hide results

    Legendary Difficulty Guide by shockwaveXPOW

    Version: 2.0 | Updated: 01/19/04 | Search Guide | Bookmark Guide

    Shockwave (shockwave_xpow@hotmail.com)
    Copyright 2003 by shockwave
    All trademarks and copyrights contained in this document are owned by
    their respective trademark and copyright holders.
    None of this information can be reposted anywhere outside of gamefaqs
    without my express permission.  
     1. Update Information
     2. Legendary Difficulty
     3. Co-Op Play
     1. Terrain Features
         A. Retreat and hide
         B. Learn scenes
         C. Use dropoffs
         D. Checkpoint wisely
         E. Notice respawning enemies
         F. Bypass open area
         G. Examples
     2. Combat Strategy
         A. Conserve health
         B. Abuse sleeping enemies
         C. Let enemies fight
         D. Items may disappear
     3. NPCs
         A. Protecting marines
         B. Sniper marine uses
         C. Herding marines
         D. Marines and vehicles
         E. Sentinels
     1. Held weapons
         A. Assault rifle
         B. Needler
         C. Pistol
         D. Plasma pistol
         E. Plasma Rifle
         F. Rocket launcher
         G. Shotgun
         H. Sniper rifle
     2. Grenades
     3. Mountable weapons
         A. Vehicles types
         B. Vehicle use
         C. Indoor vehicle use
         D. Driving tips
         E. Stationary guns
     4. Melee attacks
     5. Consumables
         A. Health pack
         B. Cloaking
         C. Overshield
     1. Overview
         A. Covenant
         B. Flood
     2. Covenant Enemies
         A. Grunts
         B. Jackals
         C. Elites
         D. Hunters
     3. Flood
         A. Parasites
         B. Carriers
         C. Drones
     4. Sentinels
    1. Update Information
    V1.0: First version
    V2.0: Miscellaneous revisions
    2. Legendary Difficulty
    So you're going to try to tackle Legendary in Halo.  This is one of
    the hardest difficulty levels of any game that I've ever experienced.
    In most games, harder difficulty just means more patience and dying;
    in Halo, there are simply scenes that you will spend hours trying to
    get through with no progress until you get extremely lucky or figure
    out some quirk.  I have a lot of experience with FPSs and Halo, both
    single and multiplayer, and it's only a couple of years after I got
    the game that I've good enough to really try to solve Legendary all
    the way through on single player.
    Legendary is not for people who want a guarantee that they'll solve
    the game, most likely you'll get frustrated somewhere near the
    beginning and stop playing.  But if you're truly masochistic, here's a
    general guide that will help you through to the best of my ability.
    This guide is not comprehensive, but it's intended to cover points
    that I have not seen in other guides.  If you have questions, be sure
    to first check the other many faqs available on gamefaqs before
    contacting me.  It is also possible that there are other ways to solve
    Legendary that conflict with my comments.  I haven't even solved
    Legendary all the way through at the time of this writing, but this is
    just my honest attempt of compiling everything I've learned so far.
    Before you get started, I would sugget inverting flight controls,
    turning off auto-levelling, and increasing your rotation rate by a
    bit.  You want to be able to spin as fast as possible, unfortunately
    Halo is not like a PC game where you have a mouse interface for this
    sort of thing, so try to get used to using your analog to control your
    spin rate.  I find that the default setting is way too slow, and this
    is not just a preference thing because there are times when you really
    do need to turn fast and thus will die if you're using a lower
    As a matter of terminology, I refer to "scenes" as areas between two
    checkpoints.  In other words, it's what you need to fight through to
    get to the next save.
    3. Co-op Play
    Co-op play is fairly trivial to solve at any level given the unlimited
    respawn.  One easy way to get through difficult levels is to simply
    alternate having one player stand very far back while the other
    charges in and does damage.  Since monsters don't generally respawn
    indefinitely, and since you start off with weaponry and ammo whenever
    you die, you'll eventually make it through.  The harder co-op missions
    are ones where you start off in one room and have nowhere to hide
    (e.g. boarding the covenant ship in Level 3) or when you have to keep
    some puny target such as Captain Keyes alive.  In the former, note
    that often you can find a place to hide anyway, e.g. in the said level
    where you board the covenant ship, you can have one player hide behind
    the normally locked doors if you run through them while the covenent
    are opening them.  More on this later.  In the latter, an important
    note is that your NPCs (Non Player Characters, e.g. marines) will
    always follow the second (i.e. bottom screen) player.  So you have
    that person hang back while player 1 clears out the hostiles.
    That's all I'll say about co-op play.  The unlimited respawn makes it
    artifically easy to solve; if you're having trouble getting through
    Legendary in co-op, then I suggest reading through some other basic
    guides.  Just bear in mind that you cannot save halfway through a
    level in co-op, so you'll have to solve the whole thing in one
    sitting.  The rest of this guide will cover exclusively single player
    since that is where the real challenge is.
    1.  Terrain Features
    I am not going to go through how to solve every level in Legendary.
    This would take far too much time and I doubt most people would even
    be patient enough to read through it.  There are other guides that
    have more detailed walkthroughs, this guide is intended to supplement
    them while avoiding duplicating information.  However, I'll start out
    by pointing out some general ways to approach levels, then give
    examples of a couple of excetionally difficult ones.
    A. Retreat and hide
    The absolute most important idea in Legendary is that you must find a
    position where you can take on enemies one or a few at a time.  Open
    areas are bad, closed areas are good.  There are plenty of fairly open
    levels where you'll get absolutely slaughtered if you run in with guns
    blazing.  Even the lowly grunt with a plasma pistol can take down your
    health very quickly when given an opportunity to fire for more than a
    second or two.  The first thing I do whenever I enter a level is run
    backward and see who follows, this is a standard "retreat strategy".
    For example, hiding behind doors is an excellent tactic.  In many
    levels, opponents will not follow you, so you use the door as somewhat
    of a shield -- open the door, fire a couple of charged plasma pistol
    shots, then retreat and allow the door to close so that you can
    regenerate shield.  You can do this similarly with obstacles, corners,
    etc.  There's nothing magical about this.  So if you're dying
    repeatedly in any particular scene, then consider a more patient
    approach.  As a policy, you should never be running around in the open
    when there are enemies around.  Always start far back, inch forward
    until you see your first enemy, pick the appropriate weapon to
    dispatch it, then proceed after it's dead.
    The hardest scenes about finding hiding spaces are in the beginning of
    levels, because you're often thrown into some open combat area.  Even
    so, most of these levels beginnings actually have hiding post.  More
    on that later in this section.
    B. Learn scenes
    There are generally quirks and tricks you can use for each scene.
    Again, I'm not going to go through this because it's far too
    laborious, and in general I am not going to answer questions for
    people who are having trouble on a particular scene so don't ask.  For
    some of the tougher scenes, I can play through up to 50 times to get
    through.  During that time, I'll naturally learn the scene inside out
    by the time I'm through.  So I'm assuming you will be able to too; my
    main comment is that you need to approach Legendary with patience and
    be willing to fight through the same checkpoint dozens of times until
    you figure it out.  If you're thinking about giving up or asking for
    help after dying several times, you're not going to make it through
    and probably should try a lower difficulty level.
    If I'm having trouble in a scene, I'll usually spend a couple of lives
    running around the area mapping out where weapons, powerups, and
    terrain are.  Dying, dying, and dying again doing the same thing each
    time without any change usually means I'm not doing it right.  Spend
    some time searching out the optimal way to approach each scene, then
    work on your execution.
    C. Use dropoffs
    Some areas have cliffs or open portals.  These are your friends as
    long as you don't fall down them, particularly against hunters.  The
    easiest way to kill a hunter is through use of a pistol.  The second
    easiest is to get it to charge at you when you're standing at the edge
    of a cliff.  Most areas where you meet hunters will have one or the
    other.  You can also sometimes flush normal enemies off of dropoffs
    through grenade use.  Elites and grunts in particular will launch
    themselves pretty far when you throw a grenade at them, so you can get
    them to jump off of cliffs.  There are other areas where enemies such
    as elites will be at a different level than you, such as on a raised
    platform, and where it's nearly impossible to kill them because
    they'll constantly hide and regenerate shields whenever hit.  One of
    the best ways to handle this short of sniping them is to throw a
    grenade at them and make them jump off the platform down to your
    D. Checkpoint wisely
    Checkpoints almost always are triggered after you finish clearing out
    a given group of enemies.  Because Halo loads each scene up as you
    pass from one to other, there will never be a very long continuous
    stream of enemies without some break.  So after you kill a group of
    enemies and there are none other in sight, you should expect to
    checkpoint soon.  This is all obvious information, but what is not
    obvious is that sometimes you can go through a scene without
    checkpointing.  This means that if you die in the next, you're setback
    to starting over both scenes.  Getting through a scene without
    checkpointing doesn't mean the scene doesn't have one, it means you
    haven't reached a spot where you trigger it.  If after you kill your
    enemies, you don't checkpoint soon, wander around the area until you
    get the checkpoint message.  It's always there somewhere.
    After clearing out enemies, be sure to backtrack and replenish your
    weapons and ammo and do whatever other maintenance before going
    forward and hitting the checkpoint.  Chances are that in most scenes
    you will die at least once before successfully getting through it.  If
    you did your maintenance before checkpointing for the previous scene,
    then this saves you the trouble of having to do it all over again each
    time you die and restart.  For example, if your plasma rifle is low on
    ammo, first backtrack and find a replacement before going forward,
    otherwise everytime you die during the next scene you'll have to go
    back and do this.  In levels where you need to use a Banshee, generally 
    you'll checkpoint right as you get into the Banshee. 
    Some levels such as Level 4 are non-linear, in that you can go through
    scenes multiple times and each time will checkpoint.  You can abuse
    checkpoints in these types of missions becuase you essentially can get
    a manual save whenever you cross the boundary between two checkpoints.
    In other words, in these levels you'll always checkpoint when you run
    over certain spots.  Find where those are and return to them whenever
    you need to save.  It's too bad that Halo doesn't allow you to save at
    will but that's part of the reason Legendary provides such a good
    E. Notice respawning enemies
    There are some areas, particularly with flood, where enemies will
    continue to respawn indefinitely, usually everytime you pass through
    or near an area.  In other words, you can never clear them out
    completely.  These spots are rare but it can save you a lot of
    frustration if you recognize them.  For example, in Level 5 when
    you're escaping into the forest with your marines, there are a few
    spots that constantly regenerate flood (they'll typically fall out of
    trees).  In Level 10, engineering room, flood will constantly respawn
    at the ramps to the third level.  You can wait around 30 minutes and 
    they'll just keep coming until you move out of the area.  The best
    way to handle these is to engage and kill the current enemies there 
    as quickly as possible, then run through the area so that none
    respawn.  Just be careful of flood carriers when running through,
    particularly in Level 10.
    F. Bypass open areas
    Sometimes you'll come across an open area where there's nowhere
    obvious to retreat to.  Remember that the best way to handle enemies
    in Legendary is to take them on in enclosed areas, often this means
    that the first thing you do when entering a new scene is to retreat
    into the previous and see what follows you.  If that's infeasible --
    e.g. the retreat is blocked by a door suddenly becomes impassable --
    then sometimes you can also run through the area and into the next to
    find cover.  One example is in Level 6 right after you climb the tree
    to get to the open area near the indoor installation, this is very
    close to the beginning of the level.  You'll recognize this because
    the first thing you'll see is friendly assault rifle fire and grenades
    being thrown, and the covenant in retreat (there's not actually any
    real marines doing this, it's all just scripted).  If you stay in this
    open area and fight the covenant, you'll generally take a lot of
    damage even if you use the shade gun there.  If you retreat, you'll go
    back down a hill onto the tree and nobody will follow.  However, you
    can run through the covenant forces and into the station, then make
    your stand there.  There are well over a dozen grunts and jackals, and
    taking them on from inside the entrance is astronomically easier than
    fighting them in the woods.
    G. Examples
    Here's a couple of detailed walkthroughs for the more difficult
    scenes.  I'm sure there are others that I have not run into yet, I'll
    add onto this when I find more noteworthy ones.
    a. Level 3 : After boarding the covenant ship.
    This scene puts you into an exposed area surrounded by several doors.
    Covenant come out in waves through any of these.  This includes groups
    of jackals, grunts, and gold sword elites.  Unfortunately, no enemies
    carry plasma rifles so you'll never be able to get a fresh one.  There
    is one health pack here and a cloak.
    First, before you get into this level, make sure you're at full
    health.  If you're not, replay the previous level until you are.
    There is a health pack near the lift of the previous level so there is
    really no excuse for not having full health.  You should also have a
    plasma rifle with as much charge as possible, a needler with full
    ammo, and a full stock of plasma and frag grenades.  If you cannot
    find those in the previous scene, then go back further.  There is a
    cache of frag grenades near the beginning of the level, and you can
    certainly find all covenant items.  I suppose you can also kill the
    marine reinforcements to see if they have any grenades.  Drop your
    sniper rifle, it's not worth carrying in general through the next
    level.  You could keep it, because there are a couple of spots later
    on where it could be useful, but it takes up an inventory slot and if
    you drop it during combat, most likely it'll disappear pretty soon.
    The first enemy will always be an invisible sword elite.  Kill it
    immediately with your plasma rifle; if you don't kill it fast, then
    restart.  Now look at your radar for the masses of red blips.
    Whenever you see one, go towards that door and chuck a plasma grenade
    in there as soon as the door opens.  Jackals and grunts are both only
    mediocre at dodging plasma grenades so you can often do a lot of
    damage or at least force them to jump away, which means they won't be
    firing.  The types of enemies that appear, and the doors they appear
    out of, are totally random.  Just hope that you don't run into too
    many sword elites, because these are by far the hardest to kill.
    Remember that all elites will stop and "power up" as soon as they're
    hit for the first time or shortly after seeing you.  Try to stick the
    elite with a plasma grenade while it's stationary.  Otherwise, use
    your needler, it is by far the fastest way to kill the gold elite.
    I've tried using my sniper rifle but this is just too iffy; it takes
    around 3 hits and if you miss, you die.  That said, if you're actually
    really good with the sniper and can take out gold elites consistently,
    then definitely bring along your sniper rifle.
    Keep your marines alive as long as possible, because they often throw
    frag grenades and this will help out tremendously.  Also, the longer
    your marines are alive, the more they're diverting fire away from you.
    After they're dead, things become very difficult because all covenant
    will focus on you.  At this point, it's a good idea to run into one of
    the inaccessible doors and take things slowly.  Two of the doors meet
    in a common passage, the others go to a dead end.  Wait until a group
    of covenant comes out of one of the two doors, and kill them and run
    through that.  Covenant except for gold elite will not go through the
    door to pursue you, although once in a while they'll come out of one
    of the other doors leading into the passage.  Usually there's a lot of
    dead bodies and weapons near the door.  I'll open the door, grab a
    plasma pistol, and run back quickly.  Then, it's just a matter of
    patience -- charge your plasma pistol, open the door and unload it,
    retreat.  You don't really have to aim because there's invariably
    going to be a target nearby that it'll hit.  When your pistol is
    depleted, chuck it and get another.  Save your needler for when you
    see groups of enemies or when a gold elite is nearby.  Save your
    plasma rifle (if it has any ammo left to begin with), you'll need it
    for the hunters or for when enemies come into your passage.  Speaking
    of that, this is where I usually die, because those enemies will
    appear right in my face.  The best way to handle this is to chuck a
    plasma grenade, and use your rifle.  The needler works too but because
    they'll be near you and it does delayed damage, you may sustain hits
    before your target explodes.
    The music will change eventually, then you'll checkpoint after a
    couple of other waves.  Whew.  It took me many many hours to get
    through this.  Finally, two hunters will come out when everything else
    is dead.  Killing them is not eays because most likely you'll only
    have some plasma pistols and needlers available.  If there is an
    assault rifle, definitely use that.  Otherwise, just be patient.  You
    may want to consider luring one of the hunters into the passage (just
    back up towards the door and it'll open when the hunter gets close to
    it).  The other hunter won't go through the door unless it's nearby.
    The drawback is that the passage is quite narrow so there is less
    strafing room.
    I would save the cloak until near after your marines are dead and
    you're taking on enemies from the passage.  If you can get to it,
    it'll be very helpful.  Sneak up behind the gold elites and club them
    while they're inactive, etc.  Just be aware that any action other than
    melee attack will reveal your position, and keep your distance from
    your enemies because they'll sometimes react if you get too close.
    b. Level 3 : Large open room interior
    This is a huge room with a lot of crates, an upper ledge where enemies
    will appear, and a dropoff.  There are two health packs here and some
    grenades.  You'll checkpoint only once, after the first few waves.
    Using plasma pistol charged shots works fine against most enemies
    here, you can just fire it blindly at the upper ledges and they'll
    home in on any grunts there even if you can't see them.  In front of
    you and on the left near the dropoff, against the wall that forms one
    of the upper ledges, there's some large crates that you can stand
    behind and be completely hidden from most fire.
    There is a set number of waves that will come at you, the place they
    appear depends on where you are standing.  The easiest waves to handle
    are ones where grunts and jackals appear on the ledge above you and to
    your right.  You can hide in the safe area I mentioned above near the
    ledge, keep out occasionally, and fire charged shots to take them out.
    The most difficult are the waves that come from the door that you
    entered the room from.  When that happens, I'll chuck a fragmentation
    grenade at the door, unload a few plasma grenades, and run clear to
    the other room and hide behind the large crates near where the hunters
    will come out of later.  From there, I keep out occasionally and take
    out enemies one by one.
    The main difficulty about this level is that you have to fight a LOT
    of waves of enemies, and there's one red elite on the upper ledge with
    a plasma rifle who will pick you off relentlessly.  There is no easy
    way short of luck for killing him unless you kept your sniper rifle
    from the beginning of the level.  There are a lot of crates up there,
    and he'll always come out, shoot at you while strafing, and hide
    behind a crate to regenerate as soon as you hit him back.  You can try
    to get lucky with a needler or plasma pistol but red elites tend to
    dodge these very well.  You can try to get luck with a plasma grenade
    but this is really not practical.  The easiest way (and it's not easy)
    that I've found is to flush him off the ledge by tossing a plasma
    grenade near him.  I'll get right up to the ledge, face almost
    vertical, and toss a grenade upward, it'll land somewhere on the
    ledge.  Repeat until he decides to jump off to avoid it, sometimes
    you'll get extremely lucky and he'll jump clear out of the dropoff.
    But in any case, as soon as he's on the same level as you, it's much
    easier to kill him with a needler.  Also, there is also an overshield
    in this level.  I recommend just getting it when you need to fight
    that wave of enemies.
    After much work, the music will change and you'll finally come up
    against 2 hunters.  As far as I can tell, there is no checkpoint.
    Fortunately, the hunters aren't all that hard to kill because you can
    use the dropoff.  Just lure them there, let them charge you, and
    strafe so that they run off the ledge.
    There are two health packs here and some frag grenades, use the health
    packs sparingly.  Unless you're absolutely amazing, you'll probably
    have sustained some damage from earlier in the level.  But, try to get
    through at least up until the first checkpoint without using a health
    pack.  Things are more difficult after that, and having just one
    health pack afterward means that you'll most likely end up taking
    damage.  Don't be afraid to keep restarting the first scene whenever
    you take body damage, so that you checkpoint with full health.  It
    really sucks if you're at one red and accidentally checkpoint here.
    c. Level 5 : Start
    This is a tough level because as soon as you're dropped off, you're
    confronted by two red elites and a swarm of grunts.  There are two
    stationary guns here that are tempting to use, but if you get in them
    then you'll most likely get grenaded or just whittled down by direct
    fire.  When you're dropped off, look to the extreme right of the
    board.  There is a large square column there.  Run immediately towards
    it and strafe to avoid fire.  If the elites are quick and start firing
    at you, they'll probably take off a lot of health before you get
    there, just restart in that instance or chuck a grenade at the door to
    make them dodge when they come out.
    The elites will pursue you to the front side of the pillar but will
    never go fully around, so you can hide behind it indefinitely.  The
    grunts will man the guns and stand around doing nothing.  Pick them
    off with your pistol until they're all dead.  Now you just have to
    deal with the elites.  This is the hard part.  Assault rifle and
    pistol are poor weapons to use against them.  There are two methods
    for taking them out.  First, you can try to run past them and get back
    to the entrance, there you can pick up a plasma pistol and some
    grenades, or use the shade guns.  This is difficult because the elites
    will pick you off as you run past them, you can try grenading them
    repeatedly to make them dodge but that's not easy either.  The second
    thing you can do is wait until they're stationary and facing in one
    direction.  Typically after not seeing you for a while, they'll hunch
    over close to the pillar in some random direction and become inactive.
    If you approach when they're facing away from you, you can melee them
    and kill them instantly.  Do this once and then pick up a plasma rifle
    to finish off the other, or be patient and do it twice.  In one
    instance, I was able to take out both elites with melee in one pass
    because they were both facing away from me.  You should be able to get
    through this without losing any health, so be patient -- run behind
    the pillar, wait until the elites stop shooting, inch forward from the
    other side of the pillar and see if they're facing away from you,
    repeat until you get a good shot at their backs.
    2. Combat Strategy
    Here's some general approaches to combat.  There will be far more
    detailed information in the enemies and weapons section, so this
    includes all non-specific facets of combat.
    A. Conserve health
    In general, you should replay scenes until you can get through them
    without losing any health.  The only scenes where you should lose
    health at all are ones at the beginning where there is no easy place
    to hide.  Otherwise, assuming that you have enough patience, you
    should always adopt a strategy that allows you to kill enemies while
    exposing yourself to the least amount of direct fire.  Granted, you
    can't be perfect all the time, and there will be scenes where it is
    possible but difficult to get by without taking a scratch.  Learn to
    be able to discern which is of that type so that you don't needlessly
    lose health getting through the easier scenes.  In particular, note
    that checkpoints come with no warning.  If you've dispatched a bunch
    of enemies and have taken more damage than you think is reasonable,
    immediately pause and restart the level so that it doesn't save before
    you're able to.  Even bearing this in mind, you'll certainly get into
    situations where you accidentally checkpoint with far too little
    health.  This is why it's important to try to keep health up as much
    as possible, to account for situations such as these as well as scenes
    where you will invariably get through with some damage.  The worst
    feeling is to be halfway through a level, accidentally checkpoint when
    you have 1 bar of health remaining, and not be able to get through the
    rest, and having to start over from the very beginning.
    Note that your health bar is discretized whereas your shield bar is
    not.  What I mean by this is that it's possible to take health damage
    even if you don't see it.  You can take a few plasma shots before your
    health goes down by a notch.  However, this doesn't mean that your
    health is staying the same.  Just remember that whenever you take a
    hit when your shields are down, you will sustain health damage, even
    if it doesn't show up.
    B. Abuse sleeping enemies
    Grunts often show up in scenes sleeping and should be taken out
    quietly with a melee attack.  Melee attacks will kill anything that is
    sleeping, or all covenant, except hunters, that have their backed
    turned.  These are all obvious comments -- of course you should take
    out sleeping grunts.  However, there are some scenes where you can get
    through the entirety just by melee attack, but where it may not be
    obvious how to in the beginning.  Usually sleeping grunts are close to
    elites or jackals, which will call out and cause them to wake up if
    you alert those.  However, in some of these scenes, you can avoid the
    elites or jackals and take out all the grunts if you're patient, this
    may involve getting familiar with their patrol routes.  Elites in
    particular are often prone to being knocked out from behind too
    because they'll often stand upright and motionless.
    As an example, for Level 4 there is a scene where you meet a bunch of
    sleeping grunts after going indoors, shortly after a huge fight
    involving covenant and your supporting marines.  This is the scene
    right after you're unable to take your tank further.  In that scene,
    there are a LOT of sleeping grunts, and a few elites.  The elites can
    all be taken out by melee attack -- some of them are staionary while
    others go through predictable patrols where you can get behind them.
    If you charge into that with guns blazing, you can also win the scene
    but it's much more difficult.  Even if you can't take out everything
    without waking up a single grunt, you should be able to figure out how
    to kill at least 3/4 of the enemies and at least one elite.
    There are other scenes where grunts start asleep but will wake up
    after a short amount of time because there are unavoidable elites
    nearby, such as on the Level 4 bridge scenes.  In these, you just have
    to take out as many as possible as fast as possible, there's no magic
    to it.
    C. Let enemies fight
    There are scenes where you'll have both covenant and flood, or both
    enemy sentinels and flood.  Sit back, relax, and enjoy the fireworks,
    preferably with a zoom weapon so you can see the action better.
    Generally the flood will win all fights.  You may want to look at the
    outcome of the fight and then see if you should help out in case
    there's too many enemies left.  For example, if the flood slaughter
    the covenant, maybe you can chuck some grenades at the covenant to
    whittle them down a bit while they're fighting.
    D. Items may disappear
    One very annoying aspect of Halo is that dropped items do not stay
    around indefinitely.  Rather, there seems to be a maximum number of
    supported dropped items per scene, so that older weapons start
    disappearing.  This is particularly annoying when enemies you are
    killing are in some inaccessible area where you can't retrieve their
    weapons (e.g. a parallel bridge), meanwhile the ones you can get a
    hold of are disappearing as you kill those enemies.
    Fortunately, there is only a max number of items per scene.  This
    means that once you are done with a scene, you can safely assume that
    dropped items there will remain persistent.  This is particularly
    relevant when you have some rarer item that you need to drop for some
    time, such as a rocket launcher or sniper.  In levels where I have
    access to these, I'll typically carry them around but rarely use them.
    This means they take up inventory space.  When getting into large
    fights, though, I'll often need access to a secondary weapon, so I'll
    drop my sniper rifle and pick up something to use temporarily.
    Unfortunately, sometimes when I come back, my rifle is gone.  The
    safer way to do this is to go back to a previous scene (you can tell
    because the game will give the "loading...done" message as you pass
    into a previous checkpoint area) and drop your weapon there.
    Items that start in the scene, i.e. are not dropped by killed enemies,
    will not disappear.  So if you run across a rocket launcher, ask first
    if you really need to pick it up right now.  It's often better to
    leave it sitting there, and backtrack later to get it so that it does
    not tie up an inventory slot and so that you don't have to worry about
    it vanishing if you drop it later on.
    3. NPCs
    I'm using NPC as "Non Player Character" here, this includes marines
    and sentinels.  Here's some basic strategies for how to protect and
    utilize your NPCs.
    A. Protecting marines
    In Legendary, marines die very quickly, and there are some levels
    where you absolutely cannot save them no matter what you do.  As a
    general policy, should you try?  This is a matter of some debate.  As
    a general policy, I think you should look for ways to keep your
    marines alive; after all, it's no different from how you will
    generally die easily in Legendary and thus look for ways to keep
    yourself alive.
    Marines provide a lot of useful support.  They will not kill many
    enemies with their machine guns, but their frag grenades are very
    useful and they generally throw them effectively.  Marines' verbal
    remarks will also alert you when there are enemies around, and also
    when you've killed enemies.  The latter point may not seem that
    important, but there are plenty of times when you'll be firing or
    sniping at something in the distance and will not be sure whether it
    is dead.  And there will be other times when enemies don't necessarily
    appear on your radar but your marine friends will detect them first.
    Marines are also very useful in vehicles such as the Warthog since you
    can't fire while driving.  Marines with shotguns will take down flood
    pretty fast in the later levels.  Finally, I find the game much more
    rewarding just from an aesthetic level if I can keep my marines alive,
    because the addition of marines into the game and their funny
    interactions is part of what makes the game enjoyable.  My favorite
    marine saying: "Hey, that was Bob!", after one of the marines kills a
    flood drone.
    Just because your marines are frail does not mean that you cannot
    protect them.  For Level 3, I was able to keep most of my marines
    alive until the scenes right before I boarded the covenant ship.  For
    Level 6, I kept most of my marines alive through the entire level.  In
    fact, in almost all levels, I'm able to keep at least some of my
    marines alive until the end.  Think of it as an added challenge; after
    all, you've got to be a challenge-seeker in the first place to be
    playing Legendary.  I'm not going to force you to believe that
    spending time saving your marines is always the right idea; you have
    to weigh the tradeoff between what they give you versus how much
    trouble it is to save them.  My main challenge is that you don't just
    assume off the bat that they cannot be protected at reasonable cost.
    Generally there are achievable ways if you're patient enough to look
    for them.
    As a caveat, there are some situations where it's absolutely
    impossible to save your marines, and attempting to keep them alive
    only ensures that you'll sustain heavy damage yourself.  There's only
    a couple of scenes I've found so far where this happens, so don't give
    up too easily because in most scenes you can save your marines and
    it's worth doing so.
    B. Sniper marine uses
    Sniper marines are absolutely vital and you should always replay
    scenes where sniper marines die.  They fire frequently and never miss.
    You can also use their tracers to target far away enemies that you
    cannot see.  This is particularly useful if you're in a vehicle such
    as a tank and your sniper passengers are firing at distant targets
    such as hunters that take multiple hits to kill or are impervious to
    sniper shots.  Just fire in the same direction as the tracer, and stop
    after the marines say the equivalent of "Nice shot".
    Sniper marines are very useful in Warthogs since the Warthog can
    provide them with quite a bit of protection.  They will always get
    into the shotgun seat if it's available.
    C. Herding marines
    Unfortunately there is no squad based control for Halo, one would
    ideally like to be able to give commands to marines such as to fall
    back and stay out of trouble.  Marines will generally run towards
    enemies and engage them, and will do silly things like open doors and
    expose themselves to fire if you're too close to a door.  You can
    force marines to retreat by just running away yourself -- eventually
    the marines will stop fighting and will follow you.  Unfortunately,
    they're often dead by the time you get far enough away from combat;
    however, one tactic is to immediately backtrack when you see new
    enemies and get them and your marines to follow you where you can
    later handle them in favorable terrain.  This is often better than
    staying in an open room and watching everything including yourself
    There are also instances where you can keep marines stuck in an area
    for their protection.  For example, in Level 4, the first marine scene
    involves a large open area where you have access to a warthog and your
    nearby marines are getting slaughtered.  You can save a couple of
    marines into your warthog then run the warthog back through the door
    that lead to the scene.  Get out of the warthog and take the rest of
    the scene on foot.  The marines will try to follow you once you get
    out, but you can stop them if you backed the warthog into the passage.
    That way the gunner and the shotgun both cannot get past the warthog
    to follow you.
    D. Marines and vehicles
    One of the best reasons to save your marines is because they're
    valuable accompany you in vehicles.  By no accident, often when you
    have access to a Warthog or Scorpion tank, you'll also have marines
    nearby.  Marines on vehicles will last longer because the vehicle
    provides natural protection.  For example, if you want to protect your
    shotgun marine in your Warthog, turn it so that it faces away from
    your enemies.  This of course will also prevent your marine from
    firing at those targets on its other side, but this is often
    strategically o.k.  For example, if you're facing a bunch of enemies
    in front of you, only the right side can hit your shotgun marine and
    vice versa be hit by that marine.  The tank provides similar
    protection although it's much less effective.
    It's worth experimenting around to see how to best utilize your
    marines while protecting them.  In particular, for Warthog scenes, I
    often find that the best thing to do is to get out of my vehicle and
    leave my marines in a good defensible firing position.  I then can
    fire my own weapon while they provide cover support, this is generally
    better than running rampant into the middle of a swarm of enemies and
    getting myself and them killed.  For smaller groups of enemies or
    where I have maneuvering space, though, I'll often charge in anyway.
    As long as I'm in motion, I can dodge most shots or force clusters of
    enemies to keep running away from my Warthog as I try to run them
    over.  Experiment with a bit to see how to approach enemies so that
    you maximally protect your marines.  I usually charge directly at
    enemies and then veer clockwise to my right so that my driver's side
    is exposed to their fire as I try to run them over.
    Be sure to keep tabs on your marine health before you checkpoint.  If
    they've taken too much damage, it might be better to restart the scene
    unless you can backtrack to another point where you have a stock of
    fresh marines.  Killing badly injured marines is also a sound tactic
    if you can't stop them from being the ones to gett into your vehicle.
    Just don't kill too many or eventually they'll turn on you.  Killing
    sniper marines to get sniper rifles and ammo is also sometimes a very
    good idea, although it's certainly a tradeoff since those marines are
    the most helpful for support.
    E. Sentinels
    Sentinels are your friends through Level 6, then become your enemies
    later.  Sentinels individually do not do much damage but concentrated
    fire will take out individual targets fairly quickly.  Their real
    value to me is that when they fire at something, I know it's there,
    and this is very helpful in Level 6 because the level is so dark.
    Sentinels don't do as much damage as it may seem.  The issue is that
    although sentinels fire a continuous beam, this doesn't mean they do
    continuous damage.  Their beams sweep a small area and thus slice
    through a target.  For smaller targets, this means that for half or
    more of the time, the beam isn't actually hitting the target.
    During times when I do want to keep sentinels alive, I can usually
    help them by tossing grenades and attacking aggressively such that the
    flood are attracted to me versus the sentinels.  Flood will kill
    sentinels very quickly -- their shots are accurate, they'll leap and
    melee attack, and sometimes (not coincidentally) they'll have rocket
    launchers in scenes where sentinels are helping out.  That said, I can
    generally keep my sentinels alive in Level 6.
    === III. WEAPONS
    1.. Held Weapons
    The beauty of Halo is that all weapons are useful.  If you play in
    lower difficulty levels, you'll quickly prioritize weapons -- for
    example, plasma rifles and shotguns are great against everything and
    plasma pistols are rarely worth the time.  Legendary is a completely
    different beast so you'll find yourself using so-called weak weapons
    frequently.  This is because in Legendary, you can only rarely attack
    enemies head on without losing considerable health, even if those
    enemies are lowly grunts.  Legendary is all about picking off targets
    from relative safety.
    A. Assault rifle
    I would get rid of the assault rifle in favor of just about anything
    against either covenant or flood.  Assault rifles pale in comparison
    to plasma rifles for damage output, and plasma rifles in particular do
    a lot more damage against elite shields than assault rifles.  The
    assault rifle reloading time is absolutely atrocious.  Their accuracy
    is poor when firing sustained, but firing in controlled bursts
    typically doesn't do enough damage agianst anything to be feasible.
    You can empty a whole clip into a red elite and do barely any damage.
    One of the main drawbacks of assault rifles in Legendary is that it
    takes a lot of ammo to kill anything, so you'll be reloading
    frequently.  For plasma rifle, even on periodic fire it does more
    damage, and you'll never have to reload.  On lower difficulty levels,
    one clip will take out most enemies so you can reload between fights.
    In Legendary, you'll spend almost a whole clip dropping one flood,
    then have to reload while the others are swarming at you.
    Assault rifles are semi-useful against flood since flood do not have
    shields and are generally large targets.  However, plasma rifles still
    kill flood faster.  Even a pistol does better.  I would only use
    assault rifles against flood until I find a plasma rifle or shotgun.
    The assault rifle's display also acts as a compass, although this is
    generally not useful.  Levels are fairly simple in that you don't tend
    to get lost, so this feature is more a cosmetic versus useful one.
    The one target that assault rifles really shine against are banshees,
    because assault rifles are the only fast-firing hit-scan weapon.
    Banshees are ordinarily difficult to hit with projectile weapons
    except on an attack run because they weave and fly fairly far away
    when preparing for an approach.
    B. Needler
    Needlers are your best weapon against elite.  Gold elites are nearly
    impossible to kill with anything except a needler or heavy ordinance
    (e.g. rocket launcher).  The drawbacks of needlers is that they don't
    carry much ammo, and against covenant they are all but useless against
    jackals.  Think of a needler somewhat like a guided plasma grenade
    launcher.  Depending on how many needles you pump into a single
    target, it will either explode once, twice, or three times.  Needles
    travel slowly but opponents will not attempt to dodge them, and
    needles fire at high frequency such that once the first needle reaches
    its target, the subsequent ones will most likely too.  This makes the
    needler a great fire-and-forget weapon.  Duck your body into a room,
    aim at the nearest elite or grunt, discharge your full clip, and duck
    back out.  The needler explosions are quite impressive and since they
    have a delay time before they explode, similar to a plasma grenade,
    this gives the target some time to run frantically towards his buddies
    and take them out by the explosion too.  For jackals, I'll sometimes
    take out their shields with a plasma shot then pump them full of
    needles while they're retreating towars other jackals so that they
    take out everything around them.
    Because the needler doesn't hold much ammo, I use it sparingly,
    primarily against elites.  If I see that my enemies have needlers,
    I'll use mine more liberally because I can recharge in ammo.
    Otherwise, the needler makes a great secondary weapon.  Accumulate
    ammo, use it once in a while to clear out groups of enemies.  Or, if
    I'm passing by a needler, I might temporarily drop my secondary
    weapon, empty the needler at whatever is nearby, then swap it back for
    my secondary weapon.
    Just remember that needlers are almost entirely ineffective against
    jackals since the needles will bounce off its shields, and needlers
    are not as well guided as charged plasma shots so you will have to aim
    the minimally.
    One annoyance is that red elites are unusually good at strafing
    randomly while fighting you.  In open combat, they will typically fire
    for a short time then sidestep or find cover.  This means that
    needlers and other slow projectile weapons are sometimes difficult to
    use against them.
    Needlers are dangerous to use against flood drones for the same reason
    that plasma grenades are -- drones can leap to cover a lot of distance
    in a short amount of time, and having a drone covered with needles
    near you is bad news.  However, needlers are fine against flood drones
    provided they are sufficiently far away.  Since flood clump, needler
    explosions can end up doing massive damage.  Needlers are also very
    useful for the many scenes where floood will be sniping at you from
    stationary elevated positions, since you can just fire the shots in
    their general direction.  If you're not using a pistol as your
    secondary weapon against flood, I would suggest using a needler.  
    Whenever you come across a group of flood that are in the distance,
    unload a clip as you backpedal, then switch over to your shotgun
    while they close the distance.
    C. Pistol
    The pistol is useful in a wide variety of situations, don't
    automatically discount it just because it's a default weapon for
    mission starts and looks puny.  It is first of all a hunter killer.  A
    single pistol or sniper shot to the exposed back of a hunter will kill
    it in one shot.  Generally whenever you find a pistol lying randomly
    around, that's a good indication that there's a hunter nearby.
    Sometimes hunters will not even detect you before you see them.  Use
    the zoom feature, wait until they have their backs turned, and kill
    them with a single shot.
    Pistols work fine against jackals.  Jackals have two exposed sections
    in their shields that you can shoot through.  Since pistols fire
    accurately and are hit-scan, it is not difficult to shoot through this
    gap, and jackals hit by pistols will flinch.  I find it easier than,
    say, using a plasma rifle, because pistol bullet shots are "smaller".
    That said, I wouldn't make a habit of using pistols against jackals.
    Pistols work surprisingly well for direct damage.  Remember that
    unlike plasma pistols, they are automatic so you can hold down the
    trigger.  They are very accurate and with the zoom feature you can
    pick off enemies before they even close into firing range.  I use the
    pistol almost exclusively as my long range weapon against the flood.
    In open areas where I meet flood, e.g. all throughout Level 6, I'll
    put on my zoom and retreat away from them, picking them off as I go.
    Often they just run towards me without firing.  I can get through some
    of the early scenes in Level 6 without a single shot being fired at me
    using this technique.  The pistol is even better than the assault
    rifle for direct damage against flood.  Two shots will kill a flood
    carrier, whereas it takes nearly half a clip sometimes with an assault
    rifle.  Flood drone marines can be dropped with as few as two shots
    too.  Since the pistol is accurate, it's also easy to zoom in and aim
    at the flood carriers that are in the midst of the flood drones coming
    towards me.  Two shots and they explode, taking out everything around
    D. Plasma pistol
    This is by far the most effective weapon against covenant in the game.
    It is difficult if not impossible to solve Legendary without constant
    use of these things.  The drawback is that you'll be cycling through
    them frequently because the main use is with overcharged shots, which
    deplete ammo quickly.  But on the other hand, the most common enemies
    carry them and thus you'll find yourself lacking them.  If I could
    carry two of the same weapon, I would go around always with two plasma
    pistols during covenant stages.  Plasma pistols are the only weapons
    that are very effective against every single covenant type.
    The main idea behind plasma pistols is to forget about the normal
    firing mode.  If you're going to firing normally, then get a plasma
    rifle or assault rifle, because otherwise your fingers are going to
    get very sore and you'll be very dead.  Instead, abuse the overcharge
    feature.  Treat the plasma pistol as if it is a slow firing guided
    missile weapon.  A charged blast is both guided and does massive
    damage.  It will take out any elite's shields in one hit, it will take
    out a jackal shield in one hit.  3 charged shots will kill a red or
    blue elite, 2 or 3 will kill a jackal, 1 or 2 will kill a grunt.
    The charge shots are fire-and-forget, they'll home in on even enemies
    that you don't know are there, such as ones hidden behind raised
    ledges.  If you even suspect an enemy is nearby, fire your charged
    shot and it'll most likely hit it.  This gives the obvious advantage
    that you do not have to expose yourself to direct fire in order to use
    the plasma pistol.  If you're near a room full of enemies, just inch
    your body in, fire, and then retreat from the resulting hail of
    bullets.  Repeat until your enemies are dead.  Practice getting used
    to firing charged shots as fast as you can, i.e. knowing how long you
    have to hold the trigger before your shot is charged.
    Elites have an annoying habit of running and hiding once they're hit
    by a charged shot.  This isn't foolproof, though, so I'd just
    repeatedly fire at them until you kill them.  Sometimes they stick
    around anyway, sometimes they're still reeling from the shot,
    sometimes they hide in such a way that they're still exposed.  For
    jackals, usually I'll hit them with a charged shot to kill their
    shield, then either use a few normal shots to finish them off or
    switch to my other weapon.  For faraway jackals, I just hit them with
    2 or 3 charged shots.  You have to be quick about this because jackal
    shields will regenerate after a while.  Like all covenant, they go
    through hit-stun (i.e. reel when they're hit) from charged shots so
    this gives you plenty of time to figure out how to finish them off.
    Charged shots are also very useful for killing distant enemies that
    you cannot reach.  For example, in Level 4, there are several areas
    where you're going across a bridge and there are grunts on parallel
    but inaccessible bridge that fire at you.  Taking them out is fairly
    trivial -- just fire charged shots at the bridge and they'll
    automatically home in on the grunts and kill them.  You can also use
    the needler for this purpose.
    I would not generally use plasma pistols on flood.  Flood don't
    sit around and let you charge up your plasma pistol to fire at
    them repeatedly.  Instead, after your first shot, they'll be close
    or right on you.  Plasma pistols do not do more damage against flood
    as they do with covenant.  It still takes 2 overcharged shots to
    kill a flood carrier; in comparision, it takes 2 quick pistol
    shots.  The only time I would use plasma pistols against flood
    is if I'm trying to pick off enemies that are on ledges or in
    some other inaccessible area.  However, in this case, needlers
    work far better.
    E. Plasma Rifle
    Plasma rifles are a semi decent weapon against all covenant, although
    they are not great against any particular covenant type.  They are far
    less useful against flood since flood do not take extra damage from
    covenant weapons.  Against covenant, the main drawback is that for
    Legendary, you will rarely if ever come up ahead when fighting covenant
    enemies directly, so I generally use the plasma rifle only to take out
    isolated enemies or small groups such as grunts and jackals.  This is
    not to say that plasma rifles are bad weapons; I almost always use one
    as my primary for covenant because it holds a lot of ammo and is
    decent against all covenant types.
    Plasma rifles work o.k. against jackals because shots deplete their
    shields.  However, jackal shields regenerate as they're being hit, so
    if you let off the trigger then the shield will come back to full
    strength quickly.  Usually I'll either have to aim at the cracks or
    charge and melee attack a Jackal versus try to wear down its shield,
    or strafe around hitting them until I get the Jackal to roll, which
    usually exposes its body.
    Against elites, anything above a blue elite is bad news to attack with
    a plasma rifle because you'll take far more damage than you inflict.
    Invisible elites, however, are fine to take on with plasma rifles
    since they do not have shields.  Using a plasma rifle against a gold
    elite is pretty suicidal.
    Note that although plasma rifle projectiles are not hit-scan (i.e. do
    not hit their targets instantaneously), they are very fast, especially
    compared to plasma pistol shots.  This is moreso a caution when plasma
    rifles are used against you -- there are very little chance of dodging
    shots unless you are at a considerable distance.
    Plasma rifles are decent but not great weapons against flood.  I'd
    generally rather use a shotgun.  Plasma rifles work o.k. though
    as a secondary weapon for long range, particularly since they are
    accurate.  However, in that case I would rather have a pistol or
    F. Rocket launcher
    The rocket launcher is perhaps the only weapon that is very useful
    against every single type of enemy.  However, it is of course limited
    in ammunition so you'll want to use it sparingly.  I primarily keep it
    around to take out vehicles such as tanks, and to overturn vehicles
    and guns so that covenant cannot use them.  It's ocasionally useful
    for clearing out clusters of enemies, but then so are grenades so it
    doesn't give a hugely unique advantage.
    Like the sniper rifle, the rocket launcher often just takes up space
    in my inventory.  But also like the sniper rifle, it makes some scenes
    so much easier to get through that it's hard to pass up.
    G. Shotgun
    The shotgun is your premiere weapon against the flood.  A well placed
    close range shotgun blast will kill most flood in one hit.  Shotguns
    are fairly effective against covenant too although I would carry a
    covenant-specific alternate weapon such as a plasma rifle if I'm in a
    level that has both flood and covenant because covenant like to keep
    their distance in general.  Shotguns are primarily a close range
    weapon although they do mediocre at distance.  Since their blast area
    is wide, they also don't require great aim -- just shoot whenever the
    targetting circle is red.
    Shotguns carry a pretty good ammo clip and you can reload partway
    at any time.  If you pull the trigger while reloading, you'll finish
    reloading the next round and then fire.  If enemies are coming
    at me sporadically, I'll try to reload after every shot.  Otherwise,
    I find that a single clip of shotgun shells generally will last me
    through a whole scene (or at least a whole group of flood in one
    Shotguns don't hold a tremendous amount of ammo, so don't be reckless
    with them.  They hold enough to be a primary weapon, and against flood
    you'll find new shotgun ammo fairly regularly.  But there are times
    when I'll drop it and pick up an assault rifle or what not to use
    temporarily for a scene if I think I'd still be safe, in order to
    conserve ammo.
    H. Sniper rifle
    Sniper rifles are generally given at specific scenes where they are
    intended to be used in that scene or near it.  Sniper rifles have many
    uses, the primary drawback is that they do zero damage against flood
    and they hold very limited ammo.  Like a pistol, a sniper rifle can
    take out a hunter in one shot.  A head shot can kill even a red elite
    outright.  The primary advantage of the sniper rifle is of course the
    ability to snipe.  Most targets can be taken out before they are even
    aware that you exist.  The night vision feature is also useful in
    darker settings.
    Overall when I find a sniper rifle, I'll usually pick it up and use it
    as a secondary weapon.  However, since I'll use it only sparingly, it
    tends to just take up space.  So I'll find myself often dropping it to
    use some other weapon, then picking it up later.  Just make sure that
    the rifle doesn't disappear on you after you drop it.
    One interesting use for the sniper rifle is to site for other weapons,
    particularly for rocket launchers.  Pick a faraway target such as a
    stationary tank with your sniper, zoom in on it, then switch over to
    your rocket launcher and fire without having moved your site.  Your
    rocket will hit exactly where you were zooming in from the sniper
    Sniper rifles are almost totally useless against flood, they do very
    little damage.  Do not waste sniper shots on flood.
    2. Grenades
    Use grenades very regularly.  In legendary, many covenant enemies
    carry grenades, so you'll rarely be without them even if you throw
    them habitually.  This is a far different philosophy than most first
    person shooters, where you'll use grenades very sparingly since they
    are hard to come by.  Just be aware that covenant do not drop
    fragmentation grenades, so generally when fighting covenant I'll only
    use plasma grenades except for situations where I absolutely need to
    use one of my frags.  Some covenant drop a ton of grenades, in
    particular silver elite (since they're fond of chucking those grenades
    at you) will often drop 3 or 4 grenades.  This is great for replenishing
    your stock and for causing chain reactions later on.
    In general, whenever a pack of opponents appear, I chuck a grenade in
    their direction.  This may ideally kill some of them, but will at
    least scatter them.  Otherwise, they come in guns blazing and I take a
    lot of damage.  Grenades are great for flushing enemies out of various
    spots, or getting them to jump off of platforms and cliffs.  
    Flood carry relatively fewer grenades so you'll have to be more
    careful about using them.  However, since flood tend to charge and in
    doing so clump, and because they do not attempt to avoid grenades at
    all, grenades are devestating against them.  When you enter a scene,
    retreat to get the flood to start chasing you and clump up, then toss
    a frag towards them.  And since flood carry both types of grenades,
    you can be fairly liberal about using both types against them.  
    Whether you favor plasma vs. fragmentation grenades in general is
    moreso a stylistic issue.  Plasma grenades stick to opponents and thus
    are both harder to dodge and also increase the chances that you'll
    take out multiple opponents if e.g. the one you hit freaks out and
    runs towards his buddies.  Fragmentation grenades have a far shorter
    fuse and thus are better for getting out of trouble spots and have a
    higher probability of doing damage if chucked haphazardly.  Plasma
    grenades are generally more useful against vehicles since they'll
    stick to things like tanks.
    One important use for plasma grenades is in sticking elites.  Shortly
    after you engage elites (usually a bit after they first spot you, or
    when they're first hit), they'll go stationary for a moment and do
    their war cry.  This is a prime opportunity to stick a grenade onto
    them.  All elites including gold will die to a point blank plasma
    grenade, so usually I get them to war cry, stick a grenade on them,
    and backpedal until they explode.
    Keep in mind that grenades trigger other grenades.  This sometimes
    works to your detriment but it's also sometimes the only way to
    actually hit opponents with your own grenades.  Generally in
    Legendary, opponents (with the exception of Jackals and flood) are
    smart enough to see a grenade and dodge out of the way.  However, they
    do not consider grenades that might be on the ground.  The resulting
    chain reactions can often take them out.  Generally, don't worry that
    this will "waste" grenades on the ground, because you get plenty at
    least from Covenant since almost all of them will drop grenades when
    On the flip side, be careful that you're not caught in chain
    reactions if you're standing near grenades.  Remember that flood
    carriers in particular trigger grenades when they blow.  If you've
    been hanging around one area for a long time and are worried
    about chain reactions, just toss your own plasma grenade near your 
    feet and run backward, this will cause all grenades in the area
    you were standing to blow.  You're now safe to return to it.
    If you trigger some enemies and then retreat, they'll eventually go
    back to being inactive.  Often a good way of sticking a plasma grenade
    on that pesky elite is to back off until it becomes inactive, then
    inch forward until you can see it.  Often it'll be stationary and
    facing the direction where you came from.  Aim carefully and stick a
    plasma grenade on it, problem solved.
    When fighting covenant, in general do not use plasma grenades unless
    you throw them on the ground.  Flood drones can cover long distances
    quickly when they close in to melee you, and having a plasma grenade
    stuck onto one doing so is not good news.  Sometimes the plasma grenades
    I throw at flood will simply not explode, I have no idea why not.
    3. Mountable Weapons
    A. Vehicle types
    1. Warthog
    The warthog is an indestructible human vehicle that houses a driver,
    passenger, and gunner.  The warthog gun has infinite ammunition and
    fires fairly rapidly, it is not very accurate when the trigger is
    held down but is still effective.  The gunner can only shoot --
    and generally can only be shot at -- by enemies on the right side.
    The warthog is great for running over enemies, the general strategy
    is to charge the enemy then bank so that you hit them with one of your
    sides, this is more effective than trying to run them over straight
    because the Warthog is longer than it is wide and hence you're
    more likely to hit an enemy with your side than front.
    2. Scorpion Tank
    Scorpion tanks deal heavy damage and offer good protection for the
    driver.  They have both a main cannon, and a machine gun similar
    to the one in the Warthog.  Four marines can sit on the tank treads,
    this offers them some but minimal protection.  
    Generally I hold down the machine gun trigger at all times and 
    use the cannon whenever it is available.  
    Scorpions are indestructible and cannot be overturned.
    3. Ghost
    The ghost is a covenant attack vehicle.  It fires twin plasma
    shots similar to that of a plasma rifle.  The driver is almost
    completely covered from head-on attacks but is vulnerable to
    attacks from the side.  
    Ghosts are very maneuverable and can strafe well.  A generally
    sound tactic is to drive strafe circles around an enemy -- in
    other words, face the enemy and strafe in one direction while
    rotating in the other, such that you are making a circle around
    it while facing towards it constantly.
    Ghosts are great for running over enemies in the same way
    that Warthogs are used.
    Ghosts have fairly mediocre health and you will generally die
    if the ghost explodes while you are in it.
    4. Banshee
    The banshee is a covenant flying vehicle.  It shoots twin
    plasma shots similar to that of a plasma rifle, as well as
    a cannon similar to the fuel rod.  Banshees are highly maneuverable
    by extremely frail.
    Generally I hold down the plasma fire and aim my cannon shots
    carefully whenever those are available.  Cannon shots don't quite
    have the same blast area as scorpion cannon shots so they are more
    difficult to use effectively.
    You can hover banshees by facing a target semi-vertically and pulling 
    away from it such that the banshee is backing up.  If you do this
    as the correct rate, the backing up and gravity will cancel each
    other out.  A good way to soften up enemies is to hover fairly far
    away from them and unload cannon shots.
    B. Vehicle use
    There's no real magic to using vehicles.  With the Warthog, my
    favorite tactic is to park it somewhere barely in range of my
    opponents and then get out and engage them myself.  My marines provide
    cover and I try to draw fire away from them as much as possible.
    Covenant vehicles are more tricky because you, the covenant, and
    sometimes marines will all try to use them.
    One important point is that covenant will not overturn stationary
    weapons or vehicles, so the easiest way to stop them from stealing
    your banshee is to overturn it with a grenade or rocket launcher.  In
    the scene, "If Only I had a Superpower", the first thing you should do
    is rocket one or both banshees before the elites steal them, then you
    can clear out the scene at your leisure then turn the banshee back
    around to get into it.  In some levels, there are various stationary
    guns that enemies enjoy getting into.  You can either repeatedly kill
    them whenever they mount one or just chuck a plasma grenade at it to
    overturn it.  This is particularly useful at the beginning of Level 3
    where you have some time to snipe enemies before your marines run in
    and get themselves killed.  If you overturn the stationary guns using
    grenades first, then your marines are far more likely to survive
    because the covenant won't be able to use them against you.
    Marines will board ghosts that have previously been used by elites if
    the elite is killed.  This is particularly relevant when you or a
    marine has a sniper rifle and is able to quickly kill the driver
    without destroying the vehicle.  Marines in ghosts are fairly suicidal
    and are prone to accidentally running you over, so be careful.
    The key to fighting enemies while in vehicles is either to stay very
    far away or stay very close.  When far away, you can typically dodge
    projectiles.  When very close, enemies will spend more time running
    away and getting run over than shooting at you.  It's particularly
    useful to get right into the face of hunters so that they don't fuel
    rod you to death.
    C. Indoor vehicle use
    Vehicles are generally only available outdoors.  This does not mean
    that you can't force them indoors.  Or, there are other areas where
    barriers are put up with the intention of keeping vehicles out, but
    you can pass through them anyway.  There are two spots in Level 4
    where this becomes particularly handy.  The first is about halfway
    through when you reach some vertical pillars after meeting up with a
    bunch of marines and taking out two hunters and a dropship.  You
    should be using a tank at that point, and the tank will not fit
    through the slot.  Warthogs and ghosts initially don't seem like they
    will, but if you're patient and cram them, they'll eventually get
    through.  Both warthogs and ghosts are rather squeezable because they
    can rotate in any direction.  After this point, you'll come to a huge
    open area scene with many enemies, then go indoors.  You can again
    cream either your warthog or ghost indoors, and take on the entire
    next level with your ghost.  It's not pretty because your ghost will
    constantly scrape against walls, but the ghost doesn't take any damage
    despite the suggestive sound effects.  You can take a ghost completely
    through that next scene and into the turbolift, but it'll fall once
    the lift is activated.  There are othe such locations where this
    becomes very useful.  As a general rule of thumb, don't automatically
    give up and assume you can't bring a vehicle into an area where it's
    not intended to go.
    D. Driving tips
    Vehicles take a bit of getting used to for driving, particularly
    ghosts and warthogs.  The key is to note that vehicles will always
    go in the direction of the targetting arrow regardless of their
    orientation.  In other words, don't get sidetracked by looking
    at the orientation of your vehicle, just look at the targetting
    arrow instead.
    When a Warthog is in the air, I believe there is some limited
    control you can do using the front/back of either control stick.
    If you're having trouble staying level when jumping, particularly
    in Level 10, try experimenting with using your controls while in the
    air, and also try laying off the accelerator right as you go into
    a jump.  
    E. Stationary guns
    Shade guns are great weapons against both elite and flood.  They fire
    fairly fast, are accurate, and provide decent cover from return fire.
    The main drawbacks are that charged shots from Jackals will always hit
    you and you generally cannot get out in time to evade them, and plasma
    grenades will stick to your body when thrown at the gun so that's
    instant game over.  Banshees will bomb you, which does massive damage
    and usually overturns your gun too.
    Against banshees, I usually stay on foot so I can avoid their fire
    while they're charging, then get into my gun and start firing as soon
    as they veer off.  It's difficult to hit Banshees with non
    hit-scan-weapons so I don't want to waste real ammo trying if I don't
    have an assault rifle.  When they approach for another attack run, I
    get out my gun.
    Against other covenant targets, I often find that shade guns are
    certain death.  It's usually more sound to use standard tactics of
    hiding and baiting enemies than get into a stationary exposed weapon
    and blast away unless there are few enemies.  There are almost zero
    situations in Legendary where I dare get into a shade gun against
    covenant.  On the other hand, shade guns are very useful against flood
    and there are several situations where you'll want to resort to them
    such as in Level 9 outdoor.  Flood do not throw grenades or use
    overcharged plasma shots, so shade guns are fairly safe here.  Shade
    guns give you full protection against flood parasites, those can't
    reach you while you're in the gun.
    Shade guns seems to have some sort of limited auto-aim functinality
    built into them.  If an enemy is not directly in your crosshairs, the
    guns will still fire directly at it; i.e. the gun does not always fire
    straight ahead.  This is of course a very useful feature since it will
    generally improve your accuracy.
    4. Melee Attacks
    Not all melee attacks are the same.  They all seemingly do the same
    damage, but each weapon has a different area of attack and rate.  For
    example, the rocket launcher sweeps through a large area but has a
    slow rate of attack.  Assault rifles cover a fairly limited range but
    at higher frequency.  I find that the sniper rifle balances both
    factors fairly well -- it has around the same rate as a shotgun melee
    attack and both has a significant reach as well as hits enemies that
    are at the bottom of your field of view.  Next after that is probably
    the shotgun.  One of the worst ie the pistol, it has small range and
    low frequency.
    You'll primarily be using melee attacks to take out covenant enemies
    from behind and flood parasites.  Enemies from behind is fairly
    self-explanatory, and remember you can hit sleeping grunts anywhere to
    one-hit kill them.  You should totally abuse melee attacks when
    cloaked.  Just don't get too close to enemies when you're cloaked or
    they'll respond to you.  Ditto with grunts -- if you get too close to
    them, they'll wake up.
    5. Consumables
    The first thing you should do when you see an item is leave it sitting
    there and remember its location.  In most cases, you can get through
    the scene without having to use the item.
    A. Health pack
    Health packs restore your health.  Use health packs sparingly.  I
    pretend they don't exist and try to solve scenes without having to use
    them.  Again, with enough patience, I can get through most scenes
    without losing any health, so this negates the need for health packs.
    However, for those accidental times when I checkpoint at low health, I
    go back and get one of the health packs I left behind.  They're
    persistant, i.e. they won't disappear if leave them around too long so
    they are not dropped items.  It's not uncommon for me to finish a
    level where I didn't use a single health pack.  This is overly
    conservative but in the end saves me more time than if I use them
    aggressively and end up not being able to finish the level because I
    lose too much health somewhere down the road.
    B. Cloaking
    Cloaking turns you invisible for a moderate amount of time.  Usually
    cloaking is given for specific situations where it will be useful,
    e.g. you're approaching a scene where flood and covenant.  If you fire
    when you're cloaked, it will alert enemies around you and they'll
    shoot at you as if you're visible.  Generally I stick to melee
    attacks.  Sneak up behind covenant enemies and hit them.  Nearby
    enemies will respond, e.g. grunts will run in panick, but they won't
    be able to target you.  Don't get too close to enemies, however,
    because they'll detect you when you're within a certain proximity.
    C. Overshield
    Overshields give you three times as much shield.  The extra two layers
    do not regenerate.  This is useful for getting through sticky
    situations where you might not be able to ordinary without sustaining
    body damage.  Overshields aren't all that helpful for normal combat
    since you really should be able to get through most scenes by just
    regenerating your normal shields everytime they're depleted.  I save
    overshields for longer scenes where I cannot get through those
    reasonably without sustaining damage.
    === IV. ENEMIES
    1. Overview
    General tactics to use towards covenant and flood are generally
    similar, but there are some specific differences that are very much
    worth noting.  Fighting covenant tends to be more strategic -- some
    weapons work against some covenant but others are worthless, and
    covenant use organized battle tactics so you often have to trick them
    to kill them.  You can't just go in guns blazing because elites and
    jackals will hide and regenerate, and who knows if the weapon you're
    using is even appropriate for the situation.  Flood are far more brute
    force.  They do not hide, they do not dodge your grenades, they do not
    regenerate shields, and all weapons work o.k. against them.  With
    covenant, you get frustrated because they fight intelligently and
    respond to your actions.  For flood, you get frustrated because
    they're so relentless and there's so many of them swarming at you,
    hence their name.
    A. Covenant
    When fighting covenant, the main idea is to be very deliberate about
    what weapons you use and what plan you have for taking them out.
    Don't just fire or chuck grenades haphazardly or you'll probably do
    little or no damage since the covenant are smart enough to hide or
    run.  Be patient; covenant generally do not charge you, so each enemy
    remain in roughly the same area or in a tight patrol when in combat.
    B. Flood
    I actually find that flood are far easier to combat than covenant.
    They don't fire their weapons nearly as fast as flood do, and the same
    general tactic can be used against all of them.  To say again, flood
    will just attack you mindlessly, they will pick the shortest distance
    between you and them and cover that.  Given this, they also tend to
    clump pretty severely, this includes carriers.  Clumping is your
    friend in many ways.  Shooting at the carriers is like detonating a
    grenade if they're clumped with other flood.  Sometimes the covenant
    in the back rows will damage the ones in the front when they try to
    shoot at you.  Finally, you don't have to be very accurate when
    there's a mass of enemies moving straight at you.  I find that using
    the retreat tactic works really well against flood.  As soon as flood
    appear, retreat back the way you came.  E.G. If you're indoors such
    as Level 10, back up until you reach a bend in the cooridor, then
    turn and face the bend.  As flood appear around the corner, shoot
    them point blank with your shotgun.  Since you're not in their line
    of sight until they round the corner, they won't be able to shoot
    at you beforehand, and typically they won't jump at you either.
    Sometimes flood will appear behind you but you should be able to
    retreat past them in most cases.  In particular, if you die once,
    remember where they spawned and anticipate retreating as soon as you
    think they're about to.  In Level 6, flood will pour out of vents, so
    you have some delay between when you first see them on the radar
    (i.e. when they are first spawned) versus when they actually reach you
    for combat.
    I usually use a shotgun and pistol combination against them.  The
    shotgun is a great close weapon, and the pistol with its zoom and
    accuracy is great for picking off flood while I retreat.  I'll just
    put on my zoom, hold down the trigger, and start backing up.  The
    pistol does have a long reload time, so usually I'll just switch to
    shotgun while reloading.  Often it's an appropriate time to do so
    anyway because by the time my pistol runs out, some flood will
    probably have reached close range.  Note that since flood carry all
    sorts of weapons, you won't have to think about running dry of ammo.
    If I don't have one of these two weapons, the next choice is plasma
    rifle, then assault rifle although that's a distant runner up.  When
    I'm using shotgun+assault rifle, I'll typically use my rifle as my
    primary and then switch to shotgun when I'm in trouble, so as to
    conserve shotgun ammo.  When I find rocket launcher, I'll just keep
    the shotgun, or better yet drop the rocket launcher somewhere in a
    previous scene so it doesn't disappear, and remember that it's there
    in case I need it later on.
    Flood are only really dangerous when they close into melee range or
    when you're backed into a corner.  In this case, I suggest reloading
    and choosing a different retreat path.  If there's none available,
    then practice jumping around and throwing grenades to clear paths
    where you can increase distance to them.
    2. Covenant Enemies
    Much of this information is also contained in the weaponry section,
    but it's worth repeating and organizing.
    A. Grunts
    You can kill grunts effectively with just about anything.  Just be
    careful when going head to head with more than a couple because grunts
    fire plasma pistols about as fast as plasma rifles.  Getting caught in
    an open area means that you have to2 do an awful lot of strafing or
    find cover soon.  Don't ever turn your back on even a grunt unless
    you're running for cover that's very close by.
    When taking on groups of grunts that are near other enemies, I'll use
    a plasma pistol or needler.  The needler will often take out multiple
    grunts if you unload an entire clip because of the triple explosion.
    The plasma pistol is a good fire-and-forget way of taking out grunts
    one at a time particularly since grunts usually carry pistols
    themselves so you can exchange your own with theirs after they're
    dead.  Grenades are generally effective against grunts.  If you stick
    a grunt, it'll run around haphazardly and often this means it'll get
    into close range of its buddies and take them out with itself.  Grunts
    are fairly o.k. at dodging grenades but often do not get clear of the
    blast radius, particularly if you're using suppressing fire to
    distract or damage them right after you chuck a grenade at them.
    Be careful of grenades.  Grunts aren't particularly effective with
    grenades compared to elites, but are still rather dangerous.
    Fortunately, they usually call out before they throw, so that's your
    signal to back up.  If you kill a grunt while it's throwing a grenade,
    the grenade will land by its body and it will explode.
    Grunts in later missions carry fuel rods.  These explode and will
    damage you after you kill the grunts.  The best way to avoid fuel rods
    and missile launchers is to constantly jump, since this increases the
    chance that they'll fire in an upwards trajectory.  Grunts with fuel
    rods take quite a bit of prep time before they fire, so you can
    generally see them holding still and taking aim at you.  Fuel rod
    grunts will never run away in fear.
    B. Jackals
    Jackals can be incredibly annoying if you don't have the right weapon
    to take them out.  They fire incredibly fast and use overcharge shots,
    which drains your shields in one hit.
    The best weapon for jackals is the plasma pistol -- use one hit to
    take out their shield and make them reel, then either hit them a
    couple more times with overcharge shots, use normal shots, or switch
    to your other weapon.  Or, if you're anywhere close, hit the jackal
    with a charged shot and run up to it while it's reeling, then melee
    attack it immediately.  One nice feature of melee attacks is that you
    don't have to wait until your weapon stops overheating before you're
    allowed to use it.  Jackals usually will die to one melee attack,
    sometimes it takes two.
    Jackals will often run and hide after their shield is depleted, but
    they're not particularly agile so you should be able to finish them
    off before they find cover and regenerate.  Plasma rifles are
    semi-useful against them but their shields regenerate only slightly
    slower than the rifle damages them.  Let off on the rifle or
    accidentally overheat and you have to start all over again.  Blue
    jackals are safe to attack with plasma rifles because their shields
    dissipate fairly quickly, but it's often suicide to do so with yellow
    Jackals often roll during combat, this exposes them.  Before they're
    in range to fire, they are also vulnerable, and you can most often
    catch them unaware since their awareness range is not very great.
    This means that when you see the telltale shield of a jackal, take
    your time and make sure you get some good shots off.  Once a jackal is
    in range and dug in, it's far harder to kill.  Before then, it's often
    standing upright and exposed from some angles.
    C. Elites
    Elites are as strong or stronger than you and have the same
    regenerating shields.  They use a wide variety of tactics, and silver
    elites chuck grenades at amazing accuracy.  Since elites have
    regenerating shields and often hide when their shields are depleted,
    they can be incredibly annoying to take out.  They also demonstrate a
    wide variety of tactics and use both needlers and plasma rifles.
    The best weapon to take out any elite is the needler.  A clip full of
    needles will kill anything including a gold elite, and the resulting
    explosion is always great for taking out nearby grunts or what not.
    Elites don't run until their shields are depleted, and needlers don't
    inflict damage until after a short delay, so an elite will stand there
    and let himself get pumped full of needles.  The exception to this is
    red elite, who move fairly erratically during combat and tend to
    strafe long lateral distances randomly.  Since needles are slow moving
    and only have mediocre homing ability, this means that you can empty
    an entire clip and not hit a red elite once.  In open areas where red
    elites have opportunity to strafe, I generally have to resort to
    plasma pistols, although even those aren't terribly reliable.  Even
    rocket launchers are not accurate at mid range.  It takes a lot of
    patience and luck.  Later once you have shotguns, you can attempt to
    charge red elite and blow them away close range.  Unfortunately, the
    more annoying levels where you're encoutering red elite in the open
    are ones previous to when you have access to shotguns.
    Apart from needlers, plasma pistol overcharge shots work rather well.
    Elites, like all enemies, will flinch after being hit by a charged
    shot, this often gives you enough time to unload another into them.
    Just be aware that usually the elite will immediately try to hide
    after the first shot.  After taking down the shield, you can continue
    hitting the elite with charged shots (it'll take generally another
    2), or switch ot another weapon.
    Plasma rifles work o.k. against elites but are not recommended in open
    combat.  Elites fire at at least the same rate as you, do not miss,
    and anything above a blue elite has pretty impressive shields such
    that yours will drain a lot sooner than his.  Plasma rifles fired at
    you do pretty impressive damage and do not miss.
    Shotguns work great against elite up close, but getting close is
    somewhat of an issue.  A close range shotgun blast will take out
    the elite's shields (you'll hear a sound like glass shattering) 
    and sometimes stun the elite, subsequent shots will definitely
    stun the elite such that you typically won't experience any 
    retaliation.  It generally takes 2 or 3 shotgun blasts to kill
    a full health, full shield non-gold elite.  
    Don't even think about taking on an elite with an assault rifle unless
    you intend to empty a clip and then finish him off with your secondary
    weapon.  Assault rifles work decently if the elite is drained of shields,
    such as if you've used a plasma pistol overcharge, but then they're
    not much more effective than any other weapon still.
    Some silver elites are invisible.  Plasma rifles are great against
    these because they have no shielding and thus no way of regenerating.
    Plasma pistols and needlers will not home in.  Sometimes the best way
    to take out a silver elite is to figure out where it's standing before
    it becomes active (do a couple of suicide runs into the room where you
    know the elites are hanging out).  Look for the cloak distortion and
    plant a grenade or even club them if they're facing the wrong way when
    inactive.  Marines are totally blind towards invisible elites, marines
    won't fire at them even though the elite is waving around a big
    visible sword.  However, once you shoot invisible elites a bit,
    they'll lose their cloaking, then your marines will unload on them.
    When dealing with silver or black elites, which chuck grenades
    at very good accuracy and distance, be constantly moving, or jump.
    In particular, when the elite cocks his arm to throw the grenade,
    jump towards it and pull out your shotgun.  If you started around
    mid range, you can often get right up to the elite's face by the 
    time he's done with his grenade.
    Elites will generally give a war cry shortly after first spotting you
    or immediately upon being hit for the first time, they become
    stationary long enough that you can stick a plasma grenade on them.
    If you don't have a needler, this is sometimes the only realistic way
    of taking out gold elites that appear in close proximity.
    Elites, like other enemies, will become inactive after some time of
    not seeing you.  For example, if you hide on one side of a pillar, the
    elite may crouch and face that direction waiting for you to come out.
    If you sneak around the other side, you can sometimes club the elite
    from behind.  There are some areas such as Level 4 beginning where
    this is the only sound way of handling them.
    Stronger elites either fire more rapidly or are more accurate.  Gold
    elites will take down your shields in no time and plasma rifle shots
    are not dodgeable, so you'll have to be careful about approaching
    them.  A good tactic is to peek around a corner, fire off some
    needles, then retreat back as soon as the elite starts firing at you.
    Generally you can get enough needles on it to inflict some body
    damage, so repeating this will eventually kill the elite.
    If you're brave, you can go melee against elites.  If you're at
    the extreme melee range of the elite and are backing up when it starts
    its melee attack, you can backpedal out of range such that it'll
    miss you completely.  You can afterwards melee attack it yourself or
    just keep firing.  This takes a bit of practice but is highly effective
    if you don't have a reliable weapon to use.  Shotguns in particular
    work very well in conjunction with this since they do massive damage
    up close -- run up to an elite such as one that hasn't quite spotted
    you, back up while it melee's you, and pump shotguns into it.
    D. Hunters
    Hunters are either incredibly easy or an incredible pain to kill.
    Most areas with hunters will also have pistols lying around.  Do a
    couple of suicide runs to look for them first.  Pistols take out
    hunters in one shot from behind.  You can sometimes even catch hunters
    unaware, in which case it's trivially easy to zoom in and shoot the
    exposed orange spot.
    Hunters do take damage when hit anywhere except their shield, although
    they take very little and particularly in Legendary it is infeasible
    to expect them to die from direct fire.  Even for back shots, it
    e.g. takes many plasma pistols' worth of overcharged shots to kill
    Hunters almost always come in pairs, so don't get too fccused on one.
    It's most dangerous when one is charging you and the other is firing
    fuel rod shots.  Since hunters are slow except when charging, you can
    often bait one hunter away from another.  In some cases, you can even
    lure one hunter through a door and completely separate it from the
    other since hunters generally won't go through doors.
    If you're brave, you can kill a hunter via melee attack, just hit its
    exposed back after it charges, the same way you'd shoot at it with a
    weapon.  However, this is often a slow laborious process.  While
    dodging out of the way of attacks is not exceptionally hard, it isn't
    always failsafe because you can sometimes accidentally hit a wall or
    misjudge your strafe.  Given how much damage a hunter charge does, I
    wouldn't generally fool around with killing it the slow way using
    melee.  But it's an option to consider in times when you don't have a
    really good weapon to use.
    For more bravey, you can also kill hunters heads on using your pistol.
    Right before the hunter does a melee attack, it'll raise its shield
    and torso.  This exposes an orange area at its front.  Shoot that and
    it'll die in one hit just like from behind.  However, if you miss,
    you're almost certainly going to take its attack at full force.
    Plasma grenades, even stuck to the back of a hunter, will not do
    considerable damage.  Nor does friendly fire from another Hunter.
    Rocket launchers will take them out typically in two hits.
    Hunters sometimes get into a situation where they'll just stare at you
    without moving or firing.  This seems to happen completely randomly
    but I suspect it involves situations where the hunter wants to charge
    but cannot.  Just don't move if possible, and use whatever disposable
    weapon you can to kill it.  Although hunters are armored, they take
    real damage if you shoot them anywhere except their big shield.
    3. Flood
    A. Parasites
    Flood parasites are generally harmless.  They'll detonate against your
    shield and do a minimal amount of damage.  When hit, they'll explode
    in a small radius that can take out other flood.  Any single hit from
    any weapon will kill one.  Generally if floodites are alone, I'll let
    them hit me and use my melee attack to take out some.  Weapons have
    different melee effectiveness, e.g. the rocket launcher seems to have
    the most range and is maybe the best weapon for meleeing groups of
    floodites.  For melee, face slightly downward, run forward until they
    jump up at you, then melee and run back right as you swing, repeat.
    You'll have plenty of opportunity to practice this since Level 5 and
    Level 6 both send swarms of parasites at you.  The reason I wait until
    they jump at me is because it is comparatively difficult to hit them
    when they are on the ground near my feet.  When they jump, they
    typically go close to shoulder level, so a melee attack slightly
    downward will hit them.
    Do not let parasites get anywhere near you when your shields are
    depleted.  In this case they'll do a lot of damage and will not die
    upon hitting you.  And do not let them swarm you when there are other
    enemies nearby, since each floodite hit is like taking a small weapons
    hit, and you really don't want them anywhere near your body in case
    the other enemies take down your shields.  Sometimes they'll miss you
    when they jump at you, as long as you're moving.
    Groups of flood on your radar are generally represented as a very
    large red dot.
    B. Carriers
    Flood carriers are walking bombs.  They will try to get close to you,
    then will fall down, puff up, and explode, releasing several
    parasites.  Or, if killed beforehand, they will explode immediately.
    They do not have much health and a few hits from most weapons will
    make them explode instantly.
    Carrier explosions will damage other flood.  They will hurt or kill
    other drones, and cause other carriers to go flying then explode.
    Carriers killed by other carriers will puff up and explode once they
    land.  Since carriers damage all other flood, and flood tend to clump,
    shooting at carriers that are in the middle of groups of flood
    generally gives very positive results.
    The main danger with carriers is that they are totally silent, and
    there are many situations where some will secretly appear behind you.
    Keep a tight eye on your radar and always keep moving when battling
    If you don't want to waste ammo on carriers, just move up to them and
    then back up when they fall down.  You can even safely get away with
    melee attacking them and then backing up, although this is kinda
    C. Flood drones
    Infected marines and elites comprise the bulk of the flood you'll be
    encountering.  They carry any weapon including rocket launchers, have
    both leaping melee attacks and normal melee attacks that often include
    two hits, and sometimes get up after being falling down.  Fortunately
    they do not throw grenades, although they often carry either type.
    Shotguns are great weapons to use against them short range, pistols
    long range.  Needlers and plasma grenades should be used with care
    because they can get in your face very quickly and take you down with
    If you're worried about flood getting up after being killed, pump a
    shot into their head.  When flood do get up, they'll never have
    a weapon (i.e. they'll always drop their weapon when first downed).
    Flood elites are bigger and significantly stronger than marines, other
    than that they are identical.  Both types can carry any weapon except
    sniper rifles and fuel rods.
    You can blow arms off of both types of drones.  This limits their
    ability to attack, and a drone without arms is completely harmless.
    It'll come up to you and just stand there doing nothing.
    4. Sentinels
    Sentinels come in shielded and unshielded varieties.  Unshielded
    sentinels can be taken out with a single charged plasma pistol shot
    and this is usually the fastest and most direct way to kill them.
    Sentinels in general seem to be more susceptable to plasma weapons, so
    favor the plasma rifle or plasma pistol when facing them.  Shotguns
    and assault rifles are also semi-useful, but shotguns take many more
    hits than would be expected to kill them unless you are fairly close.
    The main strategy against sentinels is to find somewhere to hide, and
    peek out and shoot them.  Getting caught in the open against sentinels
    is not a good idea, just as it is not with any other Legendary enemy,
    because they will deplete your shields fairly quickly.
    At the time of the writing of this guide, Halo 2 is already on the
    horizon, and I imagine this guide will soon become obsolete.  However,
    hopefully it is helpful if you're interested in playing the classic at
    its highest difficulty level.  You can contact me at
    shockwave_xpow@hotmail.com for corrections or questions.  However, I
    will not give out information for solving specific scenes, so please
    refer to the many other walkthroughs at gamefaqs.com for that type of
    information.  Also, I generally do not have a good email response
    time.  All said, don't expect too much if you attempt to contact me.

    View in: