*Note to hosts: This is the third version of the Halo Weapons/Enemies FAQ. Please be sure to post this as an update rather then a completely new FAQ. Thank you. ____ _____ ____________ ¯| | /\ ¯| |¯¯ //¯¯¯¯¯----\ \ | | |\ /\ \ | | // \ \ | | | | / \ \ | | // \ \ | |_______| | ¯ \ \ | | _// \ \ | ______ | - ¯¯¯¯ \ | | ¯¯ (¯¯)- | |== | | | | / /¯¯¯¯¯\ \ | | ¯¯ / / | | | | / / \ \ | |_____/| / / / _| | | | _/ / \ \ _| |_ \\____________/ / ¯¯¯¯¯ ¯¯¯ ¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯¯¯¯¯¯¯¯ \_____________/ WEAPONS AND ENEMIES FAQ Version 0.55 Written by: ARAGORN ______________________________________________________________________ / \ | ________________ | | In# -=Table of Content=- | | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | | | | | | | | I: - History & Updates | | | | II: - Quick Codes | | | | III: - What is Halo? | | | | IV: - About this FAQ | | | | V: - Who is Master Chief? | | | | VI: - Weapons | | | | A: - Human Weapons | | | | PI: - M6D Pistol | | AS: - MA5B Assault Rifle | | SH: - M90 Shotgun | | SN: - S2 AM Sniper Rifle | | RO: - M199 SSM Rocket Launcher | | | | B: - Covenant Weapons | | | | PP: - Plasma Pistol | | PL: - Plasma Rifle | | NE: - Needler | | | | VII: - Grenades | | | | FG: - M9 HE-DP Grenade | | PG: - Plasma Grenade | | | | VIII:- Vehicles | | | | WA: - M12 LRV Warthog | | SC: - M808B Scorpion MGT | | GH: - Ghost | | BA: - Banshee | | SS: - Shade Stationary Gun | | WM: - Wraith Mortar Tank | | | | IX: - Enemies | | | | MA: - Marines | | GR: - Grunts | | JA: - Jackals | | EL: - Elites | | HU: - Hunters | | PA: - Parasites | | DR: - Drones | | PS: - Parasite Sacks | | SE: - Sentinels | | | | X: - Legal Info | | | | XI: - Acknowledgement | | | | XII: - Soon to come | | | | XIII:- Contact info | | | | | \______________________________________________________________________/ _________________ I: -=History & Updates=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Version 0.55: 3-7-02 Basically because of my bad grammer and spelling, I handed this document to a friend of mine to cross some t's and dot some i's (not in that order). Thanks a lot Eric Tharnish. Version 0.5: 2-21-02 I am deeply sorry making you guys wait so long for the next update. You'd at least have thought I'd have the decency to finish the section on the Flood. But you can't tell me that I didn't go all out. I've added the Flood and Sentinels, plus a lot of little additions and corrections (god, I was sure those elites were in silver. I think I'm color blind). I've also added excerpts from "Halo: The Fall of Reach," as it's a well-written book which nicely expands the world of Halo. Finally, I added a "quick code" feature for fast computer navigation. Version 0.2: 1-12-02 Well I've got ASCII art down. Also fixed various little grammatical errors (no shortage of those). Thanks to all of those who submitted the tip on taking out hunters. Version 0.1: 1-6-02 Text written out, weapons and vehicles fully covered. Covenant enemies completed. Flood, Sentinels, and others need to be added. ___________ II: -=Quick Codes=- ¯¯¯¯¯¯¯¯¯¯¯ Like most of you, I’ve been through a lot of these game FAQS. They’re handy, quick, easy, and you don’t have to pay a dime. Unfortunately I’m sure that most of you will agree that FAQS are a pain to navigate. With hundreds of pages of text on many topics, no colors or anything of the like to help you find your topic, everyone is forced to scroll, or try to use the find function. Well I tried a little something to combat this. Most of you should be familiar with the “Find” function on your computers. When hitting - CTRL + F for PCs or Special + F on Macs, you can search for a single word in any document. Well basically I coded each weapon and enemy with three letters. Basically if you enter these codes, composed of two letters and the # sign. I specifically made these codes be the first two letters of each weapon and enemy. So say you wanted to quick find the “Assault Rifle.” - Well the word “Assault Rifle” Starts with “A” and “S” so hit CTRL + F, and enter in “AS” and the # sign, and the computer will automatically jump to the section for the MA5B Assault Rifle. Nifty eh? - I couldn’t get the first two letters on all subjects, so if that doesn’t work, try the first letter of each word. If worse comes to worse, you can check the codes in the index, which has been coded "IN". My contact info is at the bottom of this document. Tell me how it works out. _____________ III: -=What is Halo?=- ¯¯¯¯¯¯¯¯¯¯¯¯¯ With the launch of the Xbox, Microsoft insured that the long awaited title "Halo" would finally be unveiled as a premier title. Originally developed for the PC, Halo was worth the wait. Featuring some of the greatest graphics ever seen in the Genre of First Person Shooters, Halo is a wild ride from start to finish. Adhering to the general equation of action shooters, this game leaps ahead of all games before it with excellent gameplay, simple controls, high paced action, visual and audio perfection, movie quality voice acting (no voiceovers thankfully), and a compelling story. What really stands out about Halo is it's cinematic style and line of scripted events, which have been unmatched since the immortal classic, Half-Life. Halo once again proves without a shadow of a doubt that just because a game has more action than you can shake a stick at, doesn't mean that it's just another "First Person Shoot-em-up." ______________ IV: -=About This FAQ=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯ One of the greatest features of Halo is the unmatched AI, and well-detailed arsenal at your disposal. Unfortunately, the manual provided with Halo didn't articulate much about either the enemies, or the weapons, and this is where I come in. This FAQ is designed to present strategies, suggestions, and little tidbits, which were left unmentioned in Halo's documentation. Because none of this requires that I reveal anything about Halo's story, you can expect this document to be relatively spoiler free. However, there are other forces of which were not mentioned in the Halo Manuel, and thus if you haven't played through Halo yet, you most likely will run into names you haven't heard yet. Regarding these enemies, I'm going to be descriptive as I can, but I'll mark off each of these sections with a border, so those who're good at closing their eyes will know to avoid them if they would like to keep the thrill of not knowing what's coming next. When going through this FAQ, I will make notes regarding the variations between "Normal" and "Legendary" difficulty. There are differences between these difficulties, and I will recommend strategies to those brave enough to embark on the Legendary. If there is no note regarding what difficulty that's being referred to, it's safe to say that applies to Normal difficulty. ____________________ V: -=Who is Master Chief?=- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In the year 2552, humans find themselves on the losing side of a genocidal war. Decades before, a collective of alien races labeled humans "an affront to the gods" and declared war. With sophisticated weaponry, the "Covenant" (as dubbed by the humans) easily destroyed any and all human defensive measures. In a desperate attempt to find a weapon to even the odds, terran scientists developed the SPARTAN-II cybernetic super soldier. With strength, stamina, and senses far superior to those of a normal humans, and educated in advanced battle tactics, SPARTAN-II soldiers were designed to be deployed on the most dangerous missions, specifically to capture a Covenant capital ship intact. Unfortunately, a Covenant attack destroyed all the available SPARTAN-II soldiers, except one, known only as "Master Chief." Part of what makes Master Chief unstoppable is his state-of-the-art MJOLNIR battle armor. Easily the best feature of the MJOLNIR is its energy shield, which protects Master Chief of all physical damage. However, the shield does have limits. If too much damage is inflicted upon the Shield, it will vanish, leaving Master Chief vulnerable to physical harm. The MJOLNIR armor automatically recharges the shield when it's energy has been depleted. The shield does not recharge gradually, but nearly instantaneously, taking all of a few seconds to charge from zero to full strength. When left undamaged for several seconds, the battle armor will automatically charge the shield to max. This leaves room for the duck and cover method. Unlike the Shield, Master Chief's health does not "recharge." If the shield is depleted, and Master Chief continues to take damage, it will then be registered as physical injuries, and obviously Master Chief can only take so many of those. The only way to regain his health is to pick up health kits often times left in logical locations within each stage. Unlike other First Person Shooters, Master Chief does not have a "Magic Bag" and thus cannot carry eight oversized guns in his back pocket. In fact, he can only carry two different weapons and a total of eight (8) grenades. Because of this, the player often times finds themselves weighing their options. Weapons come from many different sources, but are found most often from the corpses of recently killed enemies (or allies). When a weapon or a large pile of weapons present themselves, it is important to choose the combination of weapons most appropriate to the situation. Players will often ask themselves "Should I chose the sniper rifle, and pick enemies off, or the slower rocket launcher and blow them all into next spring?" or "Should I really abandon my trusty assault rifle, and move onto the more plentiful and powerful plasma rifle?" There is rarely one "right" approach, and in some respects, this leaves room for players to take any situation in a style that fits with their personality. One thing worth mentioning is that in Legendary difficulty, the player will be going through a lot of rounds, and thus moving onto the more effective and plentiful plasma weaponry isn't a bad idea. Also enemies in the higher difficulties are more adept to using grenades. Because enemies are found in-groups, a great strategy for taking them out while absorbing the least amount of damage is to throw 3 grenades into a crowd, and then taking out what's left. A quick sweep of the room afterwards will often times replace all the grenades that were spent beforehand. _______ VI: -=Weapons=- ¯¯¯¯¯¯¯ A: -[Human]- The Terrans are still fond of their ballistic weaponry, but this presents a problem, since the Covenant's Plasma weaponry tends to be more potent. However, the humans carry more specialized weapons, as well as a handful of powerhouses that's sure to completely clear an entire room in moments. PI# -[M6D Pistol]- {Description:} A recoil-operated, magazine-fed handgun {Fires:} 12.7 mm semi-armor-piercing, high explosive rounds {Magazine Holds:} 12 rounds {Maximum Reserves:} 120 rounds {Firing rate:} Slow {Reload Rate:} Moderate {Melee Rate:} Slow {Accuracy:} Good {Range:} Good {First Found:} Pillar of the autumn. First mission {Special Features:} 2x scope A standard weapon, and first person shooter classic, this low-level semi automatic gun can be deceivingly effective in the right situation. The M6D is often confused for a backup weapon, but since halo only lets you carry two guns at one time, keeping it as a second hand weapon doesn't make a lot of sense. The M6 is a lot more useful in specialized tasks. It's relatively accurate, and can take out a covenant grunt with one shot to the head. The scope allows a moderate amount of sniping, but it doesn't zoom in as far as the S2 AM Sniper Rifle. Believe it or not, the M6D also super effective on Hunters. More details are written in the Enemies section. Unfortunately the Pistol is completely ineffective against Elites, because of their shielding. Headshots can only be performed with their shields are down, and this makes it impossible to snipe them long distance. In Legendary difficulty, when faced with a situation where two sides are duking it out without your direct assistance, the pistol is a great way to add in your own punch, and even the odds, while still remaining inconspicuous. Unfortunately, because of the low firing rate, and lack of power, the M6D pistol doesn't provide the stopping power required for full battles, and losses it's effectiveness as you encounter larger enemies, and more aggressive forces. In the end though, the Pistol is an incredibly effective weapon in one on one combat. Each round is more powerful then a single round from the MA5B Assault Rifle, and because of this, it can make enemies stagger. Flood drones, Grunts, Jackals, and unshielded Elites will all flinch when hit anywhere with the Pistol, and this in it's self is the Pistol's greatest attribute. AS# -[MA5B Assault Rifle]- {Description:} A gas-operated magazine-fed fully automatic assault rifle {Fires:} 7.62mm armor-piercing rounds {Magazine Holds:} 60 Rounds {Maximum Reserves:} 600 Rounds {Firing Rate:} Excellent {Reload Rate:} Slow {Melee Rate:} Good {Accuracy:} Poor {Range:} Moderate {First Found:} Pillar of the autumn, First Mission {Special Features:} Digital ammo counter. Compass ______________________________________________________________________ / \ |The Chief and the others opened fire with their MA5B assault rifles-a | |Full automatic spray of fifteen rounds per second. Armor-piercing | |bullets tore into the aliens, breaching their environmental suites, | |and sparking the methane tanks they carried. Gouts of flame traced | |wild arcs as the wounded Grunts ran in confusion and pain. | | | | - Excerpt from "Halo Fall of Reach" | \______________________________________________________________________/ It's a treat to finally play a first person shooter with a solid assault rifle, similar to the stylish "Pulse Rifle" found in the "Aliens" Series. The MA5B is the bread and butter weapon of Halo, as well as its signature image. A dependable fully automatic rifle with a high rate of fire, and gigantic ammo reserves, many players will cringe at the thought of using anything but the MA5B. The Assault rifle is most effective in large-scale battles. With a quick sweep, it often times can send grunts tumbling like bowling pins. To use the MA5B effectively, the player has to have a slight understanding of how it works. Because it's a fully automatic weapon, its accuracy is reduced when left in automatic fire for prolonged periods. When in long-range battles, it's best to use small bursts of fire, as its accuracy is respectable enough to take out distant targets. Unfortunately its effectiveness against Elites is questionable. Elites' rechargeable shields render the hit and run method, as well as bursts ineffective, and the best tactic to dispatch these annoying units is to keep them under fire at close range. This often times stuns Elites, leaving you time to plant a grenade, butt them with your gun, or simply keep them under fire. It's not uncommon to use one clip (or three) just to dispatch one Elite. As unspeakable as it is, the MA5B is not the most effective weapon of the game, and on Legendary it is a bit dwarfed by the more sophisticated and powerful plasma rifle. With the high rate of fire, you will often times find yourself reloading at inconvenient times. SH# -[M90 Shotgun]- {Description:} a pump-action magazine-fed (dual tubular non-detachable type) weapon {Fires:} 8 gauge magnum (3.5") rounds {Magazine Holds:} 10 Rounds {Maximum Reserves:} 50 Rounds. {Firing Rate:} Slow {Reload Rate:} Slow {Melee Rate:} Slow {Accuracy:} Poor {Range:} Poor {First Found:} 343 Guilty Spark. Sixth Mission {Special Features:} It hurts, A LOT The M90 Shotgun is the powerhouse of Halo's campaign (it's been toned down for multiplayer fortunately), and easily the best weapon of the later levels. While the firing rate is rather slow, and the accuracy questionable, at close range, it's effectiveness is absolute. It can take out Flood Drones with a single shot, and obliterate Elites with 2 to 3 rounds. This crude weapon will easily become the essential tool to surviving the challenging later missions. The M60 is not automatic, and requires hand loading, but holds more ammo and reloads faster then the shotgun of Half-Life. If players encounter enemies as they're reloading, they can easily interrupt the process and blast the rude SOB. The one thing that players need to remember to use the Shotgun effectively is that they must be in close proximity to the enemy for it to be of any use. When fighting Covenant, especially Elites, this can be a problem. Even still, firing at long range can often times be more effective then using the MA5B Assault Rifle. SN# -[S2 AM Sniper Rifle]- {Description:} a gas-operated magazine-fed rifle {Fires:} 14.5mm armor-piercing fin-stabilized discarding sabot rounds {Magazine Holds:} 4 Rounds {Maximum Reserves:} 50 Rounds {Firing Rate:} Good {Reload Rate:} Moderate {Melee Rate:} Slow {Accuracy:} Excellent {Range:} Excellent {First Found:} Halo, Second Mission {Special Features:} 2x and 10x sniper scope, Light Amplification The name says it all. The S2 AM is an excellent long-range weapon, used for sniping enemies in a covert fashion. Ideally you want to target the enemies' head or central mass. One well-placed shot will take out an Elite, Grunt or Jackal, but its effectiveness on armored units such as like the Wraith Mortar tank is limited. It's also completely useless on Flood, as they simply shrug off the shot. Also, the bullet will deflect off Jackal's shields without inflicting any damage. But, the Sniper rifle is one of the only two weapons in Halo that can exploit the Hunter's weakness. More on that in the enemies’ section. Surprisingly the rate of fire is excellent, making it the bane of multiplayer. If the player misses once, they can redo the shot almost instantly. The S2 AM is not silenced, so using it amongst a group of enemies will usually alert them to your presence, but fortunately they don't seem to register the flashy bullet trail. Also, on Legendary, higher-ranking opponents require a headshot rather then a body shot for a one-hit-kill. A few units like the Purple Elite also cannot be killed with one shot but require two. In Normal and Legendary difficulty alike, players should take full advantage of the sniper rifle when it's available. Except for the third mission, sniper ammo is hard to come by, therefore the best strategy before entering a potential battleground is to scan the area for enemies. It's best to spare grunts, as they aren't difficult to dispatch, but to take out Elites, turret gunners, and high placed enemies. Also be aware that the Sniper Rifle over penetrates, thus if you spot enemies walking in close formation, it's an excellent opportunity to kill two birds (What? Did you think I was going to make a pun? Hells no!) RO# -[M199 SSM Rocket Launcher]- Description: a man-portable and shoulder-fired rocket launcher Fires: 102mm shaped-charge, high-explosive rockets Magazine Holds: 2 Rockets Maximum Reserves: 8 Rockets. Firing Rate: Poor Reload Rate: Moderate Melee Rate: Slow Accuracy: Excellent Range: Excellent First Found: Assault on the Control Room, Sixth Mission Special Features: 2x Scope And what would a first person shooter be without a full rocket launcher? For the most part, Halo's rocket launcher adheres to the simple equation designated by many first person shooters before it. Designed to take out armored targets, and travel long distances, the Rocket Launcher is ideal for inflicting massive damage, destroying larger units, and frying a lot of smaller units sunny-side up. Because the AI of Halo is very sophisticated, firing rockets at smaller units isn't always effective, especially since they're particularly good at diving for cover. As always, hitting enemies directly is unreasonable with the M199's slow traveling rate, and it's best to fire at enemies' feet, and let the splash damage (which is far greater then the hand held grenade) handle the Covenant's flight arrangements. In harder difficulties the Covenant avoid rockets too easily over long range, and are difficult to get closed to, so it's best to reserve what few rockets you will see in Halo for slow targets, like hunters, mortar tanks, and ground turrets. Finally, rocket jumping doesn't work in Halo. Don't bother trying it (unless you really feel like it). B: -[Covenant]- One of the reasons the Covenant has been able to wipe out human resistance so easily are their superior weapons. Unlike the humans, Covenant use energy based weapons, and often times do not use clips, but batteries. Covenants' weapons don't tend to carry a large ammo reserve but because you usually kill more Covenant then humans (if you kill humans. SHAME ON YOU!) Their weapons are usually easier to come by. PP# -[Plasma Pistol]- {Description:} a semi-automatic directed energy weapon {Fires:} Energy Beams {Magazine Holds:} N/A {Maximum Reserves:} N/A {Firing Rate:} Moderate {Reload Rate:} N/A {Melee Rate:} Moderate {Accuracy:} Good {Range:} Good {First Found:} Pillar of the autumn, First Mission {Special Features:} Overcharge The Covenants' equivalent of the M6D Pistol, this weapon is commonly seen used by Jackals and Grunts. Its still accurate and relatively powerful, but doesn't carry as much charge as the full Plasma Rifle. Unlike the ballistic based weaponry, the Plasma Pistol does not use a clip, but a battery. Its power is limited, but one battery holds more ammo then one entire clip. This means that there is no need to reload. The tradeoff however is that the Plasma Pistol can overheat if fired too many times consecutively, leaving the player with a temporarily dysfunctional gun, and until it cools off, it's a good idea to retreat or switch to another weapon. Bu the best policy is to avoid overheating altogether, by watching the heat meter in the HUD (or on the gun it's self), and firing in moderation. For the most part the Plasma Rifle is more preferable because of the larger energy capacity, but the Plasma Pistol has one feature the Plasma Rifle does not: Overcharge. When the trigger is held down, the Pistol charges energy. When the trigger is released, it fires a much larger bolt of energy that homes in on enemies slightly and deals much more damage. What makes the overcharge even more devious is that it completely drains Elite's and Jackal's energy shields. The tactical advantages to destroying enemies' shields are enormous. The trade off is that overcharging eats up the battery much faster, and it overheats the gun momentarily, but not nearly as long as when the Plasma Pistol is fired too often. In Legendary difficulty, the Plasma pistol can be a very handy tool for taking out tougher units before they spot you. The overcharge is a great way to stun Elites, and kill Grunts, but is easy to dodge if they see it coming, thus keeping them busy dodging grenades is preferable. Even more so, one overcharge bolt is great for destroying shields of pesky Elites. Beware, on Legendary difficulty, Grunts seem to fire the plasma pistol at the same rate they fire plasma rifles. PL# -[Plasma Rifle:]- {Description:} a fully automatic directed energy weapon {Fires:} Energy Beams {Magazine Holds:} N/A {Maximum Reserves:} N/A. {Firing Rate:} Excellent {Reload Rate:} N/A {Melee Rate:} Moderate {Accuracy:} Good {Range:} Good {First Found:} Pillar of the autumn, First Mission Special Features: N/A The bigger brother of the Plasma Pistol, the Plasma Rifle is fully automatic, but for the most part follows the same set of rules as the Plasma Pistol. It has a good rate of fire, and range, but still can overheat. For the most part, the Plasma Rifle is more effective then the MA5B Assault Rifle, and on harder difficulties is preferable. It carries more charge then Plasma pistol, but cannot be overcharged. On Legendary difficulty, the Plasma Rifle isn't incredibly effective on grunts, but gets the job done. More importantly, it's slightly more effective on Elites then the Assault Rifle. When taking on Elites in higher difficulties, it's important to keep damaging them so that they faultier, and often times, this means that the player has to overheat the plasma rifle. As long as the Elite does faultier though, the steaming gun can still be used as a bludgeon, or if another weapon is available, it can always be switched to finish off the Royal pain in the @$$. NE# -[Needler]- {Description:} A fully automatic directed energy weapon {Fires:} Homing Shrapnel {Magazine Holds:} 20 {Maximum Reserves:} 80 rounds {Firing Rate:} Excellent {Reload Rate:} Fast {Melee Rate:} Moderate {Accuracy:} Moderate {Range:} Good {First Found:} Halo, Second Mission {Special Features:} Homing capabilities. For those who first noticed the Needler in the 40 mg Mpeg trailer, it's been revised since then. It's not the alien equivalent of the assault rifle, but a specialized homing weapon. Very little is known about the Needler, but the effects are pretty apparent. Unlike the covenant's plasma based weaponry, the Needler actually uses clips, and material ammo. This spiked hand weapon fires glowing projectiles that travel at a relatively slow velocity. The slow rate of travel is balanced off by the fact that each projectile homes in on enemies. The Needler also has a fast rate of fire. When the projectiles hit a target, it then sits a moment, and eventually explodes, inflicting more injuries. Individually each projectile doesn't cause much damage, but in when an enemy is hit with several, it deals damage quickly. When an enemy is penetrated with seven projectiles or more, the imbedded spikes will simultaneously explode in a flashy violent blast, doing massive damage not only to the victim but anyone unfortunate enough to be in arms distance of the victim. Unfortunately, projectiles bounce off of hard surfaces, and energy shields (save for those shields on Elites and yourself). Because the glass shards have a slow traveling rate, it doesn't have the same cascading effect seen in other games. The homing feature of the Needler is automatic and dependable… provided that your enemy stays perfectly still. It's not challenging to dodge the Needler rounds, as it's that slow, but the trick is to get in close to the enemy and let loose, or to spread fire. The Clip doesn't hold that much ammo, but it reloads very quickly, and the only thing that keeps this weapon from becoming a standard is that Master Chief can only carry 80 rounds in reserve. In Legendary Difficulty, the Needler is an incredible tool. It's good for wide spread carnage, as well as critical one on one damage. However the Needler will not take out a group of enemies in one fell swoop, but will cause significant damage, softening up the opposition. When faced one on one with a large opponent, loading them up in the gut with one clip is a quick way to dispatch them. Just beware of the splash damage, as it's very potent. Often times you will find yourself standing up against a siege of enemies and the Needler is an ideal weapon (when used in tandem with the grenades) for battling off the incoming horde. ________ VII: -=Grenades=- ¯¯¯¯¯¯¯¯ Because grenades require a completely different strategy, and are used in tandem with the above weapons, I felt that putting them in their own section would be appropriate. Part of what makes Halo's combat so involving is that unlike games like Half-Life and Red Faction, which requires that the grenades be selected, as it's own weapon, grenades act as a secondary weapon that can be thrown without having to put the weapon in hand away. The use of grenades in Halo is essential to surviving firefights, especially in Legendary. The hand Grenade may seem to have one designated function, but its capabilities are much more in depth then one would imagine. In fact the Grenade is designed with several functions in mind. - First and foremost, grenades are good for blowing stuff up. It's a simple fact; you throw a grenade, it goes boom, and anything else close enough to an active grenade will go boom too. At close proximity this classic explosive will obliterate any foot unit, except a hunter, and because it's significantly more powerful then a handheld rifle, it's great for softening up heavily armored units. For maximum (*cough* mayhem *cough*) effectiveness, throw grenades into a cluster of enemies. - Secondly, grenades are good for suppression. In the real world, soldiers are well aware of the equation presented above, and to avoid going boom, they will [usually] run or dive away from the grenade. The Artificial Intelligence of Halo is very sophisticated, and is able to recognize that they are in proximity of an explosive device, doing whatever it takes to get away from it. With this in mind, grenades are an excellent way to temporarily distract enemies, or guide them into more convenient locations, ideally within your line of fire. - Finally grenades are good for taking out units that are not in your line of fire. When firing at an enemy, having the enemy in visible range means that the player is also in visible range, making him equally vulnerable to gunfire. Obviously hand grenades do not require a direct line of sight, and can be lobbed over objects, rolled, bounced off walls, and so forth. Because of this, grenades are a great way to take out hard to reach units without putting yourself at risk. With that being said, there are two different grenade variations with slight differences. Often times just like with assault weaponry; it's best to weigh options and chose which grenade is best for each situation. FG# -[M9 HE-DP Grenade]- This classic fragmentation grenade needs little explanation. The main difference between this and the Covenant plasma grenade is that its fuse is much shorter. This provides less warning to the enemy, so the potential of sending grunts star-bound is greater. Furthermore, the M9 grenade is designed to bounce off walls, rather then simply sticking to them like plasma grenades. It can be easily rolled, and ricocheted, but it's important to be sure that it doesn't bounce right back to its point of origin. That would be bad. PG# -[Plasma Grenade]- The Covenant variation of the grenade is very similar to the M9, with some minor differences, primarily being that it automatically latches onto units. The advantage of this feature is substantial; as enemies often times make great carriers of destruction, occasionally panicking among their fellow gun fodder. There is also the simple fact that once attached, an enemy can't dodge the grenade anymore. The disadvantages to the Plasma Grenade is that the fuse only starts to tick once the grenade comes to rest, giving the enemy more time to find cover. The Plasma grenade also doesn't bounce off walls as easily as the M9 Grenade, often time's just falls straight down. There are several excellent approaches to using Grenades effectively, most of which require that they be followed up with gunfire. - The most direct approach to using a grenade is to throw it into a group of opposing enemies. The idea is to simply blow as many of them sky-high as possible. The harder the difficulty, the less effective this becomes, since many enemies are good at diving for cover. Of course a more effective approach is to throw several grenades, covering a larger area, and claiming more enemies. Always follow up with gunfire to ensure that those stunned are taken out before they have an opportunity to recover. - Flushing out enemies is another great use of grenades. Covenant who're firing from cover are an incredible pain, and using a grenade to force them out of their hiding spot is a devious strategy. This method is also excellent when you find yourself under heavy fire, as it stuns the enemies, letting some pressure off of you. - Heavy suppression is also a great tactic for taking out highly skilled opponents, such as Gold Elite. Gold Elites are skilled at avoiding grenades, but when sending a grenade their way, following it up with incredibly hard firepower will force them to remain within the proximity of the blast. - Cascading is probably one of the quickest way of destroying squads and clusters of enemies. Both the Covenant and the Flood carry grenades too, especially on Legendary. Even before grenades are picked up, they can still detonate, but only if they are caught in another explosion. Gunfire will not set them off. So in a battlefield, if several grunts have been killed, often times one grenade will create a chain reaction, detonating every dropped grenade in the area, and igniting the entire field. In higher difficulties, it should be the player's intention to do this. ________ VIII: -=Vehicles=- ¯¯¯¯¯¯¯¯ Strangely, Bungie decided to add a 3rd person element to this first person shooter. When master chief enters each vehicle, the camera automatically pans out to the 3rd person perspective. Though strange, this element doesn't hinder gameplay in the least. What will take getting used to is the part that not only does the camera angle become third person, but controlling the vehicles is done in the third person as well, if you can get my meaning. You can accelerate, fire, and reverse directly, but the player does not have direct control over steering. When turning on the game pad, the camera angle will automatically adjust to the command indicated by the player, but the arrow on the screen indicates the Master Chief's intention of turning. So while driving on the Warthog, if the player turns the camera view 90 degrees to the right, Master Chief will begin the process of turning himself, adjusting as need be, so finally the warthog will be going the exact direction designated by the player. It's a little strange, and requires that the player compensate when navigating the terrain, but overall is pretty easy to get into, once the player understands how it works. All vehicles can overturn if they fall off ledges at a bad angle, or has a grenade placed in an inconvenient spot. Master Chief is automatically ejected from the driver seat, usually without sustaining damage, even if falling from great heights. It's important to watch the vehicle after being ejected, because if it's still sliding, it could run Master Chief over. Thankfully, no matter how big the vehicle, Master Chief can turn it back to its rightful side simply by pressing X (he can turn a huge armored tank over if you'd believe it). Also the greatest advantage of all ground faring vehicles is that you can run over enemies. Some units are less vulnerable to this others, but every unit can be killed instantly if hit by the Warthog Jeep. WA# -[M12 LRV Warthog]- This armored jeep makes an excellent high-speed gun platform despite being called a scouting vehicle. The major disadvantage though is that the driver has absolutely no control over the 3-barrel M41 LAAG machine gun mounted on the back, and because the Marine AI isn't equipped to drive, rarely will you ever have the opportunity to play with it, unless you use multiplayer. But the Marine AI can man the gun, and are pretty good at it too. Also there is a passenger seat, of which another marine can jump into. The Warthog is very fast, but rolls over easily if airborne. But one advantage to this all terrain vehicle is that it's literally indestructible. It can survive grenade after grenade, and all you have to do is turn it to its proper side. Not a scratch. However, passengers are not invulnerable, and because they're out in the open, one well-placed grenade will do a lot of damage. If you do see a grenade, get out immediately (yeah, like you needed me to tell you that). When fighting enemies, the key is to give the marines riding shotgun a steady shot. Fortunately the M41 doesn't turn with the jeep. You can do donuts, and the LAAG will still point in the same direction. The LAAG also has unlimited ammo. Can someone say "Bwa ha"? The other quick way to take out enemies is to simply run them over. The AI is good at dodging, so taking an angle, or power sliding into them is the best option. Some enemies like the Hunters are purposely adept to dodging, but if you keep at it, you can eventually get them. In situations like that though, it's best to just let your gunners cap them. SC# -[M8O8B Scorpion MGT Tank]- The name says it all. It may only appear once in the single player campaign, but man is it fun. This beauty is nearly indestructible. Like the Warthog, the Scorpion is technically invulnerable, but the passengers can be killed, even the driver who is in a hatched cockpit, if the explosive is placed well enough. The goal of the driver is to never give the enemy the opportunity to get that shot in, and considering the firepower the Scorpion wields, it's not an overburdened task. As the pilot, Master Chief has control of both the main cannon and the secondary mini gun, both of which have unlimited ammo. The cannon requires a cooling period between shots, so if you miss, using the minigun to suppress the enemy is a good idea. The main cannon does have a travel time, but it's relatively fast. Just don't expect to pick off Banshees at long range. Faster vehicles like the Ghost will require that you lead a little, or just get really close. Marines hop onto each of the four tread mounts. During the Scorpion segment, you will be going up against a lot of heavy artillery, and because of this; your marines are very vulnerable. Even still, the only real threat to their existence is the Mortar Tank. As long as you pick everything off at long range, keeping them alive isn't really an issue. In comparison to the main cannon, the Marine's additional firepower isn't really substantial, but they help to point out enemies. GH# -[Ghost]- The Covenants' hover scouting vehicle travels significantly faster then the Warthog. Because it hovers, terrain is much less of a hassle, and it will not slip on ice. The Ghost is very maneuverable, and is capable of strafing. Along with duel plasma guns, the Ghost is a great tool for large-scale war. However, there are a lot of downsides to the Ghost, namely unlike the Human vehicles, the Ghost is actually destructible. If it sustains too much damage, it will explode, killing anyone in the driver seat. Obviously it's best to jump out before this happens. The pilot sits in an exposed cockpit and is very vulnerable to gunfire. There is no room for other marines to sit, and finally it's impossible to run over enemies with the Ghost (but you yourself can in fact be run over by it). There isn't much to say about facing opposing Ghosts. Because of their agility, and firepower, they are a great threat. Fortunately it's rare that you face a Ghost without some advantage, often times use of a Warthog, or invisibility. It's a good idea to aim for the pilot, but because of it's speed, rarely will you have the opportunity, so just firing at the Ghost it's self is often times the best option. If you're lucky, a well-placed Plasma Grenade will destroy a Ghost. BA# -[Banshee]- An airborne attack vehicle, the banshee is as delicate as the Ghost is, but because of it's hovering ability and maneuverability, this becomes less of a problem. The pilot is in a fully enclosed cockpit. When flying in a Banshee, it's important to keep an eye on the damage indicator. If it gets too low, making a hasty landing is recommended. The best way to keep your Banshee in good condition is to avoid enemy fire, and a good way to avoid enemy fire is to bombard the enemy. The Banshee is equipped with duel plasma cannons, as well as a Fuel Rod gun that functions similarly to the Scorpion cannon. Lead in each attack with a shot from the fuel rod gun, and follow up with plasma fire. Letting off for a moment will usually give them an opportunity to retaliate, and you'll find your Banshee smoking in a matter of moments. Frankly though, the Banshee isn't a good joy ride vehicle. Too many enemies are good at shooting it down and so for the most part sticking to Ghosts and Warthogs are a better choice, unless it's absolutely necessary to get to a high location. However, enemy Banshees are incredibly dangerous, and the first step to taking them down is spotting them. The Banshee makes a very distinct sound, and the trail that they produce helps you to spot them. Banshee pilots attack in swoops, so it's important to dodge and wait till they are in range to fire. Firing before they enter range will only insure that you will not have enough ammo available when they are close enough to be fired upon. Also, the pilots are capable of making mistakes, and occasionally run into trees or cliff walls, giving you a good opportunity to do some damage. Because of its inaccuracy, the MA5B Assault Rifle isn't the greatest choice. The Plasma Pistol and Rifle are slightly more preferable, since they are more powerful and accurate (though because they have a travel time, it may also just be more difficult). On higher difficulties, the pilots are excellent marksmen, but instead of strafing in one direction for extended periods, strafe back and forth in short steps. It seems to work very well (except if the pilot uses the fuel rod gun). SS# -[Shade Stationary Gun]- As the name suggests, the Shade is not a vehicle, but a manned sentry gun. Its accuracy is moderate at best, but it's rate of fire, range, and full spread makes it an incredible suppression weapon. The Shade is the only indestructible manned unit in the Covenant arsenal, and fires three plasma bolts per shot. The disadvantage to this weapon is that the gunner is completely vulnerable to fire, and the simple fact that since it's stationary, dodging fire isn't an option. The idea is to keep the enemy under a lot of firepower, so that they cannot retaliate. Like any other situation in Halo, it's important to weigh options. If enemies have you completely surrounded, or are in very close proximity, it's usually best to stick with your trusty Assault Rifle, and cybernetically augmented legs. Also, a grenade usually means that you've overstayed your welcome. Shade Stationary Guns are a common weapon used by the Covenant, and are used to maintain defense against infantry. The best way to battle Shades is to learn how to spot them. Like all the Covenant technology, the Shade is violet, making it easy to spot in snow, and daylight, but at night, they tend to blend in with the atmosphere. However, when manned, a brilliant blue beam supports the actual gun segment, and learning to recognize this beam at long range is the key. Once the gun is spotted, the best course of action is to snipe the gunner (or potential gunner), or to simply toss a grenade in their direction. The gunner is vulnerable, and keeping it under heavy fire will usually purge the Stationary gun. The Shade is relatively accurate, and has an obscenely long range, so taking them out of the equation before running in with guns 'a blazing is the most ideal approach. WR# -[Wraith Mortar Tanks]- *Note* No, the Wraiths are not available to drive, but are only used by the Covenant. You will never actually come upon an unmanned Mortar Tank, but you will face a handful of them, so I felt it would be appropriate to tell a little bit about them. (THANK YOU Derek Scanlon for finding the name of the Mortar Tank) The Wraith Mortar Tank is potentially the most powerful single unit in the entire game of Halo, rivaled only by the Marine Scorpion Tank. The mortar is positively devastating. There is not a single unit that will not be obliterated if caught within its powerful plasma blast. However, since the mortars are not fired in a straight line, it provides a lot of options. The one advantage that the Wraith Mortar Tank has over the Scorpion Tank is that it's more maneuverable, and hovers. Since it can strafe, rocketing from long distance is a very difficult task, and often times unreasonable. The most effective weapons against Wraiths are other vehicles, preferably the Ghost or Warthog. The Scorpion is also a great choice because of its range and fast traveling cannon rounds. The Mortar Tank will only stop working if hit directly with two rockets (or Scorpion main cannon shots) or 4 direct grenades. It can be destroyed with fire from assault weaponry, but since one low-fired mortar is enough to vaporize you, this is not recommended, though the Warthog's LAAG mini gun is often times sufficient. Fortunately the Mortar Tank does not feature any anti infantry weapons. _______ IX: -=Enemies=- ¯¯¯¯¯¯¯ Okay, this was the true reason I decided to write this FAQ. I commend Bungie for creating a game that's not fixated on platform jumping, switch hunting, or boss pelting. The true challenge of Halo is staying alive in firefights against very efficient and challenging foes Because of their great skill, the player will be forced to think on their feet, improvise, strategize, and run like crazy. Rarely do battles ever play out the same way twice. So, I decided to make a little summery, describing the tendencies of the enemies' artificial intelligence, point out methods to survive combat, and how to avoid taking damage (if possible). -[Humans]- MA# -[Marines]- Okay, marines aren't enemies, but allies, and probably the smartest CPU controlled teammates you'll ever find. Marines are rugged soldiers, who often times are deployed in units to back up Master Chief. They are very active fighters, who will run, duck for cover, lay down suppressing fire, throw grenades, advance, retreat, dive, and pretty much try to stay alive. Rarely will you have to nudge Marines to follow you or to walk into a room (ala, Half Life). Unfortunately Marines are on the lower half of the food chain, and being the only survivor of a marine unit is not uncommon. Marines know their roles well, and if they have the upper hand, will advance, while if they are outmatched, will try to maintain their positions. The one flaw that really reduces their effectiveness is that they fire in bursts. In squads this is highly effective (and I much appreciate the real military tactics), but unfortunately opponents like the Elites, Hunters, and especially the Flood require full automatic fire to take them down. Marines also are excellent at throwing grenades, and use them very effectively. These human soldiers are most often seen using the Assault rifle, but occasionally can be spotted sporting a Needler, or sniper rifle. Their effectiveness varies, as their use of the Needler leaves something to be desired, but their use of the sniper rifle is commendable. Because Marines have no shielding, their health cannot be restored in any way, making them fragile in comparison to the opposition (the only weaker unit being the Grunts). They are only partially conscious of grenades, noticing them one moment, and then not the next. Their marksmanship though for the most part is good, making them useful warthog passengers. Strangely they can actually pilot Ghosts though. One important thing to point out is that on Legendary, the Marines' AI will remain completely unaltered. Since the Enemies become much more enhanced, Marines tend to get slaughtered very quickly. For those who're obsessed with saving fellow marines: don't hold your breath. It's simply not plausible to keep them alive in Legendary. Sad but true. -[The Covenant]- A fanatical group of aligned aliens, the Covenant are superior to humans in almost every way. Because they are sentient, they do host a very wide variety of sophisticated weapons, as well as well battle tactics. Covenants rank their own troops by skill, marking the more capable fighters with different colors. When taking on a squad of Covenant, it's important to spot the higher-ranking troops, and use this knowledge accordingly. GR# -[Grunts]- {Speed:} Slow {Armor:} Weak {Weakness:} Guns {Weapons of choice:} Plasma Pistol, Plasma Rifle, Needler, Fuel Rod Guns {Special Talents:} Adept to using grenades and turrets. {Special Features:} None ______________________________________________________________________ / \ |The Covenant used these stocky aliens as cannon fodder. They stood a | |meter tall and wore armored environment suits that replicated the | |atmosphere of their frozen homeworld. They reminded the Chief of biped| |dogs, not only in appearance, but because of their speech-even with | |the new translation software-was an odd combination of high-pitched | |squeaks, guttural barks, and growls. | | | |They were about as smart as dogs too. But what they lacked in | |brainpower, they made up for in sheer tenacity. He had seen them hurl | |themselves at their enemies until the ground was piled high with their| |corpses… and their opponents had depleted their ammunition. | | | | - Excerpt from "Halo Fall of Reach" | \______________________________________________________________________/ The title "Imps" would have been more appropriate, especially considering the Grunt's sniveling nature and comical movements. Grunts are the gun-fodder of Halo, but because of their tendency to stick to groups, they have the ability to become pests. They are incredibly weak, and can be sent to an early grave with one pistol shot in the head, or a sweep of assault gunfire. Grunts do not seem to have any particular talent, especially in the field of war. They're small and stocky, not very graceful or agile, poor strategists, cowardly, and most of all, poorly armored. The Grunts do present a danger but, as always, prioritizing targets is the first step to any battle plan. If taking out a horde of grunts to get to one Silver Elite is required, then by all means. Happy Hunting. -Weapons and Armaments:- The one danger that Grunts pose is that they can shoot you. Their marksmanship isn't as impressive as the Elites', but in large groups, it adds up. The other factor is that even the low level Grunts are quite fond of grenades, which can spell disaster to a squad of Marines, or one cocky armored super soldier. Usually though, Grunts will announce their use of a grenade by yelling something along the line of "Down In Front!" or "Heads Up!" Listening for these phrases are important for spotting a grenade thrower before they have the opportunity to send you to the repair shop. Later on in the game, Grunts can be seen using a shoulder mounted Fuel Rod Guns, making them as dangerous as Hunters, but not as durable. Since the Covenant clearly protect their more dangerous weapons in their arsenal, the Fuel Rod gun has some measures to prevent humans from getting a hold of it. If the grunt wielding the Fuel Rod gun is killed, the gun will automatically self-destruct in an explosion equal to a Fuel Rod gun blast, conveniently accepting any local units within it's destructive jade aura, including Master Chief (and any grenades in the vicinity). Grunts are fond of manning turrets, traveling long distances to get to one. It's a good idea to make sure they never get there. -Habits and Strategies:- Even still, Grunts are incredibly stupid, and are easily drawn around corners into your line of fire. Because of their cowardly nature, they will only stay in battle if they are in a large group, or near a superior allied unit. If no Elites or higher-ranking grunts are in the vicinity, they will panic, and run screaming for their lives. This in it's self does present a danger though, for if a panicking Grunt where to run into a squad of Covenant, it could put them into a state of alert, destroying the possibility of taking them out in a stealthy fashion. Because Grunts are fond of staying close to other units, making them ideal for the use of grenades. Thanks to their size and build, Grunts are slow and clumsy creatures, their best maneuvers being a hopping strafe, and a belly flop dive. However these maneuvers can be effective in the right situation, but do not compete with the capabilities of Elites, or Marines for that matter. On occasion you will happen upon a sleeping grunt. This is a very key point in some Missions, usually indicating that the area is infested with Grunts and Elites. This is almost like a little puzzle. If you use gunfire, it will wake all Grunts within the area, making your endeavor all the more difficult. But using the Melee attack to help the Grunts sleep better is a great way to save on ammo, as well as on Shield Strength. See if you can take all enemies in the area out without alerting anyone. -Legendary Difficulty:- In the end, Grunts are still capable of inflicting serious damage, especially in Legendary, where their marksmanship and rate of fire has been seriously improved. However, their durability remains the same, and a single headshot will remove them from this world. -Ranks:- Yellow Grunts: Characterized by their yellow life support armor these units are the weakest of all the grunts. With low armor, and a cowardly disposition, the Yellow Grunts will run if they find they are being overtaken, or alone. But they still use grenades and Turrets, making them a danger in situations out of your control. Red Grunts: With Red life support armor, the Red Grunts are not much different then the Yellow Grunts. However, the Yellow grunts look up to the Red Grunt, so would be less prone to run screaming as long as their higher-ranking unit is there. They also are slightly more prone to stand up to you if its team members have been killed. Slightly of course being the key word. In the end, they are still easily dispatched. One Legendary however, the Red Grunts seem far superior to the Yellow in marksmanship. Black Grunts: The elite among grunts, they are far more dangerous then their counterparts. They still do run in fear of their lives, but because they are always seen with bigger units nearby, this rarely happens. The greatest danger of the Black Grunt is that it often times can be seen using a Fuel Rod Gun, making it a huge hazard to you, as well as every unit around it. Black grunts are also good marksmen, and use what few maneuvers they are capable of, like the dive, very effectively. JA# -[Jackals]- {Speed:} Moderate {Armor:} Weak {Weakness:} Plasma Based Weaponry. Overcharged Plasma pistols, Explosives {Weapons of choice:} Plasma Pistols {Special Talents:} Blocking Projectiles {Special Features:} Powerful Hand Held Energy Shield ______________________________________________________________________ / \ |An alien creature stood a meter and a half tall, a biped. It’s knobby,| |scaled skin was a sickly, mottled yellow; purple and yellow fins ran | |along the crest of its skull, and its forearms. Glittering, bulbous | |eyes protruded from the skull-like hollows in the alien’s elongated | |head. | | | |The Master Chief had read the UNSC’s first contact scenarios-they | |called for cautious attempts at communication. He couldn’t imagine | |communicating with something like this…thing. It reminded him of the | |carrion birds on Reach-vicious and unclean. | | | |The creature stood there, frozen for a moment staring at the human | |interlopers. Then it screeched and reached for something on its belt, | |its movements darting and birdlike. | | | | - Excerpt from "Halo Fall of Reach" | \______________________________________________________________________/ While the manual of Halo would argue that Jackals have superior senses, this is the furthest thing from the truth. Simply put, Jackals are not much different then grunts. They are physically weak, not incredibly fast, nor supreme strategists. However Jackals have one tool in which helps expand their usefulness in battle substantially: Hand Mounted Energy shields. -Weapons and Armaments:- The Shield is shaped perfectly for the Jackals, large enough to almost completely cover these small units when ducked, but also leaving an opening near the side for the Jackals to poke their Plasma Pistols out. Because the shield is impervious to many different weapons, including the Assault Rifle, Shotgun, Needler, Sniper rifle, and a few others, getting past it is the real trick. The Jackals thankfully do not use any other weapon then the plasma pistol. However, thanks to the design of the shield, they can fire from excellent cover. Even worse still, Jackals are fond of using the overcharge feature of the Plasma pistol. Remember how I keep reminding you that one overcharge shot destroys shields? Works both ways. One overcharge blast will also leave Master Chief without any protection from his energy shield, leaving him excruciatingly vulnerable. -Habits and Strategies:- Because Jackals rely heavily on their shield, the real challenge of fighting these pains in the asses is to get around it. Jackals are braver then Grunts, and will stand up to you under most circumstances. Their strategy usually consists of finding you, and then digging themselves in, by ducking behind their Shield, and firing. They will roll to avoid some projectiles, or explosives, but for the most part are not very mobile. If their shield has been dissipated by plasma weaponry, the Jackals will run for their lives, as the one thing keeping them alive is no longer available. Weapons like the Assault Rifle, and the Shotgun are perfect for unbalancing the Jackals, allowing an opportunity to catch them as they stumble. The Shields do not withstand the impact of explosives, making grenades a viable alternative. Finally, plasma based weaponry can actually dissipate the shield, and a single overcharged blast from the plasma pistol will destroy it all together. The one piece of advice I will give to anyone who plays Halo is TAKE THE JACKALS OUT BEFORE THEY DUCK BEHIND THEIR SHIELD! The Jackals need to approach to firing range, and because they're very conspicuous, you will have plenty of warning to run for cover, or try to approach them from a different angle. Ideally, you want to catch them by surprise at any angle, but the front. Often times when they spot you, they will curse in alien tongues. Shoot them BEFORE they finish. Otherwise, they require heavy artillery to be dispatched. At close range, Melee attacks are excellent. The Shield does nothing to protect them from a gun butt to the teeth. -Legendary Difficulty:- The Jackal is not a considerable threat on Normal Difficulty, but can be a major opponent on Legendary, as they do not stumble as easily. The huge squads that you face do not provide you the opportunity to get in close enough, and not very many weapons work well on them at long range. Their accuracy and rate of fire is absolutely obscene. Plasma weaponry and grenades are the most effective items for defeating them. Also Yellow Jackals can only be one shot sniped with a bullet to the head. Body shots won't cut it. -Ranks:- Blue Jackals: These bird like units are the lighter of two Jackal classes. They are easy to spot because of their glowing blue shield. For the most part, they're not a huge challenge, even when ducked, and can easily be unbalanced, giving you a moment to do some damage. Yellow Jackals: The superior class of Jackals, they are characterized by their bright yellow Shield. They do not have any extra capabilities then the blue Jackal, but they are overall just better marksman, and better soldiers. They aren't unbalanced as easily as the Blue Jackals, and are more efficient at dodging fire. EL# -[Elites]- {Speed:} Fast {Armor:} Strong {Weakness:} Plasma Based Weaponry. Overcharged Plasma pistols {Weapons of choice:} Plasma Rifles, Needler, Plasma Swords {Special Talents:} Adept to using grenades and piloting Covenant Vehicles {Special Features:} Rechargeable Energy Shields. ______________________________________________________________________ / \ |These things had elongated heads-and even at this distance, the Master| |Chief could see past their faceplates and noted they’re pronounced | |shark-like teeth and jaws. They wore armor; it shimmered as they | |collided with debris-which meant energy shields. | | | | - Excerpt from "Halo Fall of Reach" | \______________________________________________________________________/ Elites are the bane of Halo, and incredibly formidable opponents. Over 8 Feet tall, agile, durable, and just excellent soldiers, these tall scaly humanoids will annihilate you if given an inch of space. What makes them so difficult to deal with is that they have every capability and tool that you do. They have the same rechargeable Energy Shield. They run at the same speed. They can use grenades; melee attacks and carry a large range of different weapons, from the standard, to the exotic. -Weapons and Armaments:- The first subject I'll strike upon with Elite is the energy shield. Acting exactly like Master Chief's own energy shield, it will completely protect these alien soldiers until it is dissipated. If left undamaged for a few moments, the shield will automatically recharge. Because of this, the duck and cover method does not work, and the Elites must be under continuous fire in order to insure their downfall. This often times means that you have to take the battle into close range, spending an entire clip just to dispatch one Elite. However, grenades inflict serious damage. The best tool for cracking these tropical nuts is the Plasma Pistol. One overcharge blast will temporarily relieve them of the benefits of the Shield, as well as temporarily stunning them. Elites are most commonly seen using Plasma Rifles, but also use other weapons like the Needler, or Plasma Sword. Like most units in Halo, the Elites fire in bursts, but are excellent marksmen. They can fire while strafing as well, making them very mobile warriors. On Normal difficulty, only the higher-ranking Elites use grenades (while on Legendary, they all do), and spotting grenade throwers requires sharp vision. Because Elites do not speak English, but grunt rather, they will not call out that they are throwing grenades. However, if they stop firing for a moment, and wind up, it's usually a bad sign. Unlike Grunts, Elites do not use grenades blindly, but rather try to hit you directly with it. Considering how accurate they are with grenades, and the fact that the Covenant Plasma grenade sticks to any unit, this can easily spell disaster. If they do start to wind up, find cover, or strafe. -Habits and Strategies: Unfortunately, Elites are not stupid. They rarely run around corners into your firing range, but rather just stand their ground, and let you do run into their line of fire. They are still aggressive, and will attack you with whatever they are armed with, strafing rapidly, and dodging to avoid gunfire and grenades. If their Shield is depleted, Elites will commonly retreat and hide until it recharges. Often times when Elites suffer heavy fire, in a fit of rage, they will roar, indicating that they've had enough. Afterwards, they will charge in a very aggressive attack, firing rapidly or trying to strike you with their plasma rifle. This is a convenient opportunity, and during their war cry, or charge, they can easily be damaged, or killed. The thing to be aware of is that Elites will alternate their strategies to fit the situation. They are capable of being aggressive as well as defensive. If you run at them, they will backpedal and fire. If you backpedal, they will run at you (and fire) The Elite is a very tall and athletic creature, and because of this are very agile. They are quick runners, and will often times strafe while firing. The Elite also have mastered several other maneuvers, like the ducking sidestep, and the diving roll. The Ducking Sidestep is a maneuver used to dodging melee attacks and projectiles. The rolling dive is used to dodge explosives, and has remarkable range. Because of this, Grenades are often times ineffective on Elites. When in close proximity, the Elite will also try to club you with the head of their gun. Elites are great shots, durable, and rarely fall into simple tricks. Because of this, they can be a real menace, and if fought head on, you will often times suffer some damage. The absolute single key to fighting Elites is to KEEP THEM FROM FIRING BACK! There are several ways of doing this. First and foremost: Grenades. Elites are great at dodging Grenades, but if they are pressuring you, it's an excellent way to turn the tides. Hell, throw three grenades! Unfortunately there is no one method for combating these skilled warriors. The one best piece of advice though is to keep them under heavy and constant fire. This usually results in a bit of damage on your end, but since guerrilla warfare doesn't work with Elites, it's sometimes the best solution in a pinch. Another recommended approach is to keep moving, and find another angle of approach. A group of Elites, or any unit for that matter can easily overwhelm you, and running around and coming from another angle is a great way to get the drop on them. Finally, when the Elite is on the offensive, a great weapon to use is the needler. Because it's more effective at close range, and as highly potent when the target has been hit multiple times, it's a great way to take out overzealous Elites quickly and efficiently. -Legendary Difficulty:- Thanks to their incredible marksmanship, and expertise with grenades, it's rare to walk away from a battle without some wounds. Higher-ranking Elites are more common in Legendary difficulty. Like every opponent in Legendary, Elites have become physically stronger. Along with their strength, their AI has been boosted, and will occasionally try to sneak up on you, or outflank you (and aren't bad at it either). Higher ranking Elites cannot be taken down with a single shot from the sniper rifle, but require several. -Ranks:- Blue Elite: Characterized by their dark blue-segmented armor, the Blue Elite is the weaker of their kin. They are less durable, less accurate, and less aggressive. However, the Blue Elites are still no pushover. Even on Legendary, Blue Elites rarely (if ever) use grenades, but stick with their guns. When using the sniper rifle, only a headshot will insure a one shot kill. Purple Elite: These Elites are like the Blue Elite 10x. They are far more accurate, durable, aggressive then the lower ranking Elites. It's not possible to get a one shot kill with the Sniper Rifle in Legendary. Silver Elite: Silver Elites are fond of using is the Cloaking Device. Because the enemies in Halo usually come in waves, you can expect a squad at every turn. However, if you find yourself saying, "it's quiet… Too quiet" that probably means that there are cloaked Elites around. They cannot be detected on the motion sensor, or homed in on with the Needler. Like any other sci-fi movie, the only way to spot them is to look for the "Ghost," or the blurring effect in the shape of an Elite (much easier said then done). Also, when they fire, or are fired upon, the cloaking device will fluctuate, making them easier to see. They are also seen using the Cloaking device in tandem with the plasma sword, which kind of defeats the purpose, as a floating plasma sword tends to draw attention to it's self. Listening in helps, as Elites cannot help but let out battle cries at every opportunity, even when cloaked. BUT there is a major disadvantage to the cloaking device: they can't use energy shields, so the Elites are more vulnerable to physical damage. Black Elites: The Black Elite is a little hard to distinguish from the Blue Elite, or at least in appearance. In battle, these warriors are even more powerful then the Purple Elite. Their aim is just as good, but their shields are stronger. The other factor is that Silver Elites are adept to using grenades, and aim to strike you head on. Gold Elites: The Elite of the Elite, the Gold variation is very easy to spot, even from long distance. The Gold Elite is only slightly better then the Black, but do not use grenades. However, Gold Elites can often times be seen with Plasma Swords. Because it only takes one swipe to kill anything that moves, Elites who handle the plasma sword will go on the offense, trying to get close enough to use it. As the most durable Elite Variation, they aren't bad at doing it too. It's important to use weaponry that can take them out quickly, like the Needler, or a Sniper Rifle. Gold Elites are also the only variation that will jump to reach you. Unfortunately, the Covenant does not want to see a plasma sword in your possession, and the glowing blade will dissipate when the one who wields it is killed. Three sniper shots will kill one Gold Elite. HU# -[Hunters]- {Speed:} Fast {Armor:} Incredibly Strong {Weakness:} Weakness? What Weakness? {Weakness (seriously)}: Heavy Artillery, and their exposed skin {Weapons of choice:} Fuel Rod Gun, and impervious metallic shield {Special Talents:} Killing Things {Special Features:} Where to begin? ______________________________________________________________________ / \ |The two creatures were vaguely man-shaped. They stood two and a half | |meters tall. It was difficult to make out their features; they were | |covered from head to toe with dull blue-gray armor, similar to the | |hull of a Covenant ship. Blue, orange, and yellow highlights were | |visible on the few patches of exposed skin the creature sported. They | |had slits where their eyes should be. The articulation points looked | |impregnable. | | | |On their left arms they hefted large shields, thick as starship | |battleplate. Mounted on their right arms were massive wide-barreled | |weapons, so large that the arm beneath seemed to blend into the | |weapon. | | | | - Excerpt from "Halo Fall of Reach" | \______________________________________________________________________/ Not much physical description needed, Hunters are easy to spot from long distance. Just look for the blue spikey 12-foot tall walking tank. Because of their heavy armor, Hunters can take a lot of punishment before they hit the topsoil. Hunters are arguably the single most formidable unit in the Halo Universe, often times showing up in pairs, as well as among squads. -Weapons and Armaments:- The Hunter has a Fuel Rod Gun integrated into its right arm. This cannon is the Covenant's equivalence of the Rocket Launcher, making the Hunter a very dangerous adversary. The Fuel Rod gun fortunately is only used for long distance battles, and it's easy to spot incoming fire, as the Fuel Rod Gun emits a green glow when it's about to fire. Usually this is a really good time to run for cover. The firing rate is relatively slow (but respectable in Legendary), but the potency of the Fuel Rod Gun easily makes up for this. Upon the left arm of the Hunter's armor rests a large metallic shield. It doesn't completely shield the Hunter like the Jackal's shield does, but when firing at long range; it does provide a degree of protection, especially against inaccurate weapons. Unlike the Jackal’s energy shield, the hunters' is completely impervious. The Shield is also used as a bludgeon at close range. -Habits and Strategies:- Thankfully with all of their attributes the Hunter does not possess the strategic know-how of the Elite, otherwise they would be unstoppable. The Hunter has two very distinct methods of attack. They will chose one or the other, which means that usually there are two different methods of taking them down. At long range, the Hunter will squat, strafing mildly sideways, and fire their Fuel Rod Gun. They will also raise their shields, blocking much of the incoming fire, and rendering weapons like the Assault Rifle ineffective. Precision weaponry such as the plasma rifle, sniper rifle, or pistol is more appropriate. When up close, or as a last ditch effort (if long distance battles haven't been working for it), the Hunter will charge. The Hunter is much faster then something it's size deserves to be, and because of their armor, the only real option is to run, or dodge. Sidestepping as they try to shoulder ram you work very well, giving you a great opportunity to hit them in their vulnerable backside. Hell, if you’re feeling daring, you can completely forgo the use of ammo all together, and simply use the melee attack on them from behind (though it doesn’t let you one hit kill them). Surprisingly the Hunters have an Achilles’ heel. Because their armor is so thick, they require some openings, leaving several areas of exposed skin. Their vulnerable spots are their necks, and their entire waist. Their skin is orange and very fibrous: easy to spot if you know what you’re looking for. When they’re inattentive, they will stand tall exposing both areas. When in combat stance, they lean forward, and their shield blocks their midsection. However, when sidestepping their charge, you are presented with a perfect shot of their back waist. However, the only weapons that can utilize this weakness are the Pistol, and Sniper Rifle. Both will put these hulking giants down with a single shot. Unfortunately; no other weapon can exploit this weakness. Well, all except the Rocket launcher and Scorpion tank. One well placed hit, and on anything but their shield, and you can count them as among the dead. You will often times find yourself combating Hunters while in the cockpit of a vehicle. While this might sound like an advantage, it's not. You're still just as vulnerable as you were on foot. The one thing that's important to combat Hunters is to remain in motion, and circle it. One blast from the Fuel Rod Cannon is guaranteed to eject you from your comfortable bucket seat. Hunters are surprisingly good at avoiding incoming vehicles, and rarely ever get run over. It may seem like it's not possible to do so, but it is. As long as you're persistent, you can run them over, but sometimes, it's just better to shoot them. -Legendary:- Fortunately the Hunters do not improve drastically in Legendary. Their armor isn't noticeably thicker, nor are they faster. However, their rate of fire and accuracy are much better, and it's important to stay on the move. -Ranks:- Unlike the other Covenant species, the Hunters are not ranked. Their large blank-faced battle armor, hunched stance, and spiked backs characterize all Hunters. The above description covers each and ever Hunter that will be seen in Halo -[The Flood]- Say hello to the only species the Covenant fear. It would probably be a good idea to follow in their example. The Flood is a race of parasitic creatures that infect and mutate other species into eggs, which in turn produce more Flood. That means that they’re trying to infect you, as well as the Covenant and any other organic creature they can get their mandibles on. The Flood is a completely feral race, similar to “The Many” from System Shock 2 (or just think organic Borg). Instead of using advanced tactics, the Flood simply try to overwhelm you in a sea of parasites, and drones (hence the title), forcing you to throw strategy out the window, and just fire till you can’t fire no more. One other important thing to remember is that the Covenant and the Flood tend to get into fights, and sometimes it’s best to simply let them have at it until their forces have been weakened enough to deal with. The other factor you might want to remember is that in many scenes, the Flood endlessly respawn. If for some reason; ten clips later, the wave of mutants don’t seem to be letting up, most likely they’re not going to, and that usually means that you should run like a cheetah on crack (or not…). PA# -[Parasites]- {Speed:} Moderate/Fast {Durability:} It's amazing that raindrops don't kill them {Weakness:} Anything and everything {Weapons of choice:} N/A {Special Talents:} Crawling on multiple surfaces {Special Features:} N/A Similar to “Head Crabs” from Half Life, these small mushroom like creatures try to infect you by latching onto your chest. These creatures attack in large groups, often times appearing out of small cracks, vents, or come from Parasite Sacks. More on that later. -Habits and Strategies:- Individually they are not threatening in the least, as your shield prevents them from gaining access to your flesh. Upon contact with your protective shield, they will simply explode, causing a minuet amount of damage. Sometimes when you come across a stray Parasite, it’s best to not even bother and let them inflict what little damage they’re capable of. All this above of course assuming that you catch them individually. Remember the name of the species? Parasites are most often seen in massive waves of other parasites and drones, and even with the little damage they inflict, in huge waves of forty; their effect can be devastating. Parasites can also crawl on many surfaces, so expect to see them on ceilings and walls. Also if your shields are down, parasites are a whole new story. When they attack, they will latch on and deplete one entire bar of your health. Now imagine having twenty latched onto you. Not pretty. Thankfully like all flood units, parasites do not seem to have any concept of death, and simply rush you. Furthermore, they require very little damage to destroy. A single round from any gun, or even a melee attack will crush these annoying pests, and because they explode, their splash damage usually causes enough damage to set off a horde of Parasites in a nice little wave (yet the explosions are so weak that they barely do any damage to you). There really isn’t much to say about dispatching them. Explosives are not necessary and simple automatic weaponry like the needler, assault rifle and plasma rifle are ideal. Being able to spot them ahead of time is also another handy little skill. Parasites make a distinct chirping sound, plus show up on your motion sensor as one large red blob. When engaged, simply run backwards to avoid getting caught in the middle of them and fire in short burst to try to set them off as efficiently as possible. Also, do not forget that you can simply strike them. As they leap at you, simply using the melee attack is all that’s necessary to avoid getting a small bruise. -Legendary Difficulty:- Parasites are not drastically improved in Legendary Difficulty. They all can still be dispatched with only a minuet amount of damage, and they are still explosive. The only real difference is that they are a bit faster. DR# -[Drones]- {Speed:} Fast {Durability:} High {Weakness:} Shotgun {Weapons of choice:} Anything and everything {Special Talents:} Super high leaps. Can get up multiple times. {Special Features:} Long claws and tendrils These horribly mutated creatures were once fellow Marines, or Elites. Their bodies have been infected with parasites, and they’re on their way to becoming eggs designed to produce more Parasites. Drones appear as twisted versions of their host, limping humans or Elites, which have taken a sickly brownish color. Many of their limbs lay useless and their flesh has been somewhat rearranged. Drones are easy to spot, and to discern from other enemies. Though the drones may have been originally different species, all drones function nearly identically. If there is a difference, it’s not noticeable. -Habits and Strategies:- What really makes these full units unique to any other unit in Halo is that they’re unaware of their own safety, therefore will charge you without any concern for their own well being. They’re fast and agile, leaping high into the air as they try to swat you with their new grown claws and tendrils. Their attacks produce moderate damage, being slightly weaker from the melee attack from an Elite. However, since they do appear in vast groups their threat is quite significant. Their melee range is very long and broad. But wait, it gets worse: Drones can also pick up guns. Crap! Because Drones are not high-end strategists they will switch from their melee attack to their projectiles at random. They don’t seem to be picky so one moment they will simply strut forward firing wildly, and the next; charging with claws flailing. Drones also do not fire in bursts, but will simply keep their finger on the trigger, making them very dangerous. By the time you begin combating the flood, you’ll be accustomed to the Covenant’s battle strategies, which usually start off with a call of warning before they open fire, giving you an opportunity to get off the first shot. The Flood do not do this, and it’s amazing how often you see them fire before you recognize what just happened. Considering that they also are the only enemies, which carry shotguns and rocket launchers, it’s easy to get blasted instantaneously. Sounds bad? Wait, there’s more. Drones can actually GET UP if they’ve been shot. By the time you first encounter the Flood, you’ll be accustomed to moving onto another opponent when one falls to the ground. When they take quick fire in certain locations, Drones will fall to the ground and lay there for a moment, but sometimes they get right back up. It’s important to keep an eye on them after they kiss the pavement, for if they’re faking it, it could really suck for you. Furthermore, the sniper rounds have absolutely no effect on drones. They simply shrug off the shot. Scared? You should be. But with all this bad, there is actually one good; Drones are the only units in Halo which can be dismembered. This however has various effects. They can be decapitated, but apparently, drones don’t use the head anymore (hell, the elite’s head is now on backwards), since the only thing it does is make them flinch. Marine drones can be gutted, but same effect as above. The only advantage to dismemberment is that their arms can be blown off, and that can be very handy. With no arms, they cannot attack, and when they cannot attack, you can focus your attention on more dangerous targets. Like all flood, there is very little room for strategy. Since they come at you in gigantic waves, the only thing to do is back up and keep firing, or lead them around corners. Rarely will you ever have the opportunity to carefully remove the arms of a Drone, or to even focus on one at a time. As always, prioritize. Obviously, shoot the closest drone, or one that’s firing. If one gets too close to you… well you can figure it out. But the best piece of advice I could give you: USE THE SHOTGUN! The shotgun is the single best weapon against flood drones. Unlike Elites, you do not have to worry about firing range, since the Drones always run straight at you. A single well-placed shell will kill a Drone, and rarely will you have to deal with them getting back up. Make sure to remember that Drones do jump, and that they do carry rocket launchers. -Legendary Difficulty:- Like all units in Halo, their accuracy has been greatly improved, and they can take more punishment. But the strategy for combating them hasn’t changed. Just be ready to oppose more drones then you’re used to. PS# -[Parasite Sacks]- {Speed:} Moderate {Durability:} Moderate {Weakness:} Shotgun {Weapons of choice:} N/A {Special Talents:} Explode {Special Features:} Produce 4-5 Parasites The final stage of the Flood life cycle, these bloated hobbling masses exist for the sole purpose of producing more Parasites. The Sacks are hardly recognizable from their original hosts, and appear as mushroom like creatures with legs. Their arms have been reduced in size, therefore are useless, and they lose the agility and ferocity of the Drones thanks to their huge mass. However, Parasite Sacks do still pose a great danger: -Habits and Strategies:- Another great name for the Parasite Sacks would have been “Kamikazes,” for basically they’re walking grenades. When damaged enough, or when they come into close proximity to their target, they will explode in a cloud of toxic gas. Don’t be fooled; the effect isn’t as flashy as the Plasma Grenade, but the result is the same. In the aftermath of their explosion, approximately 4-5 new Parasites will be born and ready to attack. The Parasite Sacks offer a very interesting opportunity and tend to work against the Flood on a regular basis. Since the Flood attack in large masses, having a Parasite Sack explode amongst them tends to reduce their ranks very quickly. In the many waves of Flood you will encounter, aiming at these Kamikaze units is an excellent way to obliterate the horde. Unlike the other Flood Units, the Parasite Sacks don’t make a noise, therefore, if you’re not observant enough, they can sneak right up to you and detonate. Once spotted, they simply hobble straight towards you, and since they are anything but speedy, you are provided with ample opportunity to destroy them before they stumble into range. Also, beware. Parasite Sacks can detonate dropped grenades in the battlefield. It’s not fun. -Legendary Difficulty:- The only change is that the Parasite Sacks can take more damage. SE# -[Sentinels]- {Speed:} Slow {Armor:} Moderate/Strong {Weakness:} Plasma Based Weaponry. Overcharged Plasma pistols. {Weapons of choice:} Laser Beams {Special Talents:} Extended Beam Fire {Special Features:} Hovers. Some carries energy shields. The guardians of Halo, these human sized hovering mechanical units are under the charge of 343 Guilty Spark, otherwise known as the Monitor. Unlike every opponent in the Halo universe, Sentinels are deployed as secondary units, serving in the Monitor’s best interest, protecting vital stations, and guarding his activities. The addition of the Sentinels makes Halo the site of a 4-pronged war: the Humans, the Covenant, the Flood, and now these things. Remember that often times they will combat any of the previously mentioned groups, thus, knowing when to butt in, or to stay out is essential for your survival. -Habits and Strategies:- The most obvious aspect of the Sentinels is that they hover over the ground (not like the Covenant Banshee). This in it’s self provides a bit of a challenge, as only highly accurate weapons are truly effective. They aren’t super maneuverable, and move rather sluggishly through the air. However, they can strafe and fire simultaneously making them more similar to ground units rather then the Banshee. Sentinels fire a beam of laser (not plasma). Fire is maintained for several seconds, and the Sentinels can manipulate their beam and move to track targets. Getting grazed by the beam inflicts minor damage, but having it trained on you for extended periods will reduce your shields down to zero in seconds. As always, getting out their line of fire is the most effective way to avoid taking damage. Sentinels always appear in groups of four or more. Their laser beam may not be the most powerful weapon, but with four aimed at you, it’s quite effective. Fortunately the Sentinels don’t practice advanced military tactics, therefore, leading them around corners is easy to do. Just remember that they may be a few meters above your head. Sentinel’s armor is relatively weak in comparison to Vehicles like the Ghost, but they still can take a fair amount of punishment, and since getting close to them is very difficult, the Assault rifle and Shotgun is nearly ineffective. In fact all ballistic weaponry is very weak against Sentinels (save for the rocket launcher), especially on Legendary. But Plasma weapons are incredibly effective. A single overcharged shot will down any Sentinel, even on Legendary Difficulty (and it’s tracking ability helps too). The Plasma Rifle, and the Needler too are excellent for downing these flying soda machines. Some Sentinels are armed with energy shields, similar to what you use. The only way to tell if they do have them is to shoot them. If an aura glows around then… well you know. Needless to say, the Plasma pistol is very effective against Sentinels, with and without their shields. Beware though, when they come plummeting to the ground, they will explode, causing damage to anyone within the blast radius. -Legendary Difficulty:- Sentinels’ armor is much stronger in Legendary difficulty, to the point where the Assault Rifle and Shotgun are nearly useless against them. Plasma weaponry however has not lost any of its effectiveness against them, and the overcharge is the quickest easiest answer to taking down Sentinels. They are slightly more effective at dodging, but only at extreme range. -Ranks:- Silver Sentinel: These units are the weaker of the two Sentinel classes. Their aim isn’t very effective, and they can lose track of you quite easily. However, Silver Sentinels can occasionally be seen using energy shields. Black Sentinels: Visually it’s difficult to distinguish the Black Sentinels from the Silver, but their improvements are very distinct. They are very accurate, and seem to be able to keep their laser beam tracked on you as long as you’re within their line of sight. Their armor is also much more solid. The word “Pain” doesn’t even begin to describe Black Sentinels. X: -=Legal Shlaub=- This Document is Copyright 2002 by Aragorn (full name: Aragorn Marsden). Any reproduction of this document in part or in whole without the author's written consent is strictly forbidden. Readers are permitted to print this document out for personal use. These are the only Web Sites with my expressed permission to host this document: http://www.gamefaqs.com http://www.neoseeker.com http://www.gamesdomain.com http://www.gamesdomain.co.uk XI: -=Acknowledgement=- Thanks to GameFaqs and Neoseeker for hosting this document. I would like to thank NeoGamer for a few references regarding legal acknowledgement, and some layout ideas The Halo Official manual was used as reference Thanks to Bungie for creating such a wicked cool game Several Excerpts were taken from "Halo: The Fall of Reach" the official prequel to Halo, written by the fabulous Eric Nylund. Thanks Eric Tharnish for going through the grammer. God knows I couldn't do it on my own, and that's the truth. Thanks to Scott Crisostomo for the idea of melee on Hunters. I was a little wounded from my first attempt that I never considered it a second time. Thanks you Derek Scanlon for finding the name of the mortar tanks through your wackey adventures. XII: -[Soon to Come]- - Tips to survive Legendary. It's a fact: legendary is HARD! I'll try to offer as many tips as I can to survive the onslaught. I've come up with a lot, and it's my plan to offer a lot of suggestions that I know have helped me survive on legendary. - Now rumor has it that two new weapons become available once Halo is finished on Legendary and Easy difficulty. I'm not sure of it myself, but I will confirm it once I beat the game on all difficulties. Good luck -Grammatical corrections. Okay it's no secret, my grammar sucks, and I have a way of repeating myself. I'll be sure to correct it over time, as the errors jump up at me. Just try if you can to see past them. Also, don't bother e-mailing me about it, for if you do, I simply will not respond. -Items: I figure while I'm here writing about weapons I should at least write about the items. Lets see, med kit. Eh.... Overshield. Eh.... Cloaking device? Ooooooooh! -Tribute to Cortana: in my mind, Cortana is one of the most brillient characters ever to feature in a video game. Tune in to the next update to find out why. XIII: -=Contact Info=- If anyone would like to contribute information, corrections, or would like to ask general questions about Halo, feel free to contact me at marsdenaragorn@hotmail.com . Any webmasters that would like to host this document are encouraged to e-mail me. Enjoy Aragorn Marsden