Xbox 360 | Halo 3


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                      HALO 3
                    (Xbox 360)

                
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FAQ/Walkthrough
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By GamerHelp.com
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                  TABLE OF CONTENTS        

         
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Arsenal

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I.  Weapons
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   Brute Weaponry
   Covenant Weaponry
   Forerunner Weaponry
   UNSC Weaponry

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II. Deployables / Power-Ups
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   Deployables and Power-Ups

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III.Vehicles
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   Brute Vehicles
   Covenant Vehicles
   UNSC Vehicles



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Campaign Walkthrough

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IV. Missions
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   Complete Campaign Walkthrough









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                     ARSENAL       

         
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I. Weapons

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Brute Weaponry
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                    Brute Shot
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Magazine Size: 6
Dual-Wieldable: No
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Underpowered in Halo 2, the Brute Shot's magazine has
been upgraded to hold six nades at a time. This easy 
to use grenade launcher's newly enhanced accuracy 
makes it a sturdy anti-vehicle weapon, and the 
grenades don't bounce off surfaces anymore. The melee
attack with the Brute Shot is also extremely lethal 
as it has a spear attached to it, which can be used 
to bludgeon an enemy. Bear in mind that even though 
you can?t zoom or dual wield with this weapon, its 
precision and power are a combination that can 
explode the life out of even the most hardened Halo 
veteran. 
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Pros:
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It spits out grenades much faster than your average 
grenade launcher and it its still inflicts a lot of 
damage just like your average grenade launcher. 
During Halo 3 campaign, the Brute Shot is easily 
attainable because you'll always be running into 
Brutes carrying these things around. The weapon is 
effective in taking down larger enemies and if you 
don't quite kill a target, the blade attatched to the 
Brute Shot which increases its melee power will come 
in handy when you bash them with it. 
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Cons:
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The Brute Shot is not nearly as devastating as other 
guns in the game that fire explosive projectiles, 
such as the Rocket Launcher, Missile Pod, etc. It's 
clip is also relatively modest so the second weapon 
you have equipped needs to be more balanced, meaning 
you need something that holds more ammunition so you 
don't run out of bullets while in the middle of a 
fight.
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                    Fire Bomb Grenades
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Magazine Size: N/A - (You can hold 2 of each type of 
                      grenade at once)
Dual-Wieldable: No
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The Fire Bomb Grenades are just what you'd expect  
incendiary grenades would be, grenades that explodes
into a fiery blast that torches your targets. These
grenades emit an almost napalm-like gel that 
incinerates anyone unlucky enough to be nearby when
it detonates.
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Pros:
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The blast from the Fire Bomb Grenade will instantly 
end the life of anyone standing within its 7 foot 
blast radius. Just pitch it into a group of enemies
and let them burn!
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Cons:
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You have to be accurate when tossing the Fire Bomb 
Grenades at enemies as its blast radius is 
relatively small.
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                    Gravity Hammer
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Magazine Size: 10
Dual-Wieldable: No
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Thor himself would shat himself if he ran into 
someone  weilding one of these behemothal Brute 
hammers.Similar to the Energy Sword, the Gravity 
Hammer is a two-handed weapon that you can use to 
strike down your enemies with ease. For maximum 
results, sneak up on an unsuspecting enemy, bust out 
the G-Hammer, and then deliver a concentrated blow to 
your target.

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Pros:
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Swinging this giant hammer into an enemy will almost 
guarantee their demise. Once you experience the 
destruction this weapon is capable of, you'll know 
why only Spartans and Brutes can hold these heavy 
bats up and use it to smash their attackers. Taking 
the Gravity Hammer into battle allows you to crush 
multiple enemies with a single blow. Also, if an 
enemy is out of range, the shockwave created by the 
weapon will push them away from you.
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Cons:
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The Hammer is not a practical weapon to use when 
fighting against a large group of enemies because its 
size and weight makes it so that it takes a long time 
just to swing the damn thing once. The Gravity 
Hammer's range is also extremely limited. 
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                    Mauler
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Magazine Size: 5
Dual-Wieldable: Yes
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The Mauler is the Brute equivalent to the shotgun, 
and while its size is modest, it does pack a killer 
punch just like the UNSC boomstick. Even though it 
only holds 5 bullets, you can have one of these in
each hand which makes the Mauler a great deal more
devastating.
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Pros:
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Maulers are a faster to way to destroy your foes than
your default weapon (the Assault Rifle) as well as 
many other weapons available in Halo 3, especially
when you're face to face with your enemies.
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Cons:
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They have a slow rate of fire, and, being a close 
relative to the human shotgun, the Mauler's range is
limited and you won't be able to hit targets that 
are more than a few feet in front of you. Although
you can and will find them, Maulers are also somewhat 
scarce during the Halo 3 campaign.
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                    Spike Grenade
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Magazine Size: N/A - (You can hold 2 of each type of 
                      grenade at once)
Dual-Wieldable: No
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Giving new meaning to "sticking it to someone," the 
Brute Spike Grenade looks like a cross between a 
medieval mace and a Stielhandgranate, but is actually 
the perfect tool for attaining instant kills. 
Chucking one of these spiked bombs at an enemy with 
enough precision will cause it to stick to their body. 
After this happens, all you have to do is watch as 
the Spike Grenade's detonation destroys them, but 
don?t stand too close or you'll end up getting marred 
in the process. Successfully doing this takes a 
steady hand and good aim, and if you can't manage to 
pelt others with it, sticking it to a surface can 
still hurt them if they are within the blast radius.
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Pros:
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If an enemy gets close enough to cave their face in 
with the butt of your gun, you can always eliminate 
the risk of them killing you first with a melee 
attack by stapling a Spike Grenade to their flesh. 
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Cons:
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If your aiming is crappy, then these spiked Brute 
bombs are essentially useless to you and you're 
better off with one of the other type of grenades
available in Halo 3. 
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                    Spiker
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Magazine Size: 40
Dual-Wieldable: Yes
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The Spiker fires superheated projectiles that 
literally sink right through energy shields, your 
foes, and just about anything else you point it at.
Pick up two of these bad boys at once to really 
eat up your enemies with the Spiker. Keep in mind 
that the damage you can inflict with this gun is 
somewhat limited and you need to spray enemies with 
lots of its ammo to get them to croak.
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Pros:
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If you don't miss, unloading the Spiker's projectiles 
on an enemy will quickly deplete their health. The 
clip is relatively big, giving you a considerable 
amount of time to make your target(s) dead before
having to reload.
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Cons:
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Although the Spiker is powerful, it is certainly not 
the most powerful weapon available in the game, and 
for certain battles it's not your best option if you 
can get to other deadlier weapons. 
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Covenant Weaponry
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                    Beam Rifle
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Magazine Size: 10
Dual-Wieldable: No
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Although you can't dual wield this two-handed 
particle Beam Rifle, you can zoom (and zoom in again 
to get an even closer shot) on enemies when 
delivering their doom. Two bullets fired through an 
enemy's flesh will knock them over permanently, but 
you'll still need to nail them in the dome if you 
want them to die with one shot. The Beam Rifle is 
similar to the Sniper Rifle in terms of what it takes 
to slay with it?the difference between the two being 
that the Beam Rifle fires faster that the human 
version of this gun.
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Pros:
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You can put down an enemy by only shooting at them 
with the Rifle a couple of times. The Beam Rifle also 
pumps out its rounds relatively fast for a sniper 
rifle. If you're decent at sniping, it is also quite 
deadly when used during multiplayer matches.
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Cons:
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This Covenant rifle isn't ideal for close range 
combat, and its slow rate of fire makes it not the 
best choice when having to kill off a large horde of 
enemies.
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                    Carbine
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Magazine Size: 18
Dual-Wieldable: No
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An essential firearm for the Halo marksman, the 
Carbine is a common favorite among players who want 
a little more power and distance than your spawning 
weapon. The Carbine is ever-so-slightly improved 
since Halo 2, in both firing speed and the damage it 
causes to others once you pump its rounds into them. 
It takes several hits to slay enemies with the 
Carbine, but again, the bullets spray out of this 
thing fast.
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Pros:
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Overall, the Covenant Carbine very similar to its 
Halo 2 predecessor and excels at medium-range 
shootouts. If you're good at sniping enemies dead, 
then the Covenant Carbine is a great choice to pick 
off enemies that aren't right in front of you.
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Cons:
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While it is tempting to try to take on enemies who 
are so far away from you that they are barely 
visible, the Carbine is not a sniper rifle and you 
won't be able to kill enemies in the distance.
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                    Energy Sword
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Magazine Size: 10
Dual-Wieldable: No
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It may look just like a pointy shard of ice, but the
Covenant Energy Sword is easily one of the most 
devastating weapons available in the game--gripping 
this ultra-sharp sword in your mitts will allow you 
to lunge forward and slash through an enemy's flesh 
quickly. This behemoth blade is different from Halo 2 
in that you can no longer slay a hundred enemies with 
it because the Energy Sword now has a battery life 
which drains will each Spartan you slaughter. Keep 
in mind that they are scarce, and if you know where 
one is you should head for it and try to keep Energy 
Sword horders for racking up their kill counts by 
making it hard for them to continuously wield one. 
If you're equipped with anything less powerful than 
a Rocket Launcher, Sniper Rifle (or their 
equivalents), then it might be a good idea to just 
run when faced with an opponent carrying one of 
these.
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Pros:
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Insanely deadly, the Energy Sword is one of the 
worst things to see in your enemy's hand during a
multiplayer match. You can also wipe out a 
significant amount of enemies with it because it is 
good for many strikes.
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Cons:
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It's a sword, so there's no bullets in it... meaning,
you're going to have to be close enough to smell 
your enemies' B.O. to be able to chop them to death 
with the Energy Sword. 
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                    Fuel Rod Cannon
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Magazine Size: 5
Dual-Wieldable: No
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The gargantuan Covenant FRC nearly takes up the 
entire screen, blocking a good chunk of what you can
see in the game, but its anti-vehicle properties 
make it the perfect weapon to stop enemies who think 
they are safe inside a vehicle. If you find yourself
near one or more enemy vehicles, just whip it out
and blast your targets with its radioactive rods.
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Pros:
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The damage the Fuel Rod Cannon deals is extremely 
high.
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Cons:
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The FRC's projectiles come out slow and if you're 
faced with several enemies you're going to have a 
hard time ridding the area of them with this cannon.
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                    Needler
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Magazine Size: 20
Dual-Wieldable: Yes
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This gun fires a stream of razor-sharp spikes that 
can tearthrough your enemies like a white-hot 
chainsaw through butter. The Needler may be the 
stupidest looking weapon in the game, but the it can 
definitely get you through some of the nastiest 
battles Halo 3 campaign has to offer. It's also not 
a bad weapon to use to brutalize enemies during 
multiplayer matches.
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Pros:
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Believe it or not, the new-and-improved Needler is 
one of the most powerful weapons in Halo 3. Its rapid 
firing rate and enemy-seeking projectiles can quickly 
rip through one enemy in medium-to-long range combat. 
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Cons:
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The Needler is no longer dual-wieldable like it was 
in Halo 2, and it suffers from a small ammo clip. But 
you should note that wasting an enemy can be done 
before you even burn through a single clip if your 
aiming is dead right. It also looks you're holding a 
robot porcupine in your hand rather than a deadly 
alien gun when holding the Needler.
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                    Plasma Cannon
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Magazine Size: Infinite While Mounted to Tripod / 
	       200 While Not Mounted
Dual-Wieldable: No
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The Type-52 Automatic Plasma Cannon is the Covenant
version of the Chaingun that you can use to 
massacre a large horde of baddies. It fires an 
unlimited amount of plasma projectiles when mounted, 
and once you tear it free from its tripod base you
can carry it with you and continue to destroy your 
opponents. 
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Pros:
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The Plasma Cannon doesn't need to reload-meaning that
you can blast enemies to death in an area until there
is no one left standing.
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Cons:
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Turning around while holding this heavy bastard is 
a real pain in the neck and is not recommended. 
Wielding the Plasma Cannon also makes you move slower
than a morbidly obese snail that smokes, so you'll
be screwed if you have it and you have a large 
distance to travel to get to the next area.
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                    Plasma Grenades
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Magazine Size: N/A - (You can hold 2 of each type of 
                      grenade at once)
Dual-Wieldable: No
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Covenant hand greanades are essential in ridding an
area of infantry. Once you chuck a Plasma Grenade at 
an enemy and hit them you'll notice that it sticks
to them--it's similiar to the Spike Grenades, but 
unlike the Brute Grenades it does not stick to 
surfaces or anything other than living targets. The 
Plasma Grenade is yet another deadly explosive in 
your arsenal that you should take full advantage of. 
This infamous sticky grenade, which can be used 
similarly to the Spike Grenade to gain instant kills, 
hasn't changed much since Halo 2, save for the new 
cornea-frying special effects. Plasma Grenades also 
emit a high-pitched whine just prior to explosion, 
so move out of the way quickly if you hear one 
about to blow.
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Pros:
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The Plasma Grenades are exceedingly deadly and they 
are a good way to kill of your enemies in between
loading your weapons (and they'll save your life if 
you run out of ammunition entirely).
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Cons:
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You can no longer hold 4 of these at a time, so you
need to be accurate and stingy when using Plasma
Grenades to blow up your foes.
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                    Plasma Pistol
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Magazine Size: 200
Dual-Wieldable: Yes
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While it does not inflict half the damage of most 
of the weapons in Halo 3, the Covenant Plasma Pistol 
is an indispensable weapon to use in the game. In H3, 
the controversial Plasma Pistol has been toned down 
in two ways: your battery life now "leaks" away while 
you overcharge, and overcharged shots do not follow 
enemies as they did in the previous Halo game. The 
trajectory of Plasma Pistol ammunition only tags 
what's directly in front of you. The good side about 
wrapping your fingers around this Covenant weapon is 
that an overcharged shot with it will freeze a moving 
vehicle, temporarily disabling it. In most situations 
the Plasma Pistol is not recommended for combat 
unless you plan on dual wielding. 
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Pros:
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It can deplete shields quickly, giving you the 
perfect opportunity to switch to another weapon to 
go for the kill. A charged shot with the Plasma 
Pistol will also disable vehicles. This is a great 
way to take revenge on vehicle hogs.
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Cons:
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When not used with other weapons, the Plasma Pistol
is useless in many scenarios in the game.
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                    Plasma Rifle
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Magazine Size: 400
Dual-Wieldable: Yes
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Flashy new particle effects and a slightly faster 
melee attack don't change what is fundamentally a 
shield-draining weapon, but it's not a complete waste 
of time to pick up this weapon. Bursts of ammo from 
the Plasma Rifle are spewed out of this gun at a 
rapid pace, which is good for fast moving enemies 
(and also good if your aiming is poor). Harness the 
Covenant weapon?s killing power by holding two of 
them at a time, to ensure that you can finish them 
off without switching to another weapon.  
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Pros:
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For a weapon that has as high of a rate of fire as
the Plasma Rifle does, the damage it is capable of 
is considerably high. 
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Cons:
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It overheats. The Plasma Rifle range is not very high
and in many instances it won't be enough to destroy
your enemies.
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Forerunner Weaponry
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                    Sentinel Beam
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Magazine Size: 100 
Dual-Wieldable: No
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What's actually the only Forerunner weapon available 
in the game, this Direct Energy weapon fries up 
enemies with its continuous beam of energy.
It's battery life is more than enough to blast
through more than just a few enemies.
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Pros:
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The Sentinel Beam is ideal for melting through hordes
of the Flood. 
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Cons:
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It overheats, so don't just hold down the Sentinel 
Beam's trigger. Use it wisely.
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UNSC Weaponry
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                    Assault Rifle
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Magazine Size: 32
Dual-Wieldable: No
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This stripped-down starting weapon reduces your 
dependency on dual wield weapons, making Halo 3 feel 
closer to the first Halo. The AR is a big improvement 
over Halo 1's assault rifle, though. It inflicts 
massive damage at medium range and nearly guarantees 
you a kill. Still, its 32 round clip is not 
sufficient for battles against 2 or more enemies. 
Dubbed by some as "The Ultimate Spawning Weapon," 
this gas operated, fully automatic projectile rifle 
is as reliable as default weapons get, and against 
one unsuspecting enemy, the AR is all you need to 
debone their carcass with hot lead. 
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Pros:
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Extremely effective in slaying enemies for a spawning
weapon, the UNSC Assault Rifle is also effective 
during Halo 3 multiplayer.
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Cons:
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Shooting enemies to death with it takes many bullets,
and against some of the stronger enemies in Halo 3's
campaign, the Assault Rifle is less than an ideal 
choice to take them on.
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                    Battle Rifle
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Magazine Size: 36 
Dual-Wieldable: No
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Once you've mastered the Assault Rifle, your next 
weapon of choice may turn out to be the Battle Rifle, 
a deadlier version of the default gun. The Battle 
Rifle fires short, but potentially overwhelming, 
bursts of ammunition that can massacre your foes in 
just about any scenario. Zooming in on enemy targets 
with this gun should always be implemented when 
carrying this destructive weapon. 
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Pros:
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The Battle Rifle is especially useful for Spartans 
who have developed their aiming skills. Not only does
it hold more rounds than the regular Assault Rifle,
the Battle Rifle is much more devastating.
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Cons:
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You have to be good at aiming to take full of 
advantage of this powerful gun.
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                    Flamethrower
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Magazine Size: 100
Dual-Wieldable: No
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The two-handed M7057 Flamethrower truly is a beast of
a weapon. Not only does it rapidly raze your targets
to the ground, it can be used to destroy a large 
ground of attackers. 
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Pros:
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Torching enemies with this huge gun is an easy way
to clear out an area. You don't even have to be 
accurate with the Flamethrower to kill your 
target(s).
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Cons:
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Like the Chaingun, the Missile Pod, and other heavy
guns in Halo 3, the Flamethrower makes you walk 
super slow when holding it. It is also quite 
difficult to master and is only good for few 
situations during multiplayer.
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                    Frag Grenades
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Magazine Size: (You can hold 2 of each type of 
                grenade at once)
Dual-Wieldable: No
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This is your standard, no frills, hand grenade, but 
it does the job and it essential in maximizing your 
killing efforts. Its fuse is faster than previously 
seen in Halo 2, but the explosion from the 
Fragmentation Grenade in Halo 3 inflicts slightly 
less damage. You can only carry two at a time, but 
they're found everywhere on the battlefield. 
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Pros:
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Use of Frag Grenades is a crucial part of Halo's 
fundamental gameplay--they mustn't be ignored. They 
are a good way to finish what your 
bullets/projectiles have left still breathing on the
battlefield.
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Cons:
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You need to be accurate when lobbing these in 
the direction of a target.
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                    Machine Gun Turret
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Magazine Size: Infinite While Mounted to Tripod / 
	       200 While Not Mounted
Dual-Wieldable: No
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The most common turret weapon fires a blistering 
volley of high-impact slugs. The damage is 
devastating, but ammo and accuracy are limited. Like 
all turret weapons, you'll move slowly and lose 
many abilities while carrying the turret. As strong 
as Spartans are, you won't be able to pitch grenades 
or use any deployables once you tear this monster 
from its tripod base. Best case scenario: you're out 
of sight until the moment when you point the turret 
at an enemy and end their life. 
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Pros:
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The gun is also extremely effective when taking down 
a huge cluster of enemies?just start firing and tear 
them to shreds. 
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Cons:
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Remember that anyone manning a stationary turret 
is a sitting duck, making them an easy target for 
someone to frag.
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                    Magnum
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Magazine Size: 8
Dual-Wieldable: Yes
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While the Magum is somewhat hard to come by during
Halo 3's campaign mode, it is well worth swapping 
out at least one of your weapons for this powerful
UNSC handgun. While each clip only has 8 bullets in
it, they are enough to defeat 8 enemies if you nail
them in the head. The Magnum, which is similar to 
the Magnum in the original Halo in feel, is as 
reliable as handguns get and is a crushing force that 
you should take advantage of. This recoil-operated 
sidearm is a perfect choice in close battles, and 
the fact that it is dual-wieldable makes it even more 
indispensable in your quest to shed enemy blood. 
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Pros:
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In addition to being a devastating firearm, the 
Magnum is also good at picking off shielded enemies.
Aim for enemies' heads and make them eat lead.
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Cons:
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It's range is low and you won't come across the 
Magnum very often in the game. It doesn't hold very 
many bullets, so you need to blast enemies with it
that are close to you. Another drawback of the Magnum 
is that there is no zoom functionality on it, so call 
on its power when you are close enough to smell an 
enemy's aftershave, a scent that will quickly turn 
into the stench of you enemy involuntarily defecating 
in their undies once you point this silver firearm in 
their face.
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                    Missile Pod
-----------------------------------------------------
Magazine Size: 8
Dual-Wieldable: No
-----------------------------------------------------
Not to be confused with Halo 3's Rocket Launcher, the 
UNSC Missile Pod is a two-handed death cannon that 
fires jumbo homing missiles. The Missle Pod will just
keep shooting missiles until it runs out. This turret 
weapon rapidly fires miniature heat-seeking missiles, 
making it a perfect anti-vehicle weapon. Just lock on 
to a vehicle and blow them to kingdom come. 
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Pros:
-----------------------------------------------------
There is no reloading with the Missile Pod. This 
insanely powerful missiles that shoot out of this 
gun come out fast, giving your enemies not much time
to dodge its explosive rounds. The Pod's 8 mini 
missiles are nothing to scoff at and the weapon 
definitely holds enough destructive power to take on 
a team of enemies if you use it at the right time. 
-----------------------------------------------------
Cons:
-----------------------------------------------------
The ammunition for this gun is scant and its massive size 
slows your movement speed to a crawl. When carrying 
the Missile Pod, you can't switch weapons, 
throw grenades, or attempt melee attacks, and your 
camera shifts to a third-person perspective, just 
like the Chaingun Turret. 
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                    Rocket Launcher
-----------------------------------------------------
Magazine Size: 2
Dual-Wieldable: No
-----------------------------------------------------
Dubbed by some as the "Spanker," the UNSC M41 Rocket 
Launcher is the answer to most of (virtual) life's 
problems to the first-person shooting fanatic, and 
in Halo 3, this iconic weapon is no different. While 
you can ravage enemies with even a quasi-awful shot 
with the Rocket Launcher, it should be noted that the 
weapon's vehicle-seeking capabilities. While armed 
with a Rocket Launcher, remember that you only have 
2 flesh-searing projectiles ready to deploy before 
you have to reload. 
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Pros:
-----------------------------------------------------
Extremely lethal, the Rocket Launcher is a weapon
that even the crappiest Halo player can rack up 
frags with. The accuracy of this weapon is also as
good as it gets in Halo 3.
-----------------------------------------------------
Cons:
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There's only 2 rockets in a magazine so you need to
really concentrate when firing on enemy targets.
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                    Shotgun
-----------------------------------------------------
Magazine Size: 6
Dual-Wieldable: No
-----------------------------------------------------
The United Nations Space Command's boomstick is one 
of the best weapons to obliterate your foes with at 
close range. Now deadlier in medium-range combat than 
Halo players have ever experienced. Still devastating 
in close quarters brawls and more serviceable at 
slightly longer distances, a point black shotgun 
blast to the kisser is nothing to take lightly and if 
yout sniping skills aren't up to scratch, the Shotgun 
is a good way to pulverize enemies with a single 
shot. 
-----------------------------------------------------
Pros:
-----------------------------------------------------
In addition to being very powerful, the Shotgun is
also good for taking out someone's shield, which can 
be supplemented with a well-aimed melee bashing. 
-----------------------------------------------------
Cons:
-----------------------------------------------------
Halo 3's shotgun has only six shells per magazine, 
down from Halo 2's 12.
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                    SMG
-----------------------------------------------------
Magazine Size: 60
Dual-Wieldable: Yes
-----------------------------------------------------
A less common sight on Halo 3's battlefields, this 
Sub Machine Gun now features a zippier firing rate 
but is otherwise unchanged from the previous Halo. 
Make sure to squeeze two of these in your fists at 
a time because dual wielding with the SMG is the only 
way to go if you want to pose a threat to your 
enemies. While it can't zoom, the clip is relatively 
sizable, giving you enough bullets to put down more 
than just one other enemy in an assault.
-----------------------------------------------------
Pros:
-----------------------------------------------------
Dual-weilding SMGs is a better alternative to just
having your spawning weapon to mow down your enemies.
It's also got a high rate of fire.
-----------------------------------------------------
Cons:
-----------------------------------------------------
The damage per hit with the UNSC Sub Machine Gun is
very low. You don't have much range with this weapon
either.
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                    Sniper Rifle
-----------------------------------------------------
Magazine Size: 4
Dual-Wieldable: No
-----------------------------------------------------
An all-new vector-style nightscope included on this 
version of the human Sniper Rifle helps you spot 
hidden enemies. The Sniper Rifle is more akin to that 
of the first Halo game than Halo 2 in that it fires 
at a slower face. You can fire off 4 bullets until 
your chamber is empty and you need to reload your 
rifle. Keep in mind that, like the Beam Rifle, 
you can zoom in twice with this gun. 
-----------------------------------------------------
Pros:
-----------------------------------------------------
On top of being one hell of a deadly way to cream 
enemies from afar, with practice it's also possible
to blind fire enemies (shooting without zooming or
aiming) dead.
-----------------------------------------------------
Cons:
-----------------------------------------------------
The magazine size is modest... almost two modest if 
your fighting against many enemies. Another drawback
is that you're out of luck if your aiming skills are
not up to scratch. Using the Sniper Rifle also 
leaves you vulnerable when aiming at targets.
-----------------------------------------------------


-----------------------------------------------------
                    Spartan Laser
-----------------------------------------------------
Magazine Size: 5
Dual-Wieldable: No
-----------------------------------------------------
The Spartan Laser is effectively a vehicle sniper 
rifle, but is also good for use as an impromptu rail 
gun, ala Quake 4. It fires a brief crimson ray that 
will obliterate an enemy before they know what hit 
them, or shred a vehicle, with one brush, but it 
definitely takes some practice before you can 
confidently whip this bad boy out and deep fry an 
enemy. 
-----------------------------------------------------
Pros:
-----------------------------------------------------
Once mastered, the Spartan Laser is almost 
unstoppable. Remember that it'll always come in handy
when you want to destroy vehicles.
-----------------------------------------------------
Cons:
-----------------------------------------------------
Don't rely on the Spartan Laser in a tense fight 
unless you've learned how to properly operate it. Its 
four-second firing delay makes it a poor choice for 
fighting infantry, unless you've got serious rail gun 
skills. If you see a red gleam on the screen or hear 
the Laser's hum of doom, get the hell out of there 
because you're about to be lobotomized. 
-----------------------------------------------------


=====================================================
-----------------------------------------------------

II. Deployables / Power-Ups

-----------------------------------------------------
=====================================================


=====================================================
Deployables and Power-Ups
=====================================================


-----------------------------------------------------
                    Active Camo
-----------------------------------------------------
Once acquired, the Active Camo will make you (or 
your enemy) temporarily invisible. While you can see
someone using this, one can become almost entirely 
invisible in a fierce battle where there are a 
million and a half things going on at once.
-----------------------------------------------------


-----------------------------------------------------
                    Bubble Shield
-----------------------------------------------------
Plop this deployable down and you'll have a spherical
honey comb-shaped shield that you can walk in and out 
of that will absorb any bullets, projectiles, or 
explosions. While someone inside the Bubble Shield is 
safe from outside attackers, anyone at anytime can 
enter it by simply walking in, so keep that in mind.
-----------------------------------------------------


-----------------------------------------------------
                    Custom Power-Up
-----------------------------------------------------
The Custom Power-Up is used for Forge in multiplayer
where you can edit and assign specific qualities to
a Power-Up. There are numerous possibilities of what
you can create.
-----------------------------------------------------

-----------------------------------------------------
                    Deployable Cover
-----------------------------------------------------
Essentially an instant shield that you can throw in
front of you at any time, the Deployable Cover can 
make a huge different when you are taking heavy fire.
-----------------------------------------------------


-----------------------------------------------------
                    Flare
-----------------------------------------------------
The Flare is the most annoying item to have used 
against you in Halo 3--after detonation, the flares
project a blinding white light where anyone close to
it will not be able to see anything for a short 
period of time.
-----------------------------------------------------


-----------------------------------------------------
                    Grav Lift
-----------------------------------------------------
This device uses gravity to boost whatever is on top
of it, be it a person or a vehicle, into the air. 
You can use it to get to high up places and to 
f' with your enemies.
-----------------------------------------------------

-----------------------------------------------------
                    Overshields
-----------------------------------------------------
The Overshields triples the strength of one's shield
once obtained. It adds an extra amount of protection
that will come in handy during both multiplayer and
campaign.
-----------------------------------------------------


-----------------------------------------------------
                    Power Drain
-----------------------------------------------------
An electified ball of electricity appears that 
literally sucks the shields/life from anyone around 
this once it is activated. 
-----------------------------------------------------

-----------------------------------------------------
                    Radar Jammer
-----------------------------------------------------
The Radar Jammer is a great way to disorient and 
confuse the hell out of your opponents. Once set off,
the Radar Jammer scrambles radars and HUDs, giving 
their attackers an opportunity to follow up with an 
attack.
-----------------------------------------------------

-----------------------------------------------------
                    Regenerate
-----------------------------------------------------
This handy piece of equipment shoots out green light 
that regenerates your shield. 
-----------------------------------------------------

-----------------------------------------------------
                    Trip Mine
-----------------------------------------------------
The TR/9 Antipersonnel Mine blows up anyone in
proximity once it has been deployed. Be sure you 
don't try to pick one up that has already been placed
on the ground thinking it's not live.
-----------------------------------------------------


=====================================================
-----------------------------------------------------

III. Vehicles

-----------------------------------------------------
=====================================================


=====================================================
Brute Vehicles
=====================================================

-----------------------------------------------------
                    Chopper
-----------------------------------------------------
The Brute Chopper is one of fastest vehicles in the 
game and the best part about riding it is that you 
can both drive an shoot at the same time while 
operating it. You can also use it to splatter 
infantry.
-----------------------------------------------------


-----------------------------------------------------
                    Prowler
-----------------------------------------------------
The Prowler is a Brute sled that seats 2 passengers. 
It's a relatively fast ground vehicle and it's turret
can put a big dent in other enemy vehicles.
-----------------------------------------------------


=====================================================
Covenant Vehicles
=====================================================

-----------------------------------------------------
                    Banshee
-----------------------------------------------------
Seating 1 pilot, the Banshee is a Covenant aircraft
that you can use to launch airstrikes on enemy ground
troops. It's armed with twin plasma cannons and a 
Fuel Rod Gun.
-----------------------------------------------------


-----------------------------------------------------
                    Ghost
-----------------------------------------------------
The Ghost is ground vehicle that you can use to mow
down a large number of enemies in a short amount of 
time. It's also ultra fast, so you can flee once 
your shields are low.
-----------------------------------------------------


-----------------------------------------------------
                    Wraith
-----------------------------------------------------
The Wraith has a plasma mortar mounted to it and is 
basically a Covenant tank that can destroy literally
dozens of enemies in a short amount of time. 
-----------------------------------------------------


=====================================================
UNSC Vehicles
=====================================================

-----------------------------------------------------
                    Elephant
-----------------------------------------------------
The Elephant is not useable during the Halo 3 
campaign, but you can use it on the Sand Trap 
multiplayer map. It is the slowest vehicle in the 
game by far.
-----------------------------------------------------


-----------------------------------------------------
                    Hornet
-----------------------------------------------------
The Hornet is a medium-sized UNSC gunship that seats
two passengers and a pilot. It's relatively easy to
manuever and is hard to fight off when on the ground.
-----------------------------------------------------


-----------------------------------------------------
                    Mongoose
-----------------------------------------------------
This ATV seats a driver and one person on the back 
who can shoot as targets you drive by with whatever
weapon they have equipped. The Mongoose is extremely
fast and it's primary purpose is transportation.
-----------------------------------------------------


-----------------------------------------------------
                    Scorpion
-----------------------------------------------------
The Scorpion is essentially your average army tank,
but it is also overwhelmingly deadly. With its 
cannon, you can obliterate foes with a single shot.
-----------------------------------------------------


-----------------------------------------------------
                    Warthog
-----------------------------------------------------
There are several variations of the UNSC Warthog. It 
is one of the most essential vehicles in Halo 3 to 
get accustomed to. You can destroy targets with its
mounted turret, have your passenger shoot at targets,
and even plow right through enemies. It very much is
a killing machine.
-----------------------------------------------------









=====================================================


                 CAMPAIGN WALKTHROUGH      

         
=====================================================
-----------------------------------------------------

IV. The Walkthrough

-----------------------------------------------------
=====================================================


=====================================================
Walk It Off
=====================================================
Master Chief has landed in the jungle and the first 
thing you need to do is get yourself to the river for 
evacuation. Stay with your party, jumping over hills, 
and keeping an eye out for Covenant enemies. Make 
sure you let Arbiter take some of the heat off you 
during firefights. Slay your first batch of foes that 
are dropped out of the Phantom and pick up/swap out 
any weapons off the corpses of your enemies is you 
need to. There are also weapons supply cases in the 
area that you can use to arm yourself with various 
firepower.

Enter the cave and after you pass through it start 
killing enemies in the next area--but take the time 
you need to recharge your shield and cover your ass 
because the horde of enemies you'll face is bigger 
than the last skirmish. Fight close to your team 
and blast through them to proceed to the next area 
of the jungle. Murder the Brute about to execute the 
UNSC marine and the human soldier will join your 
team, but you need to act fast if you want this 
to work.


=====================================================
Charlie Foxtrot
=====================================================
The next thing you need to do is to find Johnson's 
crashed Pelican, so continue moving through the 
jungle and slaughter your way through the large group 
of enemies that you'll come across up ahead. Go 
through another cave and get ready for a fairly nasty 
battle.


=====================================================
Quid Pro Quo
=====================================================
You have to destroy a massive cluster of Covenant 
baddies to save Johnson and his squad. Take them on 
slowly and allow your squadmates to get some frags in 
as you reload/charge your shield. Cross the bridge, 
massacre any remaining enemies and then free Sergeant 
Johnson and his men by deactivating the plasma shield 
trapping your buddies. Direct your fire at that enemy 
ship that will attack you and an ally ship will 
finish it off by cremating it with missiles. Now it's 
time to board the Pelican.


=====================================================
Know Your Role
=====================================================
The perimeter defenses must be secured, so follow the 
marines that will lead you to where you need to go. 
Once you enter the hangar it's time to kick some ass. 
You can hop on the chaingun turret in the area to 
grind your enemies into nothing--don't stop firing 
until the hangar is free of all hostiles. Head back 
to the Ops-Center when the battle ends. On your way 
back, you'll have to do some pretty serious 
extermination because a swarm of insects will attack
your team. Use a weapon with a high rate of fire to 
vaporize them and keep moving.


=====================================================
Gift with Purchase
=====================================================
Go rescue the marines inside the barracks by passing 
through the vehicle depot. Massacre the enemies in 
this area and drop down the hole you'll come across. 
After rescuing the marines, ride the elevator in 
the next area.


=====================================================
Last One Out, Get the Lights
=====================================================
A bomb is inside the Ops-Center and you need to haul 
ass over to the room to arm it. Move with your squad 
and tear the plasma cannons from their tripod bases 
to rip through the scores of enemies you encounter 
in the tunnels. You'll soon find out that the 
Ops-Center has been taken over by Covenant vermin. 
Make sure everyone but you and your team is dead, 
arm the explosive, and then get the hell out of 
there before the place is blown to bejesus. Run 
back to the hangar and get into the elevator.


=====================================================
Full Contact Safari
=====================================================
Time to leave the base with the marines. Enter a 
vehicle and prepare to start battling enemies 
outside. If you're driving, make sure your vehicle is 
always moving because a moving target is always 
harder to hit. Pass by clusters of enemies to give 
your gunners a clear shot of enemy targets, and also 
use your warthog to splatter enemies under your tires. 
If you're gunning down enemies while in a vehicle, 
focus on one enemy at a time until it collapses to 
its death, rather than trying to shoot everything at 
once. The less incoming fire on your vehicle the 
better your chances of riding off to safety. 
Destroy the barrier to the tunnel up ahead and 
continue until you reach the break in the road. 


=====================================================
The Broken Path
=====================================================
You need to get to the town of Voi during this 
mission. Get ready for another battle with another
batch of fearsome enemies over where the vehicles 
are parked. Hop into a vehicle after you kill 
everything in site and then ride to the next area.
Watch out for shade turrets, a bunch of choppers,
and other foes that will try to end your life. 
Destroy everything in sight and then get back up on
the freeway. The Brutes have set up a blockade up 
ahead that you need to smash through. Prepare to 
take on an even bigger horde of enemies on the other
side of the blockade. Take them on slowly, picking
off one enemy at a time, and then blow up the 
barrier.


=====================================================
Ghost Town
=====================================================
Your first objective is to demolish an anti-aircraft
wraith. Enter the building when this mission starts.
The switch to open up the giant door is on the upper
walkway on the other side of the door. Open the 
massive door up for your squad, and then shoot up
all hostiles in the area. 

Go outside and start brutalizing enemies you 
encounter there. Focus your attacks on the first
anti-aircraft wraith in the middle of the yard. Go
through the building once it is destroyed, and kill
off the swarm of baddies that swoop down on you. 
Several mongooses are parked up ahead. Ride one and 
go make everyone outside dead by firing through 
their bodies, including one more anti-aircraft 
wraith.


=====================================================
Judgment
=====================================================
Now you must survive one hellish fight with a Scarab.
Stay away from the Scarab's mouth because it's 
annihilate you with a fatty beam. Take a missile 
launcher from one of the marines to weaken its legs.
You need to aim at its leg joints to bring it down.
Keep firing until it collapses and then enter the
Scarab. Make your way up to the inside of the Scarab
and unload on its power core. You'll have to 
slaughter a few enemies that'll try to prevent you
from doing this. Get off the Scarab before it 
explodes and leave the battlefield. Head for the 
anti-air cannon.

In the next area, you'll need to battle enemies 
inside the factory. Exit the structure and shoot
the bottom of the gun to blow up the colossal
anti air cannon.


=====================================================
It Followed Me Home
=====================================================
Get to the crash site to find the downed floodship.
Some Flood beasties will attack you so be ready to
hack them to pieces. Go through the hole in the 
ground that you'll come across.


=====================================================
Shadow of Latent
=====================================================
Continue to ravage the monstrous Flood and keep
moving. The Flood spawn will only get uglier and 
tougher to erradicate. Be ready to take them down.
Search the destroyed ship to find the tunnel.


=====================================================
Infinite Devil Machine
=====================================================
Move through the slimy tunnel and rescue Cortana in
the next area. 


=====================================================
Instalation 00
=====================================================
Your next objective is to eliminate hostile anti-
air units. Kill all of the enemies down below by 
sniping them. After clearing the area of foes, keep
going to your next destination. Go through the doors
and slay the enemies up ahead. Get into one of the 
prowlers and annhiliate everying in your sandy path.

Backtrack a bit and then ride through the cave that
is guarded by enemies. Wraiths and other enemy units
are waiting for you on the other side of the cave so
be prepared to eliminate them. Finish purging the 
area of all anti-air units.


=====================================================
Forward Unto Dawn
=====================================================
Enter a scorpion and blast all attacking vehicles
that you encounter. Demolish the Covenant airship on
the other side of the cave. Start ripping apart 
enemies as you make your way back to the armored 
wall. Your robo friend will open up the wall. The 
opening is only big enough for a person to enter
so step out of your vehicle. Once inside, you need
to extend a bridge. 

When you get outside, get a vehicle and start your
reign of destruction. Another Scarab will attempt to
massacre you and your men. Use the giant rocks to 
shield you from its fire and then fire on its joints
and other vulnerable spots indicated by your 
crosshairs turning red. Bring that metallic spider 
down to the ground and watch out for Brute choppers
that need a lead spanking. Climb up the large 
structure to your right.


=====================================================
Real Men Don't Read Maps
=====================================================
Start heading downstairs to get to the cartographer.
Slay your way through the various rooms and use your 
men to take some of the heat off your back. Activate
the cartographer once you get to it. Get your ass
back downstairs in a flash for evacuation, 
murdering anything in your way. Extinguish the lives
of the enemies blocking your escape. 

Neutralize all enemies up ahead, making use of the 
Spartan laser to cream them. Use a vehicle to get
to the next area. Wraiths, prowlers, and other 
ground enemies stand in your way, so dispose of
them. Deactivate the first barrier tower by first 
entering the structure below ground. Use the 
elevator to get upstairs and start destroying 
enemies there. Find the controls to deactivate the 
shield generator. Go back down the elevator, and 
get back to the beach. Once you get there, jump 
into the hornet. 


=====================================================
If You Want It Done Right
=====================================================
Time for some serious aerial combat while piloting
the hornet. Take out all enemy aircrafts without 
fighting them all at the same time. Blast one out of 
the air at a time. Continue to pick them off slowly
and blow up the anti-air wraiths down below. Destroy
the phantom airship. Vaporize any infantry lingering
on the ground prior to landing your hornet. Massacre
all foes within the structure and use the elevator.
Hit the switch to drop the shield. More Flood 
nasties will attack you so turn them into goo. Ride 
the elevator down and then get into a vehicle so you
can make your way to the Citadel.


=====================================================
Journey's End
=====================================================
Ride through the snow, stomping everything in your 
path. At the end of the icy path, get in a Hornet
to battle the two Scarabs. Focus on one at a time.
Break their legs and shoot their weak points. Take 
out any small aircrafts in the area that will 
distract you. Cross the bridge after both Scarabs
are no more.


=====================================================
Revelation
=====================================================
You have the Flood on your side now. Cross the 
walkway and kill all hostiles you run into. Use your
allies to blast through your adversaries. Keep 
fighting off your Covenant enemies and then extend
the bridge to stop Truth from firing the rings. 
Grind up your enemies as you make your way out of 
the area.


=====================================================
Rampant
=====================================================
Now it's time to move through your gooey surroundings
to find Cortana. Get ready for a grueling battle 
because you're going to have to slay a ton of Flood
beasties. Follow the shiny cyst roat and you'll 
eventually find a hole to drop down into. Destroying
all of the Flood is impossible, so just keep moving.
Keep thrashing them and move from area to area 
without stopping for too long. Just clear a path and 
proceed. You'll eventually have to breach a stasis
field, so do so to find Cortana.


=====================================================
Nor Hell a Fury
=====================================================
You need to continue your onslaught on the Flood.
Hit the switch and then smash all of the generators.
When you do this, escape High Charity and don't stop
running.


=====================================================
Full Circle
=====================================================
Move through the snow and get to the top of the 
tower to get to the control room. A ginormous army 
of the Flood stand in your way and your not going to 
survive by running past them this time. Massacre
them to score checkpoints and battle the remaining
horde at the top of the tower. Go through the door 
and keep going until you reach the control room.
This next fight with a monitor is a boss battle of 
sorts, but it is not very difficult. Be careful not 
to let it push you off the platform. Fire on its 
center and then grab the Spartan laser to finish it 
off.


=====================================================
The Way the World Ends
=====================================================
Get to the Frigate with Arbiter. Exit the building
and then take a right outside. Get inside the 
structure and slay all the Flood inside. You'll come
across Johnson's warthog. Get in and ride though the
massive Halo, avoiding obstacles as the Halo 
disintegrates. This is the end of the game.