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Up to date as of February 09, 2010
(Redirected to Ghost Town article)

From Grand Theft Wiki

For ghost towns in the San Andreas, see Las Brujas or Aldea Malvada.
The Ghost Town, as depicted in GTA III. (Front view.).

The Ghost Town is a "hidden area", not intended to be accessed during normal gameplay. It is used in the introduction of Grand Theft Auto III where Claude is helping Catalina rob a bank, before being betrayed and shot. The small city block is just a hidden interior alongside of the garden area on Kenji's Casino, the roof of the Love Media building, and Joey's Garage. Although referred to, it is not Carcer City.


"Liberty City Bank" Ghost Town


The streets of the Ghost Town

The Ghost Town is basically a street with the Liberty City Bank, some stores and apartments, and a Mr. Wongs, an Esperanto, and three Securicars parked on the street. The Ghost Town is noticeably more detailed than Liberty City itself; the alley behind the bank contains dumpsters, cardboard boxes, and even various items of garbage strewn across the ground. Most of the apartments above the alley/streets also feature air conditioning units on the windows, like some buildings in real-life. The sidewalks, however, are empty, with the exception of a few street lights and parking signs.

In Grand Theft Auto: Liberty City Stories the area does not exist, (either Rockstar games removed the island by creating a new Liberty City, and not using a palette swap, or they used the same Liberty City but did minor changes). Also if they did use the same version it might be absent due to the Introduction not interfering with it. In 1998 there is some evidence leading to the actual name for the part of the city with it being Upstate. The reason for this is in both GTA III and GTA Liberty City Stories there is a road tunnel up in Cedar Grove. In 2001 the tunnel is inaccessible (even if the player somehow manages to get behind the roadblocks the small area isn't solid). But in 1998 the tunnel can be entered. In the middle there is a road that is blocked off for unknown reasons. This road is also inaccessible, but is with the help of a helicopter. No part of the road is solid and the road also would appear as if it was going uphill. The very end of the road has no wall or anything in front of it. It stops and dangles above the very bottom of Liberty City. Also close to the location of the small strip of land there is a pipeline to what would appear as one from The Mars Gas Corporation. This was placed as a boundary which would also be absent in GTA III, however the player is able to fly under it but not over it. You can see the ghost town from the ferry's stations.


During gameplay, it can only be accessed by flying the Dodo there. Very few of the objects are solid, and those that are solid are tiny props (two wooden crates behind the Liberty City Bank), so there is nowhere to land. If using cheats, the flying cars cheat can also get the player to the Ghost Town. There are two modifications that allow the player to reach the Ghost Town easily via bridge. One just solidifies the Ghost Town, and the other solidifies it and adds in some buildings, and extra room. Half of the small landmass is located above water and the other half is located over a large entrance into blue hell along with others seeing as how the backside of the hills aren't complete, and the player can see into Shoreside Vale and the entire layout.


The interior of the hills displaying the incomplete water graphics, and the hollow land mass.
One of two of the tunnel entrances.

The name "Upstate" may or may not be the actual name for the area. Reasons for it being this are that it is the only name in the road tunnel where it is suggested to lead. Reasons for it not being this are that Upstate may be another part of Liberty City that is never shown. However it is mentioned on the radio show, Chatterbox FM, where Fernando Martinez comes on the show and is questioned by Lazlow, who also states this is where he lives, as "being a cheap pimp from Upstate". The location of it may just be a coincidence since it is a hidden interiors like those of San Andreas, Rockstar needed a place to hide it. The tunnel in GTA III may have been placed there without knowledge of suspected means of reaching the area. But since Rockstar Games may have found out about it by 2005 (the release date of GTA Liberty City Stories) with the modifications and the findings of it they made the tunnel accessible as an answer to the location.

Radar text

The Shoreside Vale/Liberty City text that appears in the bottom right corner of the screen. Going up near this area will most likely make these appear instead of the other districts in Shoreside Vale.

At the edge of Cedar Grove, to the north, there are several names that can be seen on the radar: Chris's Town, Gary's Town, Adamton, Obbeburgh, Woodcunty, Les County, and Aaronsville, all of which were named after some of the programmers. To see these names the player would have to learn how to fly the Dodo and fly it behind the Shoreside Vale hills. These names may have been placed here just as easter eggs (which could be the purpose of the Dodo), or they may could be names for a part of the city that was never used. However, if they player goes too far north, they will cross the game's boundaries which are set at the name Aaronsville, and Gary's Town names and it will cause the game to freeze.[1]


Business Name Image
Joe's Pizza
Trattoria Spaghetto
Deli & Pizza
Magazine Shop
Video Video
Pink Pussycat Boutique
Birthday Suit



There is a glitch involving the Ghost Town and replays. It only works if the player has installed the Bridge to Ghost Town. If it is made solid and the player does a replay while on the part above the water, the player will submerge into the water as if it weren't solid.

External Link

  • GTA3 Ghost Town on dodo Video On Youtube
  • Bridge to Ghost Town Patch - made by Homer Simpson - via
  • Open Tunnels Mod - made by files02116 - via


  1.  ; "Outer" water areas (just at the borders of gameworld) - don't touch!: - Obtained from the "water" DAT file of GTA III

This article uses material from the "Ghost Town" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.


Up to date as of February 08, 2010
(Redirected to Ghost Town (Level) article)

From Halopedia, the Halo Wiki

(71 votes)
Ghost Town

Halo 3


Near Voi, Kenya


Concrete ruins, vegetation

Weapons on Map
Vehicles on map
Equipment on map
Power-ups on map
Preferred Gametypes
Recommended Number of Players


These fractured remains near Voi remind us that brave souls died here to buy our salvation.[1]

Ghost Town is a multiplayer map featured in Halo 3 set in the same jungle near Voi as the campaign level Sierra 117[2]. It is a Global Water Campaign water purification facility built in the 24th Century that has since fallen into ruins. Its main function was to take melted water from Mount Kilimanjaro, purify it, then pump it to the rest of Africa. It consists of three buildings surrounded by hills and trees. The inside of one building features rubble and vegetation that has overgrown during years of the desolation. The level is a bridge between nature and failed human civilization.[3] It has many levels and open air catwalks with sights down to semi-protected alleys where you can "rain death from above". These catwalks have entrances to the main building as well. Ghost Town is featured as one of the maps in the Legendary Map Pack.



Ghost Town consists of three main buildings. The buildings are not symmetrical, as it is an asymmetrical map. The defenders spawn in the "Interior Base", seen in the lower right corner of the overhead image, while the attackers spawn in the Tunnel. Originally the attackers spawned in the building, and the defenders in the Tunnel, but it has since changed.

The Atrium: Is a long lean hallway with a walkway that connects to the Pump Station building. The Atrium area also houses the Sniper Rifle. It features rubble and vegetation that has overgrown after years of desolation. Its ceiling is curved and is formed from several small windowpanes.

The Pump Station: A three-story building in the center of the map, with catwalks leading to the Interior Base. It has several entrances, and is connected to the Atrium via a wooden catwalk. On the opposite side of the building it is connected to the area where the Shotgun spawns by a similar catwalk.

The Interior Base: An interior section in the corner of the map. It connects to the Pump Station via a catwalk where a Brute shot spawns, and has an exit leading towards the Shotgun spawn. This is where the Defenders spawn.

The Tunnel: This is where the Attackers respawn. The Tunnel has three entrances/exits, made up of ruined parts of pipes, similar to those running parallel to the Tsavo Highway.


Starting from the Mongoose in the upper left corner of the image (see overview image in the image section) is one of the two bases (the other is in the bottom right of the image). The “Atrium” area (the building in the upper right corner, indicated with a 3) is a long, lean and overgrown two-story hallway with a catwalk that connects to the Pump Station, a three story building with catwalks that exit to the Interior Base (again in the lower right corner) and second level walkways to the Shotgun (where the Bubble Shield is located). From Shotgun spawn, if players head to the right after coming from the Pump Station, they’ll be able to stay on a path that feeds down to the Overshield and there’s a second level walkway overhead housing the Rocket Launcher and grenades. Directly to the left and under the Plasma Grenades that spawn near the Rocket Launcher is a tunnel that curves behind and empties almost into the area where the number 2 Camera was taken.

The Pump Station’s main room is a bombed out shell of a structure with "God Rays" filtering through the ceiling - and that top floor has a walkway that leads toward Sniper in the Atrium and a walkway (where the Brute Shot spawns) that leads to the Interior base in the lower right corner. That multi-level base has a few connecting walkways that lead to an elevated and dilapidated structure that overlooks Active Camo, and a Gravity Lift spawn and is positioned above a dark hallway that funnels into the Atrium.

For the most part players have quick and dirty methods at their disposal, via quick jumps or equipment to get to the map’s second and third level catwalks and there are long sight lines from the Attackers’ base (Rocket Launcher side) down in front of Atrium and also down the Woods side (Shotgun side).


  • Grab the Overshield when the game begins. It may not help against the Rocket Launcher, but with so many brutal weapons; you can easily die on this map.
  • Getting the higher walkways is key to control, since you have the high ground, you can easily have a good vantage point on that area of the map.
  • Remember, there is a Shotgun on this map. It is near the cut-down tree near the municipal house. Take it and use it at your disposal. This also works well with the Overshield and Bubble Shield being nearby.
  • The Atrium can be a great place to hide or camp.
  • Dual Spikers and Plasma Rifles work great on this map.
  • As it is always suggested that the destined winning team possesses the Shotgun, a combination of a Battle Rifle and a Shotgun works well on this map.
  • In Infection games, stick with multiple players in a tight spot above the hole in the building and don't help players jumping on obstacles or going out alone, they will be infected easily. When the next round starts, they will simply come with you into the fortified position.
  • The pipes at the back near the sniper make a great place to hide with the Oddball or Bomb if you are wanting to outlast a match.
  • If you take the Gravity Lift, and go over to the side of the broken wall opposite of the Overshield, you can toss it on the small pile of bricks to get on the wall. This is a decent place to snipe from in snipers, and a good spot in SWAT too.
  • A fairly common strategy is for teams starting at the base, they will take a Mongoose to steal the Overshield at the beginning of a game, grenades, and whoever picks up the Rocket Launcher can usually counter, plus, whoever is going for the Overshield for his team.


  • Using the walkway and bridges, you can create faster travel between some of the buildings, allowing the pace of the game to move faster.
  • You can access the upper area of the Atrium by placing a ramp or bridge between two support beams and then place a teleporter on top of the ramp/bridge.

Behind the concrete ramp in the Pump Station, there is a fenced off passageway which can be accessed by spawning a respawn inside. It is advised that you spawn a two-way teleporter node inside upon gaining access. This method can also be used to access the ruined brick building between the Atrium and the Interior Base.

New Forge Objects

  • Wooden ramps similar to the "bridge" object in the Heroic Map Pack.
  • Wooden platforms attached to metal legs, effectively making a small watchtower.
  • Curved metal walls and concrete barriers are useful for filling in ruined gaps in the level.
  • Blue water containers that are spawned in groups of four with palettes on both ends.
  • Impassable and indestructible barred walls have been added too.
  • A new object called FX can change the color, tint, brightness and contrast of the whole level. It appears as a blue transparent orb with a small camera inside. You can combine them and use equipment to make lots of different and dazzling visual effects.



  • This map's codename was "O.K. Corral" -- a reference to the Gunfight at the O.K. Corral. Many thought this map would be a map similar to Tombstone because of the codename "O.K. Corral", which was a famous gunfight in Tombstone, Arizona.
  • There was speculation that this map could have been a remake of Turf or Tombstone, considering the fact they both sport catwalks, alleys, and multiple levels.
  • It is set in and based on the same jungle as the Halo 3 campaign level Sierra 117. The Atrium's curved glass roof is also seen near the end of Sierra 117; teal-colored machines with glass readouts and knobs appear both at the end of Sierra 117 and on the Atrium's ruined lower floor.
  • The pipeline seen running parallel to Tsavo Highway is from this structure.
  • There were certain individuals within Bungie that wanted to name the map "Mortar", but the name "Ghost Town" stuck with the map instead.[4]
  • The first part of the The Storm is also called "Ghost Town."
  • Bungie staffers also jokingly called Ghost Town "that Counter-Strike map," referencing the popular PC shooter game, and specifically referencing the map "Italy," to which Ghost Town bears more than a passing resemblance.
  • You can hear artillery shells exploding in the background every once in a while on Ghost Town, which is interesting since it is unlikely that artillery is even widely used in the 2500s.
  • Swallows can be found on this map.
  • Ghost Town's invisible ceiling is one of the lowest in the game, both to keep people from camping on rooftops and because the rooftops were never modeled -- only the edges of the level's roofs actually exist.
  • The map makes a great racetrack due to its rectangular shape.
  • A lot of excellent hiding places, such as the slab of collapsed concrete below the large building, and the collapsed brick room between the Atrium and Interior Base, have invisible walls to stop people from camping. These walls can still be bypassed using the Forge Turret Glitch, and most of them can be safely walked around in without dying.
  • The sound of Sniper Jackals turning on their Beam Rifles can be heard occasionally. This can also be heard in Sierra 117.
  • In the recent ViDoc, Victor Leon of Bungie pointed out the "Water Barrels" had no water in them at all.
  • The map bears a resemblance to the Halo 2 map Turf. The resemblance is most easily seen with a birds-eye view. This similarity is more of a layout similarity than of play style resemblance, as in Ghost Town, the player can enter the buildings, and there are no alleys like in Turf.


  • There is a hidden room in one corner of the map that has a fractured ceiling with rebar and concrete sticking out as well as a hole in the brick wall. The Forge Turret Glitch can be used to easily enter the room, and with some effort, a Two-Way Node can also be placed inside.
  • Under the Pump Station, beyond the concrete ramp, there is a fenced-off passageway leading to another part of the building. It seems to have been fenced off by Bungie for the final version of the map. This passageway is actually quite large, but resembles more of an abstract room. It can be accessed using the Forge Turret Glitch.
  • On occasions, if you place a door upside down in the Pump Station it will turn invisible, but still be solid.






This article uses material from the "Ghost Town (Level)" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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