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Red vs. Blue
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Elites
The Covenant
Elite, standing over 8 feet tall, is a formidable
warrior possessing enormous physical strength. While
this allows them to rely on brute force if necessary,
Elites generally prefer to take a tactical approach.
Elites are usually equipped with plasma rifles and
grenades, but have also been known to carry plasma
pistols or Needlers as well; some Elites have been
seen wielding strange swords apparently made of
plasma. Their armor is similar in capability to the
Master Chief's MJOLNIR system; it includes full body
shielding which augments the Elite's natural
resistance. There are several varieties of Elite,
denoted by the color of their armor. A rookie Elite is
blue; veteran is maroon; commanders are gold; Special
Ops soldiers have white armor, and Special Ops
commanders are black.
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Grunts
The Grunt is the Covenant's standard frontline
soldier, essentially cannon fodder. Grunts are
cowardly and not very threatening on their own;
however, in groups or when close to more powerful
allies, they can be overwhelming. Grunts are known to
carry a variety of weapons, including plasma pistols,
Needlers and plasma grenades. Special Ops Grunts wear
black armor and carry fuel rod guns or plasma rifles.
Their armor contains a breathing apparatus to provide
the methane they breathe, and makes them especially
vulnerable to headshots.
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Jackals
Jackals are
Covenant footsoldiers, often deployed as scouts or
assassins. Their superior senses of hearing, sight and
smell make them excellent guards. Nimble and quick on
their feet, Jackals are weak nonetheless. To make up
for their weakness, they carry a strong energy shield
which they bear in front of them. Jackals exclusively
use plasma pistols, and are capable of firing them at
extreme rate, at the expense of accuracy. They are
most easily defeated with plasma weaponry, which
drains their shield, or grenades. A Jackal's rank is
denoted by the color of its shield and whether it has
a helmet. Gold shields outrank blue ones, and helmeted
Jackals outrank non-helmeted ones.
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Hunters
Hunters are
Covenant assault troops with extraordinarily strong
armor, in essence walking tanks. They stand 12 feet
tall, but contract to approximately 8 feet in combat,
so as to make a harder target. Their armor integrates
a fuel rod cannon and a massive shield, which is
constructed of a nearly impervious alien alloy and is
sometimes used as a melee weapon. Hunters are not
particularly bright and have a major vulnerability:
their armor leaves several patches of flesh exposed.
Shoot the orange area once with a pistol to eliminate
a Hunter. Be aware, as Hunters always travel in pairs.
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Flood
Infection Form
The Flood
infection form is the most basic form of Flood and the
form from which all others are created, an insidious
masterpiece of parasitic invasion. First, the
infection form uses its motile tentacles to move
toward the intended host, then makes a remarkable leap
directly onto the host's chest cavity once in reach.
It then sedates the host with chemicals excreted by
its stingers, and once the host is unconscious it
opens the chest cavity and proceeds to inhabit its
nervous system, linking the host to the Flood hive
mind. Infection forms are frail due to their
balloon-like nature, which is easily popped, and they
will detonate when coming in contact with an energy
field. However, many infection forms detonating at
once will cause your shields to fall precipitously,
after which you will be rendered vulnerable.
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Flood
Combat Form: Elite
The Elite
combat form is the result of the infection of a
Covenant Elite by Flood spores. The Flood sculpts the
host body to its needs, pushing the head back and over
the shoulders and sprouting sensory tentacles. The
Elite Combat form possesses remarkable strength,
tenacity and speed. Even when unarmed, it is a threat;
the modified arm-tentacles can be used as incredibly
powerful whips. The use of plasma grenades is not
advised, as the Elite form will often rush you in
order to take you with it as it goes. A shotgun is the
most effective weapon choice against an Elite Flood
form.
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Flood
Combat Form: Human
The Human
combat form is the result of the infection of a Human
Marine by Flood spores. The Flood sculpts the host
body to its needs, pushing the head back and to the
side and sprouting sensory tentacles. The Human combat
form possesses remarkable strength and speed, though
it is more vulnerable than the Elite counterpart, and
shows a preference for human weapons. Even when
unarmed, it is a threat; the modified arm-tentacles
can be used as incredibly powerful whips. The use of
plasma grenades is not advised, as the combat form
will often rush you in order to take you with it as it
goes. A shotgun is the most effective weapon choice
against a Human Flood form.
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Flood
Carrier Form
The Flood
carrier form is a waddling, hulking mass of flesh. It
is most likely formed from Grunts and Jackals, which
the Flood apparently do not consider to be powerful
enough for combat forms, or damaged combat forms.
Although repulsive, the carrier does not appear to be
threatening-- it carries no weapon and is fairly slow.
However, those who underestimate the carrier will get
an explosive surprise. Its unique method of attacking
is to flop down on the ground next to a would-be
victim and release the infection forms in an explosive
rush that will kill an unprotected human. The best
solution is to run past before it manages to detonate;
the five or six infection forms it spews forth are
less of a threat than the explosion.
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Sentinel
The Sentinel
is a small flying drone, part of Halo's automated
defense against the Flood, and controlled by 343
Guilty Spark. Each Sentinel has a precision laser that
they are capable of firing with great accuracy and at
a fair rate. These beams are most effective against
Flood infection forms, due to their fragile nature,
and it is likely that the infection forms were all the
Sentinels were designed to combat, because the beams
prove fairly ineffective against larger Flood forms.
Some Sentinels are also equipped with a shield. The
Sentinels attempt to impede the Master Chief after he
and Cortana turn against 343 Guilty Spark. The
recommended method of dealing with them is to
overcharge the Plasma Pistol; the homing, overcharged
bolt will take them down in one shot.
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