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Halo - Strategy Guide (Page 09)

Below are the cheat codes, hints and help for Halo - Strategy Guide (Page 09).

Continue straight ahead, and you'll make several drops.  When you get to the
large room with the pillars, you'll have to slalom your way through.  Don't try
and make your turns to tight, but instead, make wide, gentle turns.  For
example, go to the left of the first pillar, to the right of the second, and so
on.  Make sure you don't run into the large building at the end of the pillars,
but head up on the ramp right after it.

As you head up the ramp, you'll see the shadow of a Covenant Dropship fly over
you, but ignore it.  Gun it and keep going forward, and Cortana will again
contact Foehammer.  Head straight for awhile, and Cortana will tell you to stop
and wait for your ride.  SPOILER: Don't wait.  Foehammer gets shot down (too
bad - she was always so friendly and helpful), so keep going to shave a couple
more seconds off your time.

Continue straight through the tunnel, until you get to more pillars with small
ramps next to them.  Right after the second one, on the right side of the
tunnel, is another hallway you should go through - be careful not to get stuck
on the entrance.  Go straight ahead and turn right at the end.  Slalom around
the pillars, and after a little while, Cortana will tell you of large gap
ahead.

That's your cue to get right in the middle and drive STRAIGHT forward, at top
speed.  You'll make the huge jump if you're lined up and going fast enough,
but don't relax, as there's another small drop right after it.  Continue on
past the next narrow hallway, around the pillars, and you'll get to a whole
bunch of obstacles blocking your path.  Quickly get out and run past them,
using your M19 SSM to take out anything in your way.  Run your ass off to the
navigation marker, and you've made it!  Congratulations, you've just beaten
Halo on Legendary Difficulty!

   __________
-=| Cutscene |=-
   ŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ\
     | The Master Chief closes the Longsword's Hatch and takes off.  Cut to  |
     | a scene outside the Pillar of Autumn, with Sarge fighting an Elite for|
     | control of an MA5B.  When the explosions go off, though, both know its|
     | over, and embrace each other.  As the Longsword escapes, a huge blast |
     | shatters Halo, and the temperature from the blast forces the Chief to |
     | turn off the engines to save them.  Broken fragments of Halo crash    |
     | into the rest of the ring, further shattering it.  The Master Chief   |
     | asks if there were any other survivors, but Cortana can't detect any. |
     | She justifies the loss, however, as a huge Covenant force has been    |
     | destroyed, along with the Flood and Halo - things are over, she says. |
     | The Master Chief disagrees, however - things are just beginning.      |
     |                                                                       |
     | ROLL CREDITS                                                          |
     |                                                                       |
     | In the distance, a certain flying, blue orb makes its way into space, |
     | perhaps humming to itself as it moves along...                        |
     |_______________________________________________________________________|


_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
V. WEAPONS AND VEHICLES LIST                                             kw-app
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

"Bring war material with you from home, but forage on the enemy. Thus the army
will have food enough for its needs." - Sun Tzu (The Art of War)


===============================================================================
= A) Human Weapons                                                       kw-hwp
===============================================================================

        _______________________________________________________________
       |               |                                               |
       |    WEAPON     |                SPECIFICATIONS                 |
       |_______________|_______________________________________________|
       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       | M19 SSM ROCKET| ROUNDS/CLIP:   2                              |
       |   LAUNCHER    |                                               |
       |               | MAXIMUM AMMO:  8                              |
       |               |                                               |
       |               | AMMO TYPE:     102mm shaped-charge, high-     |
       |               |                explosive rockets.             |
       |               |-----------------------------------------------|
       |               | PROS:  The M19 SSM can quickly take out an    |
       |               |        enemy vehicle or group of targets from |
       |               |        a distance, with a 2x zoom built in.   |
       |               |        Splash damage is also effective.       |
       |               |                                               |
       |               | CONS:  Rockets are dumb-fire, so targets must |
       |               |        be led.  The reload time, rate of fire,|
       |               |        and melee attack are slow, and the     |
       |               |        weapon dangerous to fire in close      |
       |               |        quarters.                              |
       |_______________|_______________________________________________|
       |               |                                               |
       | M6D PISTOL    | ROUNDS/CLIP:   12                             |
       |               |                                               |
       |               | MAXIMUM AMMO:  120                            |
       |               |                                               |
       |               | AMMO TYPE:     12.7mm semi-armor-piercing,    |
       |               |                high-explosive rounds.         |
       |               |-----------------------------------------------|
       |               | PROS:  The M6D fires extremely powerful       |
       |               |        rounds, behind only the M90 and S2 AM  |
       |               |        Sniper Rifle.  In addition, the 2x     |
       |               |        scope allows for accurate and deadly   |
       |               |        distance shots.                        |
       |               |                                               |
       |               | CONS:  Even firing in fully automatic mode,   |
       |               |        the M6D shoots relatively slowly, and  |
       |               |        is thus rather ineffective against such|
       |               |        enemies as large groups of the Flood.  |
       |               |        Relatively slow melee attack.          |
       |_______________|_______________________________________________|
       |               |                                               |
       | M90 SHOTGUN   | ROUNDS/CLIP:   12                             |
       |               |                                               |
       |               | MAXIMUM AMMO:  60                             |
       |               |                                               |
       |               | AMMO:          8 gauge magnum (3.5") shells.  |
       |               |-----------------------------------------------|
       |               | PROS:  At point-blank range, the stopping     |
       |               |        power of the M90 is simply unmatched.  |
       |               |        Rather large spread can be useful for  |
       |               |        hitting multiple targets at a distance,|
       |               |        but can also be a disadvantage.        |
       |               |                                               |
       |               | CONS:  The shotgun has a very slow rate of    |
       |               |        fire, melee attack, and reload time.   |
       |               |        At moderate distances, bullet spread   |
       |               |        may result in the target not taking the|
       |               |        full blast.                            |
       |_______________|_______________________________________________|
       |               |                                               |
       | MA5B ASSAULT  | ROUNDS/CLIP:   60                             |
       |   RIFLE       |                                               |
       |               | MAXIMUM AMMO:  600                            |
       |               |                                               |
       |               | AMMO TYPE:     7.62mm armor-piercing rounds.  |
       |               |-----------------------------------------------|
       |               | PROS:  The MA5B has a very high rate of fire, |
       |               |        as well as a quick melee attack.  It   |
       |               |        also features a compass that orients   |
       |               |        itself to face the system's gas giant, |
       |               |        Threshold.                             |
       |               |                                               |
       |               | CONS:  The bullets are rather weak, and on    |
       |               |        higher difficulties, several clips may |
       |               |        be needed to take down a single enemy. |
       |               |        Accuracy is somewhat suspect at long   |
       |               |        range, especially in full automatic.   |
       |_______________|_______________________________________________|
       |               |                                               |
       | S2 AM SNIPER  | ROUNDS/CLIP:   4                              |
       |   RIFLE       |                                               |
       |               | MAXIMUM AMMO:  24 (Truth and Reconciliation   |
       |               |                starts with 64, but once you go|
       |               |                under 24, you can't get more)  |
       |               |                                               |
       |               | AMMO TYPE:     14.5 mm armor-piercing, fin-   |
       |               |                stabilized, discarding-sabot.  |
       |               |-----------------------------------------------|
       |               | PROS:  The S2 AM Sniper Rifle's rounds can    |
       |               |        take out most Covenant with a single   |
       |               |        head shot, and can do so from extremely|
       |               |        long range, thanks to the 2x and 10x   |
       |               |        scopes.  In addition, each penetrative |
       |               |        round can pass through several targets |
       |               |        at once, and it also features built-in |
       |               |        light-amplification (night vision).    |
       |               |                                               |
       |               | CONS:  Though the rounds are equally powerful |
       |               |        at long or short range, the very small |
       |               |        clip size limits the S2 AM's ability in|
       |               |        close-range melees.  Also, the extreme |
       |               |        penetration of the rounds makes it pass|
       |               |        through the Flood harmlessly.          |
       |_______________|_______________________________________________|
       |               |                                               |
       | M9 HE-DP      | ROUNDS/CLIP:   N/A                            |
       |   GRENADE     |                                               |
       |               | MAXIMUM AMMO:  4                              |
       |               |                                               |
       |               | AMMO TYPE:     High-explosive, dual-purpose   |
       |               |                fragmentation grenades.        |
       |               |-----------------------------------------------|
       |               | PROS:  The M9 HE-DP is very effective when    |
       |               |        used against groups of enemy troops or |
       |               |        to help flush out enemies, as it does  |
       |               |        quite a bit of area damage, and can be |
       |               |        bounced into hard-to-reach areas.      |
       |               |                                               |
       |               | CONS:  Not extremely effective against such   |
       |               |        enemies as Hunters, and can be avoided |
       |               |        rather easily by enemies.              |
       |_______________|_______________________________________________|
       |               |                                               |
       | M41 LAAG      | ROUNDS/CLIP:   N/A                            |
       |               |                                               |
       |               | MAXIMUM AMMO:  Unlimited                      |
       |               |                                               |
       |               | AMMO:          12.7 x 99mm armor-piercing,    |
       |               |                drum-fed rounds.               |
       |               |-----------------------------------------------|
       |               | PROS:  The three-barreled M41 LAAG can put    |
       |               |        between 450-550 rounds in the air per  |
       |               |        minute, making it effective against    |
       |               |        Covenant troops and vehicles alike.    |
       |               |                                               |
       |               | CONS:  Sustained fire results in decreased    |
       |               |        accuracy, and unless there is a driver |
       |               |        at the wheel, the gunner is vulnerable |
       |               |        to enemy fire.                         |
       |_______________|_______________________________________________|



===============================================================================
= B) Covenant Weapons                                                    kw-cwp
===============================================================================

        _______________________________________________________________
       |               |                                               |
       |    WEAPON     |                SPECIFICATIONS                 |
       |_______________|_______________________________________________|
       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       | NEEDLER       | ROUNDS/CLIP:   20                             |
       |               |                                               |
       |               | MAXIMUM AMMO:  80                             |
       |               |                                               |
       |               | AMMO TYPE:     Explosive, homing needles.     |
       |               |-----------------------------------------------|
       |               | PROS:  The Needler's limited homing ability   |
       |               |        make it very effective against such    |
       |               |        enemies as Elites, especially on the   |
       |               |        higher difficulties.  The explosion    |
       |               |        radius can also damage nearby enemies. |
       |               |                                               |
       |               | CONS:  Despite the homing ability and fast    |
       |               |        rate of fire, aware enemies can often- |
       |               |        times avoid getting hit.  Needles can  |
       |               |        not penetrate some surfaces, such as   |
       |               |        Hunter armor or the shields of Jackals.|
       |_______________|_______________________________________________|
       |               |                                               |
       | PLASMA PISTOL | ROUNDS/CLIP:   N/A                            |
       |               |                                               |
       |               | MAXIMUM AMMO:  100% charge                    |
       |               |                                               |
       |               | AMMO TYPE:     Unrechargeable directed energy.|
       |               |-----------------------------------------------|
       |               | PROS:  The Plasma Pistol has the ability to   |
       |               |        overcharge, firing a slightly homing   |
       |               |        and much more powerful blast that can  |
       |               |        destroy the energy shields of Jackals  |
       |               |        and Elites.  Also, it has the fastest  |
       |               |        melee attack in the game.              |
       |               |                                               |
       |               | CONS:  Standard fire is relatively weak, and  |
       |               |        overcharging rapidly depletes the core.|
       |               |        The rate of fire is somewhat slow, and |
       |               |        the weapon cannot be recharged.        |
       |_______________|_______________________________________________|
       |               |                                               |
       | PLASMA RIFLE  | ROUNDS/CLIP:   N/A                            |
       |               |                                               |
       |               | MAXIMUM AMMO:  100% charge                    |
       |               |                                               |
       |               | AMMO:          Unrechargeable directed energy.|
       |               |-----------------------------------------------|
       |               | PROS:  Very rapid rate of fire, although semi-|
       |               |        automatic use is generally safer and   |
       |               |        more efficient than full automatic.    |
       |               |                                               |
       |               | CONS:  Can overheat quickly, especially if    |
       |               |        using automatic fire.  The weapon can't|
       |               |        be recharged, so a replacement must be |
       |               |        found.                                 |
       |_______________|_______________________________________________|
       |               |                                               |
       | STATIONARY    | ROUNDS/CLIP:   N/A                            |
       |   GUN (SHADE) |                                               |
       |               | MAXIMUM AMMO:  Unlimited                      |
       |               |                                               |
       |               | AMMO TYPE:     Directed energy.               |
       |               |-----------------------------------------------|
       |               | PROS:  Unlimited supply of ammunition, and a  |
       |               |        fast rate of fire make it somewhat     |
       |               |        effective against enemy troops.        |
       |               |                                               |
       |               | CONS:  The guns are immobile, and offer little|
       |               |        protection to the gunner.  Individual  |
       |               |        shots move slowly (moving targets must |
       |               |        be led), however, and a large number   |
       |               |        of hits are needed to kill most troops.|
       |_______________|_______________________________________________|
       |               |                                               |
       | PLASMA        | ROUNDS/CLIP:   N/A                            |
       |   GRENADE     |                                               |
       |               | MAXIMUM AMMO:  4                              |
       |               |                                               |
       |               | AMMO:          "Sticky" energy grenade, with  |
       |               |                three second fuse.             |
       |               |-----------------------------------------------|
       |               | PROS:  Plasma grenades do massive damge to    |
       |               |        enemy troops and vehicles - once hit,  |
       |               |        there is no escaping the explosion.    |
       |               |                                               |
       |               | CONS:  Not effective against certain enemies, |
       |               |        such as Hunters.  Also, if the grenade |
       |               |        misses its target, it can easily be    |
       |               |        avoided, because of the timed fuse.    |
       |_______________|_______________________________________________|



===============================================================================
= C) Human Vehicles                                                      kw-hve
===============================================================================

        _______________________________________________________________
       |               |                                               |
       |    VEHICLE    |                SPECIFICATIONS                 |
       |_______________|_______________________________________________|
       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       | M12 LRV       | MAXIMUM CREW:  3 (Driver, Passenger, Gunner)  |
       |   WARTHOG     |                                               |
       |               | VEHICLE TYPE:  Light Reconnaissance Vehicle   |
       |               |                                               |
       |               | WEIGHT:        3.25 tons                      |
       |               |                                               |
       |               | ARMAMENT:      M41 LAAG (rear-mounted)        |
       |               |-----------------------------------------------|
       |               | PROS:  The Warthog is relatively fast and     |
       |               |        maneuverable, with decent armor at the |
       |               |        front of the vehicle.  The M41 LAAG    |
       |               |        provides a good amount of firepower.   |
       |               |                                               |
       |               | CONS:  While it handles rather well, sharp    |
       |               |        turns and uneven jump landings may     |
       |               |        cause it to roll.  Also, without an    |
       |               |        additional crew member to man the M41  |
       |               |        LAAG, attack capabilities are minimal. |
       |_______________|_______________________________________________|
       |               |                                               |
       | M808B         | MAXIMUM CREW:  5 (Driver and 4 passengers)    |
       |   SCORPION    |                                               |
       |     MBT       | VEHICLE TYPE:  Main Battle Tank               |
       |               |                                               |
       |               | WEIGHT:        66 tons                        |
       |               |                                               |
       |               | ARMAMENT:      90mm High Velocity cannon,     |
       |               |                7.62mm AP-T machine gun        |
       |               |-----------------------------------------------|
       |               | PROS:  The Scorpion's firepower is a sight to |
       |               |        behold, with a devastating cannon that |
       |               |        makes short work of any vehicles or    |
       |               |        troops, supplemented by a rapid-fire   |
       |               |        chain gun.  Passenger bays also allow  |
       |               |        for additional fire support.           |
       |               |                                               |
       |               | CONS:  The Scorpion is rather slow and has low|
       |               |        maneuverability.  Also, passengers are |
       |               |        relatively unprotected, and the crew,  |
       |               |        including the driver, is vulnerable to |
       |               |        such weapons as plasma grenades.       |
       |_______________|_______________________________________________|
       |               |                                               |
       | D77-TC        | MAXIMUM CREW:  32 (2 pilots, 30 passengers)   |
       |   PELICAN     |                                               |
       |     DROPSHIP  | VEHICLE TYPE:  VTOL Troop Carrier             |
       |               |                                               |
       |               | WEIGHT:        N/A                            |
       |               |                                               |
       | (NPC CONTROL  | ARMAMENT:      70mm nose gun                  |
       |   ONLY)       |-----------------------------------------------|
       |               | PROS:  The Pelican's vertical take-off and    |
       |               |        landing capability make it well suited |
       |               |        for deploying troops and/or vehicles   |
       |               |        wherever they may be needed.           |
       |               |                                               |
       |               | CONS:  While fast and armored, the D77-TC is  |
       |               |        still very vulnerable to weapons fire. |
       |_______________|_______________________________________________|



===============================================================================
= D) Covenant Vehicles                                                   kw-cve
===============================================================================

        _______________________________________________________________
       |               |                                               |
       |    VEHICLE    |                SPECIFICATIONS                 |
       |_______________|_______________________________________________|
       |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|
       | BANSHEE       | MAXIMUM CREW:  1                              |
       |               |                                               |
       |               | VEHICLE TYPE:  Attack Aircraft                |
       |               |                                               |
       |               | WEIGHT:        2.25 tons                      |
       |               |                                               |
       |               | ARMAMENT:      2 Fuel Rod cannons, 2 Plasma   |
       |               |                Cannons (100-250 kW)           |
       |               |-----------------------------------------------|
       |               | PROS:  The Banshee's weapons, particularly the|
       |               |        fuel rod cannon, is extremely effective|
       |               |        against troops and vehicles alike.  It |
       |               |        is also very maneuverable, and able to |
       |               |        climb to high altitudes for attacking. |
       |               |                                               |
       |               | CONS:  Despite the maneuverability, Banshees  |
       |               |        do not have a high top speed, and are  |
       |               |        thus very vulnerable to weapons fire,  |
       |               |        especially when making an attack run.  |
       |               |        As opposed to a Warthog, for instance, |
       |               |        the Banshee itself can actually be     |
       |               |        destroyed and rendered useless.        |
       |_______________|_______________________________________________|
       |               |                                               |
       | GHOST         | MAXIMUM CREW:  1                              |
       |               |                                               |
       |               | VEHICLE TYPE:  Reconnaissance/Rapid Attack    |
       |               |                Vehicle                        |
       |               |                                               |
       |               | WEIGHT:        3.25 tons                      |
       |               |                                               |
       |               | ARMAMENT:      2 Plasma Cannons (100-250 kW)  |
       |               |-----------------------------------------------|
       |               | PROS:  The Ghost is very quick, and has the   |
       |               |        ability to strafe its targets, unlike  |
       |               |        the other vehicles.                    |
       |               |                                               |
       |               | CONS:  While it can turn its nose very, very  |
       |               |        quickly, the Ghost continues moving in |
       |               |        the original direction for a short time|
       |               |        before actually moving in the direction|
       |               |        turned.  Also, it is lightly armored,  |
       |               |        providing little protection.           |
       |_______________|_______________________________________________|
       |               |                                               |
       | DROPSHIP      | MAXIMUM CREW:  N/A (8 deployable troop units) |
       |               |                                               |
       |               | VEHICLE TYPE:  Troop Carrier                  |
       |               |                                               |
       |               | WEIGHT:        N/A                            |
       |               |                                               |
       | (NPC CONTROL  | ARMAMENT:      2 Shade-like Plasma Cannons    |
       |   ONLY)       |-----------------------------------------------|
       |               | PROS:  The Covenant Dropship is protected by  |
       |               |        an energy shield that makes it almost  |
       |               |        invulnerable to any form of weapon.    |
       |               |        In fact, they cannot be destroyed in   |
       |               |        this game, and the plasma weapons are  |
       |               |        quite powerful.                        |
       |               |                                               |
       |               | CONS:  Troops that the Dropship is carrying   |
       |               |        are unprotected and can be killed even |
       |               |        before they touch down.                |
       |_______________|_______________________________________________|
       |               |                                               |
       | WRAITH        | MAXIMUM CREW:  N/A                            |
       |               |                                               |
       |               | VEHICLE TYPE:  Mortar Tank                    |
       |               |                                               |
       |               | WEIGHT:        N/A                            |
       |               |                                               |
       | (NPC CONTROL  | ARMAMENT:      Plasma Mortar                  |
       |   ONLY)       |-----------------------------------------------|
       |               | PROS:  The Wraith's mortar deals extremely    |
       |               |        heavy damage to anything it hits, and  |
       |               |        the tank is extremely well-armored: it |
       |               |        will take three direct hits from an M19|
       |               |        SSM to take one out.                   |
       |               |                                               |
       |               | CONS:  The mortar fires at a high arc  and    |
       |               |        travels rather slowly, so it can be    |
       |               |        avoided easily, especially at a long   |
       |               |        distance.                              |
       |_______________|_______________________________________________|


_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
VI. ENEMIES LIST                                                         kw-ene
_______________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

"If you know the enemy and know yourself, your victory will not stand in
doubt..." - Sun Tzu (The Art of War)

===============================================================================
= A) Covenant Troops                                                     kw-cov
===============================================================================

=-=-=-=-=
= Elite =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=
    _______________________________________________________________________
   /                                                                       \
   |                                                                       |
   |  In the Covenant hierarchy, Elites are higher up on the chain than    |
   |  Grunts or Jackals, and as such, serve a leadership role on the       |
   |  battlefield.  They stand almost nine feet tall when walking upright, |
   |  with physical strength equal to that of the Master Chief.  This,     |
   |  combined with their zeal for combat, makes them a formidable enemy.  |
   |  Most variations will make use of grenades and take cover when hit    |
   |  (in order to recharge their energy shields), and even resort to      |
   |  melee attacks in close range.                                        |
   |                                                                       |
   |                                                                       |
   |  VARIATIONS:                                                          |
   |    _______________________________________________________________    |
   |   |               |                                               |   |
   |   |     RANK      |                 DESCRIPTION                   |   |
   |   |_______________|_______________________________________________|   |
   |   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|   |
   |   | COMMANDER     | Commander Elites are encountered much less    |   |
   |   |   (GOLD)      | frequently than the lower-ranked Elites, but  |   |
   |   |               | are much more formidable.  In particular, the |   |
   |   |               | plasma sword-wielding Commanders are much more|   |
   |   |               | aggressive than regular elites, leaping right |   |
   |   |               | at their prey to take a swipe.  When heavily  |   |
   |   |               | damaged, however, they will still take cover. |   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Plasma Sword, Plasma Rifle         |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   The armor/energy shield of these   |   |
   |   |               |            Elites are much more durable than  |   |
   |   |               |            those of lower ranks.  For example,|   |
   |   |               |            a single headshot with the S2 AM   |   |
   |   |               |            will only take down the shield.  A |   |
   |   |               |            second headshot (or two in the     |   |
   |   |               |            chest) is necessary to kill it.    |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | SPECIAL OPS   | Special Operations Elites have extremely good |   |
   |   |   (BLACK)     | weapon accuracy, and seem to have a better    |   |
   |   |               | grasp of combat tactics than the lower-ranked |   |
   |   |               | ones.  For instance, they tend to attempt     |   |
   |   |               | flanking maneuvers more often, in an attempt  |   |
   |   |               | to catch you unaware.                         |   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Plasma Rifle, Plasma Grenades      |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   While not as durable as that of the|   |
   |   |               |            Commander Elites, the armor and    |   |
   |   |               |            energy shield of the Special Ops   |   |
   |   |               |            Elites still protects them better  |   |
   |   |               |            than that of the lower ranks.      |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | STEALTH       | Stealth Elites, when encountered, are always  |   |
   |   |   (SILVER)    | already cloaked - you will not see them do so.|   |
   |   |               | Thus, they can usually strike you when you are|   |
   |   |               | least expecting it, as they do not show up on |   |
   |   |               | the motion tracker.  Simply look for a slight |   |
   |   |               | distortion in the air, while moving slowly.   |   |
   |   |               | Also, when firing their weapon or when hit,   |   |
   |   |               | the cloaking deactivates briefly.             |   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Plasma Sword, Plasma Rifle         |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   While the Active Camouflage is in  |   |
   |   |               |            of itself an excellent defense, it |   |
   |   |               |            prevents the Elite from having an  |   |
   |   |               |            energy shield.  Thus, if spotted,  |   |
   |   |               |            Stealth Elites can take much less  |   |
   |   |               |            damage than other Elites.          |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | MAJOR         | Major Elites, while just a rank above the     |   |
   |   |   (RED)       | Minor Elites, are nevertheless much more able |   |
   |   |               | in combat.  Their weapon accuracy is greater, |   |
   |   |               | they are more likely to use grenades, and     |   |
   |   |               | their armor/shielding is more durable.        |   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Plasma Rifle, Plasma Grenades      |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   While one of the lower ranks, Major|   |
   |   |               |            Elites are nonetheless very tough, |   |
   |   |               |            able to take two S2 AM rounds on   |   |
   |   |               |            Legendary (a single headshot will  |   |
   |   |               |            not be enough).                    |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | MINOR         | Minor Elites, while still ranking above Grunts|   |
   |   |   (BLUE)      | and Jackals, are the lowest ranking Elites,   |   |
   |   |               | and the difference between them and higher    |   |
   |   |               | ones is very noticeable.  Minors are less able|   |
   |   |               | shots, less intelligent, and are dispatched   |   |
   |   |               | much more readily (though can still be tough).|   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Plasma Rifle, Plasma Grenades      |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   Minor Elites have the weakest armor|   |
   |   |               |            and shielding of the Elites, with  |   |
   |   |               |            a single S2 AM round to the head   |   |
   |   |               |            capable of killing.                |   |
   |   |_______________|_______________________________________________|   |
   |                                                                       |
   |                                                                       |
   |  WEAPON EFFECTIVENESS:                                                |
   |    _______________________________________________________________    |
   |   |               |                                               |   |
   |   |    WEAPON     |                 EFFECTIVENESS                 |   |
   |   |_______________|_______________________________________________|   |
   |   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|   |
   |   | M19 SSM ROCKET| As with any type of enemy ground troop, the   |   |
   |   |   LAUNCHER    | M19 SSM is very effective; however, limited   |   |
   |   |               | rockets means they should probably be saved   |   |
   |   |               | for more durable targets (i.e. vehicles),     |   |
   |   |               | unless you have plenty of rockets or there is |   |
   |   |               | several Elites grouped together.              |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M6D PISTOL    | Against Elites, the M6D is somewhat of a mixed|   |
   |   |               | bag.  While rounds can be damaging, one must  |   |
   |   |               | make sure to press the attack until the Elite |   |
   |   |               | is dead - once hit by a couple rounds, it will|   |
   |   |               | most likely take cover to recharge its shield.|   |
   |   |               | The relatively slow rate of fire allows them  |   |
   |   |               | this opportunity.  Go for headshots for the   |   |
   |   |               | best results, as Elites can take quite a few  |   |
   |   |               | shots to the body.                            |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M90 SHOTGUN   | Devastating at close range - even against the |   |
   |   |               | higher ranks, a shot will take out the shield,|   |
   |   |               | a second will kill.  Against lower ranks, a   |   |
   |   |               | single shell may be enough (at close range).  |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | MA5B ASSAULT  | In my opinion, the MA5B is rather useless vs. |   |
   |   |   RIFLE       | Elites; at the very least, a full clip is     |   |
   |   |               | needed to kill even the lower ranks.  This is |   |
   |   |               | not even taking into account the possibility  |   |
   |   |               | of many rounds missing a dodging Elite.       |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | S2 AM SNIPER  | Very effective.  Lower ranks may fall to a    |   |
   |   |   RIFLE       | single headshot, while higher ranks require at|   |
   |   |               | least two: one to take out the shield, another|   |
   |   |               | for the kill.  If not headshots, even more    |   |
   |   |               | rounds are required (3 chest shots to kill a  |   |
   |   |               | Commander Elite, for instance).               |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M9 HE-DP      | Fragmentation grenades are not particularly   |   |
   |   |   GRENADE     | effective against Elites, simply because they |   |
   |   |               | avoid them so well.  Nonetheless, the M9 HP-DE|   |
   |   |               | is useful for flushing them out of cover, and |   |
   |   |               | may even take out their shields.              |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M41 LAAG      | The M41 LAAG works well against Elites, at    |   |
   |   |               | least if the Master Chief is driving, with a  |   |
   |   |               | gunner in the rear.  If the Chief is at the   |   |
   |   |               | gun, with no driver, Elites simply find cover |   |
   |   |               | with no way for the Warthog to move around    |   |
   |   |               | for a clear shot.                             |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | NEEDLER       | Absolutely one of THE best weapons to make an |   |
   |   |               | Elite scream.  If the Elite is aware, though, |   |
   |   |               | they may simply dodge behind cover.  Time it  |   |
   |   |               | right, however (perhaps using a grenade to    |   |
   |   |               | flush it out of cover), and a full clip of    |   |
   |   |               | needles will absolutely decimate an Elite.    |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | PLASMA PISTOL | An overcharged shot is useful for taking out  |   |
   |   |               | the shield of an Elite, for another weapon to |   |
   |   |               | finish the job.  However, the normal plasma   |   |
   |   |               | bolts are simply too weak and ineffective.    |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | PLASMA RIFLE  | While Plasma Rifles are not the weapon of     |   |
   |   |               | choice against Elites, they are still rather  |   |
   |   |               | effective - definitely more so than the MA5B. |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | STATIONARY    | While the Shade can dish out some damage, it  |   |
   |   |   GUN (SHADE) | leaves the gunner way too vulnerable to the   |   |
   |   |               | extremely accurate weapons fire of Elites.    |   |
   |   |               | In open areas and with Marines drawing fire   |   |
   |   |               | away from you, however, using a Shade may be  |   |
   |   |               | worth a try.                                  |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | PLASMA        | Very effective, IF you can get them to stick. |   |
   |   |   GRENADE     | Elites are very adept at dodging grenades for |   |
   |   |               | the most part, but there are times where you  |   |
   |   |               | can catch them unaware with a plasma grenade. |   |
   |   |_______________|_______________________________________________|   |
   |                                                                       |
   |                                                                       |
   |  RECOMMENDED COMBAT TACTICS:                                          |
   |                                                                       |
   |     Elites are easily the toughest of the Covenant ground troops.     |
   |     Especially on harder difficulties, they require you to be much    |
   |     more aggressive then you need to be with other enemies.  Taking   |
   |     a few shots and then ducking behind cover simply does not work    |
   |     against them, because they'll do exactly the same thing you do:   |
   |     take cover and wait for their shields to recharge.  As such, you  |
   |     will have to finish the job as quickly as possible, lest you want |
   |     to waste ammunition.  It is never a bad idea to use grenades of   |
   |     either type to attempt to kill or flush them out of cover.        |
   |                                                                       |
   |     As you can see above, Needlers work exceptionally well against    |
   |     Elites, particularly in wide-open spaces with not much for them   |
   |     to hide behind.  If using a weapon such as the S2 AM, it is very  |
   |     important to know just how many hits you need to score.  For      |
   |     example, look at a Commander Elite.  You know that one round is   |
   |     not enough to kill it, but simply take down its shield.  So, in   |
   |     quick succession, fire off three shots to the chest.  If you fail |
   |     to kill the Elite in one quick salvo, it will simply run and take |
   |     cover, recharging it's shield.  In other words, you'll have just  |
   |     wasted precious ammo, and will still need yet another shot to     |
   |     take down the shield again and another to finally kill it.        |
   |                                                                       |
   \_______________________________________________________________________/


=-=-=-=-=
= Grunt =~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
=-=-=-=-=
    _______________________________________________________________________
   /                                                                       \
   |                                                                       |
   |  Grunts are the lowest ranking soldiers in the Covenant Hierarchy,    |
   |  and for good reason.  Compared to Elites, for instance, they are     |
   |  rather cowardly, running when overwhelmed.  Even in combat, they are |
   |  relatively poor shots, lack intelligent combat tactics, and are very |
   |  easily dispatched.  Grunts are usually found in packs, and in the    |
   |  company of a higher ranking soldier, such as an Elite, and also have |
   |  the task of manning the Shade stationary turrets.                    |
   |                                                                       |
   |                                                                       |
   |  VARIATIONS:                                                          |
   |    _______________________________________________________________    |
   |   |               |                                               |   |
   |   |     RANK      |                 DESCRIPTION                   |   |
   |   |_______________|_______________________________________________|   |
   |   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|   |
   |   | SPECIAL OPS   | Special Operations Grunts, particularly in a  |   |
   |   |   (BLACK)     | group, can actually be quite dangerous, at    |   |
   |   |               | least compared to the lower Grunts.  They are |   |
   |   |               | much more accurate with their weapons, less   |   |
   |   |               | apt to flee, and better-skilled at avoiding   |   |
   |   |               | fire.  In addition, some carry heavier weapons|   |
   |   |               | than the Major or Minor Grunts.               |   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Fuel Rod Gun, Plasma Rife, Plasma  |   |
   |   |               |            Pistol, Plasma Grenades, Needler   |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   While Special Operations Grunts are|   |
   |   |               |            more durable than the lower Grunts,|   |
   |   |               |            they still go down rather quickly. |   |
   |   |               |            Again, however, they are better at |   |
   |   |               |            avoiding the Master Chief's fire.  |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | MAJOR         | Major Grunts are only a step above the Minor  |   |
   |   |   (RED)       | Grunts, both in rank and in terms of combat   |   |
   |   |               | effectiveness.  They are very slightly less   |   |
   |   |               | likely to flee, and are somewhat better shots.|   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Plasma Pistol, Plasma Grenades,    |   |
   |   |               |            Needler                            |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   Like the other Grunts, Majors are  |   |
   |   |               |            very vulnerable to any type of     |   |
   |   |               |            weapon and are easily killed.      |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | MINOR         | Minor Grunts are the lowest of the Covenant   |   |
   |   |   (YELLOW)    | soldiers.  They are oftentimes sleeping on the|   |
   |   |               | job, and even when awake, are poor marksmen   |   |
   |   |               |-----------------------------------------------|   |
   |   |               | ARMAMENT:  Plasma Pistol, Plasma Grenades,    |   |
   |   |               |            Needler                            |   |
   |   |               |                                               |   |
   |   |               | DEFENSE:   Rather unremarkable; Minor Grunts  |   |
   |   |               |            are easily killed by any weapon.   |   |
   |   |_______________|_______________________________________________|   |
   |                                                                       |
   |                                                                       |
   |  WEAPON EFFECTIVENESS:                                                |
   |    _______________________________________________________________    |
   |   |               |                                               |   |
   |   |    WEAPON     |                 EFFECTIVENESS                 |   |
   |   |_______________|_______________________________________________|   |
   |   |ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ|   |
   |   | M19 SSM ROCKET| Overkill.  Unless there are very tough targets|   |
   |   |   LAUNCHER    | nearby, it'd be a waste of a rocket.          |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M6D PISTOL    | The M6D is an excellent weapon against Grunts,|   |
   |   |               | requiring just one headshot to kill.          |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M90 SHOTGUN   | Like the M19 SSM, the M90 Shotgun is very     |   |
   |   |               | effective against Grunts, but your shells     |   |
   |   |               | would be better saved for tougher enemies.    |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | MA5B ASSAULT  | The rapid fire of the MA5B, coupled with the  |   |
   |   |   RIFLE       | low durability of Grunts, make it a good      |   |
   |   |               | weapon to use against several of them at once.|   |
   |   |               | Try to aim at their heads for best results.   |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | S2 AM SNIPER  | Very effective - a single shot, whether it is |   |
   |   |   RIFLE       | to the head or not, can kill any Grunt.  Note |   |
   |   |               | that S2 AM rounds, which can be in short      |   |
   |   |               | supply, might be better saved for use on more |   |
   |   |               | dangerous targets, however.                   |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M9 HE-DP      | Fragmentation grenades are very effective vs. |   |
   |   |   GRENADE     | grunts - a well thrown one might take out     |   |
   |   |               | several at once.                              |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | M41 LAAG      | The M41 LAAG cuts through Grunts like a hot   |   |
   |   |               | knife through butter - if one is available,   |   |
   |   |               | make use of it.                               |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | NEEDLER       | Needlers are very effective against Grunts,   |   |
   |   |               | as they seem to have trouble avoiding the     |   |
   |   |               | projectiles.  With luck, the explosions may   |   |
   |   |               | even damage/kill enemies nearby the running   |   |
   |   |               | Grunt.                                        |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | PLASMA PISTOL | A single overcharged shot should take out a   |   |
   |   |               | Grunt.  While the normal plasma bolts also    |   |
   |   |               | work, there are better weapon choices.        |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | PLASMA RIFLE  | Plasma Rifles work very well against multiple |   |
   |   |               | Grunts - even better than the MA5B.  Make sure|   |
   |   |               | to not overheat, however, by not firing on    |   |
   |   |               | full automatic.                               |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | STATIONARY    | Shades can cut down Grunts relatively quickly,|   |
   |   |   GUN (SHADE) | but it is probably still safer to stay on     |   |
   |   |               | foot, moving constantly to avoid enemy fire.  |   |
   |   |               | If you have Marines around to keep them busy, |   |
   |   |               | however, go ahead and make an exception.      |   |
   |   |_______________|_______________________________________________|   |
   |   |               |                                               |   |
   |   | PLASMA        | Very effective, with an added bonus: Grunts   |   |
   |   |   GRENADE     | tend to run around in circles when hit with a |   |
   |   |               | Plasma Grenade, and may even take out fellow  |   |
   |   |               | soldiers unlucky enough to be nearby.         |   |
   |   |_______________|_______________________________________________|   |
   |                                                                       |
   |                                                                       |
   |  RECOMMENDED COMBAT TACTICS:                                          |
   |                                                                       |
   |     Not alot of strategy is needed for Grunts, of any rank.  They     |
   |     fall rather easily to any of the weapons, as seen above.  So,     |
   |     while they are almost always in the presence of a more dangerous  |
   |     threat, it isn't necessarily a bad idea to quickly take out the   |
   |     Grunts first.  Why?  Think about it this way.  Say there is a     |
   |     single Elite, accompanied by four Grunts.  Sure, you could try    |
   |     to kill the Elite first, but while you're doing so, all four of   |
   |     the Grunts will be taking pot shots at you.  Since Grunts die so  |
   |     easily, it'd probably be safer to weed down their numbers first,  |
   |     making the task of killing the Elite much easier.                 |
   |                                                                       |
   \_______________________________________________________________________/

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