Halo 3 y el Jefe Maestro restan protagonismo a Wii en EE. UU.
El lanzamiento de Halo 3 ha supuesto un salto significativo en las ventas de Xbox 360 en todo el mundo. Desde la consultora norteamericana NPD Group se adelantan nuevos datos sobre el número de unidades vendidas por el título de Bungie y el impacto que ha tenido su lanzamiento. Read more
Los cines mermaron sus ingresos en EE.UU. por culpa de Halo 3
La compañía analista norteamericana Janco Partners muestra información interesante para el sector del ocio electrónico en uno de sus últimos análisis comerciales. El analista Mike Hickey informa que durante el primer fin de semana de octubre (del 5 al 7), la industria cinematográfica podría haber visto cómo sus ingresos en taquilla se reducían estrepitosamente como consecuencia del lanzamiento de Halo 3, que tuvo lugar a finales de septiembre. Read more
Bungie ya trabaja en nuevos mapas para Halo 3
Tras dos semanas en venta, el exitoso Halo 3 de Xbox 360 ya tiene preparadas diversas actualizaciones. Bungie está desarrollando nuevos mapas y posibilidades jugables para ampliar así la experiencia que ofrece su exitoso shooter. Read more
Tired of Shotty Snipers yet?
Yesterday, Bungie released their first Matchmaking update to Halo 3 (already — the game has only been out for about 2 weeks). They’ve made a few notable changes, most of which make us very happy:
- Big Team Battle matches are now 16-player affairs.
- In the Team Slayer playlist, the appearance of Shotty Snipers has been greatly reduced.
- Now, when players veto Shotty Snipers, the game that results from the veto will not be Shotty Snipers.
- In one-sided VIP matches, the attacking team will now see a waypoint for the VIP they are hunting.
- In Lone Wolves, Slayer gametypes will appear more frequently.
Looks like Bungie heard the cry of fans on their forums and took action on their requests. Aside from reducing Shotty Sniper game variants, they have also souped up Big Team Battle matches again, which will make for some intense games in the coming weeks.
I wonder if we’ll ever have a BTB Rocket Race…
1: Arrival/Sierra 117
Walk It Off
Objective: Get to the river for evac
Getting up from the crash site, you must follow your team to Sgt. Johnson. You won’t have an objective arrow now, but your team will always know where to go. The Arbiter will always have a blue arrow above his head — even if he is behind a wall — allowing you to find your bearings easily. For later missions, an arrow may appear if you lose your bearings too long, or if you forget your current objective.

Like a beacon, he knows the way.
Follow your team until you come to an opening with a waterfall. Once you reach the entrance into the clearing, a Covenant Phantom appears and drops the first enemies you encounter. Follow the path up to your right, and engage the troops in the cement bunkers to your right.

Eliminate all hostiles.
After you have finished off the first wave, a second wave appears, dropping from a Phantom that appears at the little waterfall in front of you. Kill this wave and cross to the other side of the river via the rocks along the waterfall, and kill the third wave of troops.

Kill the second and third waves, Grunts then Brutes.
After dispatching all the troops in the immediate area, follow your team through the cave tunnel marked with a red flare.

Follow the red lights.
Emerging from the cave, you’ll come across a horde of sleeping Grunts. As instructed by your squad, take out as many as you can with a melee attack. (You’ll kill about five Grunts before they wake up, thirsty for revenge.)

Assassinated!
Then, prepare yourself for heavy resistance — Jackals, Grunts, and Brute Commanders. We recommend a pair of Brute Spikers, as they do considerable damage to even shielded enemies when used in tandem.

Dual Spiker = death to all before you.
You and your squad will keep moving towards the Sgt., entering a small ravine. As you enter the ravine you will see a Brute holding a marine by his throat above you. If you are quick enough, you can kill the Brute and rescue the marine, bolstering your own forces.

If you’re fast enough you can save him.
With your new teammate in haul, make your way up and around onto the upper area where the brute was, then enter the large cave marked by a red flare. A vision of Cortana flashes on screen. Follow the chain of red flares until you make it to the end of tunnel.

Don’t worry about how these flares got here — just follow ‘em.
Charlie Foxtrot
You’ll find the bodies of marines as you emerge from the cave. Search them and you will find a Battle Rifle.

Take the Battle Rifle off this marine.
Now that you have the Battle Rifle, continue forward until the path drops off. Ahead of you by the river are several enemies fighting a pair of Pelicans. Up on high ground, use the Battle Rifle to take them out, then advance to their location on the river.

Keep your distance whenever possible.
Approaching the river, you’ll see a pair of Banshees swoop in and down the Pelican that Sgt. Johnson is in. Although you’ve reached the river for evac, your evac has been taken out, resulting in a new objective.

She’s going down!
Objective: Find Johnson’s crashed Pelican
Kill the enemies fighting the Pelicans, then move into the ravine to meet your allies. With only a few steps into the ravine, you’ll receive fire from Jackals with Carbines along the upper walls of the ravine, but they’re easily spotted because they’ll flash a purple light while aiming at you.

The purple light gives the snipers away.
Move along the ravine, dispatching the Jackals and other ground forces, until you come upon a point where you see marines fighting. Turns out they were aboard Johnson’s Pelican! You’ve found the crash site!
Monkey People
To see the family of monkey people on Sierra 117, go just past the point where Johnson’s Pelican gets shot down; you will see a concrete column with the number 3 on it. Stay beside the left wall and go as high as you can. When you reach a point that you have to drop down to the ledge that the Jackal with a Carbine is/was standing, turn around.
The Monkey People are right there against the wall.

Save those marines.
Objective: Find Johnson before he’s captured
Fight off the forces attacking the crashed marines, including the ones dropped in by the Phantom, then collect the Sniper Rifle and ammo by the downed Pelican.

Pick up both sniper rifles; you’ll need the ammo.
With your newly found Sniper Rifle, head back the way you came, towards the cave with a red flare by its entrance surrounded by your troops.

This is the final cave with flares, promise.
Enter and move through the cave, down its path, until you come to a cliff overlooking an enemy installation. A cut-scene ensues about an imprisoned Johnson, prompting a new objective.

There’s Johnson! Save him.
Objective: Rescue Johnson and his squad
Take out as many troops as you can from your high ground position. Also, several troops sit right below you on the other side of the dock to your left.

Snipe as many people as you can from up here.
Drop down and proceed forward to the bridge that allows you to cross to the other side of the dock. You will have to fight several Brutes on the bridge, including a commander complete with Gravity Hammer. Kill him and take his Hammer.

Shoot him from a distance, run when he puts his shields up, then finish him.
Use the Hammer to kill the remaining forces standing between you and Sgt. Johnson’s cell. Free Johnson, drop the Hammer for a different weapon, and prepare for your new objective.

The Hammer crushes all.
Objective: Stay alive – Pelican inbound
Two Phatoms will come in and drop off several troops. Finish them off and then join Sgt. Johnson and the remaining marines back on the bridge between the docks. Jump on the Pelican and the mission is over.
At the end of the level. Face the Pelican that arrives. Turn 90 degrees left and jump onto the large ledge. Walk all the way down until you see a thinner ledge on the building in front of you. Jump onto it and follow it all the way to the end where the Skull sits in the shadows.
Effect:In co-op games, if one player dies, you all restart at the last checkpoint. In individual games, if you die, the entire mission restarts.

Rescued.
2: Crow’s Nest
Know your role…
Objective: Secure perimeter defenses
Proceed down the staircase through the hallway, and a soldier will open the door for you. Head outside, up the stairwell towards the hangar, following your troops. Now open the steel door by pressing the RB button on the control panel left of the door. Continue through the next open door, towards the main hangar, and open another door towards your objective.

Follow the marines through the hangar.
Black Eye Skull

At the start, there is a massive pipe above you with the skull on top. Walk up the two small stairs and on the left there’s some shelves you can jump on to. Jump up to the metal bars and then onto the pipe. Continue to the end where you’ll see a Skull. Plus, you don’t have to use the RB button to pick this one up.
Objective: Neutralize hostiles in the hangar
To the left of the exit will be an encounter with Covenant Grunts and Jackals. Continue forward towards the oil tanker truck and defeat the Brutes in the doorway and continue forward.

Let the marines help you out in this spot while you work on the Jackals and their pesky shields.
Red vs. Blue: Wanna see a cameo from Halo’s favorite comedy duo? Continue forward through the barricade before entering the doorway above. You’ll encounter a solider pounding on a doorway, speaking to another solider on the other end of the door. Their voices belong to the fan-favorite color tandem Spartans.
Use the scope on the Battle Rifle, and shoot the Jackals at the end of the hall while your squad cleans up the rest of the Covenant forces. Proceed down the hallway, and take a left through the open door. There will be a small room with doors to the left and right.
We recommend that you go through the door on the left, since it not only provides more options for cover from the forces inside the hangar, but also gives you a nice advantage point on the stairwell the Grunts use to get to your position.

The left door from earlier will provide you with the best vantage point to take out any hostiles.
Once you’ve killed the initial Covenant forces, or when the dropship retreats (whichever comes first), make your way to the right side of the hangar and use the turret. Detach it and carry the turret to the hangar deck, using it on the remaining enemy forces.

Open fire on the dropships’ turret to neutralize the enemy fire.
Another dropship will arrive to provide you with more resistance. With the turret in tow, aim at the dropship’s plasma cannon at the very front of the ship and destroy it. It will retreat, allowing you to concentrate on cleaning up whatever Covenant forces remain in the hangar. Now proceed back to the ops-center at the start of the level.
Objective: Get back to ops-center
On your way back, you’ll encounter a swarm of Drones. It’s recommended you equip your Assault Rifle and take out these flying pests with short controlled bursts. Once they’re killed, continue on your way to the ops-center, where you’ll give the Covenant a small but awesome gift: a bomb.

Short controlled bursts — the best way to deal with a swarm of Drones.
Gift with Purchase
Objective: Rescue marines in the barracks
Before you can setup the bomb, you’ll need to rescue marines captured by Brutes in the barracks. So get your heavy weapons ready such as shotguns, plasma grenades, and take these guys out as you enter the doorway to the barracks. Of the different enemy forces in the barracks, the strongest is Brute Chieftain, who carries a Gravity Hammer. Don’t get too close to him, because the Hammer will knock you on your butt in just one or two hits. A combo of grenades and shotgun will take care of him, though.

Heavy weapons and quick feet are the best recipe for fighting a Brute Chieftain.
Swap out your assault rifle for the Gravity Hammer on the Brute Chieftain’s body. Continue up the ramp and through the open door. Walk down the hallway and drop down the shaft in the ground. Switch to rifles and fight the drones in the air chamber. Proceed towards the large air vent shaft, drop down (don’t worry, you won’t get hurt) to the bottom of the shaft and go through the doorway to rendezvous with the Arbiter. Finally, you’ll enter the barracks.

Drop through the hole in the floor. Yes, it’s OK. We promise.
Your objective is simple: save the marines in the barracks, and then evac via the landing pad. Equip your Battle Rifle and dispatch the Brute choking one of your soldiers. If you manage to save this solider, he’ll retreat and pick up a rifle for himself, providing covering fire. Kill the Brutes in the barracks with the Battle Rifle and the Gravity Hammer.

Get the Brutes in your sights early, and from a distance. You don’t want to get too close to their melee attacks.
The Battle Rifle will take care of the Brutes from a distance, while the Gravity Hammer works great for the up close and personal attacks against the Brutes. The Hammer has a limited amount of hits to it, so once it’s done you should find another weapon to swap out. Plus, the Arbiter will help you out a lot in this section, a bonus considering he can’t die no matter how many hits he gets — use him to your advantage. After you’ve squashed the Brute resistance, proceed through the exit door (follow the Arbiter to this location) and outside to the elevator lift towards the landing pad.
Objective: Evac via the landing-pad
On the landing pad, you’ll be ambushed by a dozen Brutes in jet packs. Wait for them to land before opening fire, since it takes the jet pack a bit of time to fire their thrusters and propel the Brutes through the air. When all the Brutes are dead, a Pelican arrives to pick up the troops and to bring them to safety. Now, go back to the ops-center again, because the Brutes have managed to disable the bomb. It’s up to you to make it back there and rearm the bomb.

Yes, Brutes can fly. It’s best you wait for them to land before waisting ammo on them while they fly around.
Last One Out, Get the Lights
Objective: Return to ops-center, arm the bomb
On your way back to the ops-center, you’ll come across a Grunt operating a plasma turret. Kill him and take the turret in order to dispatch the Covenant forces easily. Continue towards your waypoint marker to the ops-center. Activate the bomb and escape!

Grab the plasma turret and remove the Brutes from the ops-center.
Objective: Escape – Find the elevator in the hangar
Ditch the plasma turret before you begin your escape, since it will only slow you down. Equip a shotgun, a Battle Rifle, or an Assault rifle, and make your way to the hangar bay (yes, the same one from earlier). Follow the on-screen waypoint marker to the maintenance elevator and escape to the next level.
4: The Storm
Ghost Town
Objective: Destroy first antiair Wraith
The mission starts with you in a convoy of Warthogs. Enjoy the ride, for now.

A brief pause before the carnage.
At the outpost, you must proceed through the door by holding the RB button.

Hit the green switch on the right.
Enter the building and walk up the staircase, then make a right at the top, and another right at the next corner. Follow this path until you find the open doorway into the next room.

Take the stairs, round the bend, and hit this guy in the back of the head.
When you’re in the room blocked off from the rest of your marines and the Warthog, find the controls of the door and let them in. The controls are along the catwalk to the right of where you’ve entered the room.

Hitting this switch allows the Warthog to come in.
Once your Warthog enters the room, mop up the remaining forces, and open the door with the green switch.

Make sure to hit the green switches so your Warthog can follow.
Move down the hallway until you come to a Brute on a Ghost. You and your Warthog ally will make short work of him. Open the door that he was guarding and then hop on the unmanned Ghost behind you. Proceed out the door.

Kill the Brute, open the door, take the Ghost.
As you exit the door you will see a vast open area. Don’t race off onto the walkway. Instead, take a left when you’re out the door and stick to the upper perimeter of the area, in order to reach the center platform, where a Phantom drops off a number of ground troops. Hop off your Ghost and eliminate the enemy troops.

Keep to the perimeter as you approach the Phantom drop site.
With all the Covenant ground forces destroyed, proceed to the roof of the building, where the Phantom dropped off enemy troops, and pick up the sniper rifle up there. Use it to kill the gunner of the first antiair Wraith.

Grab the sniper rifle and shoot the gunner.
Get back down to the Ghost, and drive off the upper area and down to the ground.

Move fast so the Wraiths don’t have time to turn.
On the ground you’ll fight four enemy Ghosts. Eliminate them and then drive up to the antiair Wraith. Since the gunner is dead, hop off your Ghost, jump onto the Wraith, and plant a grenade. This will destroy the first antiair Wraith, completing your objective and prompting a new one.

Mount the Wraith and plant a grenade.
Objective: Destroy all other Wraiths
Proceed to the far side of where you came in and destroy the Wraith. You can sneak up on the Wraith by coming up the ramp near it. Climb onto it and plant another grenade.

Up the ramp, mount the tank, plant grenade, and enjoy the show.
Enter through the door just past the destroyed Wraith, and then take an immediate left. Enter the door ahead of you and go up the stairs. At the top of the stairs is a large grouping of Brutes and Grunts. Lob grenades until nothing moves, and then proceed back down the stairs and through the opening doors.

This is what the room should look like after you’ve unleashed your grenades.
Enter the next room and proceed to the large set of doors straight ahead. Wait until the rest of your forces are fully in the room, including the Warthog, and then hit the switch that will open the doors to the next room. You will be ambushed by a large group of Drones. After taking them out proceed down the hallway, where the rest of your allies are.

Hide, if you can, and let your Warthog kill the Drones.
After regrouping with the rest of your forces, you’ll be prompted to drive with a squad of Mongooses, each with a soldier equipped with a rocket launcher. Take control of a Mongoose and proceed through the opening doors.

Mount up and roll out in force.
Through the doors you’ll enter a large dried lakebed. Your target: the remaining two antiair Wraiths. Don’t worry about staying too close to them or the various Ghosts/Banshees guarding them; just drive without stopping. The gunner on the back of your Mongoose is a crack shot, so as long as you’re both alive, he’ll make short work of all the enemy vehicles.

It’s like he can’t miss.
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After destroying the enemy in the area, a Pelican drops in another Mongoose with a copilot equipped with a rocket launcher. Then, as a Scarab moves into the area, you will enter a new chapter and be given a new objective. |
Judgment
Objective: Kill the Scarab tank
Drive around the Scarab, staying out of its front arc. The Scarab also has a secondary gun on its back, so you must keep moving. If you get flipped, just get back on your Mongoose, and keep moving again. And don’t worry about damaging the Scarab; you’re computer assistants will know exactly where you need to hit it.
Keep moving.
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Once the Scarab falls to the ground, you must board it and deal a death blow. Jump into the back portion of the Scarab, proceed up a level, and then shoot the Scarab in its core appearing like an energy shield. Shoot the core twice, then jump off the Scarab before it blows. With the Scarab destroyed, you are given a final objective |
Objective: Neutralize the antiair cannon
Pelicans come in dropping an Arbiter to the ground. Head to his blue arrow and then follow your squad through a series of hallways that lead to a truck-loading area. Now, fight through the two large rooms against a series of Brutes. Destroy them and prepare for the third room.

Do what Master Chief does best.
Fight the pair of Hunters when you enter the third loading dock. Close the gap between you and them, disabling their ability to use their cannons.

Hunter enter.
Use a Bubble Shield if you have one, which will allow you to pop out and hit the Hunters with grenades.

The Bubble Shield works great against Hunters.
Once you’ve killed the Hunters, don’t go out the doors that they came through. Instead, head up the stairs to the left of the door they came through, where you’ll find a sniper rifle.

Take these stairs to the sniper rifle.
Use the sniper rifle to take out several enemies, including a Brute Commander with a Gravity Hammer. When you’ve exhausted the sniper rounds, jump down, take the Gravity Hammer, and follow your troops.

Snipe the guy with the Gravity Hammer.
Using the Gravity Hammer, smash through the remaining troops between you and the antiair cannon.

Hammer time.
Kill the Covenant forces around the gun and then shoot the blue orb that appears beneath the gun whenever it fires off a shot; a few Plasma Grenades ought to do the trick.

Hit the gun in the orb that is exposed when it fires.
The mission is over when the gun is destroyed.


