Halo 3

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Halo 3 is a faster-paced run than Halo 1 due to various launches you can do. Launching and slide jumping are the main movement tech in Halo 3. The addition of equipment makes for unique strats and tricks.

Halo 3 is timed via sum of theater films. There are no known version differences.

Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links)

Level Strategies

  • [[Sierra 117]
  • [[Crow's Nest]
  • [[Tsavo Highway]
  • [[The Storm]
  • [[Floodgate]
  • [[The Ark]
  • [[The Covenant]
  • [[Cortana]
  • [[Halo (Halo 3)]

Movement Techniques

Butterflying

Have a non-full clip. With an enemy in melee distance, mash B and X (Melee and Reload) repeatedly. This will make you lunge, but cancel the actual impact of the melee attack.

Butterflying can be used to "drone ride," or pull yourself towards a moving Drone as it flies. This is faster than walking. The most noticeable use of butterflying in this sense is on Crow's Nest.

Box Launching

Halo 3/ODST game engine allow the same box launching methods, however results vary due to game specific differences e.g. jump height.

In Halo 3, box launches can be done on:

  • Covenant supply cases
  • UNSC weapon crates
  • on top of fusion coils
  • overturned Warthogs
  • Mongooses (from either side, with a plasma grenade for good measure)
  • large barrels on Sierra 117
  • grates on Crow's Nest and Cortana
  • small boxes on The Storm/Floodgate

You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarily, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.

Cone Launching

Swag

Deployable Cover (DC) Launching

File:Halo 3 Deployable Cover Launching Tutorial
DC Launching tutorial, by slYnki.

DC Launching is a movement technique, and a variation of pressure launching. It works because the player model intersects with the geometry of the Deployable Cover.

Look down, jump, and deploy the DC as you begin to fall so you end up inside of it. You can either inch, walk, or run forward and if you don't get pushed out early, you might get launched. Ideally, you should crouch as you land for more accuracy and for a reference point (seeing your foot placement).

In segmented runs, there are several setups that'll yield a more powerful launch. These are ideally done with a checkpoint in mind.

slYnki's method:

  • look down, jump (do not crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice

ZealotSG's methods:

  • Simple : look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward
  • Cannon : look down, jump and crouch, deploy, move forward as you land, move back, then move forward. Wait a second then tap, inch, or walk forward

Equipment Jumping

Equipment Jumping allows you to get a "double jump" and gain extra height/distance.

Look down, jump, throw an equipment, and jump again. Ideally, it should be done at the peak of your jump, as it does not usually work while falling. Some equipment jumps will only work with a specific character model (i.e. Power Drain and Trip Mine are exclusive to Elites).

For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Cheif), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in Halo (Halo 3).