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Retro Game Walkthroughs For
"Halo"
(Xbox)

This game is also available on PC.

Retro Game Walkthroughs for Halo (Xbox)
Submitted By: UrkiE-UK
Rightio, here's a walkthrough of your Enemies in HALO, by UrkiE-UK
Here you can find out about the characteristics of each enemy, based on my experiences in Legendary mode (i like to show off) :P.

I'll begin with explaining the most common tips to use. remember, all this advice is based on 'legendary' difficulty.

Last note: It might help a little if you also read my weapons walkthrough, coming soon after this one.

*****Common knowledge*****

In halo, there are general rules and guidelines you can learn and use to help your game.

Number 1: Surprise is shocking. Nothing can kill faster than a surprise attack to the most vulnerable places. For example, sometimes you will come across an elite with his back to you. Now is an opportune time to take him down with minimal palava. In this particular example, if a needler is at hand, you can simply whack the spikes full belt into his back, and he'll go down with nothing more than a whimper. Just imagine how crippling it'd feel if someone plunged a couple of pointy things into your back, eh?

Number 2: What hurts more, a chopped-off toe, or an absent head? A chopped of toe hurts more. mhy? because if you manage to obliterate the brain of your enemy, they die instantly. It's common principle that knocks to the head, be it the bullet or butt of the gun, are much more effective than anywhere else in the body. not even there.

Number 3: Minimize your enemy's possible attack vectors. let me explain this to you. You are attacked in your house by a raving lunatic, and your weapon is a baseball bat. which situation would you prefer - stood in the middle of your huge, illuminating living room looking around randomly, or behind the only door to one of your bedrooms, with the light off, bat hoisted over your shoulder, ready to knock the lunatic out as soon as he swings open the door? Well, i don't care what you say, it's the second option. How does this apply to the game? well, if you are outnumbered then holding your own is easier when you are watching over a key choke point, such as a bottle-necking doorway, or a long corridor. This is because they ALL have to move through this point, and can employ minimal strategies, because they have little room, and no other entrance to your position.

*****The Grunts*****

Yes. The adorable, cute, wise-cracking and insanely characteristic grunts. They hop around on their cloppy hooves, and have a hunchback the size of wales. Despite all their equipment, they're not the most intelligent or capable of the covenant armies. They carry either a needler or a plasma pistol around with them, but they definitely know how to use them. Much later in the game, The grunts you will face are going to be of a higher skill, and often carry fuel rods. The it really gets complicated, as the grunts themselves become nearly as effective as the elites they will be with. Defeating them is straightforward. they can take only a couple of smacks in the chops before they go down, but running straight at gun-wielding shorties is still not a good idea. Their rate-of-fire with the plasma pistol is very close, and they tend to fire in short bursts of around 5 bolts. they will never use the pistol's overcharge feature, so you are relatively safe in a face-to-face scrap.

Grunts are rarely alone, so even though they are weak, their blistering accuracy can be quite difficult to evade at times, so finding cover is the best action before you engage them out in the open, which is always a last resort. Landing a plasma grenade is often hard considering their small size, and they can move hilariously fast if a grenade of any type hits the ground near them. If you are lucky, and you manage to stick a plasma grenade on them, they will not run around like a maniac like others might, but instead they'll flail their limbs on the spot in an effort to remove it. You can relax, though, as the grenade will always stick to them, resulting in a grunt flying temporarily.

As they are not the most spontaneous of the covenant, a needler slavo of about 5 or 6 will result in an explosion of an effective magnitude, but wasting your whole clip is not very economical. Save THAT for the elites :) In a word, any weapon is suitable for putting the grunts to a final rest. Wow, when i say that, i feel so evil and merciless!

*****The Jackals*****

In my opinion, the jackals are one of the most effective units deployed by the covenant. with a plasma pistol, they can take down your body shielding with just ONE overcharged bolt, so you need to groove around a bit more than usual to avoid it. They fire their pistols with an insatiably close rate of fire, and, like the grunts they fire in salvos of around 5 or 6. I emphasize that only one overcharged bolt will remove your shields if it hits you, which is why you need to take extra, extra caution. If a jackal is preparing to fire an overcharged bolt, you'll probably spot a distintive green glow around him, and if you look carefully enough, a light green ball of energy will be ready to spit out at the end of his P.pistol.

Despite their large arm-mounted shield, it is easily disabled when struck by an overcharged bolt from your Plasma pistol. as soon as their shields are down, just a few hits from any weapon will kill the (admittedly) brittle Jackals. Also, if a Plasma pistol isn't at hand, you can knock him over if you concentrate as much fire as possible at him. The overwhelming power will send him to the floor, and you can use this time to place some hits.

Using a needler, sniper rifle, pistol, assault rifle or plasma rifle aren't the most effective weapons, so try and avoid using these. If they are your only stored weapons, a lot more work is needed; The needler's projectiles are deflected, the sniper rounds bounce right off, the pistol and assault rifle are lacking the 'punch' needed, and even though the plasma rifle is effective against body shielding, the effect isn't present with this type of shield. Grenades aren't really very effective either, as they too bounce off the shield's surface, and the jackals will have evaded the blast radius by the time it detonates. But, a well placed plasma grenade will stick on him, and if by chance he runs towards his pals in panic, he'll take them with him.

Bottom line? Use the plasma pistol for full effect, and minimal work.

*****The Elites*****

Master Tacticians, they're the strongest both physically and strategically. Whenever they are pelted with vulcan fire, they'll slip behind a wall until it passes. If you confront them at arms-length, they'll give you a sharp punch. If you try and flatten them under the tyres of your hog, they'll perform a gigantic leap out of the danger, as if they were on a spring. Basically, it'll take more than a big gun to kill each one without ending up half-dead. Elites most commonly carry a plasma rifle, but occasionally they will be drawing a needler into combat. unlike the grunts, they don't waste any time in depleting their clip onto you, and often they'll manage to create a reaction big enough to kill you in an instant.

Elites are usually straight into the combat after the grunts have opened fire. Like you, they have full body shielding and plenty of strength. If they have shielding, what weapon do you use first? that's right, the plasma pistol. An overcharged bolt that splatters over him will have his shields down very quickly. Usually, if he is caught without shielding, an elite will run for cover and crouch in a spot until his shield is fully restored - then it's time for action again.

The needler is one of the better items of weaponry to use against the elites, for if enough needles stick to him, the next thing you'll see and hear is a bright purple flash and the agonized cry of the elite as he hurtles into the air with the shockwave of the explosion obliterating anything within a few feet. Of course, there are many alternative ways of destroying the elites. The rocket launcher is the obvious choice, but don't waste it on a single elite, because you can easily kill him by removing his shields with an overcharged bolt, then finishing the job with another weapon of your choice.

*****The Hunters*****

The hunters are very easily recognised. In sparse numbers, they are the daddies of the covenant race. Posessing unimaginable physical strength, the metal-like shield they carry across their left arm can be a deadly weapon, sending you hurtling into the air with a pounding headache. Hunters also carry a Fuel rod gun built into their armor - which means you can't pick it up after they are killed. With a deadly weapon in one hand, and a large protective device in another, including front-side armor, they seem like the kind of warrior that'll take a day and tommorow to defeat, yes? Hunters are unbelievably easy to defeat up close, but the real pain comes when they have put some distance between him and you. With a short charging time, they release an energized fuel rod that explodes on impact, dishing out the green stuff. you can easily estimate when he's going to fire, as his fuel rod gun will glow increasingly brighter at the nozzle of the gun as it builds energy.

Why then, do i say they're easy up close? because they lunge at you with their shields and fists as weapons, and this leaves them temporarily unaware of the surroundings. Avoiding this attack is easy, as a quick strafe left or right, will aid in diding the bulky metal arm. Then, all that is required is for you to (quickly) run to the rear of the hunter while he's still trying to find his feet, and deliver a sharp blast with any human weapon (such as a pistol) to the small area of orange flesh on his lower back, exposed by the absence of armor.

Of course, everyone likes to have a little bit of fun now and again, so to kill the hunter from long distance, the obvious choice is a rocket launcher or a sniper rifle. IF you have a rocket launcher at hand, aim to the left side of the hunter when he is facing you in order to deliver full effect without his shield absorbing most of the force. IF neither of these weapons are in your pockets, then a needler can do the job easily if you move the left side of him (the side without the shield) and then aim slightly left of him to make the needles go in an arc to avoid them being deflected by the shield. Should a needler be out of reach, then a plasma grenade isn't enough to kill him when stuck to him, but can burn him up a little. If none of these weapons are at hand, then it's all down to you and your skill.

*****The flood*****

The flood are the small, squid-like creatures that home in on their prey and attempt to latch on. Backing away from them never fails, and if they crowd around you, jumping over them still works. To put it simply, moving as fast and as much as you can is the only way, really. Because they explode like balloons, they do a slight amount of splash damage, but this works to your advantage. the flood usually comes in crowds, which means that if a couple explode, they all do, which means the optimal weapon to use is the shotgun or assault rifle, as they spread out and kill the flood with just one hit. You must act quickly when face-to-face with the flood, for if they manage to latch onto you, they'll eat away at both your shield and your health before exploding into pieces.

*****The flood(mutants)*****

Many of the flood variants are mutants. they are the elites and the marines, but in flood form. Are they stronger? not really! they do not posess shields, but have a fearful physical energy that allows them to pounce and jump over great distances, which is why they can easily run up to you and deliver a meaty melee attack with their whip-like fingers. Mutants will sometimes carry an assault rifle or a plasma rifle, which are the elite's and marine's most usual weapons. As they prefer close-combat, a shotgun is *always* recommended at hand. With the hand-to-hand habits of the flood, it's good to remember that not only is it relatively hard to plant a plasma grenade onto it, but they might also run straight at you, resulting in the grenade detonating dangerously close. It's happened to me before, so i'll pass it onto you.

*****The flood(Walking nests)*****

One of the most bizarre of the flood variants, these 'walking nests' are bulging with several of the flood. Because they adopt martyr-like behavior, they'll try and get as close as possible to you, fall on the floor, and then explode in an almight bang. When they do so, anything nearby - be it flood, human or alien is severely damaged. Basically, they're wlaking grenades, with a small aftermath. When they do explode, 4 or 5 flood babies will be brought into the world.....and try to eat you. Treat them the same as anything else - shotgun, shotgun, shotgun. Using grenades isn't recommended, as they do not explode with such force, but fly into the air instead - and when they come to rest on the ground, they'll explode like normal. It's dangerous to use grenades, because every now and then they'll be catapulted towards you by the grenade. Furthermore, gunning them down might result in it exploding near other flood, resulting in a lot of your work done.

*****The sentinels*****

The Sentinels are the monitor's own defence force. A mechanical army, they are obliterated by weapons such as the plasma grenade, and similar weapons. Actually landing a plamsa gren onto a sentinel isn't hard, as they rely on small size to evade fire. Close combat isn't the best option, as their beams are devastating against both shields and armor. Of course, a shotgun blast up close is enough to do the job.

There we have it, Your enemies explained. I hope this helps muchly.
Submitted By: The Stig795
Halo: Weapons guide

It has to be suggested, that having the right weapon matters. In close combat, a Sniper Rifle is too tricky to use. Likewise, a Shotgun won't take out that enemy sniper. You need the right weapons for the right jobs. This guide should describe what the weapons can do for you at different stages, so you can find a good combination to take on the world.

Human Pistol: This is a good weapon, and can be equally effective in short and long distances. Can disturb people zooming with sniper rifles, and a few good shots in the head can kill, so try to hit there, but chest shots are also quite effective. Meele is poor with this gun. It is reccomended you have a close-range counterpart to support this, as using this gun in close combat situations is quite hard.

Plasma Pistol: This weapon can be useful if used in the right way. The charged shot can drain any shield and home in, but are slow. Generally, the plasma shots that it fires are weak. Melee is the fastest with this gun, and if you can, fire a charged shot and then hit them for a fast kill. Also, use the slightly parylitic shots from behind to freeze a target and melee him on the back. Overheating isn't too much of a problem with this gun, as shots are not too powerful.

Assult Rifle: A reasonable weapon, good for more up close encounters. Aim at the torso, to make sure that all the shots hit the target, and a clip should finish anyone off. Melee is reasonable with this gun, and can be useful for lowering shields quickly.

Plasma Rifle: This rifle fires the same rounds from a Ghost or Banshee. They are parylitic, and can freeze opponents. If you can get a good shot on a target, keep firing on him and turn to the side so he can't shoot back, or run up and melee him. Overheating is an issue if you constantly fire. The melee is quite quick with this gun, and has to be took to advantage, with the parylizing features of this gun.

Shotgun: Devastating up close, reloading means you can reload half your rounds if you want, or just one to finish someone off quickly. Up close, this is an instant kill, but has good damage from further distance, and has a large shot radius. From far this is practically ineffective. Melee is slow and pointless with this gun.

Needler: A clip based covenant weapon firing a barrage of explosive needles at a target. The needles are slow and home slightly, but dissappear after a while in flight, so this is a reccomended indoor weapon. Corner a target and fire ahead of his predicted path of walking to make sure the needles hit. Melee is slowest with this gun. Since this uses clips and not a battery, this gun doesn't overheat, but does run out of ammo and clips quickly.

Sniper Rifle: A long range weapon that fires organism piercing projectiles (they go straight through). Head shots are an instant kill, while shots in the torso are 2 - 3 shots. Best used from distance where enemies will have no ability to retaliate, but up close it can be a fast way of disposing enemies, if you have the aim. The bullets aren't instant, meaning the further away you are, the more ahead of their predicted path you have to fire. It is a skill that you have to discover for yourself, for the reason that it's impossible to judge positions and placement of your shots. Melee is the same as the Shotgun; slow and pointless.

Flamethrower: These are devastating at close range and will destroy even the strongest of shields in seconds. Up close, the flame will not only create a smokescreen, but will also burn them to ash! This is only an up close weapon, and from distance it is pointless. Meele is slow also, and really, if you have a flamethrower, you shouldn't need to bother with it. Watch out that you don't use it close to walls, or opponents, otherwise you will catch fire yourself.

Rocket Launcher: Very slow weapons, with about a second between firing, and only 2 rounds each reload, which also takes its time, this should just be used for destroying vehicles. It can kill in one hit, but aim is crutial, and go for the floor, otherwise your projetile may sail past him. The rockets move slowly, so predict movements of vehicles. Melee is slow also, like the shotgun, sniper rifle and flamethrower, but is reccomended up close, to avoid any possible suicide.

Fuel Rod Gun: Rapid firing battery weapon that fires slightly weaker like rocket projectiles, like those seen used by the Banshee and the 'Hunters'. They are faster, but have a curve on them, so some prediction is required at distance. Useful for clearing territory over hills. Overheats quickly, so save time between shots. Good in a panic however, giving it's blast radius and quickness of fire. Can also launch vehicles flying. Melee is reasonably fast also. This is effectively the best weapon to use in the game.

Human Grenade: The more powerful of grenades, and a quicker explosion time, good to lower shields, to be finished off with a human weapon. Explosions similar to rocket, powerful enough to kill and severely damaging. Can go un-noticed, making it useful to sneak a grenade under someone's nose.

Plasma Grenade: More obvious, with a bright blue glow, weaker and have a longer fuse, but can stick to objects. These grenades stick to humans and vehicles, making them great for slapping on vehicles to send the driver flying out for an easy kill, or by sticking on humans for an instant kill.

Good combinations

Plasma Pistol / Human Pistol: With the plasma pistol, reduce their shield and take some easy shots with the human pistol to finish them off. Slow however, this can be quite effective.

Pistol / Shotgun: A good reliable combination. Use the Shotgun to get enemies up close, and those at greater distances can be picked off with the pistol. However, someone with a sniper rifle at distance will be a problem for you.

Sniper Rifle / Shotgun: It's a smiliar combination than the previous, but someone from reasonable distance with a pistol will throw off your sniping, and not have too many problems killing you. You will have to use zoomless sniping to pick them off, which can be quite hard.

Rocket Launcher / Pistol: For vehicle maps, this will prove useful. You have an effective infantry combat weapon, plus one to take out those who like to do dangerous driving. It can also be a desperation weapon for an easy kill if you need it.

Fuel Rod / Pistol: Similar to above, just with a different preferance. This is better however, since a Fuel Rod has a lot of shots and no reload, just an overchagre which can be avoided.

Flamethrower / Pistol: Up close you can dispose of enemies fast, while those at greater distances will be taken down with the pistol.

To help you decide, why not create your dream team of weapons. Use the chart below and pick your favourite 2, depending on their uses, and see what you see seems best.

Very Close Close Mid Range Far
Flame Thrower
Shotgun
Assult Rifle
Needler
Plasma Pistol
Plasma Rifle
Fuel Rod Gun
Rocket Launcher
Human Pistol
Sniper Rifle

This is my views, of how these weapons are supposed to be used. Choose a choice of 2, parcitularly ones that cover the board. That way, you have a weapon that can take someone up close, and from distance. Also, up close weapons may be more favourable in smaller or enclosed maps than ones that are for long range. An example, is on a level like Bloodgulch. A flamethrower won't be much use, given the fact that combat is usually long range and pistol based, given the space. So a pistol and sniper rifle might be useful. Use your own judgement from online matches to see if and when there is a threat to use a certain weapon. That is the key to success, in the weapons department on Halo.


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