Gameplay

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== Pelican Down. Keep your sniper rifle handy. ==
{{Status|Gameplay}}
{{Walkthrough infobox
||era=[[File:Era-H3R.png]]
|prev=[[ONI Alpha Site/Walkthrough|ONI Alpha Site]]
|next=[[Kikowani Station/Walkthrough|Kikowani Station]]
|name=[[NMPD HQ]]
|image=[[File:ODST NMPDHQ-Env02.jpg|250px]]
|player=[[Kojo Agu]]
|objective=Your teammates are surrounded, rendezvous and provide assistance.
|location=[[NMPD HQ]], [[New Mombasa]], [[Kenya]], [[Earth]]
|starting weapons=
*[[M6C/SOCOM]]
*[[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper rifle]]
*[[M9 High-Explosive Dual-Purpose Grenade|M9 Grenade]]
|new weapons=
*[[LAU-65D/SGM-151|LAU-65D Missile Pod]]
|enemies=
*[[Jiralhanae]]
**[[Jiralhanae Minor]]
**[[Jiralhanae Major]]
**[[Jiralhanae Ultra]]
**[[Jump Pack Jiralhanae]]
**[[Jiralhanae Captain]]
**[[Jiralhanae Captain Major]]
**[[Jiralhanae Chieftain]]
**[[Jiralhanae War Chieftain]]
*[[Kig-yar]]
**[[Kig-yar Minor]]
**[[Kig-yar Major]]
**[[Kig-yar Sniper]]
*[[Unggoy]]
**[[Unggoy Minor]]
**[[Unggoy Major]]
**[[Unggoy Heavy]]
**[[Special Operations Unggoy]]
|skulls= All
|pagegamelabel=ODST
}}
{{Article quote|Pelican Down. Keep your sniper rifle handy.}}


=== NMPD Building ===
== Overview ==
This is walkthrough for the level [[NMPD HQ]]. It is written for play on the [[Legendary]] difficulty with notes for lower difficulties.


As soon as you gain control of Romeo, reload your sniper rifle. On higher difficulties, it is recommended to use your sniper rifle and Magnum until the final stage of the mission. On lower difficulty settings, pick up the weapons you like. Simply follow Buck, who will lead you to your first encounter with the Covenant. Have your sniper rifle handy to take out de Brute standing on the right, then use your Magnum to kill the [[Grunt | Grunts]]. As the Phantom delivers additional troops, make sure to kill them all. The Shade operator can be easily slain by a headshot from your sniper rifle. Proceed through the door Buck tells you, but watch for enemies coming from inside.  
For this flashback mission you play as [[Kojo Agu|Romeo]] accompanied by Edward Buck. You begin with the [[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper rifle]] and the [[M6C/SOCOM|Pistol]]. Your mission is to reach the crashed Pelican and assist your squad in repelling the Covenant. You can turn on nearly any skull you want, and get away with it on this level, but Black Eye is a risky one because you are so rarely in melee range of an enemy.


As you emerge, make sure to immediately snipe the turret operator on the right on the stairs or the turret will rip you to pieces. Again, use your Magnum to head-shot Grunts. Then sprint up the stairs where the turret is located and proceed to the crates, where you will find additional sniper rifle ammunition, which can be used to kill the Jackals on the ledge. When you eliminated them, walk towards the ledge and immediately retreat as Covenant reinforcements come out of the building. Use both your sniper rifle and Magnum to dispatch all Covenant, but keep your distance. On lower difficulties, you can simply kill them from up close using your grenades and melee.
__TOC__


In the next room, with the corpes of NMPD officers lying all around the room, stack up on sniper rifle ammunition and try to collect as many grenades as possible. Taking out the snipers outside shouldn'd be a problem as long as you keep moving and duck behind solid cover to recharge your stamina if necessary. The snipers are usually positioned on the balconies of the opposing building and on the bridge to the right. As the Phantom delivers reinforcements, hang back and snipe the Jump Pack Brutes, which will always require two shots to kill, so don't bother aiming for the head (unless you're trying to acheive a high score). Aslo, make sure the Shade operator has been taken out. In some occasions, a Brute might man the Shade after the initial gunner has been slain, so stay frosty. After this battle, backtrack to the previous area to collect more sniper rifle ammunition.
== Drive-by in front of a Police Station? They must be crazy. ==
As soon as you start reload your sniper rifle. Use your sniper rifle and pistol throughout the first stage of the mission. Follow Buck, who will lead you to your first encounter with the [[Covenant Empire|Covenant]]. Edge out the door looking to the right. Take out the [[Brute]] leading the patrol, then use your pistol to kill the [[Grunt]]s. You will find a [[Paegaas Workshop Spiker|Shade]] operated by a grunt on the left. Use your pistol or sniper here, one shot will clean it out. A [[Kez'katu-pattern Phantom|Phantom]] will deliver additional enemy reinforcements. Take them all out.


Some Magnum and Silenced SMG ammo can be found along with a health pack before the next battle. If you're feeling creative, it's possible to snipe some of the Covenant from the Shade's position. Once you head through the door, kill the Grunts waiting for you, then snipe the Plasma Turret operator on the left stairs. A Jackal marksman may sometimes take up position above the Covenant forces, make sure to take him out as soon as possible. To kill the initial Brutes in this area, you can use a mix of grenades and sinper rifle fire, but make sure not to use your Magnum for removing the power armor. You'll be wasting ammunition. As the initial Covenant force has been wiped out, reinforcements will arrive, inclusing some Brutes and a Brute Chieftain carrying a Plasma Turret. Again, you can take them out from a safe distance with your sniper rifle. If you're short on sniper rifle ammunition, it is possible to remove their power armor with one sniper rifle shot, and then kill them with a Magnum headshot. The Chieftain will be a tough nut to crack, so shoot his helmet two or three times to remove in, then finish hem with a headshot. As you won't be encountering any serious ground resistance after you've slain the Chieftain, you don't have to backtrack to previous area's to collect ammunition. Proceed through the door the Brute Chieftain came from.
Before you head through the door take cover behind the Shade and wait for the Phantom to leave. Keep an eye out for Grunts emerging from the door, but Buck will keep them at bay and even kill a good number of them. Once the Phantom is gone use your pistol to clear out as many enemies on the high ground as possible. You can take out the [[Pek-pattern plasma cannon|Plasma Turret]] operator and watch as Grunt after Grunt runs to take that position. Take out any [[Kig-Yar Minor|Jackals]] you can see then go through the door. Move quickly out the other side and up the stairs where the turret is located and use the crates for cover. You will find additional sniper rifle ammunition here. Buck will clean out anything left on the lower level, leaving you free to smoke the [[Kig-Yar Sniper|Sniper Jackals]] with [[Type-51 Carbine|Carbines]] on the high ground with your Sniper Rifle. After dispatching the Jackals, walk towards the ledge and immediately retreat as Brute and Grunt reinforcements arrive out of the building. Use both your sniper rifle and pistol to dispatch all Covenant, but keep your distance.


You can kill the Gruns on the stairs any way you'd like, just note you can assasinate them both. I you choose not to take them out, Buck will use a frag grenade to blast them to bits. Use your magnum to kill the Grunt wielding a Fuel Rod Cannon and the two Jackals armed with Beam Rifles standing on the landing Pad.
== Reach out and Touch Someone with 14.5mm of APFSDS Love. ==
Follow Buck into the next room, with the corpses of [[New Mombasa Police Department|NMPD]] officers lying all around the room, load up on sniper rifle ammunition and try to collect as many grenades as possible. Edge out the far door looking up at the building on the left, you should see Sniper Jackals on the balconies. Take out the snipers here, there are three then turn right and edge out further, two more Sniper Jackals are on the bridge. A Phantom will deliver reinforcements in the form of [[Jump Pack Brutes]]. Sniping them will normally require two shots to kill, so don't bother aiming for the head unless you're sure you can get them in one shot. Also, make sure the Shade operator has been taken out. A Brute will always man the Shade after the previous gunner has been slain, so if you can get a good angle with cover, sit back and take out Brute after Brute that mans the Shade. After this battle, return to the previous area to fill up on sniper rifle ammunition.


=== Pelican crash site ===
Some pistol ammo and a [[Silenced SMG]] can be found along with a health pack before the next battle. Do what you did in the last section and snipe some of the Covenant from the Shade's position. Once you head through the door, kill the Grunts waiting for you, then snipe the Plasma Turret operator on the left stairs. A Sniper Jackal may sometimes take up position above the Covenant forces, make sure to take him out as soon as possible, as he has a beam rifle and can kill you in one hit. To kill the initial Brutes in this area, you can use a mix of grenades and sniper rifle fire, but don't use your pistol for removing the power armor; you might as well throw rocks at them if you use it. After the initial Covenant force has been wiped out, two Brutes with [[Mauler]]s and a [[Brute War Chieftain|War Chieftain]] carrying a Plasma Turret will come out of the door ahead of you. Again, you can take them out from a safe distance with your sniper rifle. If you're short on sniper rifle ammunition, wait for the new targets to get close to the nearby [[Fusion Coil]], then blast it. The resulting explosion will weaken their power armor, and then you can kill them with a sniper round to their heads. The Chieftain will be a tougher nut to crack, so shoot his helmet two or three times to remove it, then finish him off with another head shot. Proceed through the door the Brute Chieftain came from and down the stairs. You'll run into two Grunts before the landing pad, but their backs are toward you, so simply melee them. On the landing pad you'll see a Grunt with a [[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]] and two Sniper Jackals. get the Grunt first, then assist Buck in taking out the Jackals.


Move onto the construction crane, and don't be alarmed by the Banshees flying overhead. They make the bridge move a bit, but they won't attack you. Yet. On the bridge, you can snipe some Covenant soldiers so you don't have to deal with them once you arrive at the crash site. When you arrive to rendezvous with Mickey and Dutch, many airborne Banshees will attack your position. Ditch your light weapons and grab some heavy weapons: a Spartan Laser and a Rocket Launcer. There are three Spartan Lasers on the pad, one lying behind the Pelican, one on the floor at the left of the Pelican, and the third can be taken from Dutch. You should let Dutch keep it, though, as he'll take down many Banshees. Rocket Launchers and ammo can be found on dispensers on both the left and right side of the Pelican. Aslo, you can take Mickey's Rocket Launcher. Missile Pods are litterd everywhere, take one when you like. This battle is pretty straightforward. ut here are a few points of interest:
== How Not to Land a Pelican 101. (Or, I Don't Think AAA can Tow This One.)  ==
Jump down onto the "bridge" and run.


* Bashees that are far away will often need the Spartan Laser to destroy them. When they are coming straight at you, however, they are surprisingly easy to destroy whith a rocket. Just aim and shoot.  
Halfway along the bridge some passing [[Type-26 Ground Support Aircraft|Banshees]] will boost to try to shake you off, but just keep to the center and you'll be fine. When you arrive move to the left and clear out any remaining enemies, then run up the ramp to rendezvous with [[Michael Crespo|Mickey]] and [[Taylor H. Miles|Dutch]] and grab a Rocket Launcher and a Spartan Laser. Many Banshees will attack your position, so take up position at one of the mounted [[LAU-65D/SGM-151|Missile Pods]] The one to the left of the pelican when facing out actually has a better field of fire, but it just becomes a matter of preference so just start shooting. You have unlimited ammo from the emplacements, so don't be stingy. Shoot fast and hard, aiming at the Banshees and Phantoms as they enter your field of fire. If you need to hop off to recharge and heal up. There are a couple of [[Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle|Spartan Lasers]] and a lot of Missile Pods around the Pelican. [[M41 SSR MAV/AW|Rocket Launchers]] and ammo can be found on ammo cases on both the left and right side of the Pelican. Also, you can take Mickey's Rocket Launcher, but like Dutch's Laser, it's better off in the hands of someone who won't run out of ammo. Keep fighting, a few Phantoms will drop off ground troops including one group of Jump Pack Brutes, but you and your team will make short work of them with your heavy weapons.  Eventually Buck will warn you about the Chieftain and...
* Two Loads of infantry will be deployed, one load of Grunts and Brutes, which an be tackled with a machine gun turret, and a load of Jump Pack Brutes, which you can tackle anyway you like as the battle is almost over at that point and you don't need to conserve ammo.
* Try to stay on the top floor as you'll have an advantage on Covenant infantry and you'll be able you hit aircraft better.


Enjoy the great music and final cutscene of the mission.
== Legendary Notes ==
*Your Sniper Rifle is your best friend. Swift and accurate, you can almost complete this mission without ever taking a hit.
*The only enemy you really need to worry about in the first areas are the Sniper Jackals, and the War Chieftain.
*If you're running low on health, look around, there are areas of the level you never thought of checking out that will provide you with Health packs and ammo.
* You can use the Spartan Laser to kill Banshees that are far away, but if they're too far out then they can't be destroyed. Let them come in close where a few shoots from a Missile Pod or Rocket Launcher will be just as effective.
* When Banshees are coming straight at you, however, they are surprisingly easy to destroy with a rocket as they will not dodge it. Just aim and shoot.
* Try to stay up on the high ground as you'll have an advantage on Covenant infantry and you'll be able you hit aircraft better.
 
== Notes for Lower Difficulties ==
*This is a good level to practice your range shooting. Brutes stay in their little boxes as usual, and you can pick them off without ever being in harm's way.
*Never swap Buck's MA5C for anything of yours. There isn't any ammo, and he's not as accurate as you can be.
*Stay away from the SMG. There's enough ammo around for the Sniper Rifle and pistol for you to kill everything two times over, unless you're the [[Arby 'n' the Chief#Master Chief Sucks at Halo|world's worst Halo player]] you won't run out of ammo here.
*Once you get to the Pelican, you shouldn't have to leave your Turret until the last group drops from the Phantom.
 
{{succession box
|before = ''[[ONI Alpha Site/Walkthrough|ONI Alpha Site]]'' <br />
|title  = Halo 3: ODST Campaign Walkthrough for:
|years  = '''''NMPD HQ'''''
|after  = ''[[Kikowani Station/Walkthrough|Kikowani Station]]''
}}
[[Category:Halo 3: ODST walkthroughs]]

Latest revision as of 21:31, March 22, 2024

Era-H3R.png

Prev:

ONI Alpha Site

Next:

Kikowani Station

NMPD HQ
ODST NMPDHQ-Env02.jpg
Level overview

Player(s):

Kojo Agu

Objective(s):

Your teammates are surrounded, rendezvous and provide assistance.

Location(s):

NMPD HQ, New Mombasa, Kenya, Earth

Gameplay overview

Default weapons:

Available weapons:

Enemies:

Skulls:

All

 
Pelican Down. Keep your sniper rifle handy.

Overview[edit]

This is walkthrough for the level NMPD HQ. It is written for play on the Legendary difficulty with notes for lower difficulties.

For this flashback mission you play as Romeo accompanied by Edward Buck. You begin with the Sniper rifle and the Pistol. Your mission is to reach the crashed Pelican and assist your squad in repelling the Covenant. You can turn on nearly any skull you want, and get away with it on this level, but Black Eye is a risky one because you are so rarely in melee range of an enemy.

Drive-by in front of a Police Station? They must be crazy.[edit]

As soon as you start reload your sniper rifle. Use your sniper rifle and pistol throughout the first stage of the mission. Follow Buck, who will lead you to your first encounter with the Covenant. Edge out the door looking to the right. Take out the Brute leading the patrol, then use your pistol to kill the Grunts. You will find a Shade operated by a grunt on the left. Use your pistol or sniper here, one shot will clean it out. A Phantom will deliver additional enemy reinforcements. Take them all out.

Before you head through the door take cover behind the Shade and wait for the Phantom to leave. Keep an eye out for Grunts emerging from the door, but Buck will keep them at bay and even kill a good number of them. Once the Phantom is gone use your pistol to clear out as many enemies on the high ground as possible. You can take out the Plasma Turret operator and watch as Grunt after Grunt runs to take that position. Take out any Jackals you can see then go through the door. Move quickly out the other side and up the stairs where the turret is located and use the crates for cover. You will find additional sniper rifle ammunition here. Buck will clean out anything left on the lower level, leaving you free to smoke the Sniper Jackals with Carbines on the high ground with your Sniper Rifle. After dispatching the Jackals, walk towards the ledge and immediately retreat as Brute and Grunt reinforcements arrive out of the building. Use both your sniper rifle and pistol to dispatch all Covenant, but keep your distance.

Reach out and Touch Someone with 14.5mm of APFSDS Love.[edit]

Follow Buck into the next room, with the corpses of NMPD officers lying all around the room, load up on sniper rifle ammunition and try to collect as many grenades as possible. Edge out the far door looking up at the building on the left, you should see Sniper Jackals on the balconies. Take out the snipers here, there are three then turn right and edge out further, two more Sniper Jackals are on the bridge. A Phantom will deliver reinforcements in the form of Jump Pack Brutes. Sniping them will normally require two shots to kill, so don't bother aiming for the head unless you're sure you can get them in one shot. Also, make sure the Shade operator has been taken out. A Brute will always man the Shade after the previous gunner has been slain, so if you can get a good angle with cover, sit back and take out Brute after Brute that mans the Shade. After this battle, return to the previous area to fill up on sniper rifle ammunition.

Some pistol ammo and a Silenced SMG can be found along with a health pack before the next battle. Do what you did in the last section and snipe some of the Covenant from the Shade's position. Once you head through the door, kill the Grunts waiting for you, then snipe the Plasma Turret operator on the left stairs. A Sniper Jackal may sometimes take up position above the Covenant forces, make sure to take him out as soon as possible, as he has a beam rifle and can kill you in one hit. To kill the initial Brutes in this area, you can use a mix of grenades and sniper rifle fire, but don't use your pistol for removing the power armor; you might as well throw rocks at them if you use it. After the initial Covenant force has been wiped out, two Brutes with Maulers and a War Chieftain carrying a Plasma Turret will come out of the door ahead of you. Again, you can take them out from a safe distance with your sniper rifle. If you're short on sniper rifle ammunition, wait for the new targets to get close to the nearby Fusion Coil, then blast it. The resulting explosion will weaken their power armor, and then you can kill them with a sniper round to their heads. The Chieftain will be a tougher nut to crack, so shoot his helmet two or three times to remove it, then finish him off with another head shot. Proceed through the door the Brute Chieftain came from and down the stairs. You'll run into two Grunts before the landing pad, but their backs are toward you, so simply melee them. On the landing pad you'll see a Grunt with a Fuel Rod Gun and two Sniper Jackals. get the Grunt first, then assist Buck in taking out the Jackals.

How Not to Land a Pelican 101. (Or, I Don't Think AAA can Tow This One.)[edit]

Jump down onto the "bridge" and run.

Halfway along the bridge some passing Banshees will boost to try to shake you off, but just keep to the center and you'll be fine. When you arrive move to the left and clear out any remaining enemies, then run up the ramp to rendezvous with Mickey and Dutch and grab a Rocket Launcher and a Spartan Laser. Many Banshees will attack your position, so take up position at one of the mounted Missile Pods The one to the left of the pelican when facing out actually has a better field of fire, but it just becomes a matter of preference so just start shooting. You have unlimited ammo from the emplacements, so don't be stingy. Shoot fast and hard, aiming at the Banshees and Phantoms as they enter your field of fire. If you need to hop off to recharge and heal up. There are a couple of Spartan Lasers and a lot of Missile Pods around the Pelican. Rocket Launchers and ammo can be found on ammo cases on both the left and right side of the Pelican. Also, you can take Mickey's Rocket Launcher, but like Dutch's Laser, it's better off in the hands of someone who won't run out of ammo. Keep fighting, a few Phantoms will drop off ground troops including one group of Jump Pack Brutes, but you and your team will make short work of them with your heavy weapons. Eventually Buck will warn you about the Chieftain and...

Legendary Notes[edit]

  • Your Sniper Rifle is your best friend. Swift and accurate, you can almost complete this mission without ever taking a hit.
  • The only enemy you really need to worry about in the first areas are the Sniper Jackals, and the War Chieftain.
  • If you're running low on health, look around, there are areas of the level you never thought of checking out that will provide you with Health packs and ammo.
  • You can use the Spartan Laser to kill Banshees that are far away, but if they're too far out then they can't be destroyed. Let them come in close where a few shoots from a Missile Pod or Rocket Launcher will be just as effective.
  • When Banshees are coming straight at you, however, they are surprisingly easy to destroy with a rocket as they will not dodge it. Just aim and shoot.
  • Try to stay up on the high ground as you'll have an advantage on Covenant infantry and you'll be able you hit aircraft better.

Notes for Lower Difficulties[edit]

  • This is a good level to practice your range shooting. Brutes stay in their little boxes as usual, and you can pick them off without ever being in harm's way.
  • Never swap Buck's MA5C for anything of yours. There isn't any ammo, and he's not as accurate as you can be.
  • Stay away from the SMG. There's enough ammo around for the Sniper Rifle and pistol for you to kill everything two times over, unless you're the world's worst Halo player you won't run out of ammo here.
  • Once you get to the Pelican, you shouldn't have to leave your Turret until the last group drops from the Phantom.
Preceded by
ONI Alpha Site
Halo 3: ODST Campaign Walkthrough for:
NMPD HQ
Succeeded by
Kikowani Station