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    Enemy/Boss FAQ by dhwk

    Version: 1.40 FINAL | Updated: 02/28/05 | Search Guide | Bookmark Guide

    **Imagine Fancy ASCII Artwork Here**
    Halo 2 Enemies and Bosses Guide
    Copyright 2004 dhwk
    Version History
    11/10/2004 - Version 1.00 Complete!
    11/12/2004 - Version 1.10 Update.
    -Several minor grammatical corrections, sentence corrections.
    -Added additional strategy for Grunts.
    -Added additional strategy for Brutes.
    -The Shadow transport bus is named as such, not the Creep.
    -Flood combat forms can use sniper rifles, but not too accurately. Thanks to 
     the numerous people who pointed this out. 
    -"Heavy Lifter" renamed as Enforcer. Thanks for clarifying this people.
    -Added additional strategy for Enforcer.
    -Minor armament change for Scarab.
    -Added additional strategies for Heretic Leader.
    -Edited strategies for Tartarus.
    -Added additional links where you can find this guide.
    11/17/2004 - Version 1.20 Update.
    -Several minor grammatical corrections, sentence corrections.
    -Added additional strategy for Drones.
    -Updated Elite classes (I'm getting tired of how many different colors there
     are! ^_^).
    -Added additional strategy for Hunters.
    -Edited weapons section for Brutes, they can use shotguns!
    -Added additional strategies for Brutes.
    -Added additional strategy for Ghost.
    -Edited the Spectre section.  The turret-mounted plasma cannon is operable when
     the vehicle is boosting.
    -Added additional strategy for Sentinel Constructor.
    -Added additional strategy for Scarab.
    -Added additional strategy for Heretic Leader.
    -Edited strategies for Tartarus (AGAIN?).
    -Added additional strategies for Tartarus.
    -Edited links section.
    12/14/2004 - Version 1.30 Update.
    -Several minor grammatical corrections, sentence corrections.
    -Edited Drone strategy.
    -Deleted Drone strategy, they do not snipe.
    -Edited Elite classes and armament.
    -Edited Ghost description.
    -Edited weapons section for Heretic Elites.
    -Edited Sentinel classes and armament.
    -Added additional strategy for Sentinel.
    -Minor armament change for Scarab.
    -Added additional strategies for Prophet of Regret
    -Added additional strategy for Tartarus.
    2/28/2005 - Version 1.40 FINAL Update.
    -Several minor grammatical corrections, sentence corrections.
    -Edited Elite strategy.
    -Edited Phantom description.
    -Added additional strategies for Flood combat forms.
    -Edited Tartarus armament.
    -Added additional strategy for Tartarus.
    -Changed Section VII.
    Table of Contents
    I. Introduction
    II. Covenant Enemies
     -Wraith Mortar Tank
     -Shadow Transport Bus
     -Stationary Turret
    III. Heretic Enemies
    -Heretic Grunt
    -Heretic Elite
    IV. Flood Enemies
     -Flood Infection Form
     -Flood Combat Form
     -Flood Carrier Form
    V. Forerunner Enemies
    -Sentinel Constructor
    VI. Bosses
    -Heretic Leader
    -Prophet of Regret
    VII. Questions?  Corrections? Suggestions?
    VIII. Copyright Info.
    IX. Additional Links
    I. Introduction
    Hello and welcome to my very first FAQ.  It's fitting that I should create it 
    for Halo 2, one of the most anticipated console games in memory.  It is a 
    basic guide on how to tackle the numerous and diverse enemies that oppose you 
    throughout this action-packed FPS game.  Since this is a work-in-progress I 
    will try to update with more strategies as I discover them.  Please keep in 
    mind that, unless specified, most of these strategies involve the NORMAL 
    difficulty setting.
    II. Covenant Enemies
    No doubt your most numerous and deadly foe.  The Covenant is a coalition of 
    alien races bent upon the annihilation of the Human race.  To this end they 
    have put into use a diverse collection of soldiers ranging from the cowardly
    Grunts to the powerful Elites.  Know their weaknesses and defeat them!
    Orange (rookie) 
    Red (veteran)
    Black (spec. ops.)
    White (command)
    Green (gunner)
    Plasma pistol, needler, fuel rod gun, plasma turret, plasma grenades.
    The first line of attack in any given Covenant offensive.  The Grunts are 
    perhaps the single most prolific of all Covenant aliens.  Small and sniveling,
    Grunts also tend to be the most cowardly, never far off from their larger 
    Covenant brethren.  It is very rare to find Grunts alone, and at the very 
    least they tend to congregate in large numbers.  Although frail and 
    vulnerable to every weapon, it is their sheer number that can become 
    -There should be no problem when dealing with Grunts, even in Legendary 
     difficulty.  Simply pick them off with any weapon on hand. 
    -Just be aware of the few brave Grunts who will attempt to throw plasma 
     grenades.  Luckily they give plenty of warning before they do this.  Grunts
     themselves are very vulnerable to grenades because of their slow nature.
    -Killing a larger Covenant, especially an Elite, tends to scare all nearby
    -Grunts are the most common race manning the Covenant stationary turrets.
     Use a rocket launcher or a sniper rifle and aim for the Grunt's unprotected
    -In some situations, Grunts may be sleeping on the job.  Try to take out the
     nearby patrols and the Grunts with quiet melee attacks.
    -Grunts carrying fuel rod guns should be a priority.  Take them out first!
    -In certain missions, look out for green Grunts and take them out first. They 
     are rushing to position Plasma Turrets, and in higher difficulties, they 
     can make quick work out of you.
    -Justin Blanchette says: 
     Grunts can drive vehicles.  One example is the second to last level where a
     Grunt is seen driving a Ghost.
    Blue Shield (rookie)
    Orange Shield (veteran)
    Plasma pistol, particle beam rifle.
    Fast-moving support infantry for the Covenant military.  The Jackal's single 
    distinguishing feature is their large wrist-held energy shield, which gives 
    this otherwise frail enemy a keen advantage in combat.  Once in position, a
    single Jackal could effectively hold an enemy squad at bay so never
    underestimate them.  New to Halo 2, certain Jackals have traded their energy 
    shields for alien sniper rifles.  Firing from concealed locations, these new
    foes are absolutely deadly in Heroic and Legendary difficulties!
    -The Jackal's shield gives it a high degree of protection from many 
     conventional human weapons and some lower class energy weapons.  When using 
     ballistic weapons, always try to aim for the Jackal's body.  Especially good
     spots include the feet and the shield's "hand grooves" on the side.
    -The Jackal's energy shield is useless against melee attacks.
    -Certain high-velocity weapons, such as the sniper rifles (human and alien) 
     and the shotgun can unbalance the Jackal, exposing him to further fire.
    -Jackals have low mobility when facing opponents, use explosives against them!
    -Jackal snipers can be notorious enemies in higher difficulties.  It is best
     to memorize their locations and counter-snipe them.  In certain areas, 
     vehicles are a necessity to run the gauntlet of snipers. 
    -Jackal snipers always throw away their sniper rifles and pull out a plasma 
     pistol when you get too close.  Use this to your advantage!
    Plasma pistol, needler.
    Quick and fleeting, the Drones make their debut as new Covenant aliens in 
    Halo 2.  They are one of two Covenant infantry units able to fly, and can cling
    to walls and other hard-to-reach places from where they lay suppressing 
    fire on their enemies.
    -It's hard to miss Drone encounters; the air starts to buzz when about a half 
     dozen of these human-sized insects fill the sky.  Always expect to encounter
     Drones in large numbers.
    -Although fast, Drones have little to speak for in armor, so they fall quickly
     to abuse.  Human ballistics weapons, with their faster fire rate, is ideal
     for dealing with these creatures.
    -In later missions, Drones may appear in waves, so do not relax after the first
    -Drones are known to attach to your vehicle and melee attack you in higher
    Blue (rookie)
    Red/Orange (veteran)
    Gold (command)
    Black (spec. ops.)
    White "Ultra" (spec. ops. command)
    Blue Jetpacker (aerial assault/ranger)
    Honor Guard (Prophet guardians)
    White/Silver, Gold "Praetor" (ceremonial)
    Plasma pistol (can dual wield), plasma rifle (can dual wield), needler (can 
    dual wield), fuel rod gun, Covenant carbine, plasma sword, plasma grenades.
    Without a doubt, the Elites are the iron heart of the Covenant war machine.  
    Each individual Elite is at least an equivalent of the Spartan super soldier, 
    and often can be seen leading the armies into battle.  They are also one of the 
    few Covenant to mann vehicles.  Equipped with personal shielding and wielding 
    powerful weaponry, expect every battle with an Elite to be a challenge, a 
    life-or-death struggle in higher-difficulties!
    -In higher difficulties, AVOID combating Elites at plasma rifle or pistol 
     range!  They are far better shots than you, and your shield will suffer!
     Either close the distance with powerful weapons (such as the shotgun), or 
     snipe them from beyond their range.
    -Elites have a tendency to climb over crates or obstacles to give them a better
     view of the battle.  Use this to your advantage since they cannot shoot when
     they are doing this!
    -Beware of White Elites.  In legendary difficulty they can be seen using
     optic camouflage and can pull out plasma swords once they close distance!
    -Attempt to use weapons that can negate their energy shields.  Plasma pistol's
     overcharge, and the seven shots from a needler are effective.  A sticky plasma
     grenade can be a godsend against these foes.  Without their shields, Elites 
     fall quickly to ballistic weapons.
    -Certain classes of Elites, especially the jetpack Elites, can dual-wield 
     weapons!  Use cover wisely when battling them.
    -Elites can and will try to hijack your vehicle, eliminate them before they
     can close in.
    Modified fuel rod gun
    Protective shield
    The Hunters are the largest Covenant alien encountered.  Always found in
    "bonded pairs," the Hunters act as living tanks and the primary heavy infantry. 
    Bristling with protective armor, the Hunter's offense is bolstered by their 
    hand-mounted FRG cannon and their thundering speed.
    -The Hunters have changed from their Halo: CE counterparts.  Now only the
     sniper rifles and the rocket launcher can bring down the Hunter in a single
     hit, and only if hit in their orange fleshy weak spots.
    -Hunters are more aggressive this time around.  They will not go into melee
     attacks unless they are fairly sure that you will not be able to avoid it.  I
     have personally gone inches in front of a Hunter before it went into melees,
     this made their attacks harder to dodge.
    -Hunters now have a long arcing overhead strike that comes down fairly 
     quickly, and can also do a backward strike on enemies that are directly 
     behind them.  Be careful of this new move.
    -The Hunters carry modified FRGs that send out a concentrated beam of energy.
     They have a distinctive sound that can be easily recognized and avoided. 
    -Contrary to popular beliefs, the plasma sword is NOT one hit kill on a Hunter.
     I have tried many times, and even with the "red lock-on" it does not bring
     them down.
    -David Boudreau says:
     "When one of the Hunters in a pair dies, the other will use it's fuel rod gun 
     far less often, and will instead focus on using melee attacks."  
     "If you manage to stick a Hunter with a plasma grenade, or hit them with a 
     particularly powerful shot that doesn't kill them (like the sniper rifle or 
     rocket launcher, sometimes even the Brute Shot works), they may stand still 
     with their shields down and their necks exposed from the front.  On higher 
     difficulty levels, it's more difficult to get this to happen, and it doesn't 
     last as long."
    Yellow (rookie)
    Brown (veteran)
    Honor Guard
    Plasma rifle, Brute plasma rifle (red), Covenant carbine, Brute shot, shotgun.
    Large ape-like enemies that the player encounters in the late half of the game,
    the Brutes are the second new Covenant alien species in Halo 2.  Their large
    size masks their surprisingly fast melee attacks.  Their large amount of hit
    points and deadly weaponry make them powerful opponents.  Brutes are also the 
    only high-end Covenant infantry to move in large groups.
    -Brutes have no energy shielding, but they have the most hit point of almost 
     any infantry unit (perhaps besides the Hunter) to make up for it.
    -Armor protects parts of the Brute's body, especially the head.  However,
     concentrated attacks will knock off this armor.  Head shots are perhaps the 
     most important with Brutes than with any other enemy.
    -Sometimes when enraged, the Brute abandons his weapon and starts charging
     around the map like a football player.  They are very noticeable when they
     do this, and are often some distance away.  However, once you see this, make
     them priority targets because they can close the gap VERY quickly and
     unleash fast, punishing melee attacks on you.  Use high-velocity or explosive
     weapons to bring them down faster. 
    -It seems that Brutes of all classes fight in similar fashions, preferring to
     keep distances.  However, don't make this fool you into thinking they are weak
     close range fighters!
    -Brutes are also capable of hijacking player-driven vehicles.
    -Eli Black & BDawg82688 says:
     With the Brute's high hit points, the needlers make ideal weapons against 
    -David Boudreau says:
     "It's actually really easy to tell when a Brute will berserk.  All Brutes show 
     up as part of a group, usually of about 2 to 4 of them together.  The last 
     Brute alive will berserk immediately.  So, the best strategy would be to kill 
     at least the last two at the same time.  If that's not possible, take out all 
     of their head armor, and go for the headshot on the last one."
    -Alex de Vries & Richie says:
     Plasma swords and the optic camouflage are useful against isolated Brutes.  
     Cloaked melee attacks to the back also work well when taking care of the 
    Crew- 1
    Armaments- Dual plasma cannons
    Special Features- Speed boost (weapon's inoperative when using this feature).
    The single most common vehicle in Halo 2 is the Ghost.  A reconnaissance 
    vehicle, the Ghost is still no stranger to the battlefield.  Piloted by
    Elites (and later Brutes, Grunts), the Ghost can make quick work of ground 
    infantry with their plasma cannons, or when subtlety isn't an issue, a quick 
    -Always attempt to combat Ghosts while in other vehicles, or when armed
     with a rocket launcher.  Ghosts can be deadly to players on foot.
    -The Ghost's weapon accuracy has been increased from Halo: CE, now you can
     hold down the fire button and unleash a stream of blue death without missing.
    -Use the speed boost to quickly run over enemies and avoid having them 
     boarding your vehicle.  Of course you should always try to steal a ride 
    -Sithicus says:
     There's a large weakspot on the Ghost that can be exploited with a sniper
     rifle (human/alien).  On the left side of the vehicle is a circular 
     protrusion.  A single sniper shot to this area destroys the vehicle, 
     regardless of health.
    Crew- 4 (one driver, one gunner, two side passengers)
    Armaments- Single rapid fire Plasma Turret
    Special Features- Speed boost.
    New to the Halo universe, the Spectre is the Covenant's answer to the Warthog.
    Like other Covenant land vehicles, the Spectre hovers above the landscape, and
    therefore can travel smoothly over any terrain.  
    -The Spectre, like all Covenant land vehicles, is capable of strafing, 
     use this ability to combat enemy vehicles.
    -The Spectre is actually quite fragile and vulnerable to rollovers. Beware when
    -Wraith Mortar Tank-
    Crew- 1
    Armaments- Mortar cannon, dual plasma cannons (AI only)
    Special Features- Speed boost (weapon's inoperative when using this feature).
    The premier heavy vehicle in the Covenant army, the Wraith mortar tank rains
    destructive plasma down on all enemies.  As expected, they are much more 
    durable than other Covenant land vehicles and can withstand a direct rocket
    -When fighting Wraiths, do one of two things, attack from a distance or close
     quickly and hijack the vehicle.  When close, beware of the dual plasma cannons
     that comes into play.  Wraiths may also try to ram you with their speed boost.
    -The Wraith's arcing shot makes it a fairly slow projectile when firing on 
     long-distance targets.  They can still prove to be quite accurate, 
     particularly in higher difficulties.  Always be on the move when engaging
     a Wraith.
    -The Wraith boasts one of the most powerful weapons in the game.  Accuracy is a
     non-issue, use splash damage against enemy infantry and vehicles.
    -When swarmed by large numbers of Ghosts, use the speed boost offensively.
     Know that using speed boost on Ghosts can damage or even destroy them!
     At the very least, this will herd the vehicles, making them easy targets
     for the mortar.
    -Shadow Transport Bus-
    Crew- 2 (one driver, one gunner), 8 passengers.
    Armaments- Single rapid fire plasma turret.
    Special Features- Can transport passengers or Ghosts.
    The Shadow is another new Covenant vehicle.  It only appears in one campaign 
    mission however.  Although you can mann the single plasma turret on this
    vehicle, you cannot pilot it.
    -Being a transport, the Shadow is lightly armed.  Take out the gunner in the 
     overhead turret first, then take out the driver or the vehicle itself at your 
    -The Shadows carry Ghosts, an ideal ride if you happen to lose yours.
    Crew- 1
    Armaments- Dual plasma cannons, fuel rod gun (SP only).
    Special Features- Speed boost, barrel rolls, and loop-de-loops (weapon's 
    inoperative when using these features).
    The single fighter in the Covenant army, the Banshee nevertheless lives up to
    its role with powerful weaponry and nimble agility.  Present only in specific
    campaign missions (you are almost always in vehicles when encountering 
    them), the Banshee is a deadly unit in its own right.
    -The plasma cannon is more accurate.  Hold down the fire button and let
     it loose!
    -The Banshee is more fragile now, use its numerous maneuvers to avoid enemy
     fire.  Especially beware of fuel rod shots from ground troops.
    -Use the speed boost to quickly close or gain distance against foes.
    -Although this has never happened to me, it may be possible for Elites to 
     hijack Banshees, do not approach them.
    Crew- Unknown.  Multiple passengers.
    Armaments- Three rapid-fire plasma turrets.
    Special Features- Can transport multiple Ghosts or a Wraith.
    With the invasion of Earth on hand, the Covenant has unleashed their newest
    assault transport, the Phantom.  Compared to the older horse-shoe shaped 
    troop transport, the Phantom is ton by ton a superior craft.  Able to hold an
    entire squad of Covenant troops, the ship is well protected by triple rotating
    plasma turrets.  Laying withering covering fire, the Phantom quickly drops
    off troopers via a miniature gravity lift.  Phantoms also carry vehicles.   
    -First of all, know that Phantoms cannot be destroyed, so do not waste your
     time.  Its plasma fire can be punishing on higher difficulties so take cover!
    -The three plasma turrets can be destroyed with enough firepower.  One rocket
     per turret, or a Scorpion tank shell can take out multiple turrets at once.
    -Stationary Turret-
    Crew- 1
    Armaments- Single rapid-fire plasma turret.
    Special Features- Energy shield array.
    A new improvement on the older Shade stationary turrets, this new Covenant
    weapon can pin down an ill-prepared enemy squad.  
    -Very noticeable due to the large shield array, you should attempt to take out
     any potential gunners as quickly as possible.  Grunts are the most common
     aliens to use these turrets, aim for the exposed top of their bodies.
    -Despite the shield array, prolonged energy fire or explosive will negate
     its protection.  Enough firepower can destroy the turret entirely.
    III. Heretic Enemies
    Early on in the game, you learn that not all members of your alien enemies 
    follow the Covenant.  It appears that there is at least one splinter faction
    that is directly aligned against them.  Leading this rebellion is an Elite,
    who speaks of the false promises given by the Prophets.  Obviously the 
    Covenant will not stand idly by and let this heresy continue, they shall
    suffer no heretic to live!
    -Heretic Grunt-
    Needler, fuel rod gun, plasma grenades.
    It is not known what drove these otherwise cowardly creatures to move against
    the Covenant.  But because they have abandoned the technological gifts given
    to us by the Covenant, you can see these heretics as the vile beasts they are!
    Strapped to primitive methane breathing mechanisms, these creatures will not
    stay your wrath!
    -Like Covenant Grunts, the Heretic variety should not give you too much 
     trouble.  However, they are more proficient with the needler, so avoid 
     fighting more than a few at a time.  Use stealth to avoid unnecessary 
    -Some Heretic Grunts employ fuel rod guns in battle.  These are especially 
     deadly and should be dealt with quickly.
    -Heretic Elite-
    Covenant carbine, Sentinel laser (Silver), plasma sword, plasma grenades.
    Profane traitors to the Covenant cause, these former Elites now lead a
    fight against the Prophets!  This cannot be allowed to continue.  Know that
    while they have foregone the Elite combat suits, they still possess the
    energy shields.  
    -Not quite as aggressive as the Covenant variety, these warriors prefer to 
     stay back and open fire with their accurate Covenant carbines.  Three 
     headshots will slay you, so beware when playing in higher difficulties.
    -Some Heretic Elites will use plasma swords against you.  Counter with plasma
     grenades or powerful close-range weapons.
    IV. Flood Enemies
    The cancer of the galaxy, the Flood sweep across the universe, consuming all
    sentient life in their path.  Even the mighty and ancient Forerunners were
    forced to construct the giant Halos, or "Fortress Worlds" in a desperate 
    attempt to stem the tide.  It is not known at this time where the Flood  
    originated from, or whether they operate under any organized hierarchy...
    -Flood Infection Form ("Spores")-
    Smallest and most prolific of all Flood variants.  The infection forms vaguely
    resemble jellyfish.  Their only purpose in life is to find sentient organic
    life forms and "infect" them.  It uses its numerous tentacles to pierce the 
    unfortunate victim's nervous systems, sending the host into a deep coma and 
    leaving the infection form free to slowly and insidiously take over their 
    -Although their numbers have significantly decreased from Halo:CE, these
     relentless foes have made up for it in cunning and deadliness.  Each 
     individual infection form will do more damage to your shield, and if you have
     no shield, death is quick and absolute.
    -Flood spores are more intelligent now.  When alone, they are actually known
     to scale ceilings and wait for opportune moments to strike.  I have 
     personally experienced a game where I lost track of an infection form.  While
     searching for it, I was attacked by a combat form.  As soon as I lost my 
     shield, the infection form dropped from the ceiling and killed me!
    -Infection forms can actually recognize plasma swords and act accordingly.
     They may randomize their movement to confuse players.  Sometimes, they may
     even retreat, enticing players to give chase, to which they respond with a 
     sudden jump attack. 
    -Infection forms can now sacrifice themselves to revive dead combat forms.  If 
     you see a dead combat form "convulsing," it means that they are seconds away 
     from returning to the fight!  Take these down quickly.
    -Flood Combat Form ("Warrior")-
    All Human and Covenant weapons except the fuel rod gun and Brute shot.  
    Can also use Sentinel lasers.
    The result of a Flood infection.  These twisted beings once used to be Elites
    and humans.  Now completely overwhelmed by the Flood, they no longer have a
    will of their own, and mindlessly fight to serve the cause!
    -As before, Flood combat forms are pain resistant.  This makes them resistant
     to low class Covenant energy weapons such as the plasma pistol, plasma rifle,
     and the stationary turret.  Also, melee attacks prove to be less than 
    -Because of their tendency to rush the player, use powerful close-range
     weapons.  The shotgun is still the best anti-Flood weapon, with the new
     Sentinel laser and the plasma sword joining the category.
    -Sometimes when alone against the player, a combat form may opt to hide and 
     wait for a better chance to strike.  Keep an eye out for such tricky 
    -Remember in Halo:CE, where taking out the tentacled arm of the combat form 
     took away their melee ability?  It no longer holds here.  Combat forms can 
     melee attack with both arms.
    -The Flood have now adapted to Covenant and human technologies far better than
     before.  Watch out for Elite combat forms equipped with shields and plasma
     swords, and the combat forms driving vehicles!
    -James Walter, CA & Greg Mathewson says:
     Flood combat forms have a weakspot on their chest.  Certain weapons, such as 
     the battle rifle and the Covenant carbine can exploit this.  Watch for a small
     red dot to appear in the crosshair to maximize your damage.
    -Shuhou Tsex & Greg Mathewson says:
     The melee attack of a Brute shot can be potent against the warriors.
    -Flood Carrier Form-
    Those combat forms too damaged to serve the Flood are converted into the 
    bloated carrier forms.  Easily recognizable because of their immense size,
    they serve as incubators for new Flood infection forms.  They aid in the spread
    of these spores by detonating themselves near potential hosts.  
    -Although no longer as numerous as in Halo:CE, the carrier forms should not be
     underestimated.  Their detonation roughly equals the force of a grenade, and 
     the Flood spores they unleash are deadlier than before.
    -As before, a valid strategy is to attack and detonate a carrier form while 
     it's still surrounded by other Flood.  The explosion will quickly thin out 
     their ranks.  
    The Flood are now capable of using the vehicles of their fallen enemies against
    them.  This clearly demonstrates the intelligence and deadliness of these 
    -Flood can now drive the Ghost, Wraith, Warthog, Scorpion, and even the 
     Pelican!  Luckily they are not quite as maneuverable as the player.
    -Be especially wary of Flood-driven tanks.  Although the Wraiths are often
     preoccupied and allows easy hi-jacking, the Scorpion tank can prove durable 
     and deadly.  Use its inaccuracy against it and either attack from long range
     or avoid it entirely.
    V. Forerunner Enemies
    Mechanized servants of the ancient Forerunners who built the Halos.  These 
    robotic beings have unceasingly served their masters for untold years.  Now,
    despite the absence of their creators, these automatons blindly carry out their
    primary purpose, to maintain and protect Halo from all foreign life forms.
    Silver (shielded)
    Gold (shielded)
    High-intensity laser, needler (rare).
    The most common robots seen around Halo, the Sentinels serve various functions 
    ranging from transportation to combat.  Relatively fragile, Sentinels employ 
    laser weaponry and the more advanced Sentinel classes are equipped with 
    low-power energy shields.
    -Sentinels are armed with lasers.  This means that the longer you are exposed
     to its beam, the greater damage it does to you.  Be on the move and bring
     down these machines quickly.
    -Sentinels are more vulnerable to Covenant weapons, use it effectively.
    -The Silver and Gold Sentinel variety have respective laser beam strengths.
     Gold Sentinels are by far more powerful and their lasers serve as effective
     weapons against the Flood.
    -Explosions that occur near them can send Sentinels hurtling against walls and
     crashing onto the floor.  Though dormant when this happens, know that they
     will reactivate if left undisturbed.
    -xv bones says:
     When killed by a needler, the Sentinels detonate with far greater force than
     usual.  This explosion, although dangerous to the player's shield, can be 
     useful when taking out groups of enemies.
    Rapid-fire energy projectiles, multi-missile, lifting claws, dual shields.
    Never encountered in Halo:CE, the Enforcers are enormous floating automatons 
    that dwarf any other Forerunner robot.  Judging from their weapons and 
    abilities, Enforcers seem to be the main Forerunner anti-vehicle weapon.
    -The Enforcer is probably the most unique Halo 2 enemy in terms of all the
     exotic weapons it deploys against its enemies.  It can fire a series of energy
     projectiles (resembles needler rounds but is red and does not track) and 
     multiple missiles against troop clusters and vehicles.
    -Beware going underneath the Enforcer when in a vehicle.  It can use its
     lifting claws to eject you from your ride, even killing you in the process.
    -The dual shield array protects the Enforcer from direct fire.  This energy 
     projection is resistant to all but the most damaging weapons.  Either use 
     heavy explosives against them, or bypass the shield and hit the machine from 
     the sides or the bottom.  Plasma grenades can be ideal here.
    The tiniest robots in the Halo installations, the Workers simply serve as
    repair units.
    -Workers are absolutely no threat to the player.  They can be targeted and
     destroyed if the player bores of watching them flying about in their tasks.
    -Sentinel Constructor-
    Appearing to be vents attached to the walls, these deceptive machines are 
    responsible for the manufacture of Sentinels!  Quickly shoot into their 
    brightly-lit openings and destroy them.
    -These constructors are often placed near the ceilings, but always on walls.
     Listen for the distinctive "charging" noise that it makes before creating a 
     Sentinel to locate them.
    -Sometimes these vents are sealed when you enter a room, but can open once the
     player has wandered far enough into the chamber.  Listen for these 
     reactivating vents.
    -Martin Bishton says:
     The constructors can be destroyed with a melee attack even when they are 
     inactive.  The explosion will take out your shield however, so beware.
    VI. Bosses
    As if the life of a super soldier wasn't hard enough, these unique 
    "individuals" serve to complicate your Halo 2 experience.  
    Single focused plasma cannon, dual "needler" anti-aircraft turrets (fore and 
    rear mounted), varied numbers of infantry.
    The single largest ground vehicle employed by the Covenant.  The Scarab is a 
    rarity on the battlefield, and seems to be used only in the most demanding 
    circumstances.  Fitting, since no other ground weaponry is effective in 
    disabling them, perhaps except a Spartan...
    -No amount of weapon fire is going to bring down the Scarab, so don't bother
     aiming at its leg joints, etc.
    -Instead, you will come to a part in the stage where the Scarab passes under
     a series of catwalks.  Use the nearby rocket launcher and sniper rifle to
     eliminate the Covenant infantry that are firing at you from the back of the
     Scarab.  Once the way is clear, jump onto the vehicle from above (you have 
     about four chances).  Try to land near the back, since this will cover you 
     from additional Covenant forces.  Once onboard carefully descend into the 
     control room and take out all Covenant forces.  Mission accomplished.
    -David Maybury & Evan Hobratschk says:
     There's actually about five chances to board the Scarab.  When it reaches the
     end of the road, it takes a left, and stops near a platform.  There is a 
     stationary machine gun here which you can use against any remaining Covenant.
    -Heretic Leader-
    Dual-wielded plasma rifles, two holographic projector orbs, jetpack.
    The leader of the Heretics shows his proficiency in battle by fighting the 
    player one on one... at least you wish it was that way.  Instead, the Heretic
    Leader employs two orbs that emit identical holographic projections of himself.
    Despite this, the illusions are quite real in terms of damage, so they cannot
    be ignored.
    -In lower difficulties, it is simple to defeat the Heretic leader, merely 
     lock in and use the lunge attack of the plasma sword to kill him.
    -But in higher difficulties, the concentrated firepower of the Leader and his
     holograms make it a difficult fight.  Use the cloak ability strategically to
     dash from cover to cover.  Do not let him see you when you are without cloak!
     The best way to defeat him is to either use the Covenant carbine located near
     the elevator to take out the holograms (the holograms are weaker and distort
     when enough damage is taken.  One more shot disables it completely), or cloak
     and tag them with the plasma grenade.  Although the Leader can take cover in
     the ceiling vents and return with more holograms, you will eventually defeat 
    -Shoeshineboy says:
     "...I have a different strategy for the heretic leader boss.  You run 
     under the bottom balcony, and go into one of the mini-tunnels.  You throw a 
     grenade at the end of the tunnel, and when it explodes the heretic leader 
     comes to the front of the tunnel and starts shooting.  He has a hard time 
     hitting you, but you can easily hit him, and he doesn't move around.  
     Sometimes it is one of his holograms, but it is usually him.  Two or three
     grenade tosses to get him to you usually will be the end of him."
    -Jason Long says:
     Going "Energy Sword crazy" can be effective against the Heretic leader.  
    -Eniphach says:
     "Right off you get a chance to tag one of the holograms with a plasma grenade,
     do it and duck back down.  Cloak, emerge and tag the other.  Now it's just you
     and him and you're only 10 seconds into the fight.  My favorite way of offing
     him is with the Energy Sword.  See if you can melee him right after the lunge 
     slash, be quick about it you can swing that baby all you want without a 
    -Prophet of Regret-
    Two focused plasma beam turrets, high-output energy shield.
    Finally Master Chief faces one of the leaders of the Covenant in combat.  Do 
    not be put off guard by the relative frailty of the Prophet's appearance.  His
    hover chair has enough firepower to melt any enemy in his path so take cover
    when you hear the weapon powering up.  In addition, the Prophet is equipped 
    with a powerful energy shield, making him nigh-invulnerable.  The Prophet is
    escorted by a contingent of Covenant infantry including the Honor Guards.
    -Attempt to take out the numerous Covenant forces protecting the Prophet before
     you attack him.  Beware of Honor Guards armed with energy swords.
    -When the forces have thinned out somewhat (they will respawn), close up on 
     the Prophet and board his hover chair.  Now strike him directly with the melee
     attacks and the Prophet will not last long against the Master Chief's 
     titanium fist.
    -hesthefastest says:
     Selectively killing guards, leaving only the sword-wielding Elites, can give
     you more breathing room to attack the Prophet.  This is especially useful in
     higher difficulties.
    -Jonathan Woodhall says:
     The Prophet tends to teleport to avoid you.  But he will always appear on the
     opposite side of the room, so you can be waiting for him.
    Large chieftain war hammer, "Fist of Rukt."
    The Brute chieftain Tartarus faces you in the climax of the game, and he proves
    to be no easy foe.  Despite the simple melee nature of his attacks, Tartarus 
    seems to be equipped with "shamanistic" powers that seems to bolster his 
    defense and offense.
    -In the beginning of the fight, large numbers of Praetor Elites equipped with 
     plasma swords will rush Tartarus.  Don't be taken along with the crowd and
     rush in yourself.  Stay back as his melee attacks are devastating, and your
     shields cannot protect you.
    -Periodically, Tartarus will be enveloped in a strange "fog," this makes him
     immune to attacks. 
    -Jay Casey, Joshua Opotzner, Matt Blinstrub, & Vincent Slay says: 
     Tartarus' aura will only go down with three rounds of sniper fire from Sgt. 
     Johnson, who will then give the cue to finish him off.
    -Tonny Albrigtsen says:
     Against Tartarus and the reinforcing Brutes, the needlers make ideal weapons.
    -Brian Douthat says:
     "Keep him near the ledge where Sgt. Johnson snipes from, and get him to jump 
     on to the flat area on the dividing wall.  Keep him distracted until the 
     second wave of your reinforcements come.  One of the Elites has dual needlers,
     and about one out of three times, will unleash a constant spray of fire (since
     he has no ammo and never needs to reload).  Tartarus will be unable to move, 
     and Johnson gets clear, easy shots every time.  Then while he's busy, you can 
     take care of the reinforcement Brutes at your leisure, or just ignore them and
     keep pumping shotgun shells into his face."
    -LoneYote & David Ibarra says:
     The Banshee that you use in the last level can be flown into the Tartarus 
     fight.  It just requires some work to fit it through the blown door.
    -Gennadiy Balandin says:
     "In the very beginning... wait on the platform until you see an orbiting ledge 
     between you and the three-tiered battleground. Jump on it.  This will take you
     around the area, all the while giving you a pretty good angle on Tartarus.  Be
     careful and duck, though, since there is another platform circling in opposite
     rotation that will push you off if you are standing.  Wait for the monkey's 
     shield to go down, and unload."
    -Xniac says:
     "...you don't have to wait for Johnson to shoot him.  At the last part of the
     level where you have to get into the Banshee and cover Johnson, look around 
     those purple Covenant crate things.  One should have a fresh batch of sniper 
     rifles.  ...you can take down his shield at your liesure.  BUT, within the 
     first 15 seconds of him jumping off the platform u CAN NOT take down his 
     shields, so wait a little, then go."
    VII. Questions?  Corrections?  Suggestions?
    This is my final update of this FAQ.  Thanks to everyone who sent their 
    feedbacks, whether I used them on the FAQ or not.
    VIII. Copyright Information
    This may be not be reproduced under any circumstances except for personal, 
    private use. It may not be placed on any web site or otherwise distributed 
    publicly without advance written permission. Use of this guide on any other web 
    site or as a part of any public display is strictly prohibited, and a violation 
    of copyright.
    IX. Additional Links
    The list of available links.  The most up to date version of this FAQ can be 
    found at www.gamefaqs.com.

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