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Halo 3 Guide

By Nathan Gibson

&

Community Radar

Edition 1.0
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Contents
Basic Controls… Page 3
Weapons… Page 4
Vehicles… Page 11
Gametypes… Page 14
Multiplayer Maps… Page 21
Medals… Page 30
Forge… Page 33
Theatre… Page 36
Terminals… Page 38
Skulls… Page 41
Armour Permutations… Page 46
Special Thanks
& Acknowledgements…. Page 50
Contact Page 51
Legal Information… Page 52

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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 Weapon

Bumper: Reload / Swap Left Weapon


Left Bumper: Bumper: Action / Reload Right Weapon
Right Bumper:

Button: Multiplayer
Back Button:
Score Button: Swap Weapon
Y Button:

Button: Melee Attack


B Button:
Stick: Move / Crouch
Left Stick:

Button: Use Equipment


X Button:

Button: Game Menu /


Start Button:
Pause Button: Jump
A Button:

Up: Team Chat


D-Pad Up: Stick: Look / Zoom
Right Stick:

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.

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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.

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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

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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

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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

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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

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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.

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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.

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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

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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

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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.

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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

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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

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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

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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

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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

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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

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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.

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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:

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• 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

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• 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.

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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:

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• 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

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• 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

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• 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

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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:

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• 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

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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 Description

Killing Spree Kill five enemies in a row without dieing.


Killing Frenzy Kill ten enemies in a row without dieing.
Running Riot Kill fifteen enemies in a row without dieing.
Rampage Kill twenty enemies in a row without dieing.
Untouchable Kill twenty five enemies in a row without dieing.
Invincible Kill thirty enemies in a row without dieing.
Killjoy End an opponents killing spree.
Shotgun Spree Kill five enemies in a row with a shotgun without
dieing.
Open Season Kill ten enemies in a row with a shotgun without
dieing.
Sniper Kill Kill an opponent with a sniper rifle or beam rifle.
Sniper Spree Kill five enemies in a row with a sniper rifle
without dieing.
Sharpshooter Kill ten enemies in a row with a sniper rifle
without dieing.
Double Kill Kill two opponents within four seconds of the
previous kill.
Triple Kill Kill three opponents within four seconds of the
previous kill.
Overkill Kill four opponents within four seconds of the
previous kill.
Killtacular Kill five opponents within four seconds of the
previous kill.
Killtrocity Kill six opponents within four seconds of the
previous kill.
Killimanjaro Kill seven opponents within four seconds of the
previous kill.
Killtastrophe Kill eight opponents within four seconds of the
previous kill.
Killpocalypse Kill nine opponents within four seconds of the
previous kill.

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Killionaire Kill ten opponents within four seconds of the


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

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Juggernaut Spree Kill five people in a row without dieing as the


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

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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


Left Stick: Move / Rotate Item

A Button: Drop / Pick up

D-Pad ^ (Up): Play / Edit Right Stick: Look / Rotate Item

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Items / Cost

Item Name Cost*


Cost* Item Name Cost*
Cost*

Weapons
Assault Rifle $2 Beam Rifle $2
Battle Rifle $2 Brute Shot $2
Shotgun $2 Rocket Launcher $2
Sniper Rifle $2 Spartan Laser $2
SMG $2 Energy Sword $2
Spiker $2 Machine Gun Turret $6
Magnum $2 Gravity Hammer $2
Plasma Pistol $2 Missile Pod $4
Needler $2 Sentinel Beam $2
Flamethrower $8

Vehicles
Banshee $20 Chopper $20
Hornet $20 Ghost $15
Prowler $20 Mongoose $10
Scorpion $40 Warthog $20
Warthog, Gauss $20 Wraith $40

Equipment
Frag Grenade $1 Plasma Grenade $1
Spike Grenade $2 Bubble Shield $2
Power Drain $2 Trip Mine $2
Grav Lift $2 Regenerator $2
Radar Jammer $2 Flare $2
Overshield $2 Active Camo $2
Custom Powerup $2

Scenery
Fusion Coil $3 Crate, Single $3
Crate $3 Turret Case $3
Radio Antennae $4 Camping Stoll $2
Drum, 55 Gal $3 Equipment Case $2
Radio Set, Small $2 Drop Pod, Closed $3
Drop Pod, Panel $2 Barricade $3
Medical Crate $3 Computer, Small $2
Rucksack $2 Blitz Can $2
Barrel $3 Barrel, Small $3

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Supply Case $3 Plasma Battery $3


Grav Lift $5 Weapon Holder $3

Teleporters
Sender Node $5 Reciever Node $5
Two-Way Node $5

Spawners
Respawn Point $0

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.

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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: Adjust Playback Speed
Right Trigger:

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

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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.

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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.

Second 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.

Third Terminal 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.

Fourth Terminal The fourth terminal is located on the level The


Covenant. There are three terminals located on

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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.

Terminal Six 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.

Terminal Seven 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.

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

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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

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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.

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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.

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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

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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.

Cowbell 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

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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

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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.

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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.

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

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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.

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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.

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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.

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