Halo 3 Guide

By Nathan Gibson & Community Radar

Edition 1.0

www.communityradar.co.uk

Page 2 of 52

Contents
Basic Controls… Weapons… Vehicles… Gametypes… Multiplayer Maps… Medals… Forge… Theatre… Terminals… Skulls… Armour Permutations… Special Thanks & Acknowledgements…. Contact Legal Information… Page 3 Page 4 Page 11 Page 14 Page 21 Page 30 Page 33 Page 36 Page 38 Page 41 Page 46 Page 50 Page 51 Page 52

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 3 of 52

Basic Controls
Here is a quick run-down of the controls and what they do. All games can get a little confusing if you get mixed up with what button does what. This section will tell you everything you need to know and more, including information on how to change and edit your controls to make them exactly how you like them.

Left Trigger: Use Left

Right Trigger: Use Right

Weapon / Throw Grenade
Bumper: Left Bumper: Reload / Swap Left Weapon Button: Back Button: Multiplayer

Weapon
Bumper: Right Bumper: Action / Reload Right Weapon

Score

Button: Y Button: Swap Weapon

Button: B Button: Melee Attack Stick: Left Stick: Move / Crouch Button: X Button: Use Equipment Button: Start Button: Game Menu /

Pause

Button: A Button: Jump

Up: D-Pad Up: Team Chat

Stick: Right Stick: Look / Zoom

To change the controls at any time simply press the Start button which will bring up the game menu, from there go to the Settings tab and onto Controller Settings. Here you can change and alter all of the controls to something more suitable to you.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 4 of 52

Weapons
There is an even bigger arsenal of weapons in Halo 3 than in the previous games. This guide will give you a run down on all the different weapons, what they do and what situations are the best to use them in. Hopefully this will help you improve your gameplay or at least give you a little more information on your favorite weapons.

Covenant Weapons
Plasma Grenade

Technical Name: Type-1 Antipersonnel Grenade. Usage: The Plasma Grenade is one of the most recognizable weapons in the
Halo series. When thrown it will stick to enemies and vehicles and detonate after a three second fuse. It is highly powerful and will instantly kill any enemy that is stuck with it or if it is very close to them when it explodes. Although it cannot be thrown around corners and can be avoided if a player knows it has been thrown. Spike Grenade

Technical Word: Type 2 Antipersonnel Fragmentation Grenade. Usage: The main property of this grenade is that it will stick to anything it
comes into contact with, unlike the plasma grenade that will only stick to personnel and vehicles. One disadvantage is that it does not explode in every direction, but in a conical blast. It is useful in close combat situations as the spikes can ricochet off hard surfaces when it detonates. Spiker

Technical Name: Typer-25 Carbine Usage: This weapon is the Covenant equivalent of the SMG. It can be dual
wielded and has little recoil but its rate of fire is slower to that of the SMG. The Spiker is ideal for close combat situations, especially when dual wielded. It has a blade attached for melee attacks, although it makes little difference to the damage it inflicts. At medium and long ranges the Spiker becomes less effective. Plasma Pistol

Technical Name: Type 25 Directed Energy Pistol.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 5 of 52

Usages: Although this weapon appears useless at first it can be fired
extremely quickly, but its best feature is that it can be overcharged and fired at an enemy which will result in their shields being completely disabled. This allows the user to finish off the enemy with a quick headshot using a Battle Rifle or Carbine. While in an overcharged state its enemy will deplete so that it cannot be overcharged permanently. An overcharged shot can also be used to disable a vehicle for a few seconds, allowing you to attack it while it is immobile. The Plasma Pistol also has a slight tracking capability, meaning that you don’t have to be 100% accurate with the gun. Plasma Rifle

Technical Name: Type-25 Directed Energy Rifle Usage: The gun is a common weapon with a high rate of fire, which can
be quite accurate at medium ranges. It deals out a good deal of damage and is very effective when dual wielded with a projectile firing weapon as the plasma rifle can take down enemy shields quite quickly. You can also melee with this weapon very quickly, giving a slight edge at close range. Brute Shot

Technical Name: Type-25 Grenade Launcher Usage: This weapon fires grenades that are similar to fragmentation
grenades. With direct hits the weapon is devastating and can kill enemies extremely quickly. The splash damage from the grenades is also high which allows you to hit several enemies at once if they are standing close to one and other. The large blade attached to the bottom deals out more damage in melee attacks than other weapons as well. Needler

Technical Name: Type-25 Guided Munitions Launcher Usage: The Needler fires pink crystal projectiles that can track enemies
efficiently. Over medium distances it is one of the most effective weapons. Its best feature is that its projectiles embed into the enemy and if seven or more of the crystals embed in an enemy it will cause the enemy to die in a large explosion. This makes the weapon very powerful, as it has a high rate of fire, tracking capabilities and can kill enemies very quickly. The main disadvantage with the weapon is its low effectiveness against enemy vehicles. Fuel Rod Cannon

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 6 of 52

Technical Name: Type-33 Light Anti-Armor Weapon Usage: The weapon fires large green radiated projectiles that cause
massive damage and give out a large splash radius. Its quick rate of fire and high damage qualities make it ideal for clearing rooms or for killing several enemies at close quarters. Although able to hold and fire more ammunition than the Rocket Launcher, its projectile fires quite slow through the air, making it less effective over larger distances. Beam Rifle

Technical Name: Type-50 Sniper Rifle System. Usage: This sniper rifle can fire shots very quickly, making it an effective
weapon for killing an enemy with two body shots, although it will overheat. It has very little recoil and is much quieter than its human counter-part. It is very large and can obscure a large part of the players screen. Carbine

Technical Name: Type-51 Carbine. Usage: The weapon is different from many other Covenant weapons in
that it fires projectiles rather than plasma. It is the equivalent of the human Battle Rifle, and is best used in medium to long range combat, due to its 2x zoom and effectiveness at making head shots. It fires quicker than the Battle Rifle but is less powerful. But because it is faster it can kill enemies slightly faster than the Battle Rifle but requires more skillful aim. Plasma Cannon

Technical Name: Type-52 Automatic Plasma Cannon. Usage: This weapon can be mounted or detached. In both cases it is
extremely powerful and fires very quickly. Its powerful plasma bolts do a lot of damage in a short period of time, making it an excellent choice to use as a support weapon. When the gun is in a fixed position its ammo is unlimited, but when detached its battery depletes quite fast. Mauler

Technical Name: Type-52 Pistol Usage: The weapon is extremely powerful and is the closest the Covenant
has to a shotgun. At close range it causes massive amounts of damages and can be used to kill opponents quickly if you shoot them and then

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 7 of 52

immediately melee. Its only weaknesses are that it is very ineffective at anything other than close range. If you attack an opponent who has a shotgun while you have this weapon, they will more than likely kill you. Gravity Hammer

Technical Name: Type-2 Energy Weapon. Usage: A devastating weapon at close range. It can kill opponents
instantly, and due to its gravity manipulative properties it can smash objects, enemies and vehicles over large distances. It is even capable of knocking a rocket fired from a Rocket Launcher off course if timed correctly. There are some disadvantages such as the battery drains quite quickly and that an enemy with an Energy Sword can deflect the hammer slightly and can lunge quicker than the Gravity Hammer giving the enemy a slight advantage. Energy Weapon

Technical Name: Type-1 Energy Weapon Usage: The Energy Sword is one of the most deadly weapons in the game.
The wielder can lunge at an enemy from around two meters away and will instantly kill him. It can melee relatively fast but takes slightly longer to lunge more than once. Its battery drains over time and it useless once depleted.

Human Weapons
Flamethrower

Technical Name: M7057 Defoliant Projector Usage: The weapon is best used in close combat. When fired it can
produce a wall of fire that will definitely put off enemies from giving chase to you. The flame can only be sustained for several seconds if continuously fired. It is very effective when playing in objective games, especially if you are the defender. Due to its limited range and lack of accuracy it is pretty much useless at anything over 4 meters. The user must also be careful not to set them on fire. M6G Magnum

Technical Name: M6G Personal Defense Weapon System Usage: This weapon is your typical sidearm pistol. It has a small magazine
capacity and slow rate of fire, but can be quite powerful especially if used
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 8 of 52

as a duel wielded weapon along with an SMG or Plasma Rifle. It can kill an opponent with one shot if they have no shield. Although quite effective in Campaign it is rarely used in multiplayer. Frag Grenade

Technical Name: M9 HE-DP Grenade. Usage: Your typical fragmentation grenade. It can be thrown further than
a Plasma Grenade and has a shorter fuse. Also, it can be bounced around corners to kill unseen enemies. It is best used in conjunction with other weapons when attacking several enemies. A good tactic is to have a Battle Rifle or Assault Rifle to finish off enemies after taking their shields down with grenades. It is slightly less powerful than Plasma Grenades and is good for taking out several enemies in small spaces. Shotgun

Technical Name: M90 Close Assault Weapon System Usage: This weapon is devastating in close quarters, with incredible
stopping powers. It can kill most enemies with a single shot at close range and is best used in urban environments or areas with narrow passages and rooms. Its disadvantages are that it is ineffective at medium range and completely useful at long range. It also takes a long time to fully reload the weapon. Assault Rifle

Technical Name: MA5C Individual Combat Weapon System. Usage: This is the most balanced weapon in the game. Effective at close
and medium range and can hold its own at long range. It can be used to kill enemies in almost any situation at long as it is used correctly. Its low magazine capacity mean that it has to be reloaded often and skilled players can definitely overpower you if they have more suitable weapons, such as a shotgun at close range. You should practice with this weapon as it is probably the most used in the game. It can be very accurate, especially if you fire in bursts. Missile Pod

Technical Name: LAU-65D/SGM-151. Usage: A very powerful weapon that is best used to take down multiple
enemies or vehicles. It missiles can lock onto and track enemies which make it very effective at taking down important targets. One major

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 9 of 52

disadvantage is that while carrying this weapon you are forced to move at a slower pace than you normally would, thus making you more vulnerable. Spartan Laser

Technical Name: Weapon/Anti-Vehicle Model 6 Grindell/Galileian
Nonlinear Rifle. Usage: Another powerful weapon that can destroy enemies and vehicles with one shot. Not only that but it is also capable of effectively going through an enemy allowing you to kill several enemies if they happen to be standing behind the initial opponent who is shot. When you target an enemy a brief period is needed to charge the weapon, around three seconds. After the charge up a high powered laser is shot towards the target at high speed, causing a fair amount of splash damage. This weapon is excellent for taking out medium to long range opponents and for stopping enemy vehicles such as Warthogs or Ghosts. Sniper Rifle

Technical Name: Sniper Rifle System 99D-S2 AM. Usage: An accurate weapon that is best used at long and medium ranges.
It is capable of 5x and 10x zoom and very powerful. One headshot will kill any opponent in multiplayer (assuming no Overshield is present), alternatively two body shots are also enough to kill a target. It is very accurate and in the hands of an expert can prove a daunting prospect. One of the main downsides is the high recoil and slow rate of fire. When fires it also produces a loud sound which will give away your position and let other players know there is a sniper present. Heavy Machine Gun

Technical Name: AIE-486H Heavy Machine Gun. Usage: A fully automatic gun that can cause a lot of damage to enemies
and vehicles. Can be used from a tripod or be detached and wielded as a gun. Wielding this gun forces you to go into third person view. When detached the Machine Gun will have 200 rounds, which if you use continuous fire will deplete extremely quickly. It has a high rate of fire if given enough time to spin. When wielding this weapon you move and turn slower. It is best used as a defensive option, much like the Plasma Cannon. Battle Rifle

Technical Name: BR55HB SR Battle Rifle.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 10 of 52

Usage: One of the best all round weapons in the game. This weapon is
plentiful in most multiplayer maps, and is used enough by most players to justify this. It fires in three round bursts, at a quick rate and is very accurate. At medium range it is the ideal weapon to take down an opponent and is also used effectively as a clean up weapon (killing opponents with little shield due to grenade bombardment or other explosive weapons). It has similar damage and accuracy stats as the Covenant Carbine but is normally better at a closer range than the Carbine. SMG

Technical Name: M7 Caseless Submachine Gun. Usage: This weapon is weak by itself but when combined as a dual
wieldable weapon it can cause a lot of damage. Two SMG’s work extremely well as a suppressive weapon especially against enemies with scoped weapons as it will make it hard for opponents to zoom and target you. The weapon is only effective at close ranges due to its poor accuracy and high recoil. Rocket Launcher

Technical Name: M41 SSR MAV/AW. Usage: A very powerful weapon that is effective against enemy personnel
and vehicles. It has a large splash radius of damage and the rockets travel at quite a high speed. It is very effective at taking out multiple enemies or for clearing rooms, corridors or small areas. There are some disadvantages, such as the fact that you can only carry very little ammunition and that if you are careless you could easily kill yourself or team mates.

Forerunner Weapons
Sentinel Beam

Technical Name: Sentinel Beam/Unknown. Usage: This weapon does not appear online in any matchmaking
gametypes. It can only be accessed by placing it onto custom maps using Forge. It fires a beam of energy that depletes enemy shields quickly but is not as effective at killing unshielded enemies. Best used in campaign.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 11 of 52

Vehicles
Covenant Vehicles
Banshee

Technical Name: Type-26 Ground Support Aircraft. Usage: A fast and agile vehicle that appears on several multiplayer maps.
It is armed with a Plasma Cannon as well as a Fuel Rod Gun. It can fly very high and is as fast as a Ghost. This makes it a fearsome vehicle. It is best used in as a support vehicle, helping to weaken enemies and destroy vehicles. It cannot hover and cannot face directly down, making it hard to kill very close enemies who are below you. The best way to dispose of a Banshee is use a power weapon, such as a Rocket Launcher, to blow it up, or alternatively stick it with a Plasma or Spike grenade. Dual wielding SMG’s is also effective. Ghost

Technical Name: Type-32 Rapid Assault Vehicle. Usage: A quick vehicle that sports plasma cannons that fire very quickly.
The weaponry can kill enemies quite fast and combined with its boost capabilities and general speed makes this vehicle a serious threat. Available on several large/medium maps this vehicle is often used to harass and weaken enemies, or to distract opponents. Because the pilot is left exposed it is not all that difficult to destroy or incapacitate a Ghost. If you are far enough away from the Ghost you can effectively snipe the pilot or shoot him with a scoped weapon. Failing this you can normally stick a Ghost easily which will kill the pilot or blow it up using a power weapon. Wraith

Technical Name: Type-25 Wraith. Usage: An extremely powerful tank vehicle. It fires huge amounts of
plasma in a mortar like fashion and also boasts a powerful plasma cannon to deter boarders. It can be used effectively to take down enemy personnel and vehicles but it exposed to aircraft and Scorpion Tanks. The back of the Wraith is weak and can be used to destroy it quickly; alternatively you can board the vehicle and kill the pilot or gunner in this way. Because of its large size it is not very fast or manoeuvrable. It can be destroyed using Rocket Launchers, grenades or Fuel Rod Guns quite efficiently. It does not

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 12 of 52

appear in very many matchmaking playlists (only Big Team Battle) and is not used often. Brute Chopper

Technical Name: Type-25 Rapid Assault Vehicle. Usage: This is the Brute equivalent of the Ghost. It is not as fast but or
agile but is more powerful. Its front engine can destroy vehicles in a head on collisions and its powerful weaponry can kill the pilots of enemy vehicles quickly. The pilot of the Brute Chopper is not protected, much like the Ghost, and can be sniped or killed with a scoped weapon easily enough. The Chopper does not appear on many maps or in matchmaking. Prowler

Technical Name: Type-52 Infantry Scout Vehicle. Usage: The Brute equivalent of the Warthog. It is fast and powerful, with
a plasma turret that has a 360 degree field of fire. The fact that it is heavy and large makes it an effective battering ram against other players and vehicles. It an also carry two passengers to assist in defence and to transport. Although not common in multiplayer it can replace the warthog on certain maps and gametypes.

Human Vehicles
Hornet

Technical Name: AV-14 Hornet. Usage: The Human answer to the Banshee. It is more powerful and
heavily armed than a Banshee, as well as the fact that it can carry passengers. Weaponry includes a rotary machine gun and missile pods. The Hornet is also capable of hovering, unlike the Banshee but it not as agile or fast as its Covenant counterpart. This vehicle can only be played on multiplayer through custom Forge games. Elephant

Technical Name: Behemoth-Class Troop Transport. Usage: This is the biggest vehicle that is usable in Halo 3. It is primarily
used as a mobile base and as a troop transport. The Elephant can take a large amount of damage and can carry several vehicles and up a lot of personnel. But its sheer weight and build make it extremely slow and in

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 13 of 52

most cases a huge target. It sports two machine guns that can be used for point defence for offensive manoeuvres. Scorpion

Technical Name: M808 Scorpion Main Battle Tank. Usage: A very powerful vehicle that is iconic in the Halo series. Sporting
main cannon that can destroy enemy vehicles quickly and efficiently as well as a machine gun turret to attack personnel and to prevent boarding. It can travel at a moderate speed and take a lot of damage. It is especially effective at combating Wraiths if enough room is available to manoeuvre. Mongoose

Technical Name: M274 Mongoose ULATV. Usage: The Mongoose is fast and agile but relatively weak and leaves the
driver and passengers exposed. The only defence available is if you have a passenger wielding a weapon on the back. The vehicle is useful in objective gametypes as it can be used to transport team mates to enemy bases and to transport them home. It can be destroyed very easily and its driver can be killed quickly. Warthog

Technical Name: M12 Warthog LRV/LAAV. Usage: There are two different types of Warthog that are available in
multiplayer, the usual LRV which sports a M41 Light Anti-Aircraft Gun which is effective against personnel and vehicles and the LAAV which is a Warthog that replaces the turret with a M68 Gauss Cannon. Both are fast and agile, and are both effective at many different roles including offence, defence and transportation. It can carry a maximum of three people (one driver, a gunner and a passenger). The Warthog is perhaps the most iconic vehicle in the Halo series.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 14 of 52

Gametypes
Assault Attackers Assault is a type of reverse CTF in which one team must ferry the bomb from their start point into the enemy’s base and then man it. Assault can be a very difficult gametype since most of the enemy tends to camp inside or around the base so there is usually no way in. The spiker grenade, the power drainer, and radar jammer in combination or even separately are very effective at emptying out bases and in Assault they can be very useful in giving you time to arm the bomb. If you use the power drainer on the enemy base remember you can't go in there until the effect is over because it will kill your team too. The radar jammer is a better alternative to the power drainer in that it will confuse the enemy and give your team a chance to plant the bomb. However going into the radar jammers sphere of influence without a plan can cause your team to become just as disorganized as your opponent. The most simple cut and dry tactic to empty the base is to pepper it with grenades; frag and spike grenades are most favorable. Also very effective at clearing out the base is the Spartan Laser, Missile Pod, and Rocket Launcher. Defenders Defending the base is just as important as attacking it since Assault rotates between attack and defend. On a large map it can be very beneficial for the defending team to control the vehicles as they can cause mayhem to the on foot attackers. However the defenders have to be very careful because a well placed missile/rocket can annihilate all but the Wraith and Scorpion in a single shot. When defending the base the bubble shield is a definite must-have for the defenders but it is inadvisable to put it directly over the bomb arming point because it could make it a lot harder to kill the attacker. Usually putting it at a choke point inside the base such as a small hallway where you can pop in and out of the shield can be very beneficial to defense. The one drawback to this is if the attackers kill all the defenders the bubble shield can give them a safe location to rally inside your base. Juggernaut Juggernaut When playing as the juggernaut one of the best strategies is always to collect the power weapons and have a good balance between short and long range weapons since both come in handy. Usually however the juggernaut uses short range weapons more due to the speed and constant movement that the juggernaut has to do to keep from being killed. One of the main things the juggernaut has to look out for is plasma grenades because they can significantly lower the juggernauts shields which will
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 15 of 52

make you vulnerable to weaker arms fire. A smart group of attackers will usually group together to take out the Juggernaut but there are always those that trail off and think they can take the juggernaut by themselves. These are the type of people you want to target as they'll be the easiest kills. Trying to take on a group of attackers can be done successfully providing you have the right weapons but the lack of guarantee in the success of the fight makes taking on the group a inadvisable strategy. Not Juggernaut When you’re not playing as the juggernaut you want to become the juggernaut because only the juggernaut can win the game. The best ways to become the juggernaut is to team up with the other players and take the juggernaut on at once. Unfortunately the obvious drawback to this is as soon as you become the juggernaut you'll be the new target of everyone else and since they'll be all around you, you most likely won't last long. One of the best ways to take out the juggernaut is to carry the heavy weapon and plasma grenades. Also a sure fire way of killing the juggernaut is to melee them in the back. If you choose to seek out the juggernaut by yourself the best way to handle the encounter is to stay at a medium distance and strafe around the juggernaut randomly changing directions. Also if there is multi-levels to the map to elevate yourself and jump down; the main objective of these seemingly random movements is to get behind the juggernaut and perform a melee to the back. This will instantly kill even the overshielded juggernaut and since you were by yourself when this occurred you won't have to worry about being instantly killed by your former teammates, at least for a few moments. King of the Hill One of the main parts of King of the Hill is obviously the hill. This is represented by semi transparent circle which may or may not rotate based on the sub-gametype. This new semi transparency makes it more difficult to see who's in the hill and what they are armed with. This means when you’re going to take control of the hill its best to go in heavily armed. (Just be careful not to blow yourself up.) Grenades are the most common method of emptying the hill and there is usually at least one grenade in the hill exploding at any one time it is occupied. The most ingenious way to offset heavy arms fire and grenades is to place a bubble shield inside the hill which deflects all fire. The only drawback to the bubble shield is that to defend the hill you have to pop outside of the bubble shield or your teammates have to fight to the death to get the maximum amount of time possible. In trying to capture the hill an enemy could use the Radar Jammer or the Power Drainer either one could severely disorient and even kill the opposing team. Using these power-ups is extremely effective since the other equipment (i.e. power drainer, radar jammer) goes through the

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 16 of 52

bubble shield so the shield cannot protect them. Capture Capture the Flag In many respects CTF is like assault except instead of having he flag to start out with and infiltrating the enemies based to plant it you have to capture the flag and escort it back to your base. This can be made exceedingly complicated with settings like flag reset on touch. Offense The main strategy used when playing offense on capture the flag is to rush the enemy base blindly from all entrances overwhelming them and causing them to respawn further way from the base so your team, or what's left of it gets the flag out of the base then dies on the way back. This strategy is good except for the few major flaws it has. Before blindly rushing the base remember to collect the power weapons along the way, going up against 4 or so enemies is much easier with a rocket launcher than with an assault rifle. Next take a few seconds to do reconnaissance. This may give the opposing team a second or more to get organized but it'll also give you valuable information as to where your enemy is and what they are armed with. Reconnaissance is most useful when you’re watching your enemy stealthily and not being watched yourself. Maintaining the element of surprise is often the best bet to beat your enemy even if slightly out gunned. Once the attack has penetrated into the base and the flag is in sight don't just make a bad dash for the flag. Firstly, you have to watch out for trip mines, power drainers, or other things that might kill you. The best bet if you actually want to be the flag carrier and survive is to let someone else get the flag first and get it off the pedestal and when he is attacked and killed by the enemy finish, jump in and finish off the enemy and take the flag from there. Traveling the road less traveled is a good philosophy, especially so in CTF. You won't get far trying to take the flag through the middle of a firefight, because the enemy team usually directs all their fire at you. Also if you get stuck in a one on one encounter with a brave enemy that wanders out of the base, don't be afraid to drop the flag (out of reach of the enemy) and go mono a mono with the enemy. Just remember with the flag reset on if the enemy even touches the flag it'll vanish from the battle and all that progress will be lost so don't make it easy for them. Trying a vehicular approach can sometimes work and in the case of the warthog can get 3 teammates to the base at once to provide more firepower but at the same time your painting yourself as quite a large target for the initial wave of rocket and Spartan laser fire. Vehicles in CTF have a much higher calling as transportation for the flag carrier than attack platforms as vehicles like the Warthog and Mongoose have excellent carrier capacity and are fast and agile. For a quick entry the Banshee drop

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 17 of 52

into the base is still an excellent strategy. Speed boost across the entire level completely ignoring anyone that tries to shot you (except rockets of course, dodge those) and once your over the enemy base get out of the banshee and just let the banshee fall away. You won't need it since you can't transport the flag in it. If you’re a skilled banshee dropper you can land right on top of the base and drop down into the base or go through a side entrance, depending on what map your playing. This strategy can be brutally effective if you have a warthog or mongoose waiting for you somewhere near by. To do this requires a lot of team coordination but the other team usually won't know what hit them. Defense In games like CTF and even Assault defending the base is one of the most under-appreciated roles on a team. Nobody wants to do it because they have to stay in one place and wait for the enemy to come to them. This mind-set is especially prevalent when the team is in the lead. If you are losing in an objective based game chances are the leading team is all coming after you and have over confidently left there base defenseless. This can be used to your advantage if you are able to escape the enemy’s sights. Even once you have the objective and the enemy is alerted, often times they continue to just beat down your team as they spawn not realizing they're about to lose a point. If you cannot get passed the enemy your team can do best by laying low inside the base and taking on attackers one at a time. This strategy however can't last forever because once the enemy has a commanding presence in the base the game will spawn you away from the base in an attempt to keep you from being spawn killed. The most basic but effective techniques to defend the base including keeping the vehicles at the base and hording the power weapons. When an enemy comes to you can just blow them away with a rocket launcher, especially on a big map when they'll most likely be coming by vehicle. Variations of this that might be a little more complex and require a little more team coordination involve stationing people around and outside your base and at halfway points along the map's border. This will thin down the enemy’s numbers as they approach your base and if done correctly has the potential to quarantine the enemy within a certain area keeping the flag well out of reach. The drawback to this is of course if you’re not by the base then you don't know if the enemy has slipped base you either. No matter what strategy you use it’s always a good idea to keep at least 1 or 2 people stationed in the base right next to the flag (out of direct fire though) so you can keep a eye on it. This position which is the most defensive you can possibly be on CTF is one that some people like but most people don't. But nonetheless it is essential if you want to last more than a few minutes. Oddball

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 18 of 52

With the oddball you have pretty much 2 choices. Find the oddball and hide in a "safe" spot. Or run around and hope you don't get caught by the group of people looking for you. Choice one is often the better of the two choices but has its fatal flaw in that there are no 100% safe spots and where ever you go someone is going to find you eventually. If its just one person you can melee kill them or drop the oddball and kill them with whatever weapon you’re wielding preferably a power weapon such as a shotgun for short range or a rocket launcher/missile pod for longer range. The oddball is a one hit melee kill so if it is just one person try and use this melee to keep them the enemy off your back. The second choice is a little more difficult but can be more effective if done correctly. Running around with the oddball can prove one of the most useful methods of keeping it as nobody can gang up on a specific spot to flush you out and you have less chance of being nailed by a grenade. The main flaw with running around is that eventually you'll accumulate a group that is trailing you of multiple people and if they catch up the conflict is almost always over fast. Until of course the next person picks up the ball. Whichever method you decide to use you should always keep in mind some other tips. If you know someone is tailing you and they're hitting you in the back with say a Battle Rifle; you can step around the corner and as soon as they come through the doorway crouch down and melee them with oddball. You can do that about once or twice before people catch on and start throwing grenades. Equipment is usually not very effective with oddball because it’s such as fast paced gametype and usually moves around but on team oddball the bubble shield can come in handy if your team can defend one position. Slayer Slayer is the most basic and played gametype in all of Halo. It’s the default killing action that we've all come to know and enjoy. As such there really isn't a lot to say about the gametype because it doesn't specialize in anything and is just killing to gain as many kills as possible to win. The best ideas for this gametype are to control the power weapons and not to die. The "not dying" part is usually harder than acquiring the power weapons but it is possible if you play your cards right and pick your battles. Unfortunately most people don't pick there battles since this gametype relies solely on the number of kills, most people just charge blindly into a conflict hoping to get a kill and completely disregarding the fact that if they lose they've just provide someone else with a kill point. Territories In territories there are offensive and defensive rounds and five Territories throughout the level during each round. One team must defend the Territories from being captured, while the other tries to capture as many as

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 19 of 52

they can per round. Once the territory is captured it cannot be taken back. The best way to proceed with these games is to get the entire team to focus on one or two territories depending on the size of the team. Of course the enemy will know you are doing this and they will focus there strength on defending these. The one disadvantage to the team trying to take the territory is they have to stand in the territory to capture it which allows the enemy, who doesn't, to just chuck grenades at the territory killing all the attackers. However, the bubble shield can easily compensate for that and will force the enemy to fight at much closer range. Good weapons to carry for the attacker are the shotgun and battle rifle/assault rifle or something heavier like the missile pod/rocket launcher and of course the bubble shield. Good weapons for the defenders of the territories are the power drainer, sniper rifle, rocket launcher, missile pod, and machine gun turret. Great technique for fooling the enemy into giving up one or even two territories is to focus all your strength except one or two teammates onto a single base and continually assault the base but don't actually take it...yet. 9 times out of 10 this will fool the enemy into thinking your assaulting one base at a time and your other teammates that aren't in the skirmish can sneak away and take at least two territories before the enemy catches on to the idea. If they do catch on then they might draw away some of the forces from the main assaulted territory, which with most of your guys fighting at should be an easy one to capture if the enemy reduces its strength. Beware though, it only takes one spike grenade in close proximity to empty a territory out and lose the capture. VIP When playing VIP games the player who gets VIP either has to hang back and be well defended or has to go on the offensive and get the other person. The overshield that the VIP receives makes them invaluable to the team in taking down the other VIP but going on the offensive can put the VIP in a lot of risk if the teammates aren't looking out for him. However staying on the defensive can allow your enemy team to pick up all the power weapons and then it’s pretty much impossible to turn the tide of battle. The disadvantages of going on the offensive can be counter by good planning. If the VIP loses his overshield then its best to withdraw from the situation and having a good escape route from where ever you go is essential for keeping the VIP alive. Remember your deaths and kills don't matter unless it involves the enemy VIP so don't be afraid to take one for the team and step in front of a enemy to shield the VIP if they're low. If your team wants to be super defensive and force the other team to come to you then the best bet is to have the VIP stand in a bubble shield and defend that area with everything you have. Of course this means that you'll usually be overwhelmed eventually but if you can draw out the enemy VIP

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 20 of 52

it'll be an easy kill for your team. Unfortunately with this super defense the enemy team is usually smart enough not to send the VIP over; unless they come over against the wishes of their team. Infection Infection is pretty much the same as the famed custom gametype that many people created, named Zombies. This is now an official gametype (and may even be introduced into matchmaking in the future). Basically one (or more) person starts as a Zombie while the other players are humans. The aim of the Zombie is to kill humans which will turn then into Zombies. The aim of the humans is to survive for as long as possible without being turned into a Zombie. The game ends when all players are Zombies or the time limit expires.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 21 of 52

Multiplayer Maps
Construct
Description: Vast quantities of water and other raw materials are

consumed in creating even the smallest orbital installations.
Weapons on map: • Heavy Machine Gun • Sniper Rifle • Missile Pod • Shotgun • Spartan Laser • Energy Sword • Gravity Hammer • Flamethrower • Assault Rifle • Battle Rifle • Spiker • SMG • Plasma Pistol • Mauler Vehicles on map: • None. Equipment on map: • Power Drainer

Highground
Description: A relic of older conflicts, this base was reactivated after the

New Mombasa Slipspace Event. An ancient and abandoned beachhead against earlier and simpler enemies, its hasty requisition means a strange mix of crumbling bulwarks and high-tech military equipment.
Weapons on map:

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 22 of 52

• • • • • • • • • • • • • •

Assault Rifle Battle Rifle Brute Shot Covenant Carbine Heavy Machinegun Needler Rocket Launcher Shotgun Sniper Rifle Spartan Laser Maulers Spiker Fragmentation Grenades Spike Grenades

Vehicles on map: • Ghost • Mongoose Equipment on map: • Bubble Shield • Power Drainer • Portable Grav Lift

Epitaph
Description: Some believe the Forerunners prefer desolate places. Others

suggest that few others survived the Flood...
Weapons on map: • MA5C Assault Rifle • BR55HB SR Battle Rifle • Carbine • Energy Sword • M6G Pistol • Plasma Rifle • M90 Shotgun
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 23 of 52

• • • •

SMG SRS99D-S2 AM Sniper Rifle Fragmentation Grenades Plasma Grenades

Vehicles on map: • None. Equipment on map: • Bubble Shield • Radar Jammer

Guardian
Description: Millennia of tending has produced trees as ancient as the

Forerunner structures they have grown around.
Weapons on map: • MA5C Assault Rifle • BR55HB SR Battle Rifle • Brute Shot • Covenant Carbine • Gravity Hammer • Mauler • Needler • M6G Pistol • Plasma Pistol • Plasma Rifle • Shotgun • SMG • SRS99D-S2 AM Sniper Rifle • Spiker • Fragmentation Grenades • Plasma Grenades Vehicles on map: • None.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 24 of 52

Equipment on map: • Bubble Shield • Flare

Isolation
Description: Containment protocols are almost impervious to pre-

Gravemind infestations. What could possibly go wrong?
Weapons on map: • MA5C Assault Rifle • BR55HB SR Battle Rifle • Brute Shot • Needler • M41 SSR MAV/AW Rocket Launcher • Shotgun • SRS99D-S2 AM Sniper Rifle • Spiker • Fragmentation Grenades • Spike Grenades Vehicles on map: • Ghost • Mongoose Equipment on map: • Flare • Regenerators

Last Resort
Description: Remote industrial sites like this one are routinely

requisitioned and razed as part of Spartan training exercises.
Weapons on map:
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 25 of 52

• • • • • • • • • • • • • •

MA5C Assault Rifle BR55HB SR Battle Rifle Brute Shot Energy Sword AIE-486H Heavy Machinegun Needler Plasma Pistol Shotgun SMG SRS99D-S2 AM Sniper Rifle Spartan Laser Spiker Fragmentation Grenades Spike Grenades

Vehicles on map: • Ghost • Mongoose • Warthog • Gauss Warthog Equipment on map: • Bubble Shield • Portable Grav Lift • Power Drainer • Radar Jammer

Narrows
Description: Without cooling systems such as these, excess heat from the

Ark's forges would render the construct uninhabitable.
Weapons on map: • MA5C Assault Rifle • BR55HB SR Battle Rifle • Brute Shot • Mauler
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 26 of 52

• • • • • • • • •

Needler Plasma Rifle M41 SSR MAV/AW Rocket Launcher Shotgun SMG SRS99D-S2 AM Sniper Rifle Spiker Fragmentation Grenades Plasma Grenades

Vehicles on map: • None Equipment on map: • Bubble Shield • Power Drainer • Radar Jammer

Sandtrap
Description: Although the Brute occupiers have been driven from this

ancient structure, they left plenty to remember them by.
Weapons on map: • MA5C Assault Rifle • Brute Shot • Rocket Launcher • Spartan Laser • Missile Pod • AIE-486H Heavy Machinegun (on the elephant) • Gravity Hammer • SRS99D-S2 AM Sniper Rifle • Battle Rifle Vehicles on map: • Brute Chopper • Warthog
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 27 of 52

• • • •

Ghost Banshee Elephant Mongoose

Equipment Equipment on map: • None

Snowbound
Description: Hostile conditions did not prevent the Covenant from seeking

salvage on this buried Forerunner construct. Snowy wastes are a dangerous place to be caught in the open, but the chilly underground vaults, grafted to a buried Forerunner structure, are no safer.
Weapons on map: • MA5C Assault Rifle • BR55HB SR Battle Rifle • Beam Rifle • Covenant Carbine • Needler • Plasma Pistol • Plasma Rifle • Shotgun • Spartan Laser • Spiker • Fragmentation Grenades • Plasma Grenades Vehicles on map: • Ghost Equipment on map: • Bubble Shield • Power Drainer

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 28 of 52

The Pit
Description: Software simulations are held in contempt by the veteran

instructors who run these training facilities
Weapons on map: • M41 Rocket Launcher • Assault Rifle • Sniper Rifle • Battle Rifle • Energy Sword • Spiker • Needler • SMG • Plasma Rifle • Shotgun • Plasma Pistol • Mauler • Magnum • Turret Vehicles on map: • None Equipment on map: • Overshield • Active Camouflage • Regenerator • Power Drainer

Valhalla
Description: The crew of V-398 barely survived their unplanned landing in this curious gorge. The wreckage of their downed Pelican rests on the field, its remains an unpicked carcass. Tall timbers are dwarfed by titanic granite cliffs and a mountain river spills into a frigid alpine lake. Weapons on map:
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 29 of 52

• • • • • • • • • • • • •

MA5C Assault Rifle BR55HB SR Battle Rifle AIE-486H Heavy Machinegun Missile Pod SRS99D-S2 AM Sniper Rifle Spartan Laser SMG Plasma Pistol Spiker Spike Grenades Plasma Grenades Fragmentation Grenades Shotgun

Vehicles on map: • Banshee • Mongoose • Warthog Equipment Equipment on map: • Bubble Shield • Power Drainer • Trip Mine • Regenerator

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 30 of 52

Medals
Medals were a big part of Halo 2, with people often competing to get the most medals. Well they are of course making another appearance in the third instalment of Halo. This time around there is a much greater variety of medals and they can all be tracked on Bungie.net. Medal Name Killing Spree Killing Frenzy Running Riot Rampage Untouchable Invincible Killjoy Shotgun Spree Open Season Sniper Kill Sniper Spree Sharpshooter Double Kill Triple Kill Overkill Killtacular Killtrocity Killimanjaro Killtastrophe Killpocalypse Description Kill five enemies in a row without dieing. Kill ten enemies in a row without dieing. Kill fifteen enemies in a row without dieing. Kill twenty enemies in a row without dieing. Kill twenty five enemies in a row without dieing. Kill thirty enemies in a row without dieing. End an opponents killing spree. Kill five enemies in a row with a shotgun without dieing. Kill ten enemies in a row with a shotgun without dieing. Kill an opponent with a sniper rifle or beam rifle. Kill five enemies in a row with a sniper rifle without dieing. Kill ten enemies in a row with a sniper rifle without dieing. Kill two opponents within four seconds of the previous kill. Kill three opponents within four seconds of the previous kill. Kill four opponents within four seconds of the previous kill. Kill five opponents within four seconds of the previous kill. Kill six opponents within four seconds of the previous kill. Kill seven opponents within four seconds of the previous kill. Kill eight opponents within four seconds of the previous kill. Kill nine opponents within four seconds of the previous kill.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 31 of 52

Kill ten opponents within four seconds of the previous kill. Kill an opponent with the Spartan Laser. Laser Kill Grenade Stick Kill an opponent by sticking them with a plasma or spike grenade. Hit and kill an opponent with a melee attack. Beat Down Hit and kill an opponent with a melee attack from Assassin behind. Board a vehicle. Hijacker Board an aircraft by forcefully removing the Skyjacker opponent from it. Be the driver of a vehicle when the passenger kills Wheelman an opponent. Splatter Hit and kill an opponent with a vehicle. Splatter five opponents in a row without dieing Splatter Spree with a vehicle. Vehicular Manslaughter Splatter ten opponents in a row without dieing in a vehicle. Death From the Grave Kill an opponent after you have died. Get an overkill on the opposing team that results Extermination in all of the opposing team being dead. Win a slayer game with a score of 15 or more Perfection kills without dieing. Kill five opponents in hill without dying and Hail to the King without the hill moving. Kill an opponents VIP in a VIP game. Killed VIP Killed Flag Carrier Killed the opponent flag carrier in a CTF game. Get a melee kill with the flag. Flag Kill Score the flag in CTF. Flag Score Kill an opponent bomb carrier in an Assault Killed Bomb Carrier game. Plant the bomb in an Assault game. Bomb Planted Get a melee kill while holding the ball. Oddball Kill Kill the Juggernaut in a Juggernaut game. Killed Juggernaut Kill an opponent who is in the act of a sword Bulltrue lunge. Killed an opponent with a flame based weapon. Incineration Standing Be the last human alive in a game of infection. Last Man Standing Kill five opponents in a row without dieing with Sword Spree the sword. Kill ten opponents in a row without dieing with Slice ‘n Dice the sword.

Killionaire

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 32 of 52

Juggernaut Spree

Kill five people in a row without dieing as the Juggernaut. Kill ten people in a row without dieing as the Unstoppable Juggernaut. Kill five humans in a row without dieing as a Infection Spree Zombie. Kill ten humans in a row without dieing as a Mmmm Brains Zombie. Kill five Zombies in a row without dieing as a Zombie Killing Spree human. Kill ten Zombies in a row without dieing as a Hell’s Janitor Zombie. Kill fifteen Zombies in a row without dieing Is Quisnam Protero Damno as a Zombie.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 33 of 52

Forge
Forge is something completely new to the Halo series. At its most basic level it is simply a map editor, to edit the weapons, vehicles and other items on a map, but once you start playing around with it you will see that it is a very advanced feature that can be used to do countless different things. This guide will give you a rundown of the controls, the things you can change and some other small yet interesting things.

Controls
Left Trigger: Thrust Right Trigger: Manipulate Object

Left Bumper: Fly Down

Right Bumper: Fly Up

Y Button: Delete X Button: Item Menu A Button: Drop / Pick up

Left Stick: Move / Rotate Item

D-Pad ^ (Up): Play / Edit

Right Stick: Look / Rotate Item

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 34 of 52

Items / Cost
Item Name Weapons Assault Rifle Battle Rifle Shotgun Sniper Rifle SMG Spiker Magnum Plasma Pistol Needler Flamethrower Vehicles Banshee Hornet Prowler Scorpion Warthog, Gauss Equipment Frag Grenade Spike Grenade Power Drain Grav Lift Radar Jammer Overshield Custom Powerup Scenery Fusion Coil Crate Radio Antennae Drum, 55 Gal Radio Set, Small Drop Pod, Panel Medical Crate Rucksack Barrel Cost* Cost* $2 $2 $2 $2 $2 $2 $2 $2 $2 $8 $20 $20 $20 $40 $20 $1 $2 $2 $2 $2 $2 $2 $3 $3 $4 $3 $2 $2 $3 $2 $3 Item Name Beam Rifle Brute Shot Rocket Launcher Spartan Laser Energy Sword Machine Gun Turret Gravity Hammer Missile Pod Sentinel Beam Cost* Cost* $2 $2 $2 $2 $2 $6 $2 $4 $2

Chopper Ghost Mongoose Warthog Wraith Plasma Grenade Bubble Shield Trip Mine Regenerator Flare Active Camo

$20 $15 $10 $20 $40 $1 $2 $2 $2 $2 $2

Crate, Single Turret Case Camping Stoll Equipment Case Drop Pod, Closed Barricade Computer, Small Blitz Can Barrel, Small

$3 $3 $2 $2 $3 $3 $2 $2 $3

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 35 of 52

Supply Case Grav Lift Teleporters Sender Node Two-Way Node Spawners Respawn Point

$3 $5 $5 $5 $0

Plasma Battery Weapon Holder Reciever Node

$3 $3 $5

What Can Forge Be Used For?
Forge can be used for a variety of things. Say you have created a new custom game type, but the weapon placement or respawn times are wrong. Well you can go into Forge and edit those things to suit you and your new game type. A lot of people play in Forge simply to mess around and have fun. You can do an endless number of different things using Forge. Blowing things up with Fusion Coils is a community favourite, trying to make vehicles fly, and building small structures with objects. One of the best things about Forge though is the fact you can still play games while in Forge. By pressing up on the D-Pad you change back into a Spartan (or Elite) so that you can fight and play games. This means that you can create some very different games in Forge, with the ability to change into a Monitor at any time and delete or add weapons, vehicles or power ups. A popular game people play is to have two people on each team elected to be Monitors. They try to assist there team by providing weapons and other items while the rest of the team compete to defeat the other team. And remember, any new map types you create in Forge can be shared with other people around the world by putting them into your file share and publishing them on Bungie.net online. Over time I will add updates to this section with new information regarding Forge.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 36 of 52

Theatre
Theatre is another new addition to the Halo series of games. It’s a very cool feature that lets you watch, edit, save and take screenshots from the games you have played. Now saving videos from games is nothing new, in fact most PC games pack that as standard, but Theatre is a polished version with some cool extra features. For instance, while watching a video you can see the battle from any of the players’ points of view, in either first or third person. So if you made an amazing stick on your friend. Play the film and watch that humiliating stick as if you were your friend. Another thing is that you can detach the camera and take it anywhere you want, to get the perfect view of a kill or to line up for the perfect screenshot. But it can be a little tricky at first, so this guide is here to give you a helping hand so you know what you are doing.

Controls
Left Trigger: Camera Boost Trigger: Right Trigger: Adjust Playback Speed

Left Bumper: Fly Down

Right Bumper: Fly Up Y Button: Change Camera Type

Left Stick: Fly Camera B Button: Toggle HUD

X Button: Invoke Controls A Button: Play / Pause

D-Pad (Up + Down): Change Player

Right Stick: Camera Look

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 37 of 52

Remember that at any time during a film you can pause it and take a screenshot and by bringing up the controls. You can then add the screenshot to your File Share or publish it on Bungie.net Online. If you are connected to Xbox Live and have your Gamertag linked to your Bungie.net Account your screenshots will automatically be saved to you Service Record.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 38 of 52

Terminals
There are several different terminals located throughout the game. They provide information about the Forerunners and their battle with the Flood before they had to fire the Halos’. They give an interesting back story to the game and fill you in on a little bit of how the Forerunners fought and lived. Accessing and reading all of the seven Forerunner terminals will result in you unlocking the “Marathon Man” achievement. The achievement name will be recognisable to old time Bungie fans. This guide will give you all the information you need on how to find and access the terminals. NOTE: To get the achievement you must view the terminals until they flash read and after a short delay change into new text. But you might as well read the whole terminal, they are very interesting. First Terminal The first terminal is located on the level The Ark. After you battle through the start of mission you will come to a building. As soon as you get inside there will a door almost immediately to your left. Enter the door and you will come across the first terminal. The second terminal is also located on The Ark. When you get to the point where you have to access the control panel to allow the Scorpion tanks to cross the Bridge. The terminal is located directly behind the control panel. The third terminal is the last terminal located on The Ark. This is a tricky terminal to find and you could easily miss it by accident. After you defeat the Scarab you will head into a large structure. When you enter the structure you will come to a room where there are several sleeping grunts. After you have taken care of the grunts and brutes you leave the room and enter a hallway. You will then come to a room where there is a staircase. Go down the stairs and look underneath the staircase to get to the third terminal. The fourth terminal is located on the level The Covenant. There are three terminals located on

Second Terminal

Third Terminal

Fourth Terminal

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 39 of 52

this level, one in each of the three shield generator towers. When you are in the first tower and come to the elevator that takes you up to the Brutes and controls do not go up. Instead jump from the elevator platform onto the opposite walkway. The terminal is located on this walkway almost directly in front of you. Fifth Terminal This terminal is also located on The Covenant, at the part where you get a Hornet Vehicle. Fly towards the second tower, which the Arbiter has already disabled. Someone will come over and tell you that the tower is already clear. If you walk into the building the terminal is right near the entrance. Be careful not to miss it. This terminal is the last located on the level The Covenant. It is pretty much identical to Terminal Four but is located in the third tower instead. Fight your way to the elevator in the tower and jump across onto the platform to find the sixth terminal. The last of the terminals is located on the final level, Halo. Simply go forwards as you normally would from the beginning of the level until you get to an area where there are several structural beams. If you turn right at this point you will see a single support beam that is separate to the rest. Follow this beam until you come to a doorway. Enter it and Cortana will ask what you are doing. When the terminal comes into view she will say “Wait, what’s that?” The terminal itself is right in front of one of the pulse generators. Access it and you will get the “Marathon Man” achievement, assuming you have accessed the other six terminals.

Terminal Six

Terminal Seven

After some careful investigating and searching several members of Bungie.net came across an eighth terminal, although it is unique compared to the terminals. Firstly it has no affect at all on the “Marathon Man” achievement. Secondly it does not feature any Forerunner text. Whhen

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 40 of 52

accessed a message from Cortana plays, referencing the Halo novel, The Fall of Reach. To find this terminal go to the level Cortana in the same room where you find the Tilt skull. At the bottom of this room there is a spot where there is a Gravity Hammer leaning against the wall. At the point where it is leaning there is a terminal. NOTE: This terminal looks nothing like the other terminals; it simply looks like a pedestal of light. Transcripts of all of the terminals’ text can be seen by following this link: http://halo.wikia.com/wiki/Terminals

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 41 of 52

Skulls
Skulls are a fun, interesting, yet challenging extra that made their first appearance in Halo 2. They are placed in hard to find locations that are often difficult to locate directly. In Halo 2 picking up a skull would result in a change in gameplay, such as removing the HUD from the screen. The concept in Halo 3 is very similar. This time around finding golden skulls unlocks achievements and also allows you to “turn on” the skull effect in the options for campaign. On top of that the skulls also give you extra multipliers in meta-games. There are also four silver skulls that do not unlock achievements but do unlock other extras in the game. This guide will give you a quick and easy reference that you can use to locate all of the skulls and to inform you what each skull does.

Golden Skulls
Iron Skull This skull is located at the very end of the first level, Sierra 117, where you reach the area where Sergeant Johnson is being held captive by the Brutes. The skull is located on the roof of the walkway. If you jump onto the small building where Johnson is being held then jump onto the pipes and onto the walkway. Continue along the walkway to the left until you come to the end, where the skull is located in the area. Turning this skull on will cause the mission to restart if you die. If you are playing in a co-op game you and you die the game will restart to your last checkpoint. Black Eye This skull is located on the second level, Crow’s Nest. There is some piping hanging from the roof of the room that you start in. You need to jump onto this piping (sing the boxes or crates) and walk to the end of it to find the skull. If you turn this skull on your shield will no longer recharge as normal. Instead to charge your shield you must melee enemies.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 42 of 52

Tough Luck

This skull is found on the third level, Tsavo Highway, at the point where the Covenant Cruiser flies directly overhead of you. If you look to your right there is some piping that follows the road. Underneath this piping are some support beams that are connected to the cliff. If you jump onto the first beam and travel to the end of it and then turn left you should see the skull. Jump onto the ledge and grab it. Your enemies will become much harder to kill with grenades and never back down from you.

Catch

You find this skull on the fourth level, The Storm. When you come to the area where you have to destroy the first tanks there is a small circular structure near the AA Wraith Tank. Make sure you do not destroy the tanks as this will cause the skull to disappear. On top of the circular structure is the skull. You’ll have to grenade jump or use a Warthog to get onto the roof of the building. Turning this skull on makes the enemies in the game toss a lot more grenades than they normally would. You’ll have to watch out for explosions.

Fog

This skull is found at the very start of the fifth level, called Floodgate. If you walk down the ramp at the beginning, heading towards the buildings you should reach a checkpoint. A marine will then yell “There! Over There!” You only have a short period of time to get the skull here, but if you mess up just revert to your last save (this will take you back to the checkpoint you just reached). You should see a missile launcher and directly in front of the launcher is a building. On top of this building you should see a single combat flood form. Just before it jumps off the building take it out with your battle rifle. If you time it right the combat form will fall into the street with the skull for you to pick up. You might need to do it several times to get the timing right. Turning on this skull will result in your motion sensor being turned off.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 43 of 52

Famine

This skull is found on the sixth level, The Ark. After you reach the structure that was guarded by some Covenant forces and where Sergeant Johnson turns up in a Pelican and tells you to follow him. Do so and when you come to the part a few seconds later when you are attacked by two ghosts there should be a structure to your left and above you. There are three large support beams in the cliff. The skull is in the first of these beams and can be reached using a grenade jump or using a vehicle to jump from. All the guns that your enemies drop will have half of their usual ammunition when this skull is turned on.

Thunderstorm

This skull can be found on the seventh level, The Covenant, after you take command of one of the Hornet vehicles. Fly towards the second force field generator (the one the Arbiter disabled), and land. The skull is waiting at the very top, at the end of the ramp extending over the sea. When you turn this skull on all the enemies in the campaign receive a field promotion. This means a lot more Brute Chieftains, so watch out.

Tilt

This skull is found on the eighth level, Cortana. It’s a bit difficult to get to, as it requires getting on top of the ceiling of the room. Upon entering the room, head towards the left side where you will see some mushroom shaped extrusions along the wall. Get on top of these, and then look up and towards the right for another set of extrusions. Jump to these. From here, you should be able to jump on top of the ceiling of the room, where the Tilt Skull lies in the center. Enemy resistances and weaknesses are greatly increased. Essentially, it creates a situation where you will more often have to use a plasma weapon to take down shields and power armor, and then a ballistic weapon to finish the opponent off.

Mythic

This is probably the easiest Golden skull in the game to get. It is located in the very beginning of the final level

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 44 of 52

in Halo 3, named Halo. Begin by heading into the canyon, but hug the right wall. Very soon, you will notice that there is a turn to the right that is off the normal trail. Enemies have twice as much health and shielding so are a lot harder to kill.

Silver Skulls
Blind This skull is the first of the Silver Skulls in Halo 3, and can be found in the first mission, Sierra 117. It is located relatively close to the beginning of the mission. After your first encounter with the Gold Armor Brute, Two enemy dropships will appear a bit further down the stream. Go towards the dropship that is furthest away, and stay on the right side of the stream. Continue along the right (towards the cliff edge), and a rock will jut out a bit over the large lake. The Blind Skull is located on this rock. If you turn this skull on your HUD will go off. This means you won’t see you reticule, shield and ammo. Grunt Birthday Party This is one of the more fun Silver Skulls in Halo 3. The skull is located on the second mission, Crow’s Nest, just before the area where you team up with the Arbiter (it’s the piping area where you see Drones buzzing in and out of an array of pipes). Just before you jump down the pipe to meet up with the Arbiter, stop at the ledge, and look directly below you. Along the wall that you drop down, there is a small ledge with a green arrow pointing backwards. Jump onto this ledge (rather than all the way down), and go inside this secret room. The skull is in the dead center of the room. Begin by heading all the way to the part of the level where you battle the Scarab. After defeating it, look in the middle of the desert area which you battled it in for a fairly large structure (it’s the

Cowbell

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 45 of 52

building you see if you are at the bottom of the ramp you are supposed to go up, and turn to look in the opposite direction). Inside of this structure are several Gravity Lifts (shown below). Take one of these for later. Next, head up the huge ramp, and head inside of the building (the one with the cartographer inside). Pass through a few of the rooms in this building, and you’ll eventually come to a room with a whole lot of Explosive crates. Right after this room is a Staircase/Hallway that leads to the level below. The Skull is located at the top of the room, at the point where you turn on the staircase to head for the next part of the slope. There are four platforms above you; the Skull is on the uppermost of these platforms. Use the Gravity Lift to jump up to it. You might need a Bruteshot to help you get to the top, fire it while jumping on the Gravity Lift to give you an extra boost. IWHBYD

You must start from the beginning of the level.
The Skull is located in the level, The Covenant. After defeating the Scarabs, and going inside, get to the location with all 7 Ring Holograms. You must jump through the rings in a specific order. That order is as follows (1 is at the entrance, 7 is at the end): 4654534

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 46 of 52

Armour Permutations
Spartan Models
Mark VI Body: Default. Shoulder: Default. Helmet: Default. CQB Body: Default. Shoulder: Default. Helmet: Default. EVA Body: Complete “The Road” achievement. Shoulder: Complete “Refuge” achievement. Helmet: Complete campaign on Normal difficulty. EOD Body: Complete “The Road” achievement Shoulder: Complete “Refuge” achievement. Helmet: Complete campaign on Legendary difficulty. Hayabusa Body: Collect five of the hidden skulls. Shoulder: Collect nine of the hidden skulls. Helmet: Collect all thirteen hidden skulls. Katana Body: Unlock all of the achievements. Shoulder: N / A Helmet: N / A Security Body: N / A Shoulder: Get 850 of the 1000 Gamerscore. Helmet: Unlock all of the achievements. Recon Body: Exclusive to Bungie employees. Shoulder: Exclusive to Bungie employees.
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 47 of 52

Helmet: Exclusive to Bungie employees. Scout Body: Complete “Too Close to the Sun” achievement. Shoulder: Complete “Mongoose Mowdown” achievement. Helmet: Complete “Used Car Salesman” achievement. ODST Body: N / A Shoulder: N / A Helmet: Complete “Spartan Graduate” achievement. Mark V Body: N / A Shoulder: N / A Helmet: Complete “UNSC Spartan” achievement. Rogue Body: N / A Shoulder: N / A Helmet: Complete “Spartan Officer” achievement.

Elite Models
Combat Body: Default. Shoulder: Default. Helmet: Default. Assault Body: Default. Shoulder: Default. Helmet: Default. Flight Body: Complete “The Road” achievement. Shoulder: Complete “Refuge” achievement. Helmet: Complete campaign on Heroic difficulty. Ascetic Body: Complete “Up Close and Personal” achievement. Shoulder: Complete “Overkill” achievement. Helmet: Complete “Steppin’ Razor” achievement.
© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 48 of 52

Commando Body: Complete “Triple Kill” achievement. Shoulder: Complete “Killing Frenzy” achievement. Helmet: Complete “Overkill” achievement.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 49 of 52

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 50 of 52

Special Thanks & Acknowledgments
Bungie – For creating a great series of games and letting us all play in their universe. www.bungie.net Halo.Bungie.Org – An invaluable site with a dedicated community. Helped me with checking my information and with advice from some of its members. http://www.halo.bungie.org Halopedia – Plenty of information on this site that gave me a place to check my facts and ensure everything was correct. http://halo.wikia.com/ Mjolnir Battle Tactics – A fun and entertaining group on Bungie.net and a fabulous guide, that helped me a lot with this one. http://mjolnirtactics.com/ Some select friends who helped put this together, you know who you are.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 51 of 52

Contact
Within the next few weeks I will be updating and adding to this guide. A few of the sections need to be expanded upon and there will undoubtedly be some mistakes somewhere. So if you have anything that you think I should add then please send to us, I will get back to you as soon as possible. Same deal with any errors you find in the guide. The email address is: Halo3guide@communityradar.co.uk alo3guide@communityradar.co.uk Also, if you have any content, such as a walkthrough for campaign then please send it to the email address above.

© Nathan Gibson & Community Radar 2007. All rights reserved.

www.communityradar.co.uk

Page 52 of 52

Legal Information
The Halo brand, logo and content are © of Microsoft Corp. 2007. Microsoft, Halo and/or other Microsoft products referenced in this document are either trademarks or registered trademarks of Microsoft. The names of actual companies and products mentioned are trademarks and © of their respective owners. Any rights not expressly granted are reserved. If you have any queries regarding the status of any of the legal information within this document then please visit our site and email us.

© Nathan Gibson & Community Radar 2007. All rights reserved.

Master your semester with Scribd & The New York Times

Special offer for students: Only $4.99/month.

Master your semester with Scribd & The New York Times

Cancel anytime.