Hello and welcome! We are proud to present you our Halo Wars game guide. Halo Wars aim to be Xbox 360's main real time strategy game. It's a piece of a real good job - it was made by well know developer - Ensemble Studios. Unfortunately - it's their last game, so they really tried to give their best. In this guide you will find description of controls, units, campaign walkthrough and achievements.
Von Zay
Xbox 360 controller
First of all - in Halo Wars you cannot change the default controllers setting. So you have get used to ones, prepared by the authors.
1 - Y button - Special
2 - B button - Cancel
3 - A button - Select
4 - X button - Attack
5 - Left Analog Stick - Move Crosshair
6 - Right Analog Stick - Camera
7 - D-Pad - Jump to Different Locations
8 - Start button - Game Settings
9 - Back button - Objectives
10 - Left Bumper (LB) - Select Global Units
11 - Left Trigger (LT) - Faster Crosshair Movement (hold)
12 - Right Bumper (RB) - Select Local Units
13 - Right Trigger (RT) - Cycle Through Selected Units
Head Up Display
1. Visual COM
Incoming communications from Spirit of Fire and front lines.
2. Objectives
Mission objective displayed and updated here. To see the full list of mission objective, press BACK.
3. Population
Current/maximum population.
4. Technology Level
5. Total Resources
6. Minimap
7. Direction Indicator
Navigational aid (campaign only)
8. Selected Unit Icons
Camera controls
To move the camera to the left, right, top or bottom - use the left analog stick. To move it faster - hold down the LT.
If you want to rotate the camera - move right analog stick to the right or to the left. Using the same stick you can also zoom your view - just move it up or down.
To bring back the default view - just press the right analog stick.
To operate the camera effectively you have to also use the D-Pad. Press:
D-Pad Left - to cycle through your bases,
D-Pad Right - to move to last alert location,
D-Pad Down - move/cycle to next army.
Selecting units
To choose a single unit - move cursor above it and press A.
To select all units across the screen - press RB.
To select all units across the map - press LB.
To select all units of the same type across the screen - fast, doubleclick A.
You can also select units by pressing and holding A and then moving the brush to choose those, you want to select.
When you select units - their icons would appear in the bottom side of the screen. You can cycle through your selection using RT.
Moving units
Just select units, point the place you want to send them with the cursor - and press X.
Units field of view
You can see only the things your units are able to see. Areas covered with black fog - it's an uncharted terrain. The grey mist covered terrain - is the one where none of your units are controlling, which means you don't know what happens there.
Attacking
To attack you enemy: choose a unit or group of unit, move cursor over enemy unit or building and press X.
Keep in mind, that you units would engage enemy whenever they spot one.
Special attacks
To use unit's special attack - select the unit, point the target and press Y.
Main unit types
You have got three main kind of units in Halo Wars: infantry, ground vehicles and air units. The rule is simple: ground vehicles beat infantry, air units beat ground vehicles and infantry beats air units.
Population
During the game you can only produce a limited number of units. This restriction is called "population" - you can see it in the upper right corner of the screen. You can increase this number using upgrades. But only keep it in you mind when planning the shape of your army.
Building bases
Bases can be built only in default places on the map. That's why it is important to control them.
Each base has a limited slots for buildings and distinct slots for turrets. To build something - just choose a specified slot and select what building you want to create.
But remember - the most important part of the base is it's Command Center. Destroying it means destruction of the whole base - even despite the other buildings are in perfect shape.
After the base is destroyed - the place can be retaken by any other player after specified amount of time.
Resources
There is only one kind of resources in Halo Wars. There are two ways to obtain it:
first of all - building Supply Pads,
and collecting packages scattered across the map.
Mission 01 - Alpha Base
Primary objectives:
Fight your way to Alpha Base.
It's something like training mission. Get used to the controls and follow the instructions on the screen. Then just go down the road and follow the arrow - eliminating any enemies you encounter.
Use Marines to Destroy Barrier Power Source.
Only the infantry is able to move pass the barriers - send some squads to destroy the energy generator. Don't forget about Marines special attack - the grenades (Y).
Eliminate Covenant within Alpha Base.
Well - just get inside with all your forces and get rid of the enemy.
Secondary objectives:
Find and Rescue Pinned Marines (4).
This objective is going to just finish itself - just eliminate enemy forces you encounter and all the marines in trouble would join you.
Kill 100 Grunts.
Just kill EVERY Grunt you encounter.
How to get the skull?
Location:
Just before the Alpha Base, near the downed Banshee.
Required objective: Kill 100 Grunts .
Watch out - near the end of the mission, after you kill 100 Grunts - leave some enemy units alive. Instead - mission would end. So - leave them for a while and get the skull. Then - finish them.
Container
Under the bridge near the Alpha Base.
Mission 02 - Relic Approach
Primary objectives:
Get Alpha Base online.
Another almost tutorial mission. This time - you will find out how to build a base. Create a station.
Build a Supply Pad.
Choose one of the slots and build there a Supply Pad. Well, you wouldn't be able to build anything else.
Build a Barracks.
Now create some Barracks. As above - select the slot and choose Barracks.
Train 5 Marines.
Now it's time for some units training - choose the Barracks and train five Marine squads. You can queue you orders by commanding to train units multiple times.
Fight your way to the Structure in the ice.
And there's where the real adventure begins - now you can do whatever you want to. In fact, just build many units and move towards north destroying every enemy forces you encounter.
It's good to make lots of Supply Pads and just one Barracks and one Workshop. Then train lots of units and just crush the enemy.
Destroy the Detonator
In the end of the mission you would have to destroy some kind of generator. Well, after all these fights it's going to be a piece of cake.
Destroy the Covenant Base.
In the middle of the map there is a Covenant Base. It's highly recommended to destroy it. You would be able to build your own base down there. More bases = more building slots and for example - Supply Pads.
Kill 20 Jackal Snipers.
Better use the vehicles - Jackals are effective against infantry. Keep in mind, that you can garrison the sniper towers with your own infantry!
Rescue all trapped Warthog (0/2).
There are two areas blocked by the energy fields - one on the east and one on the west side of the map. Just let your infantry through it, destroy the generator - and congratulation - you have new Warthogs!
Destroy all Methane canisters.
There is an enemy depot to the west. Blow all of the canisters.
Location:
In the south side of your base, in front of damaged gates.
Required objective:
Kill 20 Jackals.
It's easy - just kill dudes in the sniper towers.
It's on of the areas blocked by the energy field. This one lies among other supplies.
Mission 03 - Relic Interior
Primary objectives:
Fight your way to Forge and Anders' location.
This part is something like a shooter. You will get two powerful Grizzly tanks - just blast through enemy units.
Escape the Chamber with Forge and Anders.
It's easy too - follow the arrow. Keep in mind, that Anders can repair your tanks. Don't let to loose them!
Move Anders to the other Bridge's control panel.
The bridge is back, so you have to get to another panel. Piece of cake.
Cover Anders as she hacks the Bridge Controls.
Just keep your units together and everything would be fine. Enemies would jump right in front of your cannons.
Get Forge and Anders to the Landing Zone.
Well - now just return the same way, you've got in. Remember, to repair tanks using Anders' ability.
Secondary objectives:
Kill 45 Hunters.
There is nothing easier - Hunters are these big covenant infantry. You are going to have plenty of occasions to get rid of them
Use the Bridge to kill Covenant Units.
Just select the panel, wait for the enemies to enter the bridge and turn it off.
How to get the skull?
Location:
It near the panel you have found Anders and Forge.
Required objective:
Kill 45 Hunters:
Near the end of the mission they are going to spawn near the last doors.
Container
In the beginning of the mission turn left. Go down the passage - it's near the downed Pelikan.
Mission 04 - Arcadia City
Primary objectives:
Clear Covenant from Subway Exit.
Select all units and move towards the specified are. There - kill all enemies.
Protect Civilians and Cargo Transports until Launch.
Well - it's one of the most difficult missions in the game. You have to protect the Cargo Transport for 20 minutes.
First of all - forget about Cargo 3 - it's doomed to be destroy and you cannot do anything about it. Since the beginning - concentrate on defending Cargo 1 and Cargo 2.
After you get rid of the first wave of enemy attacks - you would be able to build a base. Even two bases. You have to build them - instead, enemy will just crush you.
Make LOTS of infantry and scatter them around the map. There are lots of places to garrison - put inside them your infantry.
Try to politely wait till the end of time. And, if you manage, there is an enemy base in the far east corner of the map. Destroying it would be helpful.
Secondary objectives:
Kill 50 Elites.
This mission is going to be crowding with Elites - it would be hard to miss them.
Save 500 Citizens.
Establish a Second Base.
It is going to be real tough without the second base. Just do it.
How to get the skull?
Location:
In the south-eastern part of the map. Near the monument.
Required objective:
Kill 50 Elites.
This mission is going to be crowding with Elites - it would be hard to miss them.
Container
In the beginning of the mission head north. And here it is - near some skyscrapers.
Mission 05 - Arcadia Outskirts
Primary objectives:
Retreat to the Southern Crater.
Well, select all units and move to the south. No one would be able to stop you.
Secure the Area by killing all the Covenant in the area.
It's obvious I think - just everything till the base place is ready.
Defend the Crater until Omega Team arrives.
Build a base. Try to build turrets - enemy is going to attack you all the time. Garrison every places you can with your infantry - it is IMPORTANT! Create some units and crush enemy cannon.
Build another base in the place where cannon was standing. Then - just wait for the reinforcements.
Don't try to attack enemy base!
Destroy the Covenant Base and its Guards
Lots of Spartans would arrive. Just throw them on the enemy base - and the mission will end.
Secondary objectives:
Destroy 5 Wraiths.
Wraiths are these Covenant tanks shooting plasma balls. There is no way you are going to miss them.
Construct a Second Base.
Near the place you destroy the enemy cannon.
How to get the skull?
Location:
In the north-west of the map, on the highway.
Required objective:
Destroy 5 Wraiths.
Container
In the beginning of the map, near the ramps leading east.
Mission 06 - Dome of Light
Primary objectives:
Kill approaching Covenant Infantry.
Another obvious objective - just clear the area.
Request a Rhino at the Landing Pad.
You have to select a Landing Pad and choose to call a Rhino. And this is where the fun begins.
Get the Rhino to the First Position.
Place a Rhino at the Marked 2nd Position.
You have to get the Rhinos to specified locations. First of all - get rid of all enemies. They would attack using air units - so build some anti-air. Infantry is quite good - so make lots of infantry. After you deploy a Rhino - leave it with some units to get it covered.
Transport a Rhino to the Marked 3rd Position.
You will have to use the Pelikan transports. Get the Rhino and units which will cover it in one place and use the D-Pad up to call a Pelican Transport. Then - choose the location of you units you want to transport and then - their target location.
Get Rhinos to the last two Marked Positions.
It goes as before. But this time - prepare for some Locust.
Secondary objectives:
Kill 50 Banshees.
Banshees - Covenant's main air unit. You are going to encounter plenty of them, so don't worry - you would easily complete this objective.
Claim 2 Oni Reactors.
Just garrison it with your infantry. As long as they are in - you will get you Technology Level increased.
Destroy the Dome Generators and Air Defenses.
Well - it's just the funniest part of the mission. Like in the some kind of shooter - just blow up every enemy structure and unit.
How to get the skull?
Location:
In the warehouse south to your base.
Required objective:
Kill 50 Banshees.
Container
It's in the part of the map, where you have to get the third Rhino.
Mission 07 - Scarab
Primary objectives:
Destroy the Super Scarab.
It's one of the most sofisticated mission in the whole game. Main objective is simple - you have to destroy the Scarab. It's incomplete and just standing in place. But it sweeps the whole map with it's seeking beam - when any of your units gets in it - it soon is going to be blasted with Scarab's powerful laser.
I recommend the Scorpion tanks for these mission. Build lots of them, start destroying power nodes and then - the Scarab itself.
Secondary objectives:
Destroy all enemy Power Nodes (7).
Destroying the Power Nodes slows down Scarab's head movement. It's is very hard to kill it if don't eliminate the Power Nodes. They are boxes connected to the Scarab with lots of wires.
Kill 10 Locusts.
Locust is a walking laser cannon. It's extremely effective against buildings and has an incredible attack range. But with Scorpion tanks - they aren't much of a problem.
How to get the skull?
Location:
North west side of the map near one of the Power Nodes.
Required objective:
Destroy 10 Locusts.
Container
North east part of the map - among other goods.
Mission 08 - Anders' Signal
Primary objectives:
Get to Base Drop Beacon.
First of all - deploy the Elephant (Y). And then - train as many infantry as you can. Begin fighting with the Brutes till the Spartans arrive. Now it should go easy.
Take a look at the map and try to remember the locations of the other Elephants.
Investigate Echo Team.
Well - others would be attacked by the Flood. You just will have to travel across the map to check, what happened.
Find and Recover lost Elephants (2).
And well - the Flood happened. Elephants are captured by the Flood. Destroy Flodd's structure near the Elephants to free them.
When you free the Elephant - don't let it to be destroyed! It would cause the mission to fail!
Bring all three Elephants back to the Base.
Meanwhile - you would be able to create a base. Do it and build ONLY vehicles! Flood is able to easily kill and possess you infantry! But first of all - keep an eye on the Elephants!
Secondary objectives:
Train squads out of Elephant.
It's easy - deploy the Elephant and trains units just as you do in Barracks.
Kill 750 Infection Forms.
Well - you are going to have LOTS of occasions to kill them.
How to get the skull?
Location:
In the north side of the map. You are going to need an air unit.
Required objective:
Kill 750 Infection Forms.
Container
On a plateau just as you begin you mission.
Mission 09 - The Flood
Primary objectives:
Reinforce Spartan Red Team.
That's your main task - get to the Spartan Red Team. As before - DO NOT PRODUCE any infantry! Keep working with tanks and other vehicles.
Destroy Flood Boss.
There is a big floody thing to destroy also, you can crush it right on or destroy it's supporters first (shown on map).
Secondary objectives:
Kill 20 Flood Stalks.
There are funny flood plants on the map. Just keep destroying them.
Have all 5 Flood Colonies dormant at once.
That one is tricky, because Flood Colonies rebirth themselves after some time.
How to get the skull?
Location:
East from your base, near a downed Pelican.
Required objective:
Kill 20 Flood Stalks.
Container
In the western part of the map.
Mission 10 - Shield World
Primary objectives:
Clear Evacuation Flight Paths.
Same as before - NO INFANTRY. But this time be sure to make some Wolverine - there are going to be lots of enemy air units. Make lots of units and go to selected location of your stranded friends destroying everything you encounter.
Get Charlie Platoon to the Landing Zone.
In the end - Pelicans would be downed. You will have to get these units yourself. Piece of cake.
Secondary objectives:
Place Gremlin at Pylon (4).
There are four Pylons on the map. By getting the Gremlin nearby - you buy yourself some time.
Kill 350 Swarms.
Swarms are these small Flood air units. There is no way you won't accomplish this.
How to get the skull?
Location:
On an "Island" south to the first Pylon. You are going to need air units to get there.
Required objective:
Kill 350 Swarms.
Container
Near the Bravo team.
Mission 11 - Cleansing
Primary objectives:
Clean the Flood off the Hull.
First of all - by clicking on the Airlock you can train units. Make lots of air units and build some turrets too.
At least one Airlock must survive.
This shouldn't be tough. Just keep wandering with your units on the deck and killing the Flood.
In one moment - some kind of force field would start to sweep the deck destroying everything in it's way. Just hide your units in the airlock - as you garrison structures.
Permanently remove the Flood structures.
After a few phases of force field cleaning - the deck should be clear. Do destroy Flood on the sides of the ship - you may need air units.
Secondary objectives:
Kill 100 Sentinels.
Sentinels are these flying drones - not flood and not human. You may have to elongate your mission to kill them. Just don't kill the flood on the sides of the ship.
How to get the skull?
Location:
In front of the deck, in the air.
Required objective:
Kill 100 Sentinels.
Container
On the western side of the ship.
Mission 12 - Repairs
Primary objectives:
Repair the Power Core.
Just build lots of Cyclops and order them to repair the Power Core. That's everything, use other units to cover the Cyclopses.
Secondary objectives:
Keep at least one Deck Gun alive.
If you want extra point - you may try to wonder with your units on the deck killing enemy.
Kill 12 Spirit Transports.
Spirit Transports are these big Covenant transport ships. Just pay attention to you minimap and concentrate your forced before the arrival of the Spirit to destroy it.
How to get the skull?
Location:
In the front of the deck, in the front of the bridge.
Required objective:
Kill 12 Spirit Transports.
Container
Western side of the ship.
Mission 13 - Beachhead
Primary objectives:
Get Anders to the LZ.
It's something like "follow the arrow". Just select your units and move them, where they want you to move them.
Find a new LZ.
Well, the Pelican is going to be shoot dawn. You cannot do anything about it. Use the teleporter then.
Hold the LZ.
Well, just stick your units together and wait for the transports.
Capture and hold 4 bases.
OK - this is where the real mission begins. You have some Spartans - so let's go find some enemy base. You should be able to easily destroy enemy base.
Build your own one. I recommend teching it up and creating Voltures. With Voltures - nothing is going to stop you.
IMPORTANT - build Anti-Air turrets! Enemy is going to often attack you with Banshees!
Secondary objectives:
Kill 10 Bomber Forms.
There are some Flood nests on the map. All Bomber Forms can surely be found there.
Take control of the Scarab.
In some point of the mission you are going to encounter a Scarab captured by the Flood. Kill all of the Flood and capture it, using the Spartan's ability to capture units. It will surely come in handy.
How to get the skull?
Location:
Western corner of the map.
Required objective:
Kill 10 Bomber Forms.
Container
On the plateau nearby one of the bases.
Mission 14 - Reactor
Primary objectives:
Bring and Attach Elephant to FTL Reactor Core.
First of all - take your time. Enemy isn't going to attack you unless you attacking him at his base.
So - tech up your base with no hurry. Build Voltures and just crush the enemy.
Use an Elephant to tow the Core up to the Apex Base site.
Now - you are going to need an Elephant. Then - click on it and command it to pull the Core. With all these Voltures escorting it should be easy.
Secondary objectives:
Kill 20 Vampires.
Vampires are these Covenant Air to Air units. Well - you are going to encounter plenty of them.
How to get the skull?
Location:
In the very north corner of the map, near the enemy base, among supply crates.
Required objective:
Destroy 20 Vampies.
Container
On the shelf in the western part of the map. Near the first slope.
Mission 15 - Escape
Primary objectives:
Clear out all enemies near the Interlock Tower.
It's a final mission. All you need is to destroy enemy activity near the panels. In fact - you will have to destroy them all. Tech you base, make plenty of units - you should know how it works now.
Activate the Interlock.
To turn of the Interlock you just have to stand with any of your units near the panel, click on the panel with the cursor, and select to deactivate it.
Open the Portal.
It all about switching the switches on the opposite sides of the portal. It's that easy.
Secondary objectives:
Kill 3 Scarabs.
Well, leave it for the end. Just gather all your units, freeze the Scarab using the Cryobomb (D-Pad Up menu!), and crush it.
How to get the skull?
Location:
In the north corner of the map, nearby the Flood's nest.
Required objective:
Kill 3 Scarabs.
Container
Near the blockade, on the opposite side of the blockade to your main base.
UNSC Leaders
To use UNSC Lead Power - press the D-Pad Uo and choose the one you need..
Captain Cutter
Leader Power: MAC Blast.
Unique Unit: Elephant.
Super Upgrade: Marines can upgrade to Orbital Drop Shock Troopers.
Economy Bonus: Cutter's bases start with more building sites.
Sergeant Forge
Leader Power: Carpet Bomb.
Unique Unit: Cyclops.
Super Upgrade: Grizzly.
Economy Bonus: All Supply Pads on Forge's bases start as Heavy Supply Pads.
Professor Anders
Leader Power: Cryo Bomb.
Unique Unit: Gremlin.
Super Upgrade: Hawk.
Economy Bonus: Cost and research time for unit upgrades reduced by half.
UNSC buildings
Fortress
Cost: 500.
Required Technological Level: 0.
This semi-permanent structure dropped from the Spirit of Fire contains a Command Center, seven building sites, and four Turret foundations. Other non-primary base facilities, called Firebases and Stations, may also be found, built, and upgraded on a given map.
Supply Pad
Cost: 300.
Required Technological Level: 0.
Allows you to receive resources from the Spirit of Fire.
Reactor
Cost: 250 (next 500, 750, etc.).
Required Technological Level: 0.
Hybrid-fusion Reactor that allows access to greater technologies. Upgrades and some units may require up to four Reactor technology units.
Field Armory
Cost: 150.
Required Technological Level: 1.
Enables special upgrades.
Barracks
Cost: 150.
Required Technological Level: 0.
Trains infantry units.
Vehicle Depot
Cost: 150.
Required Technological Level: 2.
Assembles vehicles.
Air Pad
Cost: 150
Required Technological Level: 2.
Constructs aircraft.
Turret
Cost: 250.
Required Technological Level: 0.
Fixed gunnery/tracking systems for base defense.
UNSC infantry units
Marine
Cost: 100.
Required Technological Level: 0.
Where to train/produce: Barracks.
Required Free Population Slots: 1.
Starting Special Attack: grenades (rockets later on).
The mainline infantry UNSC unit. It has the most diverse and arguably best upgrades of any UNSC units.
Flamethrower
Cost: 100.
Required Technological Level: 0
Where to train/produce: Barracks.
Required Free Population Slots: 1.
Starting Special Attack: flash grenade.
A counter-infantry unit. Specialized marine squads carrying napalm-spewing flamethrowers.
Spartan
Cost: 300.
Required Technological Level: 1.
Where to train/produce: Barracks.
Required Free Population Slots: you can only have 3.
Starting Special Attack: capturing enemy vehicle.
Genetically engineered superhuman infantry in powered MJOLNIR armor, equipped with energy shield. A walking legend.
Cyclops (Forge only)
Cost: 125.
Required Technological Level: 1.
Where to train/produce: Fortress.
Required Free Population Slots: 1.
Counter-building unit. Marine in a powered exoskeleton originally designed to aid colonial construction.
UNSC vehicles
Warthog
Cost: 150.
Required Technological Level: 0.
Where to train/produce: Fortress.
Required Free Population Slots: 1.
Starting Special Attack: squashing infantry.
A lightly armored, fast and nimble scout vehicle. Ag with infantry units, can collect discovered resource crates.
Scorpion
Cost: 500.
Required Technological Level: 2
Where to train/produce: Workshop.
Required Free Population Slots: 2.
Starting Special Attack: incendiary bombs.
The mainline UNSC vehicle. This tank is an armored, mobile weapons platform.
Cobra
Cost: 350.
Required Technological Level: 3.
Where to train/produce: Workshop.
Required Free Population Slots: 2
Starting Special Attack: changing Cobra into stationary artillery.
A counter-vehicle unit. Can enter Deploy mode and become an artillery unit that is effective against buildings.
Wolverine
Cost: 300.
Required Technological Level: 3.
Where to train/produce: Workshop.
Required Free Population Slots: 2
Starting Special Attack: volley.
A counter-air unit. This vehicle is fast, maneuverable, and covered with anti-air missile pods. Also effective against buildings.
Elephant (Cutter only)
Cost: 400.
Required Technological Level: 0.
Where to train/produce: Fortress.
Required Free Population Slots: 2.
Starting Special Attack: base deployment.
A turreted, mobile infantry training center that can be sent to forward battle positions.
Gremlin (Anders only)
Cost: 200.
Required Technological Level: 1
Where to train/produce: Fortress.
Required Free Population Slots: 1.
Starting Special Attack: electromagnetic pulse.
A combat support vehicle. Light armored and fires an EMP gun.
UNSC aircraft units
Hornet
Cost: 250.
Required Technological Level: 2
Where to train/produce: Air Pad.
Required Free Population Slots: 2.
Mainline UNSC air unit. A versatile single-seat, fast attack aircraft armed with a Gatling gun and rockets.
Vulture
Cost: 900
Required Technological Level: 4
Where to train/produce: Air Pad.
Required Free Population Slots: 6.
Starting Special Attack: barrage.
UNSC super unit (good against everything). Advanced air-weapons platform that can unleash devastating damage on all targets.
Covenant leaders
Instead of UNSC - Covenant leaders are playable units on the map. To use their special powers - select your leader and press Y.
The Arbiter
Leader Power: Rage.
Unique Unit: Suicide Grunts.
Brute Chieftain
Leader Power: Vortex.
Unique Unit: Brutes, Chopper.
The Prophet of Regret
Leader Power: Cleansing.
Unique Unit: Elite Honor Guard.
Covenant buildings
Citadel
Cost: 500.
Required Technological Level: 0.
This Covenant base contains a Command Center, seven building sites, and four Turret foundations. Other non-primary base facilities, called Outposts, can also be found, built, and upgraded. The beginning base in Skirmish mode, the Keep, can be upgraded to a Citadel.
Gravity Lift
Cost: 150.
Required Technological Level: 0.
Transport units to the Leader unit. Each base automatically has a Gravity Lift.
Warehouse
Cost: 150.
Required Technological Level: 0.
Allows you to receive resources.
Temple
Cost: 500.
Required Technological Level: 0.
Allows access to greater technologies. Availability of some upgrades and units may require up to three Temple technology levels.
Shield Generator
Cost: 200.
Required Technological Level: 1.
Protects your buildings with an energy shield. Multiple shields can be added to a single base.
Hall
Cost: 150.
Required Technological Level: 2.
Trains infantry units.
Factory
Cost: 150.
Required Technological Level: 2.
Assembles vehicles.
Summit
Cost: 150.
Required Technological Level: 2.
Constructs aircraft.
Turret
Cost: 250.
Required Technological Level: 0.
Fixed gunnery/tracking system for base defense.
Covenant infantry units
Suicide Grunt (The Arbiter only)
Cost: 160.
Required Technological Level: 1.
Where to train/produce: Citadel.
Required Free Population Slots: 1.
Special forces unit. Starts with plasma pistol. Perverted version of normal Grunts, willing to sacrifice themselves upon command.
Grunt
Cost: 100.
Required Technological Level: 0.
Where to train/produce: Hall.
Required Free Population Slots: 1.
Main Covenant infantry unit. Slow and short-ranged. Starts with plasma pistol.
Jackal
Cost: 100.
Required Technological Level: 0.
Where to train/produce: Hall.
Required Free Population Slots: 1.
Counter-infantry unit. Starts with medium-range carbine.
Hunter
Cost: 250.
Required Technological Level: 1.
Where to train/produce: Hall.
Required Free Population Slots: 2.
Counter-vehicle unit. Uses fuel rod cannon.
Elite Honor Guard (The Prophet of Regret only)
Cost: 125.
Required Technological Level: 1.
Where to train/produce: Citadel.
Required Free Population Slots: 1.
Special forces unit. Armed with energy sword attack.
Brute (Brute Chieftain only)
Cost: 150.
Required Technological Level: 1.
Where to train/produce: Citadel.
Required Free Population Slots: 1.
Special forces unit. Heavy assault infantry with powerful Brute guns.
Covenant vehicles
Ghost
Cost: 100.
Required Technological Level: 0.
Where to train/produce: Factory.
Required Free Population Slots: 1.
Scout unit that starts with twin frontal guns (can collect supplies from resource crates).
Brute Chopper (Brute Chieftain only)
Cost: 200.
Required Technological Level: 0.
Where to train/produce: Factory.
Required Free Population Slots: 2.
Fast assault scout unit (can collect supplies from resource crates).
Wraith
Cost: 350
Required Technological Level: 1.
Where to train/produce: Factory.
Required Free Population Slots: 3.
Main Covenant battle tank with good speed and excellent range. Armed with plasma mortar and turret.
Locust
Cost: 300.
Required Technological Level: 2.
Where to train/produce: Factory.
Required Free Population Slots: 3.
Counter-building vehicle. Armed with plasma beam and energy shields.
Scarab
Cost: 3000.
Required Technological Level: 3.
Where to train/produce: Citadel.
Required Free Population Slots: 20.
Covenant super unit. Expensive to construct. Heavily armored/shielded. Capable of unleashing devastation on all classes of targets.
Covenant aircraft units
Engineer
Cost: 250.
Required Technological Level: 0.
Where to train/produce: Summit.
Required Free Population Slots: 1.
Support unit. Instead of attacking, Engineers heal or repair friendly units and buildings.
Banshee
Cost: 200.
Required Technological Level: 1.
Where to train/produce: Summit.
Required Free Population Slots: 2.
Main Covenant air unit. Armored with plasma cannons and fuel rod guns.
Vampire
Cost: 250.
Where to train/produce: Summit.
Required Technological Level: 2.
Required Free Population Slots: 2.
Counter-air unit. Heavy needler turret bombards large area of effect.
Skulls are one of the Halo series' main token of recognition. Skulls modify game parameters. You can turn each one of them on during the game, selecting it from special menu (press Start). But first - you will have to get them.
To get the skull - you have successfully finish devoted to it secondary objective. Then it would appear on the map and even for a moment - it's location would flash on the minimap. All you have to do then is - go and get it.
Below you can read about each skull's effect. Ways to obtain specific skulls are described in the campaign walkthrough section.
Look Daddy!
When grunts die their methane tank always shoots off.
Grunt Birthday Party
Grunts explode into confetti.
Cowbell
Destruction physics magnified.
Wuv Woo
Scarabs shoot rainbow made of pure love.
Fog
No minimap, final score will increase.
Sickness
All player units have 50% fewer hitpoints, final score will increase.
Rebel Sympathizer
Non-player units get 25% more hitpoints, final score will increase.
Rebel Supporter
Non-player units do 50% more damage, final score will increase.
Rebel Leader
Non-player units star with extra veterancy, final score will increase.
Catch
All player units recharge unit abilities in half the time final score will be decreased.
Sugar Cookies
All player units have 50% more hitpoints, final score will decrease.
Boomstick
5% chance any non-player unit blows up upon death with explosive area of effective damage, final score will decrease.
Pain Train
All player units train 50% faster, final score will decrease.
Bountiful Harvest
Supplies come in 25% faster, final score will decrease.
Emperor
All player powers recharge in half the time, final score will decrease.
Adjudicate the Arbiter - 30 GS
Complete the Campaign on Heroic Difficulty.
Detour the Great Journey - 50 GS
Complete the Campaign on Legendary Difficulty.
Momma's Boy - 5 GS
Get a Gold Medal on any mission
Wall of Recognition - 30 GS
Get a Gold Medal on every Campaign Mission
Crushed Colors - 10 GS
Improve your Score in any Campaign Mission
Mr. Punctual - 15 GS
Finish all missions under Par Time on Heroic difficulty
Own Worst Enemy - 20 GS
Get a Gold Medal with all Debuff Skulls Active
Epic Grinder - 40 GS
Obtain a Lifetime Campaign Score over 1,000,000
Everything's Better with Bacon - 5 GS
Mission 1: Ram 50 Grunts with Warthogs
Endless Fun - 5 GS
Mission 2: Destroy every Methane Tank
Covenant "Hot Drop" - 5 GS
Mission 3: Kill at least 5 Covenant Units with the Bridge
The Real Winner - 5 GS
Mission 4: Save Adam
He's Got The Jack - 5 GS
Mission 5: Jack 6 Covenant Vehicles
Rhino Hugger - 5 GS
Mission 6: Successfully protect every Rhino
Micro Manager - 5 GS
Mission 7: Do not destroy any Power Node
Ramblin' Man - 5 GS
Mission 8: Use Elephants to train 100 Infantry
Sweet Naptime - 5 GS
Mission 9: Put every Colony in Hibernation Mode at the same time
The Procrastinator - 5 GS
Mission 10: Disrupt all Tractor Beams
Battened Down the Hatches - 5 GS
Mission 11: Save all the Airlocks
Handy with Tools - 5 GS
Mission 12: Repair the Power Core in less than 4 minutes
Beaming with Pride - 5 GS
Mission 13: Destroy 25 units with the Scarab
Didn't Get To Second Base - 5 GS
Mission 14: Don't claim an extra base
Thinkin' about My Doorbell - 5 GS
Mission 15: Open the Doors in order
Playin' the Field - 15 GS
Win a Skirmish Game with every Leader
Gallivant around the Galaxy - 25 GS
Win a game on every Skirmish Map
Empire Builder - 5 GS
Win a game in every Skirmish Game Mode
Titan - 15 GS
Get 20,000 points in any Skirmish Game
Big Al's Scooter - 10 GS
Win a Heroic Skirmish Game against the AI in under 10 minutes
My Virtual Friends Love Me - 10 GS
Win a 3v3 Skirmish game with 2 AI Allies
Walk-Off Winner - 30 GS
Use one of the 6 Major Leader Powers to destroy an enemy's last unit
2 Bugs are Better Than 1 - 10 GS
Win a Skirmish Game with Dual Scarabs
Penny Pincher - 10 GS
Get a winning High Score with 10 or less Squads against the Heroic AI
Alas, Poor Andrew Thomas - 5 GS
Collect your first Skull
Graverobber - 30 GS
Collect all Skulls
Halo Academic - 15 GS
Unlock 20 Timeline Events
Halo Historian - 40 GS
Unlock All Timeline Events
Ready for the Sequel - 75 GS
100% Completion
24 Hours of Quality - 20 GS
Play Halo Wars for at least 24 Total Hours
Backscratcher - 10 GS
Complete any Campaign Mission in Co-op Mode
OMG BFF FTW - 40 GS
Complete entire Campaign in Co-op Mode
N00b n0 M0r3 - 10 GS
Win a Matchmade Skirmish Game on Xbox LIVE
So Lonely at the Top - 20 GS
Win and have the Highest Score in a Matchmade Skirmish Game on Xbox LIVE
Basically Naive - 15 GS
Obtain the Recruit Rank on Xbox LIVE
Officer on Deck - 30 GS
Obtain the Lieutenant Rank on Xbox LIVE
Running the Show - 50 GS
Obtain the General Rank on Xbox LIVE
Meet Sergeant Forge - 10 GS
Completed Mission 1 on any difficulty
Ice Warriors - 40 GS
Completed Act I on any difficulty
Key to Pirth - 50 GS
Completed Act II on any difficulty
Ugly is only Skin Deep - 70 GS
Completed Act III on any difficulty
No Way Home? - 70 GS
Completed Act IV on any difficulty