*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.
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                        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