HALO 2 GLITCH
ENEMIES/BOSSES
This is a basic
guide on how to kill the numerous and diverse enemies that oppose you
throughout game. Since this is a work-in-progress I
will try to update with more strategies as I discover them. Please remember
that, unless specified, most of these strategies involve the NORMAL
difficulty setting.
No doubt your most numerous and deadly foe. The Covenant is a group
of differant alien races bent upon the annihilation of the Human race.
To this end they have put into use a diverse collection of soldiers
ranging from the cowardly Grunts to the powerful Elites. Know their
weaknesses and defeat them!
Enemies:
Infantry
Grunt:
Classes
Orange (rookie)
Red (veteran)
Black (spec. ops.)
White (command)
Green (gunner)
Weapons-
Plasma pistol,
needler, fuel rod gun, plasma turret, plasma grenades.
Description-
The first line
of attack in any given Covenant offensive. The Grunts are
perhaps the single most prolific of all Covenant aliens. Small and sniveling,
Grunts also tend to be the most cowardly, never far off from their larger
Covenant Membeer. It is very rare to find Grunts alone, and at the very
least they tend to congregate in large numbers. Although frail and
vulnerable to every weapon, it is their sheer number that can become
Difficult
Strategy-
-There should be
no problem when dealing with Grunts, even in Legendary
difficulty. Simply pick them off with any weapon on hand.
-Just be aware of the few brave Grunts who will attempt to throw plasma
grenades. Luckily they give plenty of warning before they do this. Grunts
themselves are very vulnerable to grenades because of their slow nature.
-Killing a larger
Covenant, especially an Elite, tends to scare all nearby
Grunts.
-Grunts are the
most common race manning the Covenant Stationary Turrets.
Use a rocket launcher or a sniper rifle and aim for the Grunt's unprotected
body.
-In some situations,
Grunts may be sleeping on the job. Try to take out the
nearby patrols and the Grunts with quiet melee attacks.
-Grunts carrying
fuel rod guns should be a priority. Take them out first!
-In certain missions,
look out for green Grunts and take them out first. They
are rushing to position Plasma Turrets, and in higher difficulties,
they
can make quick work out of you.
Jackal
Classes
Blue Shield (rookie)
Orange Shield (veteran)
Sniper
Weapons-
Plasma pistol,
particle beam rifle.
Description-
Fast-moving support
infantry for the Covenant military. The Jackal's
distinguishing feature is their large wrist-held energy shield, which
gives
this otherwise frail enemy a keen advantage in combat. Once in position,
a
single Jackal could effectively hold an enemy squad at bay so never
underestimate them. New to Halo 2, certain Jackals have traded their
energy
shields for alien sniper rifles. Firing from concealed locations, these
new
foes are absolutely deadly in Heroic and Legendary difficulties!
Strategies-
-The Jackal's shield
gives it a high degree of protection from many
conventional human weapons and some lower class energy weapons. When
using
ballistic weapons, always try to aim for the Jackal's body. Especially
good
spots include the feet and the shield's "hand grooves" on
the side.
-The Jackal's energy
shield is useless against melee attacks.
-Certain high-velocity
weapons, such as the sniper rifles (human and alien)
and the shotgun can unbalance the Jackal, exposing him to further fire.
-Jackal's have
low mobility when facing opponents, use explosives against them!
-Jackal snipers
can be notorious enemies in higher difficulties. It is best
to memorize their locations and counter-snipe them. In certain areas,
vehicles are a necessity to run the gauntlet of snipers.
-Jackal snipers
always throw away their sniper rifles and pull out a plasma
pistol when you get too close. Use this to your advantage!
Drone:
Classes-
None
Weapons-
Plasma pistol,
needler.
Description-
Quick and fleeting,
the Drones make their debut as new Covenant aliens in
Halo 2. They are one of two Covenant infantry units able to fly, and
are able
to cling to walls and other hard-reach places from where they lay suppressing
fire on you.
Strategies-
-It's hard to miss
Drone encounters; the air starts to buzz when about half
dozen of these human-sized insects fill the sky. Always expect to encounter
Drones in large numbers.
-Although fast,
Drones have little to speak for in armor, so they fall quickly
to abuse. Human ballistics weapons, with their faster fire rate, is
ideal
for dealing with these creatures.
-In later missions,
Drones may appear in waves, so do not relax after the first
battle!
-Drones are known
to attach to your vehicle and melee attack you in higher
difficulties.
Elite:
Classes-
Blue (rookie)
Red/Orange (veteran)
Gold (command)
Black (spec. ops.)
White "Ultra" (spec. ops. command)
Blue Jetpacker (aerial assault)
Honor Guard (Prophet guardians)
White/Silver, Gold "Praetor" (ceremonial)
Weapons-
Plasma pistol (can dual wield), plasma rifle (can dual wield), needler
(can
dual wield), fuel rod gun, Covenant carbine, plasma sword, plasma grenades.
Description-
Without a doubt, the Elites are the iron heart of the Covenant war machine.
Each individual Elite is at least an equivalent of the Spartan super
soldier,
and often can be seen leading the armies into battle. They are also
one of the
few Covenant to man vehicles. Equipped with personal shielding and wielding
powerful weaponry, expect every battle with an Elite to be a challenge,
a
life-or-death struggle in the higher-difficulties!
Strategies-
-In higher difficulties, AVOID combating Elites at plasma rifle or pistol
range! They are far better shots than you, and your shield will suffer!
Either close the distance with powerful weapons (such as the shotgun),
or
snipe them from beyond their range.
-Elites have a
tendency to climb over crates or obstacles to give them a better
view of the battle. Use this to your advantage since they cannot shoot
when
they are doing this!
-Beware of White
Elites. In legendary difficulty they can be seen using
optic camouflage and can pull out plasma swords once they close distance!
-Attempt to use
weapons that can negate their energy shields. Plasma pistol's
overcharge, and the seven shots from a needler are effective. A sticky
plasma
grenade can be a godsend against these foes.
-Certain classes
of Elites, especially the jetpack Elites, can dual-wield
weapons! Use cover wisely when battling them.
-Elites can and
will try to hijack your vehicle, eliminate them before they
can close in.
Hunters:
Classes-
None
Weapons-
Modified fuel rod gun
Protective shield
Description-
The Hunters are the largest Covenant alien encountered. Always found
in
"bonded pairs," the Hunters act as living tanks and the primary
heavy infantry.
Bristling with
protective armor, the Hunter's offense is bolstered by their
hand-mounted FRG cannon and their thundering speed.
Strategies-
-The Hunters have changed from their Halo: CE counterparts. Now only
the
sniper rifles and the rocket launcher can bring down the Hunter in a
single
hit, and only if hit in their orange fleshy weak spots.
-Hunters are more
aggressive this time around. They will not go into melee
attacks unless they are fairly sure that you will not be able to avoid
it. I
have personally gone inches in front of a Hunter before it went into
melees,
this made their attacks harder to dodge.
-Hunters now have
a long arcing overhead strike that comes down fairly
quickly, and can also do a backward strike on enemies that are directly
behind them. Be careful of this new move.
-The Hunters carry
modified FRGs that send out a concentrated beam of energy.
They have a distinctive
sound that can be easily recognized and avoided.
-Contrary to popular
beliefs, the plasma sword is NOT one hit kill on a Hunter.
I have tried many times, and even with the "red lock-on" it
does not bring
them down.
When one of the Hunters in a pair dies, the other will use it's fuel
rod gun
far less often, and will instead focus on using melee attacks.
If you manage to stick a Hunter with a plasma grenade, or hit them with
a
particularly powerful shot that doesn't kill them (like the sniper rifle
or
rocket launcher, sometimes even the Brute Shot works), they may stand
still
with their shields down and their necks exposed from the front. On higher
difficulty levels, it's more difficult to get this to happen, and it
doesn't
last as long.
Brutes:
Yellow (rookie)
Brown (veteran)
Honor Guard
Weapons-
Brute plasma rifle (red), Covenant carbine, Brute shot, shotgun.
Descriptions-
Large ape-like enemies that the player encounters in the late half of
the game,
the Brutes are the second new Covenant alien species in Halo 2. Their
large
size masks their surprisingly fast melee attacks. Their large amount
of hit
points and deadly weaponry will make them powerful opponents. Brutes
are also the only high-end Covenant infantry to move in large groups.
Strategies-
-Brutes have no energy shielding, but they have the most hit point of
almost
any infantry unit (maybe besides the Hunter) to make up for it.
-Armor protects
parts of the Brute's body, especially the head. However,
concentrated attacks will knock off this armor. Head shots are perhaps
the
most important with Brutes than with any other enemy.
-Sometimes when
enraged, the Brute abandons his weapon and starts charging
around the map like a football player. They are very noticeable when
they
do this, and are often some distances away. However, once you see this,
make
them priority targets because they can close the gap VERY quickly and
unleash fast, punishing melee attacks on you. Use high-velocity or explosive
weapons to bring them down faster.
-It seems that
Brutes of all classes fight in similar fashions, preferring to
keep distances. However, don't make this fool you into thinking they
are weak
close range fighters!
-Brutes are also
capable of hijacking player-driven vehicles.
With the Brute's high hit points, the needlers make ideal weapons against
them.
It's actually really easy to tell when a Brute will berserk. All Brutes
show
up as part of a group, usually of about 2 to 4 of them together. The
last
Brute alive will berserk immediately. So, the best strategy would be
to kill
at least the last two at the same time. If that's not possible, take
out all
of their head armor, and go for the headshot on the last one.
Plasma swords and the optic camouflage are useful against isolated Brutes.
Cloaked melee attacks to the back also work well when taking care of
the
stragglers.
Early on in the game, you learn that not all members of your alien enemies
follow the Covenant. It appears that there is at least one splinter
faction
that is directly aligned against them. Leading this rebellion is an
Elite,
who speaks of the false promises given by the Prophets. Obviously the
Covenant will not stand idly by and let this heresy continue, they shall
suffer no heretic to live!
Heretic Grunt:
Classes-
None
Weapons-
Needler, fuel rod gun, plasma grenades.
Description-
It is not known what drove these otherwise cowardly creatures to move
against the Covenant. But because they have abandoned the technological
gifts given to us by the Covenant, you can see these heretics as the
vile beasts they are! Strapped to primitive methane breathing mechanisms,
these creatures will not stay your wrath!
Strategies-
-Like Covenant Grunts, the Heretic variety should not give you too much
trouble. However, they are more proficient with the needler, so avoid
fighting more than a few at a time. Use stealth to avoid unnecessary
combat.
-Some Heretic Grunts
employ fuel rod guns in battle. These are especially
deadly and should be dealt with quickly.
Heretic Elite-
Classes-
None
Weapons-
Covenant carbine, Sentinel laser (Silver), plasma sword, plasma grenades.
Description-
Profane traitors to the Covenant cause, these former Elites now lead
a
fight against the Prophets! This cannot be allowed to continue. Know
that
while they have foregone the Elite combat suits, they still possess
the
energy shields.
Strategies-
-Not quite as aggressive as the Covenant variety, these warriors prefer
to
stay back and open fire with their accurate Covenant carbines. Three
headshots will slay you, so beware when playing in higher difficulties.
-Some Heretic Elites
will use plasma swords against you. Counter with plasma
grenades or powerful close-range weapons.
The cancer of the
galaxy, the Flood sweep across the universe, consuming all
sentient life in their path. Even the mighty and ancient Forerunners
were
forced to construct the giant Halos, or "Fortress Worlds"
in a desperate
attempt to stem the tide. It is not known at this time where the Flood
originated from, or whether they operate under any organized hierarchy...
Flood Infection Form ("Spores")
Description-
Smallest and most prolific of all Flood variants. The infection forms
vaguely
resemble jellyfish. Their only purpose in life is to find sentient
organic
life forms and "infect" them. It uses its numerous tentacles
to pierce the
unfortunate victim's nervous systems, sending the host into a deep
coma and
leaving the infection form free to slowly and insidiously take over
their
bodies.
Strategies-
-Although their numbers have significantly decreased from Halo:CE,
these
relentless foes have made up for it in cunning and deadliness. Each
individual infection form will do more damage to your shield, and
if you have
no shield, death is quick and absolute.
-Flood spores are more intelligent
now. When alone, they are actually known
to scale ceilings and wait for opportune moments to strike. I have
personally experienced a game where I lost track of an infection form.
While
searching for it, I was attacked by a combat form. As soon as I lost
my
shield, the infection form dropped from the ceiling and killed me!
-Infection forms can actually recognize plasma swords and act accordingly.
They may randomize their movement to confuse players. Sometimes, they
may
even retreat, enticing players to give chase, to which they respond
with a
sudden jump attack.
-Infection forms can now sacrifice
themselves to revive dead combat forms. If
you see a dead combat form "convulsing," it means that they
are seconds away
from returning to the fight! Take these down quickly.
Flood Combat Form ("Warrior")
Classes-
Human
Elite
Weapons-
All Human and Covenant weapons except the fuel rod gun and Brute shot.
Can also use Sentinel lasers.
Description-
The result of a Flood infection. These twisted beings once used to
be Elites
and Humans. Now completely overwhelmed by the Flood, they no longer
have a will of their own, and mindlessly fight to serve the cause!
Strategies-
-As before, Flood combat forms are pain resistant. This makes them
resistant
to low class Covenant energy weapons such as the plasma pistol, plasma
rifle,
and the stationary turret. Also, melee attacks prove to be less than
effective.
-Because of their tendency
to rush the player, use powerful close-range
weapons. The shotgun is still the best anti-Flood weapon, with the
new
Sentinel laser and the plasma sword joining the category.
-Sometimes when alone against
the player, a combat form may opt to hide and
wait for a better chance to strike. Keep an eye out for such tricky
maneuvers.
-Remember in Halo:CE, where
taking out the tentacled arm of the combat form
took away their melee ability? It no longer holds here. Combat forms
can
melee attack with both arms.
-The Flood have now adapted
to Covenant and human technologies far better than
before. Watch out for Elite combat forms equipped with shields and
plasma
swords, and the combat forms driving vehicles!
Flood Carrier Form
Classes-
None
Weapons-
Self-detonation.
Description-
Those combat forms too damaged to serve the Flood are converted into
the
bloated carrier forms. Easily recognizable because of their immense
size,
they serve as incubators for new Flood infection forms. They aid in
the spread
of these spores by detonating themselves near potential hosts.
Strategies-
-Although no longer as numerous as in Halo:CE, the carrier forms should
not be underestimated. Their detonation roughly equals the force of
a grenade, and the Flood spores they unleash are deadlier than before.
-As before, a valid strategy
is to attack and detonate a carrier form while
it's still surrounded by other Flood. The explosion will quickly thin
out
their ranks.
-Vehicles-
Description-
The Flood are now capable of using the vehicles of their fallen enemies
against
them. This clearly demonstrates the intelligence and deadliness of
these
creatures.
Strategies-
-Flood can now drive the Ghost, Wraith, Warthog, Scorpion, and even
the
Pelican! Luckily they are not quite as maneuverable as the player.
-Be especially wary of Flood-driven
tanks. Although the Wraiths are often
preoccupied and allows easy hi-jacking, the Scorpion tank can prove
durable
and deadly. Use its inaccuracy against it and either attack from long
range
or avoid it entirely.
Mechanized servants of the
ancient Forerunners who built the Halos. These
robotic beings have unceasingly served their masters for untold years.
Now,
despite the absence of their creators, these automatons blindly carry
out their
primary purpose, to maintain and protect Halo from all foreign life
forms.
Sentinel-
Classes-
Silver
Silver (shielded)
Gold (shielded)
Weapons-
High-intensity laser, needler (rare).
Description-
The most common robots seen around Halo, the Sentinels serve various
functions
ranging from transportation to combat. Relatively fragile, Sentinels
employ
laser weaponry and the more advanced Sentinel classes are equipped
with
low-power energy shields.
Strategies-
-Sentinels are armed with lasers. This means that the more you are
exposed
to its beam, the greater damage it does to you. Be on the move and
bring
down these machines quickly.
-Sentinels are more vulnerable
to Covenant weapons, use it effectively.
-The Silver and Gold Sentinel
variety have respective laser beam strengths.
Gold Sentinels are by far more powerful and their lasers serve as
effective
weapons against the Flood.
-Explosions that occur near
them can send Sentinels hurtling against walls and
crashing onto the floor. Though dormant when this happens, know that
they
will reactivate if left undisturbed.
When killed by a needler,
the Sentinels detonate with far greater force than
usual. This explosion, although dangerous to the player's shield,
can be
useful when taking out groups of enemies.
Enforcer
Classes-
None
Weapons-
Rapid-fire energy projectiles, multi-missile, lifting claws, dual
shields.
Description-
Never encountered in Halo:CE, the Enforcers are enormous floating
automatons
that dwarf any other Forerunner robot. Judging from their weapons
and
abilities, Enforcers seem to be the main Forerunner anti-vehicle weapon.
Strategies-
-The Enforcer is probably the most unique Halo 2 enemy in terms of
all the
exotic weapons it deploys against its enemies. It can fire a series
of energy
projectiles (resembles needler rounds but is red and does not track)
and
multiple missiles against troop clusters and vehicles.
-Beware going underneath the
Enforcer when in a vehicle. It can use its
lifting claws to eject you from your ride, even killing you in the
process.
-The dual shield array protects
the Enforcer from direct fire. This energy
projection is resistant to all but the most damaging weapons. Either
use
heavy explosives against them, or bypass the shield and hit the machine
from
Worker
Description-
The tiniest robots in the Halo installations, the Workers simply serve
as
repair units.
Strategies-
-Workers are absolutely no threat to the player. They can be targeted
and
destroyed if the player bores of watching them flying about in their
tasks.
Sentinel Constructor
Description-
Appearing to be vents attached to the walls, these deceptive machines
are
responsible for the manufacturing of Sentinels! Quickly shoot into
their
brightly-lit openings and destroy them.
Strategies-
-These constructors are often placed near the ceilings, but always
on walls.
Listen for the distinctive "charging" noise that it makes
before creating a
Sentinel to locate them.
-Sometimes these vents are
sealed when you enter a room, but can open once the
player has wandered far enough into the chamber. Listen for these
reactivating vents.
The constructors can be destroyed
with a melee attack even when they are
inactive. The explosion will take out your shield however, so beware.
Bosses:
As if the life of a super
soldier wasn't hard enough, these unique
individuals serve to complicate your Halo 2 experience.
Scarab
Weapons-
Single focused plasma cannon, dual "needler" anti-aircraft
turrets (fore and
rear mounted), varied numbers of infantry.
Description- The single largest
ground vehicle employed by the Covenant. The
Scarab is a rarity on the battlefield, and seems to be used only in
the most
demanding circumstances. Fitting, since no other ground weaponry is
effective
in disabling them, perhaps except a Spartan...
Tactics-
-No amount of weapon fire is going to bring down the Scarab, so don't
bother
aiming at its leg joints, etc.
-Instead, you will come to
a part in the stage where the Scarab passes under
a series of catwalks. Use the nearby rocket launcher and sniper rifle
to
eliminate the Covenant infantry that are firing at you from the back
of the
Scarab. Once the way is clear, jump onto the vehicle from above (you
have
about four chances). Try to land near the back, since this will cover
you
from additional Covenant forces. Once onboard carefully descend into
the
control room and take out all Covenant forces. Mission accomplished.
Heretic Leader
Weapons-
Dual-wielded plasma rifles, two holographic projector orbs, jetpack.
Description-
The leader of the Heretics shows his proficiency in battle by fighting
the
player one on one... at least you wish it was that way. Instead, the
Heretic
Leader employs two orbs that emit identical holographic projections
of himself.
Despite this, the illusions are quite real in terms of damage, so
they cannot
be ignored.
Tactics-
-In lower difficulties, it is simple to defeat the Heretic leader,
merely
lock in and use the lunge attack of the plasma sword to kill him.
-But in higher difficulties,
the concentrated firepower of the Leader and his
holograms make it a difficult fight. Use the cloak ability strategically
to
dash from cover to cover. Do not let him see you when you are without
cloak!
The best way to defeat him is to either use the Covenant carbine located
near
the elevator to take out the holograms (the holograms are weaker and
distort
when enough damage is taken. One more shot disables it completely),
or cloak
and tag them with the plasma grenade. Although the Leader can take
cover in
the ceiling vents and return with more holograms, you will eventually
defeat
him.
Prophet of Regret
Weapons-
Two focused plasma beam turrets, high-output energy shield.
Description-
Finally Master Chief faces one of the leaders of the Covenant in combat.
Do
not be put off guard by the relative frailty of the Prophet's appearance.
His
hover chair has enough firepower to melt any enemy in his path so
take cover
when you hear the weapon powering up. In addition, the Prophet is
equipped
with a powerful energy shield, making him nigh-invulnerable. The Prophet
is
escorted by a contingent of Covenant infantry including the Honor
Guards.
Tactics-
-Attempt to take out the numerous Covenant forces protecting the Prophet
before
you attack him. Beware of Honor Guards armed with energy swords.
-When the forces have thinned
out somewhat (they will respawn), close up on
the Prophet and board his hover chair. Now strike him directly with
the melee
attacks and the Prophet will not last long against the Master Chief's
fist.
Tartarus
Weapon-
Large chieftain war hammer.
Description-
The Brute chieftain Tartarus faces you in the climax of the game,
and he proves to be no easy foe. Despite the simple melee nature of
his attacks, Tartarus seems to be equipped with powers that give him
a high defense and offense.
Tactics-
-In the beginning of the fight, large numbers of Praetor Elites equipped
with
plasma swords will rush Tartarus. Don't be taken along with the crowd
and
rush in yourself. Stay back as his melee attacks are devastating,
and your
shields cannot protect you.
-Periodically, Tartarus will
be enveloped in a strange "fog," this makes him
immune to attacks.