Halo 2 Walkthrough
- Friday, August 22, 2008, 5:24
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A lot of my calls recently come from people asking me how to connect their XBox to the Internet to play Halo 2. I thought the game has died down already but it seems like it’s bound to be a classic like D&D.
Connecting an Xbox to a cable modem, a router and even a DSL connection is easy and a visual guide from Chasms is perhaps the best one available online. Just give your Internet help desk a call if ever it’s not working even after going through the tutorial.
Here’s also an article I got from the web while researching for Halo 2 walkthroughs… enjoy…
----------- 1. WEAPONS: ----------- ------------ Battle Rifle ------------ This is a great weapon. The bullets are fairly powerful, and with the three shot bursts it can be devastating. A great weapon for clearing out jackals, especially those damned snipers. On legendary, if an enemy sniper spots you, you will probably have no more than 2 seconds at the very most to react. If you can peek out of a corner with your scope set in the general direction of the Jackal, one quick burst should at the very least injure him, giving you the chance to set your sights for the kill. There is no single fire for the Battle Rifle. I believe it is to make the Carbine more useful. Otherwise, I doubt many people would take much notice of it. 36 rounds per clip. 2x Zoom. --- SMG --- In game, it is known as the SMG. For those [few] of you who don't know, this stands for Sub-Machine Gun. This weapon is, in my opinion, the best for Drones. On legendary, I very rarely used it for anything more than Drone and Grunt cleanup. Every now and then, it served well against a single Elite. If a tricky Elite is hiding in a corner, and you have no available grenades, this weapon is just screaming for it. Peek around the corner with two of these and BAM! No more Elite, lots more purple paint. It can be a bit risky though, so I tend to stick with Plasmas for Elites. 60 rounds per clip. Dual Wield. ------- Shotgun ------- This is a weaker version of the original. It's still a great Flood stopper, but Elites won't go down as easily with it. It used to stun them when hit by a point blank shell. Now, it'll damage then, but it definitely won't stun them long enough for a clean kill. 12 rounds per clip. ------ Magnum ------ Thankfully, this is definitely going to be less of a favourite than the old handgun. It is still useful, but not so much past the first level. At least this shows it won't be the "One man army" weapon the old one was. Update: After trying this thing out a bit more, I like it a lot. It is pretty powerful. Add that with the good rate of fire, and you have a nice Elite stopper. I like using this with an SMG. Think about it: The SMG gradually eats the Elites shield away, and the Magnum packs a small punch every half second or so. The Elite will go down in no time. 12 rounds per clip. Dual Wield. ------------ Sniper Rifle ------------ It's the same as the one in Halo. I can't really say any more than that. I'm not sure there is a Night-Vision feature anymore, but it wouldn't really be useful in Halo 2 anyway. A couple of headshots should take out the average Elite. Pretty useful, nothing special. 4 rounds per clip. 5x Zoom. 10x Zoom. --------------- Rocket Launcher --------------- Just another Halo replica. It has a new homing feature. You must hold your sights on the enemy vehicle. Once it turns red, hold "R" until a beeping sound plays, indicating a lock-on. Fire away. This feature is best used over a fair distance, but nothing too exaggerated. For the melee, the Spartan/Elite swings the launcher round the shoulder, and hits the enemy with the butt of the weapon from above. 2 rockets per clip. 2x Zoom. ------------- Plasma Pistol ------------- Halo replica, 'nuff said. The charged bolt takes 10 charges from the gun. It used to instantly deplete an Elites Shield. Now, there is one that can take a blast and still have decent shielding. The Spec Op Elite (Silver) has a much more powerful shield than the rest. If you have something like an SMG as an alternative weapon, a good strategy is to dual wield Plasma Pistols and send two charges into the Elite. Not only will it be stunned momentarily, it will also be vulnerable to bullets. Quickly switch to the SMG and fire away. For the melee, the Spartan/Elite thrusts his fist straight at the head of an enemy of equal height. 100 charges per pistol. Dual Wield. ------------ Plasma Rifle ------------ This thing fires weak plasma charges. This paired with an SMG is an amazing anti-Elite combo. The Rifle takes out the shield with ease, and then the bullets pierce the physical armour, killing the Elite in the process. This is great against anything with a plasma shield of any sort. 100 charges per rifle. Dual Wield. ------------------ Brute Plasma Rifle ------------------ This is a Plasma Rifle with a faster rate of fire and slightly stronger bolts. It also overheats faster. 100 charges per rifle. Dual Wield. ------- Needler ------- It feels slightly different from the original one, but it is essentially the same thing. The needles blow slightly faster. This thing is an awesome Brute stopper. Dual wielding these is all you really need to take down those stubborn Brutes. If they won't budge, it's all the better to pierce their skin. 30 needles per clip. Dual Wield. ---------------- Covenant Carbine ---------------- This thing is a single shot version of the Battle Rifle. I think this weapon is the sole reason that the Battle Rifle doesn't have a single shot. I haven't thought much about this, but I think this is my favourite weapon. It is a great weapon for Brutes. Two or three shots should remove the helmet, and the next couple should finish him. It is also quite useful for stationary drones and both types of Jackals. 18 rounds per clip. 2x Zoom. ---------- Beam Rifle ---------- It's basically the Covenant sniper rifle. Two consecutive shots will overheat it. One hit from this on legendary will usually finish you. [I think] It depends on where you are hit, but you will die 90% of the time with a full shield. 100 charges per rifle. 6 charges per beam. 5x Zoom. 10x Zoom. --------------- Fuel Rod Cannon --------------- I never actually used this thing, but my friend did when we we're player co- op. I remember him saying that it's more powerful that the rocket launcher. It may just be that the target happened to be weaker to this than to rockets, in the same way Plasma Shields are weaker against plasma than bullets. I've found that it takes approximately four rods to kill a Hunter. However, I never got the rods to make contact with the skin. The Hunter was hit head on. 5 rods per clip. ---------- Brute Shot ---------- It's a grenade launcher, and a favourite of the Brutes. The grenades seem to explode randomly on first or second impact. Now, I am reaching when I say this, but I think the grenades explode automatically when locked on. I mean, you lock on and fire a grenade, but you can tell it's going to miss. Well, just as it's about to pass the target, it blows. This is a great anti-vehicle weapon. About three or four grenades can take out most smaller vehicles. Add this up with the firing rate, and you've got yourself a damn useful weapon. This also has an under-slung blade. This blade seems almost as, if not just as powerful as the Plasma Sword. 4 grenades per clip. ------------ Energy Sword ------------ I prefer to call it the Plasma Sword, but that's the official name. The Sword has charges (ammo), and these go down whenever you kill an enemy. It starts at 100 (assuming the enemy you got it from didn't use it first), and goes down depending on the enemy killed. Killing the Flood loses three charges. Killing anything else drops it by ten. The lunge attack usually kills lesser enemies in a single swipe. Elites, Brutes, and Hunters can survive it. Hunters are practically immune to the thing due to their mass amount of armour. Elites without their Shields would be insta-killed. The Brute can take the damage directly on their body and live. If you hit a Brute with this thing, it will probably get pissed, so be sure to finish it quickly. Another thing to watch out for with this is the Brute Shot, which, as said before, has an under-slung blade for close combat. If you do lunge for a Brute, back off as soon as possible, then lunge again as soon as you've locked on. The Sword will collapse to nothing once it has run out of charges. The handle can still be used, but I really wouldn't advise it. 100 charges per Sword. ---------------------- Sentinel Beam (Silver) ---------------------- This shoots the old orange/yellow beam from the original sentinels. It's relatively useful against Plasma shields and other Sentinels. This weapon is also the Holy Anti-Son-of-a-bitch machine, as far as the Flood go. No other weapon compares in power. -------------------- Sentinel Beam (Gold) -------------------- This is a more powerful, blue beam, which can be retrieved from a Gold Sentinel. --------------------- Fragmentation Grenade --------------------- These have a shorter fuse than the one in the original. It's half a second as soon as it strikes a surface. Still mainly useful against the lesser Covenant and he Flood. 4 frags at once. -------------- Plasma Grenade -------------- It's almost the same as the original. I find it useful for Elites, Brutes, Heavy Sentinels, and Vehicles. The fuse is slightly shorter. It starts counting once it settles on the ground (or an enemy). It's nowhere near as useful if you just get it to land near the target rather than on them. 4 plasmas at once. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------ 2. VEHICLES: ------------ ----- Ghost ----- Comes with dual Plasma Cannons, There is a boost function. It's single seat only. It's probably the most common Covenant vehicle. Luckily, they aren't that hard to destroy. In Ghost-to-Ghost combat, just get a few bursts in right off the bat, and the front of the wings will collapse. The Ghost will jump a bit to one side and in that time you should be able to finish it. When boarded from the front, the Spartan/Elite leaps onto the left wing of the Ghost and jump-kicks the driver off the Ghost. To finish it off, he lands right on the seat. When boarded from the rear, the Spartan/Elite grabs onto the back of the ghost, and punches the driver in the back of the head before hopping into the now empty seat. ------- Banshee ------- These come equipped with dual Plasma Cannons and a Fuel Rod Gun. There is a boost function too. It's single seat only. These can be a pain in the ass. They have a pretty good aim. If you're in a 'Hog or Ghost, they can be safely ignored. If you're in something slower, like a Wraith, I would suggest getting out and hiding. Wait for it to swoop you and give it a good go with your rifle. Either that, or if you're feeling lucky, try to 'jack it. When boarded, the Spartan/Elite grabs hold of the Banshee. If it is AI driven, it will most likely go upwards in an attempt to shake you off to your doom. The Spartan/Elite will pull at the driver's leg and toss him out of the Banshee, before taking control of it himself. The driver will meet a sticky end. ------- Spectre ------- Best described as a Covenant take on the 'Hog. It has a turret on the back, a driver seat (obviously), and two side⦠wing thingies, which two other people can sit on. It is similar to the Shadow, which can be found in the pre-halo screenshots in Bungie's official site. When boarded from the front, the Spartan/Elite jumps onto the front of it, a foot on either side of the pilot hatch. Then, he gives the driver a good whack and sends him out of the vehicle. The Spartan/Elite then jumps back off the vehicle to go for the kill. When boarded from the rear, the Spartan/Elite pulls himself onto the edge of the turret stand, and puts his arm around the gunner's stomach. He then swings the gunner off the vehicle. The Spartan/Elite then jumps back off the vehicle to go for the kill. Note: Cannot be boarded and driven in the one action. The Spartan/Elite will always jump off the vehicle after boarding. You must then treat it just like you would any other empty vehicle to drive it. ------ Wraith ------ This is the Covenant tank. It's basically a mortar tank. When AI driven, it has two side guns, which fire when a target gets very near. I can't find out how to operate them as the player though. When boarded from the front, left, or right, the Spartan/Elite jumps on top of the Wraith and moves up to the left or right side of the hatch. You must then press "B" to beat the hatch. After three or four hits, the hatch will snap off, revealing the driver. You can then either press "B" again one or two times to kill the driver, or press L to plant your currently selected grenade in the Wraith, killing the driver and damaging or destroying, the Wraith. You must then press "X" to jump off the Wraith, and "X" again if you wish to drive it. When boarded from behind, the Spartan/Elite grabs onto the back of the Wraith and breaks a hole in the back. Once open, a grenade can be thrown in. Getting a grenade in here seems much more likely to destroy the thing outright. ------ Shadow ------ This is a Covenant War Bus. It has a gun turret on top, and looks like it can carry a Wraith underneath, though I've only ever seen it carry a Ghost. I think they can carry passengers in the sides too, but I'm unsure of this just now. Every time you destroy one of these, you'll be rewarded with a next to perfect Ghost. They're pretty tough, only because of their armor quality. This vehicle cannot be driven. However, the topside gun can be both boarded and used by you. ------- Phantom ------- This is the primary Covenant Dropship. It can be devastating in legendary if no cover is around when it makes a drop, as it has three high-powered gun turrets on the underside. These guns can be destroyed with small arms. A few bursts from the Battle Rifle should do it. Shooting rockets at the rear underside of the ship seems to have a cosmetic effect, but I can't seem to down it (as I expected). However, I may simply need more heavy weaponry. This vehicle cannot be boarded or driven by the player. Note: This ship seems to be AI driven, rather than driven by completely fixed paths that the Pelican and the U-Ship from the original went through. ------ Scarab ------ This is basically a large building, with four legs supporting it. It also has what resembles an eye. This eye is a large plasma cannon, and when I say large, I mean you haven't seen anything in any way comparable to the destructive power of this thing. I found that on legendary, it's very rare to get your Scorpion destroyed. In fact, it only happened to me once. However, when I came across this beast, there were a few marines with fixed machine gun placements on the roof of a building and a Scorpion on a ramp right below. The Marines weren't really worth noticing for the Scarab. The Scorpion was doing it's best to down the cannon on board the Scarab. However, after about 5 well-placed shots (well, it's hard to miss something that big), the Scarab had it's cannon fully charged, and unleashed chaos upon the tank. The turret of the tank was blown clean off and the rest of the tank was in pieces. IIRC, you'll only come across two of these in the entire game. This seems to be driven by fixed paths rather than the game's AI. ------- Warthog ------- Comes with two different turrets. The first version, the one with the good old chaingun, can be treated in just the same way the one from Halo was. The only difference worth mentioning is that you must now watch the damage you take because after a good beating, this thing is just gonna give in to the strain. The second version has a Gauss Rifle on the back. I have completely fallen in love with that turret. On legendary, it should take no more than two direct hits to kill a Veteran Elite. A Spec Op Elite might take 3-4 shots. The best way, IMO, to describe a Gauss Rifle is to consider it a very powerful shotgun blast, point blank possibly. From what I can make of the word "Gauss", this weapon fires a metal rod, or slug, at extreme forces using magnetism. The passenger seat is now in 3rd person too. I personally think this was a bad move. I don't find it very easy to get used to. It could just be that I'm used to using the passenger seat in 1st person though. You can now reload in the passenger seat. Simply tap "X", since you now have to hold "X" to get in and out of vehicles. I know that many of us had a problem with sitting in the passenger seat. You'd get to about 20 bullets in your rifle, then hit "X" to reload, and would be flung out of your Hog. Not a problem now. Note: As the AI marines can now drive Warthogs, you are free to use their turrets or laze around in their passenger seat. However, the AI is definitely inferior to the average player as far as driving is concerned. It can get you killed sometimes. And no, I don't mean that every now and then you will happen to die, just like you would with a player driving. What I mean is that sometimes they will do the stupidest thing possible, and get themselves trapped between a couple of Wraiths. When boarded, a similar scenario to that of the Spectre takes place. -------- Scorpion -------- This thing is probably the vehicle with the most similarities to the Halo counterpart. It just feels so similar. The only difference I can thing of seems more like a bug in the game more than anything else. When a player is driving the Scorpion on Coop, the other player cannot sit on the side of the tank, while the AI can. When boarded, a similar scenario to that of the Wraith takes place. ------- Pelican ------- Basically, it's the same as the Phantom. It does have a bit less firepower though. It has a high-powered gun on the underside of the nose. It also has a chain-gun just like the one on-board the Warthog. The gun is placed right at the edge of the passenger section of the ship. Like I said with the Phantom, it seems to be AI driven. ---------------- Orbital Drop Pod ---------------- These are the pods used by the Hell-jumpers and Elites for quick insertion into hostile territory. Survival is not guaranteed whilst riding in one of these. The arrival of these extra troops is enough to turn the tide of the battle. Not AI driven. Falls from the sky at preset points. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ------------------ 3. ALLIES/ENEMIES: ------------------ ***** Grunt ***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Heretics 3. Covenant Rebels ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Plasma Pistol 2. Needler 3. Fuel Rod Cannon 4. Plasma Turret w/ Plasma Pistol (for backup) ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ They are pretty much the same as in Halo. Not worth noticing on the two lower difficulties. They're a minor annoyance on the higher difficulties when in small numbers. In larger numbers, they can be a bit of an ass. They are the weakest and simplest of the Covenant. Killing a more experienced Covenant around them can cause them to break formation and flee. Some of them also come with Active Camouflage. If they get near an empty Ghost, they may attempt to drive it, but they are much easier to take down than an Elite driven Ghost. ~~~~~~ Ranks: ~~~~~~ Minor Grunt: Orange Armor. No challenge whatsoever. Veteran Grunt: Red Armor. It's barely a step up from the original. Occasionally (yet rarely), it comes with a Fuel Rod Cannon. Multiple of these Grunts can lead to a bad headache. Support Grunt: Green Armor. These guys come with Plasma turrets. They're the only ones who can set one of the turrets up. Can be a right bitch if you aren't careful. Finish them before they complete their job. They sometimes come with a Fuel Rod Cannon too. Spec Op Grunt: Black Armor. Comes with the Fuel Rod Cannon more often. Elite Grunt: White Armor. The top notch, as far as Grunting goes. They use grenades much more often than the other types. Usually hangs around high ranking Elites. Heretic Grunt: Yellow Armor. These seem to be the equivalent of a Veteran Grunt, only on the Heretics side. ****** Jackal ****** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Plasma Pistol w/ Plasma Shield 2. Beam Rifle w/ Plasma Pistol (for backup) Description: The first weapon set acts just the same as in Halo. The Beam Rifle weapon set takes the role of the Covenant snipers. In legendary, they almost never miss a shot. If you shoot the gun out of their hand or scare them a bit, they'll drop their Beam Rifle and flee, using a Plasma Pistol from then on. They won't have a shield though. The shield of a Jackal can be destroyed by being shot with heavy fire... a couple of Beams form the Beam Rifle or something similar should do it. They break formation and flee when their Plasma Shield is destroyed. ~~~~~~ Ranks: ~~~~~~ Minor Jackal: Blue Shield & Armor. Lowest Jackal. Veteran Jackal: Orange Shield & Armor. These are slightly stronger shield with higher accuracy. Sniper Jackal: No Shield & Grey Armor. They're definitely the more dangerous of the bunch. Takes fewer bullets than the average minor grunt. ***** Drone ***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Plasma Pistol 2. Needler ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ They usually come in swarms between 5 and 10, but I have seen slightly larger numbers. Can be a bit of a **Female Dog** to hit. Only difficult if surrounded by them, especially when they're using Needlers. The Marines refer to them as Buggers. I think this is a smart assed comment, about them being bugs, and a royal pain in the ass. ~~~~~~ Ranks: ~~~~~~ N/A ****** Hunter ****** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Rebels ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Tweaked Fuel Rod Cannon w/ Large Metal Shield. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ The Hunters are actually as fierce as their appearance is intimidating. They move at approximately the same speed as in Halo. However, their close range attacks are pulled off in a swifter manner, meaning less time for those belly shots. No longer can you beat a Hunter senseless whilst standing at it's back. It will pull a big leap around on the spot and smash you into the ground with its shield. Close range attacks are absolutely devastating on Legendary, and almost as bad on Heroic. Now, the Fuel Rod Cannon from Halo was embarrassing. This weapon can now cause absolute chaos. If Hunters didn't always have a Bond Brother I would still consider them a pushover. One Hunter could distract you whilst the other demolishes your ass with a well-placed Fuel Rod. It is now slightly modified. It handles differently from the average Fuel Rod Cannon - specially modified for the Hunters. The Cannon fires two large blasts which travel through the air faster than a rocket, though not by much. The blasts are always fired within half a second of each other. The recharge time for the Cannon has been shortened significantly, and the Hunter can now fire it whilst moving. ~~~~~~ Ranks: ~~~~~~ N/A ***** Brute ***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Brute Plasma Rifle 2. 2x Brute Plasma Rifle 3. Brute Shot 4. Covenant Carbine 5. Unarmed (Last resort) ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Their behavior with the Brute Plasma Rifle and the dual Brute Plasma Rifle isn't that much different from the Elites. The Brute Plasma Rifle is slightly better than the Plasma Rifle though. Their version fires at a slightly faster rate, and the bolts are slightly stronger, but it will overheat at a faster rate too. When armed with the Covenant Carbine, they'll stand near the back of the bunch and take shots at who ever they can. With the Brute Shot, they'll stand at a fair distance and bombard you with grenades. The grenades seem to blow up on the second impact, but I'm not sure of this yet. Also, if you get too close to a Brute with this, they'll take a swipe at you with the under-slung blade. The damage dealt by this is similar to, but not quite on par with the Energy Sword. If a Brute is unarmed, you better have an Energy Sword on you, or else you better keep as large a distance as possible between you. A Brute is never initially unarmed. However, when it gets pissed (in a similar way to the Jackal getting scared), it'll toss it's weapon on the ground, and will charge any enemy it sees. If you are aware of the charge, and have access to an Energy Sword, you can line up your sights and slap it silly with the lunge attack (which is an insta-kill on most enemies on legendary). ~~~~~~ Ranks: ~~~~~~ Minor Brute: These ones come with a silver helmet. Pretty basic. Captain Brute: These ones come with a small, red flag on their back. They are always (AFAIK) armed with Brute Shots. Honor Guard: These are the Holy Guards of the High Prophets. They are the toughest of the Brutes. Watch out for them. They wear a red helmet, and have lighter fur than the average Brute... similar to Tartarus' fur. They are also noticeably tougher and bulkier than the average Brute. Getting into close combat with these things isn't the best of moves. ***** Elite ***** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Heretics 3. Covenant Rebels ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Plasma Rifle 2. 2x Plasma Rifle 3. Fuel Rod Cannon 4. Covenant Carbine 5. Beam Rifle 6. Sentinel Beam 7. Energy Sword 8. Plasma Rifle w/ Energy Sword (for backup) ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ For the most part acts like it does in Halo. With the Carbine, it acts just like the Brute does. With two Rifles, it acts like it has one, except it fires two. Not hard to understand at all. Some Elites come equipped with a thruster- pack for maneuvering in space and other low-gravity areas. All the Elites that the Chief encounters are in full body armor. The true appearance of an Elite is seen only in the intro and one later sequence. Their skin is black, and lizard-like. Also, Silver Elites (which seem to have replaced Black Elites), now come with a Plasma Rifle initially. However, piss it off too much, or get too close with a couple of SMGs, and it'll whip out its Energy Sword and show you the meaning of pain. Back off quickly enough though, and you have an easy hit, as it doesn't seem to use the Plasma Rifle again (though I haven't yet confirmed it). If you're ever having a specifically hard time with an Elite, try your luck in close quarters. Elites have a noticeable weakness to melee attacks. They take about a second or so to recover from a hit. However, don't attempt close combat with an Energy Sword toting Elite (usually Commander), and NEVER attempt to attack a Spec Op up close, whether it's armed with Energy Sword or not. If a Spec Op gets pissed at you, you know what happens. If you're too near when it happens, you have signed your own death warrant. Also note that while Elites attacks are fairly basic to dodge, it isn't always the smartest of moves to get into a melee fight with one. The Spec Op Elite not only gets pissed at you for smacking it one in the face as stated above, but it also gets especially pissed if you dodge its counter- attack. ~~~~~~ Ranks: ~~~~~~ Minor Elite: Blue Armor. It is the lowest Elite rank. On Legendary, even these can be challenging. Seems to concentrate mainly on ground combat. It sometimes drives a Ghost. These guys also take the Thruster Packs into battle when necessary. Veteran Elite: Crimson Armor. It's just a single step up from the Minor rank. Not a very noticeable difference, but still very challenging. Pilot Elite: Red Armor. They seem to solely concentrate on piloting. I never noticed them before, but recently I noticed two shades of red Elites, so I had a look and noticed the difference. These guys can be found piloting the more dangerous vehicles, like the Scarab, and Banshees and such. Spec Op Elite: Silver Armor. The Silver Armored rank seems to have replaced the old Spec Op [Halo 1 Black Armor] rank. Get them pissed, and they'll pull out an Energy Sword and ram it up your rear end. They also come equipped with improved Energy Shielding. Black Op Elite: Light Brown Armor. These are the Elites with Active Camouflage modules. Elites can now wear a weak Energy shield along with active camouflage. Spec Op Commander: White Armor. These guys lead Spec Op teams, and are in charge of important but small-scale operations. Like the Spec Op, the Commander Spec Ops also carry Energy Swords, and improved Energy shielding. Warrior Elite: Black Armor. These guys seem to be included in special operations, for important, heavy-duty tasks. Whenever the odds are against the Covenant, these guys seem to be there. Commander Elite: Gold Armor. This one always has an Energy Sword. These are the commanders of Covenant ships and fleets. If you see one of these, a couple of Spec Ops usually aren't far behind. Heretic Elite: Yellow Armor. Seems easier than a Minor Elite, if you ask me. Well, nothing special to mention. Most commonly comes equipped with the Covenant Carbine. Honor Guards: Fancy-assed armor. The Elite of the Elites. These are the High Prophets' Holy Guards. Be very wary when faced with one of these. With two armor styles, they wear red armor similar to that of the Veteran Elite, or the silver armor of the Spec Op, but you can tell them apart from the other Elites by the red helmet they were. ******** Prophets ******** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. Covenant 2. Covenant Loyalists ~~~~~~~~~~ Equipment: ~~~~~~~~~~ Prophet Chair ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ Flies around on a chair. The Chair has two yellow circles on the underside. These circles are capable of firing destructive lasers. Prophets are capable of teleporting from one location to the other within the one room. Prophets are also impervious to all firearms available to you. The only way to kill a Prophet is to board his Chair. Once on, you can press B to melee him. Generally you can get 4 or 5 hits in before he teleports, forcing you off. They take quite a beating, but without support from other forces, they are almost harmless. ~~~~~~ Ranks: ~~~~~~ N/A *************** Infection Forms *************** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Flood ~~~~~~~~~~ Equipment: ~~~~~~~~~~ N/A ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ These come in large numbers and swamp their targets until they are completely overwhelmed. They are just about exactly the same as those in Halo. Infections are slightly more damaging, so you shouldn't let them suicide on you as much. The Flood, contrary to popular belief, aren't meant to be super-strong life forms that mercilessly slaughter all in their path. They are, however, supposed to be extremely lethal. They depend on numbers to swarm the enemy and infect others. Any Flood lost will be regained once their enemies have become infected. They will turn into a Combat Form of the Flood hours later. ~~~~~~ Ranks: ~~~~~~ N/A ************ Combat Forms ************ ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Flood ~~~~~~~~~~ Equipment: ~~~~~~~~~~ The Combat Forms can use all of the available weapons. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ These are infected Humans and Elites. They don't bother with strategy anymore. They simply charge. They are capable of using all weapons, so their threat level varies. Their arms can be shot off to force them to drop their weapon. I'm not sure, but I don't think a Flood can dual-wield. I've never seen one do so. Combat Forms can drive vehicles - any vehicle in the game in fact. ~~~~~~ Ranks: ~~~~~~ Human Host: There is generally no difference between the hosts, except appearance. Elite Host: Again, just about no difference. Ah, these guys sometimes have a weakened Energy Shield. Nothing much more to note. ************* Carrier Forms ************* ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Flood ~~~~~~~~~~ Equipment: ~~~~~~~~~~ N/A ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ These are infected Humans and Elites. They don't bother with strategy anymore. They simply charge. They are capable of using all weapons, so their threat level varies. Their arms can be shot off to force them to drop their weapon. I'm not sure, but I don't think a Flood can dual-wield. I've never seen one do so. Combat Forms can drive vehicles - any vehicle in the game in fact. ~~~~~~ Ranks: ~~~~~~ Human Host: Carrier Form: A badly injured Combat Form or an Infection Form, which has survived a long time, is thought to mutate into this form. Other beings, which are deemed unworthy of Combat status, like the Grunt or Jackal, are also thought to serve this purpose. They are basically a big bag on stumpy legs. Once they come within a few meters of a target, they explode, releasing a new bunch of Infections. ******** Sentinel ******** ~~~~~~~~~ Factions: ~~~~~~~~~ 1. The Forerunner 2. Covenant Heretics ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Sentinel Beam ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ It's the same as in Halo. They have a new rank, which comes with a blue beam. These are stronger than the orange beam. ~~~~~~ Ranks: ~~~~~~ Basic Sentinel: Silver plating. They fire orange beams. Enhanced Sentinel: Gold plating. They fire blue beams. ******** Enforcer ******** ~~~~~~~~~ Factions: ~~~~~~~~~ The Forerunner ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Heavy Needler 2. Rocket Launchers Description: First off, these things have a large, 2 part shield similar to that of the Jackals. The Heavy Needler acts just like a Needler, except on a much larger scale. The needles are also red. The rockets are mainly used against vehicles. A burst of about 10 rockets is launched at the vehicle and that vehicle is demolished if it doesn't move. It also has the devastating ability to lift vehicles up and crush them instantly. ~~~~~~ Ranks: ~~~~~~ N/A ************ Navy Crewman ************ ~~~~~~~~~ Factions: ~~~~~~~~~ Humans ~~~~~~~~~~ Equipment: ~~~~~~~~~~ 1. Handgun 2. Battle Rifle 3. SMG 4. Auto Rifle Description: Actually of some use in Halo 2. You won't see much of them, as they are only present near the start of the game. There isn't really much to say about them. ~~~~~~ Ranks: ~~~~~~ N/A ****** Marine ****** ~~~~~~~~~ Factions: ~~~~~~~~~ Humans ~~~~~~~~~~ Equipment: ~~~~~~~~~~ They can use all weapons in the game except Energy Swords. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ You will see these throughout the whole game. The rest can be read above. Note: Sarge seems to be invincible now. He always seems to come to a set part of the level and leave all of a sudden. He never seems to die. ~~~~~~ Ranks: ~~~~~~ N/A *************************** Orbital Drop Shock Troopers *************************** ~~~~~~~~~ Factions: ~~~~~~~~~ Humans ~~~~~~~~~~ Equipment: ~~~~~~~~~~ They can use all weapons in the game except Energy Swords. ~~~~~~~~~~~~ Description: ~~~~~~~~~~~~ More commonly known as "Helljumpers". Just think of them as beefed up marines. There is nothing more to say. ~~~~~~ Ranks: ~~~~~~ N/A
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