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Halo 3
Introduction Mission 1: Sierra 117 Mission 2: Crow's Nest Mission 3: Tsavo Highway Mission 4: The Storm Mission 5: Floodgate Mission 6: The Ark Mission 7: The Covenant Mission 8: Cortana Mission 9: Halo
Skull Locations Terminal Locations
Multiplayer Armor Enemies Guide Weapons Guide Vehicles Guide Equipment Guide
Achievements
Video Clips Wallpapers Artwork
UGO's World of Halo

Weapons Guide

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USNC Weaponry Assault Rifle - MA5C 1CWS
Rounds/Magazine: 32
Dual-Wield: No
Your primary spawning weapon (in both stand-alone campaign levels and multiplayer), though the Assault Rifle is best switched out for an alternative (higher quality) weapon as soon as possible. While far from being the worst weapon in Halo 3, there are several easily-accessible alternatives that the AR can be swapped with. The AR fairs well in close to medium-range combat and is fully automatic. The 32 round magazine and relatively lengthy reload animation make this weapon a poor choice when facing multiple enemies. All things considering, swap this weapon for the more favourable Battle Rifle as soon as possible.

Assault Rifle

Assault Rifle

Magnum - M6G
Rounds/Magazine: 12
Dual-Wield: Yes
Halo 3ís sole handgun is perhaps more powerful than one would expect. The Magnum makes a worthy secondary weapon in close-combat situations, though of course not the best choice for long-range battles. With the ability to snuff out most enemies with a single headshot, coupled with the quick reload animation, it is clear that the Magnum will serve well on the battlefield, although itís not too prevalent in the campaign mode. When dual-wielded, this weapon is capable of cutting down a group of enemies with relative ease.


Magnum
SMG - M7/Caseless
Rounds/Magazine: 60
Dual-Wield: Yes
This is more or less the same SMG from Halo 2. This weapon can be dual-wielded, and as with the Magnum, it is definitely less prevalent in Halo 3ís campaign than it was in the previous Halo. Despite its poor range and damage output, the SMGís large magazine and high rate of fire make it a worthy weapon during close-combat situations, though much more useful when coupled with a second SMG.


SMG

SMG
Battle Rifle - BR55HB SR
Rounds/Magazine: 36
Dual-Wield: No
The BR is exceptionally powerful, and should be the main weapon in your arsenal when itís available to you. While its magazine is not much larger than the Assault Rifle, the Battle Rifle has a much higher damage output, much longer range, and fires in bursts. It also features a zoom-scope, which can be helpful when knocking off Jackal Snipers. A few bursts to the head is enough to take out most of the nastier Brutes (save for the Chieftains, of course). Youíll definitely want to get this weapon into your hands as soon as possible.


Battle Rifle

Battle Rifle
Shotgun -M90A CAWS
Shells: 6
Dual-Wield: No
Halo 3ís Shotgun works just as you would expect such a weapon to work in any other FPS: Completely ineffective at long-range, negligible damage at medium-range, and massive damage at close-range. Although to achieve an actual one-hit kill, youíd need to essentially have the weapon pressed against your enemyís side. The full reload animation is lengthy, but luckily you do not need to wait for the entire animation to play through to 6 shells before you can fire the weapon again. The Shotgun works great against melee enemies (such as certain Combat Form Flood, or the Gravity Hammer-wielding Brute Chieftains), and even gun-wielders, if you can catch them off guard.


Shotgun

Shotgun
Sniper Rifle - SRS 990 AM
Rounds/Magazine: 4
Dual-Wield: No
A powerful weapon that requires high precision to use effectively. One headshot is all thatís needed to take down most enemies (those without helmets, though lower-ranking Brutes can be killed with a single bullet). The smaller enemies (Grunts, Jackals, etc.) can sustain only a single body shot, while low to high-ranking Brutes can take two to three. Understandably, the Sniper Rifle fairs best as a long-range weapon, the weaponís built-in scope can be used for added precision. Halo 3ís Sniper Rifle is less forgiving than Halo 2ís; you really have to be on the mark this time. This weapon is very effective when it comes to killing Covenant, so whenever you come across one, donít leave it on the ground.


Sniper Rifle

Sniper Rifle
Rocket Launcher - M41 SSR MAV/AW
Rockets: 2
Dual-Wield: No
The Rocket Launcher can make short work of almost anything that stands in your way. Infantry? Sure. Vehicles? No problem. On the downside, gone is the vehicle-locking feature of Halo 2ís Rocket Launcher, meaning that this time around, nailing a vehicle with a rocket is more reliant on good aim. Against infantry (either a single one, or a group), this weapon can kill even with a simple shot that lands at close proximity. However, with only 2 rockets to use before the lengthy reload animation is required, youíll want to take special care before firing.


Rocket Launcher

Rocket Launcher
Spartan Laser - WAV M6 GGNR
Shots/Charge: 5
Dual-Wield: No
A very powerful piece of weaponry. To use this weapon, hold down on the RT button and a laser-guide will appear on screen. It takes approximately four seconds for the Spartan Laser to charge. Once the weapon is ready, it releases a ray of red energy, which effectively obliterates its target. The Spartan Laser is best used on vehicles, which are easy to hit and most can be destroyed with a single shot from the Laser. Hitting infantry is another matter, and may require a bit of guess work as to which direction your enemy will move. While the laser is charging, you can use the laser-guide as a reference while you follow the moving target. Preserve this weaponís energy as best you can, it has a very limited number of uses.


Spartan Laser

Spartan Laser
Covenant Weaponry

Plasma Pistol
Rounds/Magazine: 100
Dual-Wield: Yes
The Plasma Pistol is primarily a weapon used to complement a second, dual-wieldable weapon. Other than that, itís quite useless. You can charge a shot by holding down on the RT button, then releasing the button once itís fully charged. The Plasma Pistolís charge has been toned down about since the previous two Halo titles, though it can stall vehicles, giving you an opportunity to damage/destroy them with grenades or a different weapon. All in all, a terrible weapon, it would be best to leave this one on the ground.


Plasma Pistol

Plasma Pistol
Plasma Rifle
Rounds/Magazine: 100
Dual-Wield: Yes
A high rate of fire, fair damage output at close-range and the ability to be dual-wielded make the Plasma Rifle a worthy weapon, though only if little else is available. On the other hand, the high rate of fire is almost negated by the fact that the weapon can overheat, meaning that youíll likely be forced to switch to another weapon during a multiple enemy encounter. The Plasma Rifleís effectiveness is raised alongside a second Plasma Rifle, but considering everything else, there are far better weapon choices available.


Plasma Rifle

Plasma Rifle
Needler
Needles/Caddy: 30
Dual-Wield: No
The Needler has been beefed up significantly since the two previous Halo titles. The ability to be dual-wielded has been traded for a much greater damage output, making the new Needler a more respectable weapon. This weapon fairs well in medium to close-range combat, its needles possessing the ability to tear through an enemy with relative ease. However, due to its limited ammo capacity, the Needler isnít the best weapon to use while facing off against multiple enemies.


Needler

Needler
Beam Rifle
Shots/Charge: 18
Dual-Wield: No
Not quite a complete Covenant alternative to the USNCís Sniper Rifle, but fairly close. Its damage output is about the same as the USNCís rifle (a single headshot kills off most enemies, as do a couple of body shots) and itís most effective at high to medium-range, but the Beam Rifle features a higher rate of fire. This weapon, unlike the USNC version, is also prone to overheating. The Beam Rifle isnít too prevalent in Halo 3ís campaign, but when it does make an appearance, it is initially in the hands of a non-Carbine using Jackal Sniper.


Beam Rifle

Beam Rifle
Carbine
Rounds/Magazine: 36
Dual-Wield: No
This weapon features a high rate of fire and fairs best during medium-range combat. While the Carbineís damage output is low, the high rate of fire makes up for this lack of power. With a magazine size of 36 rounds, you have an exceptional chance of killing an enemy before a reload is required. By no means a sniper rifle, therefore true long-range bouts are out of the question, but the Carbine makes a great alternative to the Assault Rifle.


Carbine

Carbine
Energy Sword
Uses/Charge: 10
Dual-Wield: No
The Energy Sword returns in Halo 3. Frequent users of the Energy Sword in the previous Halo title will notice some subtle differences between the two, but this weapon is still an incredibly powerful asset. Since the Energy Sword does not use ammunition, youíll have to get pretty close to your enemy before you can strike. To use the lock-on feature, move the cursor over your target and when it turns red, tap the RT button to lunge and (hopefully) execute the enemy. If the lunge is true, just one strike is required to wipe out an enemy. The Energy Sword is encountered less frequently in Halo 3ís campaign (only during the Flood levels) and when it is, its use is limited. The Brute Shotís melee is almost as effective (on the Normal difficulty level, of course), and you donít have to worry about running out of charges (the Energy Sword only has 10). However, if not simply due to the lock-on/lunge feature, the Energy Sword is worthy of being picked up.


Energy Sword

Energy Sword
Fuel Rod Gun
Shots/Reload: 5
Dual-Wield: No
Far from being the Covenant answer to the USNCís Rocket Launcher, the Fuel Rod Gun can still dish out a large amount of damage. This weapon excels against vehicles, and fairs poorly against certain infantry. The Fuel Rod Gunís fire is quite slow and easy to dodge, limiting its effectiveness against mobile ground units.


Fuel Rod Gun
Spiker
Spikes/Magazine: 48
Dual-Wield: Yes
The Brute Spiker fires spikes out at your target, dealing a considerable amount of damage at close-range. While one Spiker alone is fairly ineffective, when dual-wielded, dual Spikers can cut through almost anything with ease. This is primarily a close range weapon, and is useless in medium to long-range fights. The Brute Spiker is plentiful in Halo 3ís campaign, making it a good pick up and empty weapon when youíve run out of everything else.


Spiker

Spiker
Mauler
Rounds/Magazine: 5
Dual-Wield: Yes
Effectively a dual-wieldable shotgun. Dual Maulers are absolutely devastating at close-range, and garbage at medium to close. While Maulers donít appear too often in Halo 3ís single player campaign, when they do you might want to consider swapping one of your current weapons for it. However, if you arenít partial towards close-quarters combat, then, as with the USNC Shotgun, it would be best to leave this one on the ground in favour of a long-range weapon.


Mauler

Mauler
Brute Shot
Rounds/Belt: 6
Dual-Wield: No
Not the best explosives weapon, but the Brute Shot is much more prevalent in the campaign mode than any other. It features a high rate of fire, but with relatively slow-moving projectiles, meaning youíll have a lot of Brutes dodging the Brute Shotís rounds if you attempt to hit them from afar. The Brute Shot is best used against Grunts, Jackals, and the Flood. The blade on the Brute Shot contributes to its powerful melee attack, which is highly effective against all of the Flood variants.


Brute Shot

Brute Shot
Gravity Hammer
Uses/Charge: 10
Dual-Wield: No
A highly devastating melee weapon that can shatter your enemy with one direct hit. Youíll first have to kill the Brute Chieftain wielding this thing before you can get your hands on it, and due to the power of this weapon, thatís easier said than done. The Gravity Hammer fairs well against a single enemy, so in a room full of enemies youíll likely take heavy damage (if not suffer death) while you attempt to take one of them out due to the time it takes to slam down the hammer. For a one-hit kill, you basically have to hit the target straight on. Understandably, the Gravity Hammerís range is limited, so itís best kept as a secondary weapon and then quickly switched to when the right moment arises.


Gravity Hammer

Gravity Hammer
Other

Sentinel Beam
Energy: 100
A powerful piece of weaponry, great for cutting through a group of enemies. The Sentinel Beam releases an orange beam of energy that can fry any enemy you set your sights on. While the weapon has a sizeable amount of energy, on the downside, it is prone to overheating, so youíll want to limit continuous use, giving it a chance to cool down.


Sentinel Beam

Sentinel Beam
Grenades

Frag Grenade
Kill Radius: 5m
Casualty Radius: 15m
The most commonly found grenade, and arguably the least useful. This grenade acts exactly as you would expect your standard grenade to in an FPS. The damage output is directly influenced by the detonated grenadeís proximity to your target. While effective against smaller enemies (such as Grunts and Jackals), the Frag Grenadeís usefulness is limited. Of course, it can be a lifesaver, and great to use in close-quarters.


Frag Grenade
Plasma Grenade
Kill Radius: 4m
Casualty Radius: 12m
This grenade can be thrown and attached to surfaces and enemies alike. It takes both luck and accuracy to stick an enemy. Most stuck enemies cannot survive one Plasma Grenade, while others (Hunters) can. Brute Infantry and Brute Captains can be quickly eliminated by a well-thrown grenade, though they completely slide/bounce off of Brute Chieftains. When attached to a surface, Plasma Grenades can still deal a fair amount of damage to any enemies in close proximity.


Plasma Grenade
Spike Grenade
Kill Radius: 3m
Casualty Radius: 11m
Similar to the Plasma Grenade, though due to its increased mass, it does not sail through the air nearly as well as one. The Spike Grenade falls more in a steep arc, meaning that you must be relatively close to your target to attach it. As with the Plasma Grenade, when attached to a surface, Spike Grenades can still deal a fair amount of damage to any enemies in close proximity.


Spike Grenade
Firebomb Grenade
The least common grenade type in Halo 3ís campaign mode. When thrown, the Firebomb releases a small patch of fire, completely engulfing anything in its radius. The patch is fairly small though, so youíll have to take special care when aiming. If you can manage to trap a target in the fire, it will likely spell the end for them.


Firebomb Grenade
Support Weapons

A support weapon can be removed from its stand by pressing and holding the B button while you are using that turret. The removed weapon can then be moved around freely, though while moving, the first-person viewpoint changes to a third-person one and Master Chief moves noticeably slower. The good thing about removed turrets is the fact that none of the two weapons in your inventory must be switched out to accommodate.

Machine Gun
Rounds/Belt : 200

Initially attached to a stand, Halo 3ís Machine Gun turret is inherently similar to the other turrets present in the previous Halo titles. The Machine Gunís damage output is high, and a mobile Machine Gun is decidedly deadly. It has a limited amount of ammunition, though it is adequate for certain situations.


Machine Gun
Plasma Cannon
Shots/Charge: 200

As with the Machine Gun, the ammo for this weapon is limited, but this is likely an attempt to balance out its sheer power. The Plasma Cannon is typically in use by the Covenant; on Phantoms, Scarabs, or strategically positioned in your path. They are also sometimes wielded by Brute Chieftains, a frightening sight indeed.


Plasma Cannon
Missile Pod
Missiles/Charger: 8

While the Missile Pod is not common at all during Halo 3ís campaign mode, it is incredibly powerful, but as with the other support weapons, limited due to its ammo. If in the right situation, you could do a fair bit of damage. Though not prevalent in the campaign mode, youíll likely encounter the Missile Pod often if you venture into Halo 3ís online multiplayer mode, where itís a great weapon to take out vehicles with.


Missile Pod
Flamethrower
Energy: 100

As with the Missile Pod, not a very common weapon at all. When it does appear, though, it is not attached to a stand like the other support weapons, but it features all of the other characteristics (third-person view, reduced movement speed). This weapon is quite useful when facing the un-relinquishing Flood. The Flamethrower spits out fire at your target which spreads to the surrounding area. Once an enemy has been caught in the flames, thereís little else it can do but die. Be careful not to get burned yourself.


Flame Thrower

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