough|ONI Alpha Site]]''
}}
}}
[[Category:Halo 3: ODST walkthroughs]]
[[Category:Walkthrough]]

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