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Halo 3 Guide Multiplayer Game Types

Multiplayer modes

Built-In Game Types

Halo 3’s multiplayer mode includes nine different Game Types. Each one features a number of Variants – that is, sets of specific rules that alter the way in which a Game Type plays. Some simply require that you kill as many opponents as you can, while others demand that you fulfill objectives.

In Matchmaking mode, Bungie’s servers provide a selection of Game Types and Variants for each Playlist, and you can expect these to be rotated and expanded as time goes by. The following section introduces the main built-in Variants, and a collection of tips to help new players get started.

Slayer

Relentless deathmatches in which players score by killing opponents.

Variants Rules

Slayer

Individual Slayer: first player to 25 kills wins.

Team Slayer

Team Slayer: first team to 50 kills wins.

Rockets

Standard Slayer game rules, but players wield Rocket Launchers.

Eliminatio

Quick and tactical Team Slayer game played in 5 rounds of 5 kills.

Duel

Slayer game where the player currently in the lead has a waypoint indicator above their head. First player to 10 kills wins.

Oddball

Follow the waypoint indicator to find the Oddball, and hold it for as long as you can to score. If the Oddball lies on the ground for too long, it is returned to its initial location.

Variants

Rules

Tips

Oddball

Whoever holds the Oddball long enough to score 50 points wins.

  • When carrying the Oddball, you can’t drive or use your weapons. To defend yourself, you must either discard the Oddball temporarily, or melee attack with it. The latter always results in an instant kill, so don’t get too close to the Oddball carrier. Equally, don’t hesitate to unceremoniously “deck” someone if they approach you while you’re holding it.
  • In Lowball mode, team members must take turns to protect each other. VIP mode tactics work well here.
  • If you are in a very close match, consider leaping into an available abyss. You’ll gain a few invaluable seconds with the Oddball, which will subsequently be reset.

Team Oddball

First team to reach 100 total points wins.

Lowball

Every team member must earn at least 25 points for
a team to win.

Ninjaball

The Oddball carrier moves much faster than usual, but is weaker and has a slow-recharging shield. Whoever holds the Oddball long enough to reach 100 points wins.

Rocketball

Oddball game in which players wield Rocket Launchers.

Capture the Flag (CTF)

Team-based combat in which teams score by picking up a flag and taking it back to their base. When a flag lies on the ground for too long, it is returned to its initial location.

Variants

Rules

Tips

Multi Flag

Every team has a flag. First team with 3 captures wins.

  • Defend and attack at the same time in Multi Flag. If you launch full-scale attacks, you expose yourself to the possibility of embarrassingly quick defeats.
  • When your flag is stolen, be quick to chase the thieves down. If you manage to kill them, guard the flag until it is returned. You can return a flag more quickly by standing near it, with a progress bar showing how long you need to wait.
  • Use vehicles for fast attacks: this will save precious time and is also a good way to protect a flag carrier (who can only be a passenger). If the map has numerous vehicles, using one as a decoy to distract enemy forces can be an effective strategy.
  • As with the Oddball, a flag melee attack is always a one-hit kill.
  • In Attrition CTF, the long respawn times engender a more tactical, slower-paced style of play. Communication and cooperation are vital, more so than in any other CTF Variant.

One Flag

Only one team has a flag. Teams attack and defend
in turns. The team with the most points after
4 rounds wins.

Tank Flag

Multi Flag game in which flag carriers can take more damage (though their shield takes longer to recharge) but are slower.

Attrition CTF

Multi Flag game where respawn times are very long, but teams respawn entirely on flag capture.

Assault

Team-based combat in which teams score by planting a bomb in the opposing team’s base, and guarding it until it detonates. If an unprimed bomb lies on the ground for too long, it is returned to its initial location.

Variants

Rules

Tips

Assault

Every team has a bomb and a base to defend. First team to trigger 3 detonations wins.

  • Waypoint indicators guide you to the bomb, and to the enemy base while you’re carrying the bomb.
  • With the default settings, a bomb instantly arms itself when planted. If an arming time is set, though, you must stand near the planting point until the progress bar fills in order to arm it. The opposing team can disarm the bomb before it explodes by taking control of it.
  • Make sure you always guard your base, and never send a bomb carrier out alone.
  • The carrier can use the bomb to melee attack enemies; however it is often more efficient to temporarily drop the bomb and fight back.
  • Unless you actively intend to check out in a big, suicidal bang, don’t stand too close to your bomb when it is about to detonate.

Neutral Bomb

Every team has a base to defend, but there’s only one neutral bomb. First team to trigger 3 detonations wins.

One Bomb

Only one team at a time has a base to defend. Teams
defend a base in turns. The team with the most points
after 4 rounds wins.

Attrition Bomb

Neutral Bomb game where respawn times are very long, but teams respawn entirely on detonations.

Juggernaut

One player is the Juggernaut and has stronger attributes. Whoever kills the Juggernaut becomes the Juggernaut.

Variants

Rules

Tips

Juggernaut

You score only by killing the Juggernaut, or by killing other players while you are the Juggernaut. The Juggernaut has an Overshield and is more powerful, but his shield recharges more slowly. First player to earn 10 points wins.

  • When you become the Juggernaut everyone will suddenly attack you – especially the people who were cooperating with you moments before. A good player always has an exit plan in mind to escape his former “teammates” until his shield can charge up.
  • As the Juggernaut, you’re usually tagged with a waypoint indicator, so keep moving to prevent other players from locating you too easily.
  • Steer clear of open areas – you’re an easy target for medium and long-range weapons when you cross these as the Juggernaut.
  • If you can get sufficiently close while the Juggernaut is distracted by other players, the Energy Sword, Shotgun and carefully thrown Plasma or Spike grenades are all extremely effective.

Mad Dash

The Juggernaut has the same attributes as in Juggernaut mode. Only he can score by reaching certain specified destinations. The first player to earn 5 points wins.

Ninjanaut

Normal Juggernaut game in which the Juggernaut moves faster, has Active Camo, and is not marked with a waypoint indicator. The Juggernaut has a weaker shield, but it regenerates at a faster rate.

King of the Hill

Your objective is to conquer a designated area of the map (the “Hill”) which is clearly marked by a wall. The longer you maintain control of it, the more you score.

Variants

Rules

Tips

Crazy King

The Hill regularly changes location. Whoever controls it long enough to earn 100 points wins.

  • Standing still inside a Hill is foolish. Instead, try to run around the boundary walls; as a fringe benefit, you’ll also find that it’s a little easier to spot incoming opponents. Oh, and if there’s cover inside a Hill, use it!
  • Make a note of all entrances to each Hill – this helps you to anticipate the directions that enemies will arrive from.
  • Before you challenge the Hill, try to collect decent weapons and, above all, pick up grenades.
  • It’s efficient to weaken opponents inside the Hill boundaries with grenades as you approach, but be careful in team games – you really won’t be popular if indiscriminate throws wipe out your allies.
  • In team games, it is much more effective to have one person gaining time while other players fan out and defend in depth. Clustering on the Hill gives no benefit and makes you vulnerable to grenades.

Team King

The Hill regularly changes location. The first team that controls it long enough to earn 150 points wins. You only score when the Hill is uncontested by the opposing team.

Mosh Pit

The Hill doesn’t move, and all players inside its boundaries are tougher. Whoever controls it long enough to earn 100 points wins.

Territories

Teams score by taking control of certain Territories. To conquer a Territory, you must occupy it continuously until the gauge at the bottom of the screen is filled.

Variants

Rules

Tips

Territories

Teams attack and defend Territories in turns. Only the attacking team can score. Once a Territory is captured, it is locked and cannot be taken back. The team with the most points after 4 rounds wins.

  • Capture times are reduced to 75% or 66% respectively when two or three teammates occupy a Territory simultaneously. As a general rule, though, it is more practical to have two players on a Territory gaining time, and a third player deterring incoming opponents.
  • If you leave a Territory that you are in the process of capturing, the gauge will slowly decrease in your absence. This means that you can dive out to take cover for a few seconds if required.
  • When a round time limit is up, Sudden Death will start if any Territory is still contested, and last until the Territory in question is either captured or freed.
  • It’s usually far more effective to try to conquer each Territory methodically – with a large group, you can overwhelm divided enemy forces.
  • When a Territory is being seized by the opposing team, its icon will flash on your screen as a warning.
  • If an opponent contests a Territory you’re trying to capture by stepping inside its boundaries, the gauge will stop filling until you engineer his or her departure from either the Territory, or (ideally) the mortal coil.
  • In Flag Rally games you must focus simultaneously on attack and defense, as captured Territories are not locked.

Land Grab

Territories are free and can be taken by every team. Once a Territory is captured, it is locked and cannot be taken back. The team with the most points after 3 rounds wins.

Flag Rally

Land Grab game where Territories are captured quickly, but can be wrestled from your control by your opponents.

VIP

At least one team has a VIP. Teams usually score by killing another team’s VIP.

Variants

Rules

Tips

VIP

Every team has a VIP who has an Overshield that recharges slowly. When a VIP dies, the next player to die becomes the VIP upon respawning. First team to 10 points wins.

  • The key to victory lies in each team’s ability to protect their VIP while attacking his enemy counterpart in well-planned raids.
  • VIPs cannot board vehicles.
  • VIPs are marked with waypoint indicators, so there’s really no point in simply hiding in the nearest dark corner. VIPs should either be always on the move, or protected by their teammates in a suitably fortified position. If you know your current map well, you can pick a solid defensive position to make a stand – but watch out for explosives…
  • In Influential VIP, teams benefit from moving as groups, though this makes them rather vulnerable to certain power weapons and grenades.

One Sided VIP

Teams take turns in defending their VIP for a set period of time. The team with the most points after 4 rounds wins.

Escort

Only one team has a VIP, who scores by reaching certain destinations marked by waypoint indicators. Rounds end when the countdown expires, the VIP dies, or all waypoints are reached. The team with the most points after 4 rounds wins.

Influential VIP

Normal VIP game where all characters are faster, more resistant, more powerful, have fast-regenerating shields and Active Camo when they’re close to their VIP.

Infection

Each player starts either as a zombie or a human, with both species having very different attributes. Zombies score by killing humans, and humans by killing zombies. Any human killed by a zombie becomes a zombie.

Variants

Rules

Tips

Infection

Zombies are equipped with Energy Swords. Whoever has the most points after 3 rounds wins.

  • Zombies cannot use vehicles or pick up weapons.
  • Leading players generally start the next round as a zombie.
  • Humans can cooperate to survive, but they’re by no means teammates in a conventional sense.
  • The last man standing is marked by a waypoint indicator, so there is truly no place for him to hide.
  • Narrow corridors and confined interior areas are deathtraps for humans.
  • In Hide and Seek mode, zombies are very tough. However, as humans have
  • Active Camo, they can use stealth tactics to survive.

Save One Bullet

Infection game where there are no weapons to pick up on maps, so ammo is limited for humans.

Alpha Zombie

Infection game where players who start the round as zombies are more powerful than those they infect.

Hide and Seek

Zombies are fast, more resistant and have Rocket Launchers. Whoever becomes the last human alive gets 5 bonus points.

Adjustable Options

In Custom Games mode, the player hosting a match is free to modify an impressive number of options to adjust specific rules. However, it’s important to have a general appreciation of how such changes can influence the balance of play. Small alterations of default settings are fine, but dozens of changes can make a match confusing to play or, worse still, frustrating and incomprehensible. Unless you’re actively seeking to design and develop a special Variant to revolutionize online Halo 3 play, you should remember that “less is more” – players generally find it easier to adapt to and enjoy small, interesting changes than complex revisions of entire rulesets.

To access the Options menu, simply press X in the Custom Games Lobby once you’ve selected a Variant. The sheer amount of settings that you can modify is really quite daunting, but – thankfully – they’re all very self-explanatory (and, as you’ll notice, a help message details the effect of each parameter at the bottom of the screen).

Generally, the most fun can be had by tweaking a couple of settings to add spice to an established Variant. You could give zombies permanent Active Camo for fraught, fast-paced Infection games, or alternatively increase player movement speed, reduce the gravity level and start everyone with Rocket Launchers and Brute Shots for explosive Slayer battles… the possibilities are endless. Once you’ve finished fine-tuning your Custom Variant, you can save it for future use (or editing) by pressing X on any page of the Options menu. It will then appear under the name you chose as an additional Variant in the appropriate section of the “Game” menu.

Infection

Each player starts either as a zombie or a human, with both species having very different attributes. Zombies score by killing humans, and humans by killing zombies. Any human killed by a zombie becomes a zombie.

Variants

Rules

Tips

Infection

Zombies are equipped with Energy Swords. Whoever has the most points after 3 rounds wins.

  • Zombies cannot use vehicles or pick up weapons.
  • Leading players generally start the next round as a zombie.
  • Humans can cooperate to survive, but they’re by no means teammates in a conventional sense.
  • The last man standing is marked by a waypoint indicator, so there is truly no place for him to hide.
  • Narrow corridors and confined interior areas are deathtraps for humans.
  • In Hide and Seek mode, zombies are very tough. However, as humans have
  • Active Camo, they can use stealth tactics to survive.

Save One Bullet

Infection game where there are no weapons to pick up on maps, so ammo is limited for humans.

Alpha Zombie

Infection game where players who start the round as zombies are more powerful than those they infect.

Hide and Seek

Zombies are fast, more resistant and have Rocket Launchers. Whoever becomes the last human alive gets 5 bonus points.

Adjustable Options

In Custom Games mode, the player hosting a match is free to modify an impressive number of options to adjust specific rules. However, it’s important to have a general appreciation of how such changes can influence the balance of play. Small alterations of default settings are fine, but dozens of changes can make a match confusing to play or, worse still, frustrating and incomprehensible. Unless you’re actively seeking to design and develop a special Variant to revolutionize online Halo 3 play, you should remember that “less is more” – players generally find it easier to adapt to and enjoy small, interesting changes than complex revisions of entire rulesets.

To access the Options menu, simply press X in the Custom Games Lobby once you’ve selected a Variant. The sheer amount of settings that you can modify is really quite daunting, but – thankfully – they’re all very self-explanatory (and, as you’ll notice, a help message details the effect of each parameter at the bottom of the screen).

Generally, the most fun can be had by tweaking a couple of settings to add spice to an established Variant. You could give zombies permanent Active Camo for fraught, fast-paced Infection games, or alternatively increase player movement speed, reduce the gravity level and start everyone with Rocket Launchers and Brute Shots for explosive Slayer battles… the possibilities are endless. Once you’ve finished fine-tuning your Custom Variant, you can save it for future use (or editing) by pressing X on any page of the Options menu. It will then appear under the name you chose as an additional Variant in the appropriate section of the “Game” menu.