Prima Games eGuides Halo 3 eGuide

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Halo 3 Guide Essentials Vehicles

Tanks & Craft

Scorpion

1. The Scorpion’s armor is pretty much impervious to small arms fire from infantry, but you become a large, slow-moving target whenever you drive one. The principle threats to the driver’s safety are Wraiths, Shade turrets, Banshees, Ghosts (especially in groups), and Brutes armed with Fuel Rod Cannons. Note that the Scorpion’s ability to protect its driver is linked to its physical appearance – the less pristine its condition, the more damage suffered by the Chief.
2. While you may need to hit a Brute Chieftain a few times to score a kill on Legendary, the Scorpion’s main cannon is still an enormously powerful weapon. Don’t underestimate the extent of “splash damage” – even though a near miss will not kill the driver of a small vehicle, it may tip it over and put it temporarily out of commission.
3. Unlike in previous Halo games, the Scorpion’s driver has no control over the secondary machine gun turret, which must now be manned by an ally. The turret operator is generally well-shielded from harm (snipers and explosives aside), and plays his part by dealing with crowd control or secondary targets (such as Ghosts) while the driver targets more dangerous adversaries.

1. The Banshee’s body offers limited protection against smaller weapons, so it’s prudent to keep a sensible distance from groups of enemy infantry.
2. While the Banshee’s main plasma cannons are powerful, you’ll generally find that its limited range and accuracy mean that it is best used in air-to-air dogfights only; strafing runs on vehicles or infantry can be risky and inefficient. The Fuel Rod Gun is much more powerful, but has a slower fire rate and is difficult to aim.
3. Lest you forget, the Banshee’s true strength is its speed – its unlimited boost feature enables the pilot to immediately escape dicey situations, but at the cost of disabling the weapons systems. You can also use aeronautical trickery (default A plus a direction on L) to evade incoming fire, or just for the sheer fun of it.

Mongoose

1. There’s a slight reduction in damage from small arms fire when you drive a Mongoose, but you’re still extremely exposed. Only speed, evasive maneuvers and a healthy dose of luck will keep you alive during pitched battles.
2. Passengers riding pillion on a Mongoose won’t be harmed by shots to the front of the vehicle, but are susceptible to damage from all other directions.
3. The Mongoose is prone to rolling when the driver misjudges bumps in the road, or when caught in the blast radius of nearby explosions. Don’t be too quick to jump out unless it’s absolutely necessary, though – the odds are usually favorable that it will come to rest on its wheels.

It doesn’t have any weapons, both driver and passenger are exposed to the elements, and it can be difficult to drive – and yet, riding a Mongoose is never less than exhilarating.

Unlike Weebles, the Mongoose wobbles and frequently falls down. It takes a deft touch to keep one on all four wheels over uneven terrain. Keep practicing and you’ll soon find there’s a knack to moderating your acceleration that makes the Mongoose easier to control.

As with the Warthog, the Mongoose has an e-brake that you can use to slide around obstructions.

Remember that the Mongoose is much lighter than the Warthog. If you want to run over and kill a Brute, you’ll need to hit him directly at top speed.

Ghost

1. The hood and extended “wings” of a factory-issue Ghost offer more protection from incoming bullets than you might initially think, but this shielding is greatly reduced when the vehicle sustains damage to its bodywork.
2. The dual cannons have an extremely high rate of fire, but are not enormously powerful (particularly against larger vehicles). That said, the Ghost’s superb speed and maneuverability enables pilots to duck behind cover between volleys.
3. As in Halo 2, you can melee attack the Ghost’s “wings” to destroy them, which may enable you to squeeze the vehicle into places it is not, at least technically, supposed to be in.
4. The Ghost’s speed boost feature is great for accelerating out of situations that have that distinct “near death” feel to them, and also makes it a powerful battering ram when driven purposefully at enemy infantry.

Piloted by Grunts and (less commonly) Brutes, the supremely maneuverable Ghost excels against infantry or small vehicles.

If you’re on foot, take cover when Ghosts arrive – their dual cannons are deadly, and the drivers will use the hood as a battering ram.

The hood protects the driver from small-arms fire. To hit the Grunt or Brute behind it, you’ll need to get a clear shot from the back or side. At close range, grenades are very effective.

The Ghost has a speed boost function (default E), but using it deactivates the weapons systems. There is also an air-brake (default a) that can be used to steady the vehicle while it is airborne.

Scarab

Arachnophobes have got it all wrong: as it transpires, absolute mind-numbing terror has only four legs.

The Scarab has two primary weapons systems: the bolts fired by its rotating “eye”, and the devastating green energy beam fired from its front-mounted cannon. Avoid both at all costs.

There are a few fixed Plasma Turrets on its main deck. If these are manned, try to destroy them straight away. When you jump on board, aim to grab one and turn it against its Covenant owners.

To destroy a Scarab, you need to shoot the “engine core” situated at the back of the vehicle.

The Scarab has two secondary weaknesses. The first is that if one of its leg joints sustains too much damage, it will move into an emergency “crouching” position while its auto-repair systems deal with the fault. This gives you the opportunity to jump on board from the ground. The second is the protective armor on its back. If this is destroyed, you can get a clear shot at the exposed engine core from afar.

To avoid the Scarab’s weapons, one of the safest places to be is actually underneath it. Just steer well clear of its legs…

Anti-Air Wraith

You can’t actually drive this Wraith variant, sadly, but it should be treated with the same degree of caution as its close cousin. The secondary gunner is your principle concern at close proximity, but be wary of its main flak cannon – the driver may decide to employ it against you if you make a nuisance of yourself.

Warthog

1. The Warthog’s hood shields the driver and front seat passenger from incoming projectiles, but it’s also a weapon in its own right.
2. The windshield protects the Master Chief (and, to a lesser extent, the passenger riding shotgun) from harm, but shatters under sustained fire. Once it breaks, head-on charges towards enemy forces become more dangerous.
3. Passengers tend to be more vulnerable to incoming fire due to their sitting position. If you’re riding with Marines, it pays to give them powerful weapons that you can easily spare, or that you find after battles. Sniper Rifles and Beam Rifles are both good choices.
4. With the two Warthog models that carry onboard weapons, the person manning the turret enjoys a small degree of protection from incoming non-explosive projectiles. The machine gun variant is very effective against infantry, though it’s also capable of taking down small vehicles. Both can pack a punch even on Legendary, but only when driven by an expert wheelman.

The Warthog M12 LAAV is armed with an anti-vehicle Gauss cannon. It’s much the same as its cousin with the machine gun, though less effective against infantry.

The Warthog M831 TT is a general-purpose troop carrier, but you can still wreak havoc with it if you arm the Marines on board with the best weapons available – and, of course, drive quickly and aggressively.

An iconic part of the Halo games since the second level of the first episode, the Warthog is as fun to drive now as it ever was.

The Warthog comes in three flavors: the M12 LRV (armed with a chain gun), the M12 LAAV (or “Gauss Hog”, equipped with an anti-vehicular Gauss cannon), and the M831 TT (a troop carrier with room for up to five, including the driver).

The Warthog’s hood is an offensive weapon in its own right at high speed, but you can also use the e-brake to slide and increase the surface area you present as you collide with Covenant infantry.

With the M12 LRV and LAAV, the gunner is partially protected from incoming fire in the direction that he or she is facing, but is vulnerable from all other compass directions. Good driving is not simply a question of helping your gunner to get a clear shot – you also need to take their wellbeing into account.

Chopper

1. The cruel and ugly Chopper is designed to plough through infantry and small vehicles, so its front end is resistant to a wide variety of weapons. That said, a well-aimed Plasma Grenade thrown through the gap between its wheels can still kill (or severely weaken) its driver. Facing one on foot, your ability to jump aside at the right moment to avoid an onrushing Chopper is the difference between a triumphant cry of “Olé!”, and a valedictory “Ol-argh!”
2. Chopper drivers have very little protection at the rear and on either side – damage is reduced, but not by a significant amount. After ploughing through an enemy position, you’ll need to either make a swift getaway, or turn the vehicle around to bring the “business end” to bear on your foes immediately.
3. The Chopper’s forward-firing dual cannons make it extremely dangerous – when you face them on foot, it’s vital that you find cover. When driving a vehicle such as a Warthog, the trick is to stay behind them at all times and hope your gunner can do his job before the Brute gets a clear shot…
4. The speed boost feature can be used to escape incoming fire or pursuing vehicles, but its principle function is to help the driver smash through flesh and metal. It only works briefly, though, so timing is everything.

As whimsical as an autopsy, as amiable as a grave, there’s really no poetry to a Chopper in motion – it’s an ugly, inhumane instrument of death.

The Chopper is the “alpha” of light ground vehicles in Halo 3: its strength, durability (especially its armored front), speed and firepower make it deadly in the right hands. Its principle weaknesses are its lack of maneuverability, and the scant protection offered to its driver from the rear.

The hood of the Chopper is specifically designed to gouge its way through metal; we shouldn’t need to tell you what it can do to flesh and bone. It also shields the driver from small arms fire.

The Chopper is equipped with lethal dual cannons. Their direction of fire can be adjusted up and down and, to a much lesser extent, left and right. Even if a Chopper isn’t directly facing you, it doesn’t mean the Brute pilot can’t hit you.

The Chopper’s limited boost function can be used offensively to increase the force of a deliberate impact, but also defensively to accelerate away from danger.

Wraith

1. The Wraith, like the Scorpion, protects the driver from most weapons used by enemy infantry, but its slow speed often makes it an easy target for turrets and explosive projectiles. Once the hatch covering the driver’s compartment is destroyed, the pilot is vulnerable to well-aimed shots. The Wraith’s limited “speed boost” feature can turn its large armored hood into a crude but deadly battering ram.
2. The Wraith’s main cannon is one of the most powerful weapons you can use in Halo 3, but this is offset by its slow delivery. During combat, the “Space Invaders Principle” reigns supreme – aim at where an opponent will be, not where they actually are.
3. The Wraith’s plasma turret is primarily used to deal with nearby infantry, but also acts as a deterrent to would-be hijackers. The gunner is exposed to arms fire, with snipers being a particularly potent threat. (In Campaign mode, you can sometimes score easy Brute kills this way – snipe one gunner from a safe distance, and another Brute will often foolishly run to take his place.)
4. As you should already be aware, the Wraith has an Achilles heel – an exhaust port on its back end, which is concealed by a protective shield that can be destroyed. As a driver, it’s vital that you are facing your enemy at all times.

Equipped with two weapons systems and impervious to small arms fire, a Wraith’s only true weakness is its lack of speed.

The Wraith’s mortar cannon is enormously powerful. It’s especially effective against vehicles – the sheer force of the blast radius can cause light vehicles to roll, rendering them vulnerable to a follow-up shot.

The secondary plasma turret is also a weapon to be feared. Its unremittingly fast fire rate enables it to shred vehicle armor, and send infantry fleeing for cover. Fortunately, a Brute manning this turret will generally only use it when you move within medium-to-close range.

The Wraith’s speed boost function, though brief, can be used to accelerate away from danger, clear awkward obstacles, and splatter infantry unfortunate enough to be hit by its imposing front end.

If you board an enemy Wraith from the side or front, you can bludgeon its driver and hijack it, or throw grenades inside to destroy it. Jumping to reach the hood can also work, but be careful – a last-minute use of its speed boost can be fatal.

You can also board the Wraith from behind if you simply wish to wreck it. This technique is especially useful if you lack the appropriate weapons to deal with its turret operator.

The Anti-Aircraft Wraith has a powerful dual Fuel Rod Gun-based weapons system in place of the standard mortar. Its fast rate of fire makes it extremely dangerous at close range.

Scorpion

Arguably the most destructive vehicle you can drive, the Scorpion can make light work of an entire Covenant platoon.

Unlike in previous Halo games, the Scorpion’s secondary turret can only be controlled by a separate gunner.

Thanks to their raw power and splash damage, the missiles fired by the main cannon are incredibly effective against both infantry and vehicles. They are also extremely fast, though you’ll still need to aim at a position slightly ahead of moving vehicles to hit them.

The Scorpion’s main weakness is its lack of speed and mobility. When you drive one, you should make regular use of cover to avoid incoming fire.

Prowler

1. As with the Chopper, the Prowler’s large front end shields the driver from the effects of many smaller weapons, but a well-aimed Spike or Plasma Grenade can cause problems for all on board. Again, damage from projectiles is reduced around the driver’s seat, but not by a great deal.
2. The Prowler’s powerful turret can be turned a full 360 degrees. If you have a driver who has the ability to lead you safely through enemy lines, this feature can enable you to wreak havoc. Facing a Prowler, your best bet is to hide until it passes by, or to encourage the Brutes to abandon ship with a grenade.
3. The Prowler can carry two extra passengers in addition to a driver and gunner, but they’re sitting targets unless the wheelman can deftly steer through firefights.

This fast-moving support vehicle is used by Brutes to make rapid troop deployments.

The Prowler’s turret has a full 360 degree field of fire, which makes it highly dangerous in close-quarters engagements. On foot, killing the gunner is your priority; in vehicles, try to keep your distance and disable it from range.

The Prowler has excellent acceleration, speed and stability – you can really throw it around over jumps and bumps in a way that wouldn’t be safe or practical in a Warthog, Mongoose or Chopper.

If you have Marines in tow, equipping prospective passengers with powerful firearms (such as the Rocket Launcher) will enable you to turn the Prowler into a lethal heavy weapons platform.

Warthog M12 LAAV

It’s the same Warthog that we all know and love when you’re behind the wheel, but this variant packs a bigger punch. The “Gauss Warthog” cannon is an excellent anti-vehicular weapon (it can destroy a Ghost in two shots on Legendary), but a steady hand is required to pull off the precision aiming necessary to hit smaller targets.

Hornet

1. The Hornet isn’t particularly sturdy, so you’ll need to make use of its superb maneuverability to avoid incoming fire.
2. The Hornet’s rockets have an excellent rate of fire, but there’s a definite knack to getting the best out of their homing function (activated when the target reticule is red). From longer range, the homing ability is inactive, and rockets fire in a straight line. This is great for bombarding troops and vehicles on the ground, but lousy for air-to-air combat.
3. Two passengers can ride on the ledges either side of the Hornet cockpit but, being completely open to the elements, they rely on the pilot to keep them out of harm’s way. In co-op games, it’s great fun to use this feature to drop a partner on top of a Scarab, or near to a vehicle that you’d particularly like to hijack.

Banshees are, like, so last season…

Piloting a Hornet is a little unusual at first, but you’ll soon become accustomed to it.

You increase or decrease altitude with f; you can also reverse, strafe, and hover on the spot by releasing all controls.

The Hornet has two weapons systems: a machine gun, and homing rockets. The latter will only track a target if fired when the targeting reticle is red.

While the homing function of the missiles is invaluable when you fight against airborne adversaries, it’s less important against infantry or ground-based vehicles – it’s safer to bombard them from distance.

When pitted against Banshees, the Hornet’s ability to fly sideways enables you to evade some of the incoming fire, yet the Covenant vehicle generally has the advantage at close range. In short, it’s better to fight them from distance.