Overview
Looking the Rocket Launcher? Can’t find any ammo for the Sniper? Need a map? You’ve come to the right place.
Introduction
Hey. It should go without saying but you’ll have a better chance to survive at Firefight if you know where all the weapons are. Or if you know what you’re getting into.
If you’re a seasoned Halo veteran than most of the content here might be redundant, so feel free to just click on a level to see where all the levels are. If you’re new to ODST Firefight, need a refresher, or just want to read up on Halo while you wait for your next match to start, please feel free to read everything.
Maps will be listed in the order they appear in the Master Chief Collection menu, which is as follows:
Halo MCC Map Order:
01 Crater (Night)
02 Rally (Night)
03 Crater (Day)
04 Lost Platoon
05 Rally Point (Day)
06 Security Zone
07 Alpha Site
08 Windward
09 Chasm Ten
10 Last Exit
Disclaimer and Changelog
The bulk of my content is prepared but please be aware that this guide is not 100% complete. I’ll be making updates and fixes to it over the coming days.
I hope you find the contents of this Guide to be useful.
9/25 — Guide is live
9/29 — Spun off Enemies into its own section and added content, minor changes and additions to Understanding Firefight and Combat Essentials.
Understanding Firefight (and MCC Matchmaking)
Firefight is a PvE (Player versus Environment) survival-based co-operative experience in which up to four players work together to survive against the game while also working to obtain a high score.
There are officially ten levels but two, Crater and Rally Point, have variants for Day and Night, with only minor differences between the two. (Achievements for the original Xbox 360 release of ODST didn’t even distiguish between the two versions; completing the Day or Night Variant of either map would count as “completing” the level.)
All levels feature four health packs and stands where Silenced SMG and Automags can be found. These are almost always within the Player Spawn Zones but this is not guaranteed. All levels feature various Power Weapons.
5 Waves = 1 Round
3 Rounds = 1 Set
Set (Number)
Round (Circle)
Wave (Rhombus)
Lives are shared between all players.
A Bonus Round will begin upon completing a Set. This will entail of nothing but Grunts spawning while players try to rack up points to earn extra lives and are temporarily unable to respawn.
Dying during a bonus round will not cost Players a life but means they will be not be able to contribute to the score.
Firefight Matchmaking (MCC)
Seems to be identical to standard Firefight Classic except now the match ends after completing one Set or the team runs out of lives.
Where is the Battle Rifle?
Although the Halo 3 Battle Rifle has been added to the MCC version of ODST, the weapon still does not appear under normal settings. Additionally, this also means there are no ammo crates for it.
The same applies to the other newly added weapons and vehicles, including the Elite (Blue) Plasma Rifle, Halo 3 Pistol, and the UNSC Hornet.
Also, be aware that the naming conventions of the pistol has been inconsistent throughout the Halo series and ODST continues this wonderful little tradition. While Halo 3: ODST will refer to its sidearm as the Magnun in-game, it has been retroactively renamed the Automag [Automatic Magnum) by 343 Industries. This guide will use its current naming as such.
Endure
Endure, one of the infamous Vidmaster Challenge Achievements from the original Xbox 360 release has been demoted from an Achievement to a Seasonal Challenge in the MCC.
“In Firefight, on any mission, pass the 4th Set on 4-player Heroic LIVE co-op.”
The part about having 4 Players isn’t a suggestion. You need to complete it in a full party of four. Not two, or three, but four.
If you want to complete this one then you’ll need to do so via custom matches. I personally recommend Lost Platoon and Alpha Site. Hijacked Brute Choppers on Lost Platoon are incredibly powerful and the roofed main building shields players against Wraith mortars. Alpha Site provides three power weapons (Rockets, Sniper, Shotgun) and the level layout does a nice job of naturally funneling enemies to Players.
The Seasonal Reward are two skins that were previously only present in ODST’s Campaign and not Firefight.
Firefight Classic (Xbox 360)
Under original Firefight settings, there was no limit. The match continued until the players ran out of lives. If you want to play with these parameters then you’ll need to create a Custom Match and choose FF Classic.
And for those of you looking to relive the old days, scoring 200,000 points would unlock an achievement per level.
A major downside to the original release is that Bungie did NOT include any type of matchmaking or server browser of any kind in ODST‘s original release. Players had to arrange matches outside the game itself through phone calls, message board posts, and other forms of communication. It was pretty lame.
Combat Essentials
Point gun at enemy. Pull trigger. Repeat.
Map Knowledge
Knowing where Health, Supplies, and Power Weapons spawn is vital in every Halo game but it’s especially true here in ODST Firefight. I’ve created maps for every level in Firefight and I hope you take a quick glance over them.
Map Awareness
Also be aware that knowing where weapon spawns isn’t enough. Tunnel vision can lead to a quick death in Firefight so don’t forget to keep on the move, when you’re scoped in. Additionally, don’t forget to listen for audio cues. Enemies love to talk in Halo and they’re especially chatty in ODST.
And if you hear sirens, know that they’re a warning that enemies are about to enter via doors, so be careful.
Blinded (by love?)
You have no Motion Tracker (Radar) in Halo: ODST. The closest replacement is bringing up the map but that takes up the entire screen and denies you all movement, which makes you defenseless.
It may seem like a peculiar design decision but it was one of the choices made by Bungie to help differentiate between the Spartans and Orbital Drop Shock Troopers.
VISR
Visual Intelligence System, Reconnaissance
The VISR is essentially upgraded Night Vision. Activating it will illuminate darkened rooms and outline characters, weapons, objects (props), level geometry, and enemies. It is extremely valuable in handling cloaked Brute Stalkers.
However, as tempting as it would to keep VISR mode up non-stop, it will practically blind you when used in well-lit areas. However, you might need to turn it on momentarily to check for the aforementioned Brute Stalkers.
Communication
Don’t be afraid to speak up. This is especially important as we just established there is no standard Radar in ODST. Be sure to call out high priority targets or dangerous enemies to your teammates when you’re on voice chat.
“Chieftain with Hammer running up the stairs!”
“Extra Fuel Rod Gun near me!“
“I hate this map.”
One at a Time
Unlike base Halo 3, you cannot dual-wield in ODST.
Heavy Weapons
The Turret and Missile Pod are the two Heavy Weapons. They’re unique in that they automatically switch the Player to a Third Person Perspective and have Unlimited Ammo while stationed to the ground.
However, Players have the option to remove the Heavy Weapon from its stand in return for a movement penalty (reduced speed) and the loss of Unlimited Ammo.
Despite the loss of UNLIMITED POWER (ammo), it’s typically better to pull the Heavy Weapon from its stand. Remaining stationary anywhere in any of the Heavy Weapon spawns for more than a few moments will likely result in your death. This is especially true when the Catch Skull is active.
Ballistics vs Plasma Weaponry
Typically, you want to use Plasma/Energy weapons against Shielded enemies and Ballistics against unshielded.
A charged shot from the Plasma Pistol will deplete an enemy’s shields, leaving them vulnerable to a quick follow-up from ballistics. Typically a headshot.
The Plasma Pistol’s charged shot will also temporarily disable vehicles.
The Needler
Fear the Pink Mist
The Needler is a signature weapon of the Halo series. In some titles the small, pointy and pink gun is a pincushion of death. Or it can be a joke. It’s on the higher end in ODST. As usual, the true trick is landing a super-combine explosion. 11 Needles must be attached to one target in order to create a super-combine (up from Halo 3‘s requirement of seven).
You’ll get the most value from the Needler by using it on bulkier enemies like Engineers and Brutes. You can use it against Jackals and Grunts but they die to regular ballistic-weaponry headshots. Drones (the flying bugs) are typically moving around too much to be caught by the needles so don’t waste your ammo.
The Hunter is immune to the weapon so don’t waste your time using it on him.
Importance of Assassinations
In Halo, an Assassination is a perfect melee strike to the back that results in an instant kill. They are incredibly important as they not only save you ammo but completely bypass shields.
Assassinations are vital in Firefight as they still give the player an option to deal with Brute Chieftains that are using the Invincibility Equipment.
However, Hunters and Engineers cannot be assassinated. (I’m not sure about Drones.)
Also, be aware that the damage from your standard melee attack as been reduced from Halo 3 to ODST.
Vehicles
Vehicles are vital in Firefight. They provide Players with a source of unlimited ammo and high mobility. Splatters, kills from ramming a vehicle moving at a fast enough speed, are incredibly powerful and will even kill enemy Brute Chieftains that are using the Invincibility Power-Up.
That said, vehicles aren’t invincible. Keep moving or you might end up the victim of a sticky grenade. Or a Brute might steal back the Covenant property.
Vehicle Hijacks
Not all hijacks are the same. Hijacking a Ghost from the front will deal damage to the driver via kick. This move does damage to the driver but does not guarantee a kill.
Hijacking a Ghost from behind, however, will not only pass control of the vehicle but it will also instantly kill the driver.
Hijacking a Brute Chopper from the rear does not guarantee an instant kill.
If you’re having trouble catching a vehicle, don’t forget you can use a charged shot from the Plasma Pistol to temporarily disable it.
Although the Player faces off against the Covenant Wraith in Campaign and Firefight, Bungie made the decision to try and purposely prevent Player from being able to steal it. Unlike other titles, the Wraith is programmed to explode under a number of circumstances, preventing the alien tank from being used against the AI. There were, however, workarounds to this “self-destruct trigger” in the original Halo 3: ODST but I’m unsure if these still exist in the Master Chief Collection version. If they still work then I will add them here.
Banshees cannot be hijacked in ODST Firefight, so feel free to go ahead and blow those up.
Enemies
Know Thy Enemy
Grunts
The most common enemy type of the entire Halo series. Headshots from precision weapons will quickly dispose of them. Under normal circumstances, they’re not much of a threat. That all changes once the Catch Skull is active or they have Fuel Rod Cannons. Their Plasma Grenades will likely catch you should you stand still for even a moment, so remember to keep moving.
Jackals
Their Plasma Shields will shield them from most ballistics. Fully charged shots from the Plasma Pistol will disable the handheld shield, which will typically result in them retreating in fear.
Jackals are also the sharpshooters of the Covenant. They will not only carry Carbines but the Beam Rifle (Alien Sniper). Jackals with snipers are far rarer and thankfully lack their terrifying Halo 2 levels of precision.
Drones
The only aerial enemy from Halo 2 and Halo 3. Perhaps one of the most annoying enemies in Firefight. They always appear in swarms. Silenced SMGs, Automags, Carbines, Plasma Rifles, and are effective against them. However, there are Red Drones that have shields similar to Brutes, and the UNSC Weapons won’t do much against them until their shields are down.
When these appear you do not want to be in the open. Rooms with doorways or actual doors are the best but just having a ceiling over your head will drastically help keep you alive against a swarming Drones.
Engineers
The infamous enemy type cut from the original Halo: Combat Evolved. Engineers do no direct damage but provide shields to all nearby Covenant forces. Try to prioritize taking them out. A fully-charged shot from the Plasma Pistol or a super-combine from the Needler will almost always immediately take them out.
However, they don’t typically die in an instant. Instead, Engineers will begin a canned death animation with a distinct sound where they ascend and then explode. Learn this animation and audio cue so you don’t waste your time (and ammo) shooting at an already vanquished foe.
Brutes
…Craig?
Brutes come in a variety of ranks which denote shield strength, health, weapon, and equipment options. Their armor styles and colors are a quick way to determine a Brute’s rank. There are five major types: Minor, Major, Stalker, Jumper, and Chieftain.
Brute Stalkers
These are Brutes with constant Invisibility. They’re not as tricky as they were in base Halo 3 thanks to the ODST’s VISR. Which ironically makes them deadlier in the day than they are at night.
Brute Chieftains
Chieftains are the most dangerous type of Brutes thanks to their weapons (Gravity Hammer and Fuel Rod Cannon) and the Invincibility Equipment that they carry.
When dealing with Brutes, especially the Chieftain, it is vital to recognize the type of Shielding he has and what that means.
If a Brute’s shields are White then that means he has his Regular shields.
If a Brute’s shields appear Green/Aqua then that means he is currently using the Invincibility Equipment. During this period, the Brute is temporarily immune to all damage EXCEPT for Splatter kills (Vehicles) and Assassinations (instant kills from perfect melee hits to the back).
And be warned that Brute Chieftains aren’t afraid to be cheap. Chieftains will activate their Invincibility to save themselves before you can land a killing blow. I’ve even personally seen Chieftains turn Green before a Rocket could hit them or, even with Skynet levels of reflexes, right as a shot from the Laser was firing.
Hunters
Crack the shell, aim for the orange.
Removing the armored back of a Hunter should be your opening move. Sticky Plasma Grenades and Spike Grenades excel at this. Just be aware that even sticky grenade types will not attach to the Hunter’s metal shield.
Once the back is exposed, shoot at the orange worm-like skin with ballistic-based weaponry, more sticky grenade throws, or rockets.
The Spartan Laser is also highly effective against Hunters so long as the shot hits the back or the head. The weapon will pierce the blue armor but not the metal shield.
Or just forgo all pretense of strategy and bombard the Hunter with shots from the Fuel Rod Gun. It’s pretty effective.
01 – Crater (Night)
What? No rain?
The Breakdown
The numbers on Crater are great for quickly identifying locations and landmarks to your teammates, so if you’re on voice chat, be sure to call out high priority targets or dangerous enemies to your teammates. For example, “Chieftain with Hammer at 53 coming up to Spawn or “Fuel Rod near 59.”
Engineers will provide shields to nearby Covenant forces so try to take them out first. A fully-charged shot from the Plasma Pistol will usually do the trick.
Crater’s Day and Night Variants feature the same Power Weapons. However, the ammo options change slightly.
Unlike the Day Variant of Crater which features only 2 cases of Sniper Ammo, the Night version has 3. The first two are in almost identical locations but the new one is up and far away from the Player Spawn zones. Don’t go for it unless you’re in between waves or you’ve thinned out the herd.
02 – Rally Point (Night)
Remember to keep your doors locked.
The Breakdown
For some reason, MCC lists this map as “Rally (Night)” instead of “Rally Point (Night)“.
Both versions of Rally Point have the same Weapon Spawns.
Player Spawn consists of a First and Second Floor. Each floor has 2 Health Packs and 2 UNSC Weapon Stands. If you’re on the Second Floor need to jump over for an immediate Health Pack, be careful not to fall below. You won’t take fall damage but you’ll be cornered if enemies have overrun your base.
Both Variants of Rally Point contain a Rocket Launcher, Sniper Rifle, and 2 Turrets.
Also of curious note is that the Rocket Launcher and Sniper Rifle will be positioned Horizontally during the Day but are Vertical at Night. It’s purely cosmetic but I never noticed the peculiarity until writing this guide.
The differences between the Day and Night Variants of Rally Point are intriguing. There are minor differences between props. In the example above you can see that while that narrow street has a Covenant Supply Case during the Night but has no prop of any kind in the same spot during the Day.
The Night version of Rally Point will also typically begin with a Wraith being dropped off.
03 – Crater (Day)
I feel like this level would be cooler if all the defensive positions didn’t suck.
The Breakdown
The numbers on Crater are great for quickly identifying locations and landmarks to your teammates, so if you’re on voice chat, be sure to call out high priority targets or dangerous enemies to your teammates. For example, “Chieftain with Hammer at 53 coming up to Spawn or “Fuel Rod near 59.”
Don’t forget to look out for Jackal Snipers on the Day Variant. They’re usually up high but if you’re lucky their Covenant Sniper Rifles might drop below to where you and your allies can pick them up. Explosive kills from the Rocket Launcher, Fuel Rod Gun, or even grenades can help tilt the odds in your favor.
The Rocket Launcher is tucked away in the “Garage.” Unfortunately, it’s also next to two doors where enemies can spawn from so be careful when going to pick it up.
There are two cases of Sniper Ammo on the Day Variant but one can be easy to miss. The Sniper Ammo by the Turret and Rocket Ammo is actually partially buried by geometry and is clipping out of the rubble.
04 – Lost Platoon
Chopper kills don’t count.
The Breakdown
Lost Platoon can be broken down into three areas: Spawn 2, Spawn Zebra, and the Garage. You’ll mainly want to stay within the top floor (especially if you have sniper) because you’ll need the roof to save you once the Wraiths start bombing you or the when the Catch Skull is activated.
The Brute Chopper is especially useful for its ability to run over enemies, so try to kill the driver or steal one if you can. It’s so effective Bungie even ‘complained’ about it on an old update back in the day[halo.bungie.net].
All four Health Packs are in the Garage. Two next to each other in the lower Garage and two on the higher level.
Unlike most levels, there is a Grenade Case that spawns in addition to the two Grenades provided by each UNSC weapon stand.
Try to save the Spartan Laser for Wraiths and the Brute Chieftain. But don’t waste the shot if he’s using the Invincibility Power-Up.
While Zebra Spawn has a Sniper Rifle in addition to a UNSC Weapon Stand (Silenced SMG), Spawn 2 doesn’t have a Power Weapon.
05 – Rally Point (Day)
Why don’t we get a vehicle?
The Breakdown
Both versions of Rally Point have the same Weapon Spawns.
Player Spawn consists of a First and Second Floor. Each floor has 2 Health Packs and 2 UNSC Weapon Stands. If you’re on the Second Floor need to jump over for an immediate Health Pack, be careful not to fall below. You won’t take fall damage but you’ll be cornered if enemies have overrun your base.
Both Variants of Rally Point contain a Rocket Launcher, Sniper Rifle, and 2 Turrets.
Also of curious note is that the Rocket Launcher and Sniper Rifle will be positioned Horizontally during the Day but are Vertical at Night. It’s purely cosmetic but I never noticed the peculiarity until writing this guide.
The differences between the Day and Night Variants of Rally Point are minor but intriguing.
The three doorways that lead into the Player Spawn/Base behave differently. During the Day, all three doors will remain open at all times. At Night, the doors will remain closed until a Player or NPC steps within range of it.
Additionally, there are also minor differences between props. In the screenshot above, for example, there is a Covenant Supply Case on a narrow street on the Night variant. The same location is vacant and lacks a prop of any kind during the Day.
06 – Security Zone
I really hate that Wraith.
The Breakdown
Security Zone is an exterior map notable for how oppressive the Wraith can be on it. There is little roofing to shield Players from the long-distance mortar shots of the Wraith. Use the Laser and Rocket Launcher to keep it down so you don’t have to worry about being blindsided by it.
The Rocket Launcher is conveniently located with the UNSC Weapon Stands and Health Packs.
There are three turrets but Players will probably be more interested in the Sniper Rifle and Laser. They’re not too far from the starting Spawns but Rocket and Sniper Ammo are placed a tad further into enemy territory, but neither of them are as ridiculously positioned as the map’s second Sniper Rifle, which is literally behind enemy lines.
I don’t recommend going for that one. Even the walking distance when there are no enemies around make it annoyance and I can’t help but feel the gun was originally placed there as some sort of joke on Bungie’s part.
07 – Alpha Site
Mind the Gap.
The Breakdown
Alpha Site is an a very symmetrical map.
There’s an elevator with an open door that you can hide in. It can be good for funneling in enemies (especially if you have the Shotgun) and the glass provides you with vision but it’s also a bit of a risk as you might become trapped by a Brute Chieftain with a Gravity Hammer or an unlucky grenade.
As usual, the UNSC Weapon Stands are by the player spawn zones.
Covenant Phantoms will drop enemies by the Rocket and Sniper Ammo cases, so be mindful of that risk when you’re going over to resupply.
While the Sniper Rifle and Rocket Launcher have additional ammo on the map, the Shotgun does not.
08 – Windward
Don’t look down.
The Breakdown
Windward is unique in that Players don’t begin with the usual Silenced SMG/Automag loadout but with the Sniper Rifle. Also peculiar is that the Sniper Rifle does not spawn on the map, so if all Players lose their Sniper Rifles, the weapon becomes inaccessible.
The Lobby and Main Hall are some of the best places to hunk down in. Not only are all four Health Packs and UNSC Weapon Stands located there but it has a number of halls and rooms for Players to bob and weave through and the three entries into the Main Hall act as natural funnels.
With their vehicle lock-on trait, Missile Pods excel at taking down Banshees.
Although Missile Pods lose their “infinite ammo” ability upon being removed from their stands, it’s often better to pull them off as remaining stationary tends to lead to a quick death. Especially if the Catch Skull is enabled.
09 – Chasm Ten
I hate this map.
The Breakdown
Chasm Ten is an interior map. There are no vehicles but Engineers will spawn. The level also features Air Lifts and Bottomless Pits.
Rocket Launcher is with the ground UNSC Weapon Stands and Health.
The other UNSC Weapon Stands and Health Pack are in the main room on the top floor.
There are two cases of Sniper Ammo both on the catwalk and one case of Rocket Ammo on the ground.
Jumping from the highest level to the lowest will incur Fall Damage, so if you’re looking to descend, try to aim on one of the “middle tier” platforms first.
There are a total of eight Air Lifts/Giant Fans that can move Players and Covenant Forces from the ground up to the higher level.
The Lifts don’t seen to actually be “physics-based” but carry Characters along a set path so you shouldn’t have to worry about losing control and being pushed off the ledge and into a bottomless pit by mistake.
10 – Last Exit
Welcome to the End.
The Breakdown
Welcome to the end.
Phantoms will drop of Ghosts, which are good for their infinite ammo and ability to run over enemies.
All four Health Packs are on the First Floor. Each Floor has two UNSC Weapon Stands.
There are two Air Lifts in the Starting Spawn Area that allows players to quickly go up to the Second Floor. However, smaller enemies can also fit into it, so don’t assume you’re safe from being flanked from behind just because you went up.
Last Exit is the only Firefight map with TWO cases of Rocket Ammo, so don’t forget to pick them up.