Halo - Combat Evolved - Weapons & Enemies Guide Walkthrough, Hints and Tips for PC Games.

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 Halo - Combat Evolved - Weapons & Enemies Guide

Halo - Combat Evolved - Weapons & Enemies Guide

Platform: PC
Weapons & Enemies Guide
By: kerplunk47
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Master Chief a.k.a. SPARTAN-117
Created with ASCGEN V. 2-0.5.0 

Table of Contents

#INT I. Introduction 

#STO A. The Story 
#MIS B. Misc. Information 
#VER C. Version History

#NAV II. Navigation

#FIN A. The Find Option

#ALL III. Allies

#MAS A. Master Chief
#COR B. Cortana
#MAR C. The Marines
#PIL D. The Pillar of Autumn
#KEY E. Captain Keyes

#ENE Enemy Profile Format

#COV IV. The Covenant

#GRU A. Grunts
#JAK B. Jackals
#ELI C. Elites
#HUN D. Hunters

#FLO V. Flood

#INF A. Infection Forms
#COM B. Combat Forms
#CAR C. Carrier Forms

#SEN VI. Sentinels

#MON A. The Monitor
#SET B. Sentinels

#WEP Weapon Profile Format/ Types

#HUM VII. Human Weapons

#ASR A. Assault Rifle
#PIS B. Pistol
#SNI C. Sniper Rifle
#SHO D. Shotgun
#ROC E. Rocket Launcher
#FLA F. Flamethrower
#M41 G. Warthog Chain Gun
#FRG H. Frag Grenade
#WRL I. Warthog Rocket Launcher

#COW VIII. Covenant Weapons

#PPI A. Plasma Pistol
#PRI B. Plasma Rifle
#NEE C. Needler
#FUE D. Fuel Rod Launcher
#PLA E. Plasma Grenade
#SHA F. Shade Emplacement
#ENS G. Energy Sword
#SHE H. Plasma Shield

#UNC IX. Uncategorized
#MEL A. Melee
#CHX B. Chained Explosion
#ACT C. Powerup: Active Camouflage
#OVE D. Powerup: Overshield

#VEH Vehicle Profile Format

#HUV X. Human Vehicles

#HOG A. Warthog
#SCO B. Scorpion Battle Tank
#PEL C. Pelican Dropship

#COT XI. Covenant Vehicles

#GHO A. Ghost
#BAN B. Banshee
#WRA C. Wraith Plasma Mortar Tank
#SPI D. Spirit Dropship

#EAS XII. Easter Eggs

#BUL A. Bulletin Board
#CH7 B. Chinese 7
#CON C. Congratulations
#HIP D. Deadly Hippoes
#EMT E. Edit Multiplayer Types Screen
#FOO F. Food Nipple
#HBT G. Happy Birthday Tank
#INV H. Invincible Marines
#PIP I. Keyes' Pipe
#MLO J. Marathon Logo
#MEG K. Megg
#REX M. Rex
#RTD N. Rock to Death



#CRE XVI. Credits

#LEG XVII. Legal Stuff

I. Introduction

A. The Story
(from the manual)
 The year is 2552. Planet Earth still exists, but overpopulation has forced 
many of her former residents to colonize other worlds. Faster-than-light 
travel is now a reality, and Earth's unified government, through the United
Nations Space Command (UNSC), has put its full weight behind the colonization 
effort-millions of humans now live on habitable planets in other solar 
systems. A keystone of humanity's colonization efforts is the Planet Reach,
an interstellar naval yard that builds colony ships for civilians and warships
for the UNSC's armed forces. Conviniently close to Earth, Reach is also a hub 
of scientific and military activity.

 Thirty-two years ago, contact with the outer colony Harvest was lost. 
A battlegroup sent to investigate was almost completely destroyed; only one 
badly damaged ship returned to Reach. Its crew told of a seemingly unstoppable 
alien warship  that had effortlessly annihilated their forces.
 This was humankind's first encounter with a group of aliens they 
eventually came to know as the Covenant, a collective of alien races united 
in their fanatical religious devotion. Covenant religious elders declared 
humanity an affront to the gods, and the covenant warrior caste waged a holy 
war upon humanity with gruesome diligence.

 After a series of crushing defeats and obliterated colonies, UNSC 
Admiral Preston Cole established the Cole Protocol: no vessel may 
inadvertently lead the Covenant to Earth. When forced to withdraw, ships must 
avoid Earth-bound vectors-even if that means jumping without proper 
navigational calculations. Vessels in danger of capture must self destruct.

 On Reach, a secret military project to create cyborg super-soldiers
takes on newfound importance. The soldiers of the SPARTAN-II project rack up 
an impressive record against the Covenant in test deployments, but there are 
too few of them to turn the tide of the war.
 Existing SPARTAN-II Soldiers are recalled to Reach for further 
augmentation. The plan: board a Covenant vessel with the improved SPARTAN
-IIs and learn the location of the Covenant home world. Two days before the 
mission begins, Covenant forces strike Reach and annihilate the colony. The 
Covenant are now on Earth's doorstep. One ship, the Pillar of Autumn, escapes   
with the last SPARTAN-II and makes a blind jump into deep space, hoping to 
lead the Covenant away from Earth.

B. Misc. Information
1. Contact me at:
Primary E-mail/ MSN:
AIM: WarriorSx (not accepting emails)
Ok, you can also submit glitches, vehicle/weapon/enemy strategies, etc. but no
attachments or corrections on spelling/grammar. Submissions must be capital 
letters stating the content of the email (e.g. EASTER EGG). If it isn't I'll 
probably think it's junk mail. Also, leave a name so I know who to give credit
to (IF your submission is accepted). If you wish not to be named, just leave 
either no name or the name "Anonymous".
2. All ASCII art is created with ASCGEN V.2-0.5.0, 
programmer Johnathan Matthews. Use; it's a great reference 
site, with visual and audio demonstration of various easter eggs and glitches.
3. I wrote my guide and have completed it, but is still available to
changes made by either me or you.
4. This handy, all-purpose guide is brought to you by Patrick Phan!
5. NOTE: The rank information may be inaccurate; on my computer all enemies 
appear in a dull-gray color. Colors are accurate, using other FAQs as 
references, but my guarantee only extends to that. Some enemies have a very 
obvious rank (like silver elites and gold elites), so I use info from 
experiences and assumptions with them.

C. Version History

Dec 29, 2007-Jun 23, 2008
Wrote everything. Tried to submit to GameFaqs, but formatting was wrong.

Jun 23-Jun 26, 2008
Rewrote the descriptions for all weapons and enemies; added various tips
pertaining to the said items. Also, I had to manually space 2800 lines of
text so it could fit GameFaqs guidelines. Added the tag list.

(slight revision)
Jun 26, 2008
Redid the tags from [TAG] to #TAG. Also changed around stuff a bit. Weapons
and vehicles are now individual sections.

Jun 30, 2008
Went over the guide once more and fixed some grammar, and I'd say it is
fully complete.

Jul 25, 2008
Removed much of the ASCII art.

Jul 29, 2008
Some of the info about the enemies (what missions they appear on) was
inaccurate. Should be correct now.

Jul 30, 2008
Rewrote some of the easter egg information. Updated Megg description.

Aug 1, 2008
Added four websites to the legal info section.

Sep 17, 2008
Started rewriting the descriptions for everything. This time around the "Brief
Description" for each entry is much more informative and professional-ish-

II. Navigation

A. The Find Option
 Let's face it- it's no fun scrolling through pages of plain text. To help
readers all major sections have been divided by asterisk lines, along with the
addition of...TAGS! Tags are basically like keywords; you'll find them in the
table of contents listed with their corresponding items, and simply hit CTRL+F
or Special+F for Macs, and type in the tag. For example, to look up the
assault rifle you type #ASR into the search box, hit "Find Next," and it'll
jump to the entry.

III. Allies
NAME: The name of the ally, official and in-game
ARMOR: Type of armor this ally has (e.g. a full set of health or rechargeable
ACCURACY: How effective this ally is at hitting targets (on a scale of 1-10,
10 being the best)
SPEED: How fast this ally moves at full speed
WEAPONS OF CHOICE: Weapons that this ally is usually seen with
OTHER WEAPONS: Weapons that this ally may sometimes use
SPECIAL FEATURES: Unique features other allies/enemies may not have
WEAKNESSES: Weapons that are very effective against this ally
FIRST FOUND: Where this ally is first found, subsequent missions found are in
BRIEF DESCRIPTION: A little bit of history on who this enemy is, where s/he's/
they're from, why they're here, function in battle, etc.
IN BATTLE: How they help/ weigh you down in battle
COUNTER: How to deal with this ally in the unfortunate event you must fight


NAME: Master Chief
ARMOR: A full set of health/ rechargeable shields
ACCURACY: Depends on player
SPEED: Approximately 55/KPH sprint speed (in-game it is more like very
sluggish jogging speed)
WEAPONS OF CHOICE: Depends on player
OTHER WEAPONS: Every in-game weapon known (except the energy blade)
WEAKNESSES: M9D pistol, plasma weapons, heavy weapons (rocket launcher,
flamethrower), grenades
SPECIAL FEATURES: Playable character. Can do things such as pick up powerups/
ammo, replenish health, flip over vehicles, etc.
FIRST FOUND: Every playable mission and online multiplayer

 BRIEF DESCRIPTION: Born in the year 2511 on the planet Eridanus II, the Chief
(otherwise known as John) was kidnapped at the age of six (along with seventy-
four other children) to be involuntarily enrolled into the SPARTAN program,
designed to create "super-soldiers" to fight the Covnenant. In time John
became a great soldier, leader and proud of who he was. He has been
biologically and cybernetically augmented, giving him superhuman reaction
times, strength, and bone density. However, this was a dangerous process
and only thirty-two other SPARTANS survived. The rest were to perish in a
Covenant attack on the planet Reach. The Chief, as the last SPARTAN left, is
obviously the last hope for humanity. And such.

 IN BATTLE: In addition to his superstrength, the Master Chief sports the
MJOLNIR MARK IV battle suit, featuring rechargeable shields. The integrity of
your shields is shown in the upper-left corner of your HUD. It will take the
damage for you  until depleted, after which your health will start taking the
brunt of the blow. Your shields will recharge after a period of not being hit,
approximately 6 seconds. Your shields are the difference between life and
death. It is advisable to immediately take cover when your shields are fully
depleted (you will hear an alarm when they are). In addition to your shields,
your suit houses the AI Cortana, who will give brief you on your mission
objectives and just be a friendly voice deep in enemy territory. Despite all
the features, you can only hold 2 weapons at a time. Gordon Freeman would be

 COUNTER: Online multiplayer is the only place you will have to deal with
other Master Chiefs (or, well, SPARTANs). Always, ALWAYS, keep the M9D
pistol with you. Your other weapon should either be the shotgun, assault
rifle, or sniper rifle. Learn the pistol and how to use it well; the majority
of your kills will probably be made with the pistol.

B. Cortana

NAME: Cortana
SPECIAL FEATURES: Briefs you on missions, sets NavPoints, alerts you of enemy
FIRST FOUND: The Pillar of Autumn (and every other mission except 343 Guilty
Spark and The Library)
 BRIEF DESCRIPTION: Cortana is a female artificial intelligence (AI) construct
that is housed in your suit. She is (almost) always with you and her main
duties include briefing you on your objectives and just being a friend.
Occasionally she alerts you of nearby enemies and sets NavPoints (an arrow
telling you where to go). However, Cortana is no run-of-the-mill AI. She was
actually created based on a human brain, that of Dr. Catherine Hasley, the 
mastermind behind the SPARTAN project. This unique "quality" gives her a 
personality, and the ability to feel emotions. Cortana only appears in
cutscenes, but talks to you quite often in game. She is a foot tall, purple in
color (although her color changes according to mood), and has short hair. 
Later in the game she'll be the only friendly voice you're hearing. Cortana
is easily one of my favorite characters, but by Halo 7 or so she should have
died. This is because she is a "smart" AI. Because she is based on a human
she has no limits on what can can learn and the information she can absorb.
All this information will eventually lead to her death. Cortana will start
to think so much that it will interfere with her normal processes- that is,
as if a human were to think so much he stopped sending the impulses to
breathe. This predicted death will happen in 7 years.

 IN BATTLE: She's technically a voice in your head, so she will not be a
liability in any way.

C. Marines

NAME: UNSC Marines Corps.
ARMOR: A full set of health
SPEED: A bit slower than you
WEAPONS OF CHOICE: Assault Rifle, M9D Pistol
OTHER WEAPONS: Fragmentation Grenades, LAAG Gun, Needlers, Plasma Rifles, 
Shotguns, Sniper Rifles
SPECIAL FEATURES: Utilize sniper rifles
WEAKNESSES: Human weapons, grenades
FIRST FOUND: Pillar of Autumn (Halo, Truth & Reconciliation, Silent
Cartographer, Assault on the Control Room, 343 Guilty Spark)
 BRIEF DESCRIPTION: I'm sure you saw it coming. You can't have a space game
without those semi-useless but oh-so-cool-looking Marines on your side. The 
UNSC Marines are the all-purpose kill-everything combat outfit that is 
stationed...everywhere. Like you they also have a battle suit, but they lack
rechargeable energy shields. They are, however, dare I say- SO much cooler
looking than your ol' green suit. Anyways, these aren't your cliche macho
tough Marines. They're actually a pretty happy, positive lot. But don't let
this fool you- they're fearless. They will never run away or desert you (or
make you cry or say goodbye) in battle regardless of how bad things get. They
will either be wearing their awesome black ballistic armor or combat fatigues.
All Marines start off with a full set of health. They will not be able to
replenish their health in any way.

 MEET THE MARINES: A special section included in this entry to detail the
different Marines. There are six "kinds" of Marines, distinguishable by their
voices. Halo randomizes the character model that the voice is tied to, except
for the sergeants. So you might have some interesting combinations like an
Asian Pvt. Mendoza or an Asian Chips Dubbo.

Pvt. Bisenti
An American. He has a sort of New York/Italian accent. In the
beginning cutscene of the mission Truth & Reconciliation you can hear him say
"So how do we get inside the ship if it's in the air? The Corps issued me a
rifle, not wings." 

Pvt. Chips Dubbo
An Australian. Easily distinguishable by his Australian accent.

Pvt. Wallace A. Jenkins 
Another American with no real accent. In The Pillar of Autumn
you can hear him say "What the hell? Did something just hit us?" after you
pass the cafeteria when the whole ship shakes. His voice sounds a lot more
youthful compared to that of Bisenti's.

Sgt. Avery Johnson 
Black guy. That is, his character model is always a black guy wearing a cap
and fatigues. This guy guns and snipes like a god.

Pvt. Mendoza
A Mexican guy.

Sgt. Pete Stacker
White guy. His character model is always the same: a white guy with a cap and
fatigues. He has a sort of southern accent.

 IN BATTLE: Marines either start the mission with you, are dropped off during
the mission, or they are found/ rescued. They will follow you and attack any 
enemy they see on sight. Almost every Marine uses an Assault Rifle, but for 
some reason they only fire in bursts. This skews their usefulness but 
nevertheless they should be able to take down Grunts with relative ease. They
will have some trouble taking down Jackals and they will get pwned by Elites
and Flood. You can double their usefulness by letting them man the gun
whenever you have a Warthog. Just drive near a Marine and they will
automatically get on. They're not very good gunners either, so you'll have to
run over things to help them. However, if you come across a Marine sniper,
you've just been sent a gift from heaven. I've never seen any ally kill as
fast as these guys.
 COUNTER: If you purposedly kill too many Marines, they will turn on you and
start shooting at you. There is really no reason to kill a Marine unless you
REALLY need ammo or you're hog jumping. About ammo...Marines (along with other
NPCs) have infinite ammo, so when you pick up an assault rifle (or any other
weapon) they should have near maximum ammo.

-Marine Ranks-

Junior Officers/Technicians= If you think the Marines are useless, meet
the junior officers. Also known as Technicians, they are easily noticeable
by the fact that they do not wear military-associated attire but bridge
uniforms, which is basically a red/blue shirt with matching pants and black
slacks. They use a M9D pistol which they rarely even shoot. I've never seen
them kill anything either. Thankfully they appear in only two missions. 

Sergeants= There are only two types of Sergeants you'll ever see, and that is 
either Sgt. Johnson (black guy) and Sgt. Stacker (white guy). They either use
the Assault Rifle or sniper rifle. They're a bit more skilled and than the

Privates (1st class)= Privates are usually seen wearing their black ballistic 
armor complete with helmet and data-goggle. Some may wear military fatigues 
(boonie hats and olive drab). They use all of the weapons listed above and are
the most common rank you'll see. Far superior to Junior Officers/Technicians.

D. The Pillar of Autumn

NAME: The Pillar of Autumn 
ARMOR: 2m (6.5ft)-thick Titanium A Battleplates
WEAPONS OF CHOICE: There's so many I'll make a list.
1 Magnetic Acceleration Cannon (MAC) 
7800 Archer missiles
7+ Longsword Interceptors
8+ Scorpion tanks
4 Shiva nuclear warheads
40 50mm autocannons on the underside of the ship
14+ Pelican dropships
40+ Warthogs
Lots and lots of lifeboats
SPECIAL FEATURES: Look at the massive weaponry.
WEAKNESSES: Plasma torpedoes
FIRST FOUND: The Pillar of Autumn (and The Maw)

 BRIEF DESCRIPTION: Without the Pillar of Autumn there would be no Halo. Why,
you ask? First, a brief history. The Pillar of Autumn was created in 2509 as a
Halcyon-class warship. At the time the armor was deemed overmassed because of 
its many cross-bracings and honeycombs. By the present time (2552), however, 
the Pillar of Autumn was a 43-year-old hunk of junk with inferior armor to
other warships. This was the exact reason that Cortana chose it for a specific
mission- no one would suspect this ship as a launching platform for such an
important mission. What's the mission, you ask? Simple, really: to find and
disable a Covenant ship so the SPARTANs can get in and find the location of
the Covenant homeworld along with capturing a Covenant prophet (their leaders)
to negotiate the end to the Human-Covenant war. However, the mission encounted
a snag when the Covenant invaded the planet Reach, a military stronghold and
naval shipyard. The Pillar of Autumn was called to battle along with many 
ships in the area. The humans ultimately lost, and the Pillar of Autumn (led 
by Captain Keyes), made a random Slipspace jump to evade their Covenant 
pursuers. And what do you think they found? Halo.

 IN BATTLE: This is where I sadly tell you despite its massive weaponry it
will never help you in any way nor will you be able to use any of it. The
Pillar of Autumn is more like a huge map/level than a ship since it's not
interactive in any way; in fact, besides cutscenes you don't even get to see
what it looks like.

E. Captain Keyes

NAME: Captain Jacob Keyes
ARMOR: A full set of health
ACCURACY: Depends on the needles (of the needler)
SPEED: Equivalent of Marines (bit slower than you)
SPECIAL FEATURES: Triggers mission end upon death
WEAKNESSES: Human weapons, grenades
FIRST FOUND: Pillar of Autumn, Truth & Reconciliation (as a combat ally)
 BRIEF DESCRPTION: My favorite character. Keyes was born on Earth (unknown
year) and spent his childhood around the Pacific Ocean (one can assume
he lived on the west coast). While in military training there was an incident
that, due to poor planning, killed fourteen ensigns. Keyes himself suffered
plasma burns. However, he refused to testify against the perperators of this
incident, which is why Dr. Hasley (head of the SPARTAN-II project) chose
him to assist her in choosing children to be enrolled into the SPARTAN
program. He was then sent back into active military duty. In a ship-to-ship
space battle he managed to win outnumbered 4-to-1, earning him a promotion to
Captain. In 2552 he was given control of the Pillar of Autumn on a mission to
capture a Covenant prophet to negotiate an end to the war along with finding 
the location of the Covenant homeworld. An unfortunate series of events leads
to the discovery of Halo. Keyes also gives you your first weapon in the game-
the M9D pistol.

 IN BATTLE: Captain Keyes is about as skilled as an Elite with a Needler
(which is pretty good). Nevertheless try to keep him out of combat; his death
will trigger the end of the mission (Truth & Reconciliation).

NAME: The name of the enemy
ARMOR: Type of armor this enemy wields
ACCURACY: How effective this enemy is at hitting targets (on a scale of 1-10,
10 being the best)
SPEED: How fast this enemy moves at full speed
WEAPONS OF CHOICE: Weapons that this enemy is usually seen with
OTHER WEAPONS: Weapons that this enemy may sometimes use
SPECIAL FEATURES: Unique features other enemies may not have
DO USE: Weapons most effective against this enemy
DO NOT USE: Weapons that are absolutely worthless against this enemy
FIRST FOUND: Where this enemy is first found and subsequent missions found
BRIEF DESCRIPTION: A little bit of history on who this enemy is, where s/he's
from, why they're here, etc.
IN BATTLE: What you should do in an encounter, their function in battle
COUNTER: Best way to take care of this enemy
ANOTHER NOTE: If the COUNTER section is missing, it has been integrated into
the IN BATTLE section.

IV. Covenant Enemies
 Ah, the Covenant. Besides Master Chief himself this alien race is probably
the most iconic of the game. Hell, that's an Elite skull on the emblem for the
"Legendary" difficulty, and with good reason- the Covenant are, no doubt, one
of the toughest enemies one will ever face in all of Halo. The Covenant are
actually an alliance of alien races (the Grunts, Elites, Jackals, and Hunters)
united under one religion- the worship of a race known only as the
Forerunners. Upon discovering the humans, the Prophets (Covenant leaders) have
declared them to be an affront to their religion and the entire Covenant race
is hell-bent on the destruction of mankind.

A. Grunts

NAME: Grunts
ARMOR: 1/4 to a full set of health
SPEED: Either 1/2 or 3/4 as fast as you
WEAPONS OF CHOICE: Plasma Pistols, Needlers, Plasma Grenades
OTHER WEAPONS: Fuel Rod Cannons, Shades
SPECIAL FEATURES: Impressive arsenal and number, man Shade guns
DO Use: All weapons (including melee)
DO NOT Use: Rocket launcher (what a waste!)
FIRST FOUND: Pillar of Autumn (and every other mission except The Library)

 BRIEF DESCRIPTION: Grunts come from an icy homeworld and unlike anything else
you encounter in their game, they do not breathe oxygen. Rather, they breathe
methane from an apparatus on their mouth. Because of their small size and
sheer number they are used as cannon fodder- basically soldiers that are "born
to die". Their main function is to waste your ammo and harrass the enemy while
the Elites and Jackals move in for the kill. Despite the fact that they're
used as fodder they do have an impressive weaponry- Grunts have been seen
using pretty much every Covenant weapon in the game and are also capable of
manning a Shade gun.

 IN BATTLE: Focus on killing Grunts before on any more powerful enemies, as
they can still dish out some hurt if you're only focusing on the Elite that's
standing next to them. Grenades are not really worth wasting on them except
when you might be able to take out several at a time or stick them with a
plasma. Sometimes the stickee will run towards his comrades screaming to geti
it off.

 COUNTER: Any weapon will take care of Grunts nicely. The most effective are
any human weapons (assault rifle, pistol, shotgun, sniper rifle). Use grenades
sparringly on these guys; maybe only when you're in danger or you might be
able to take out a group. Sticking one with a plasma grenade might send him
running back to his buddies screaming to get it off.

-Grunt Ranks-
Grunts wear body armor, which covers almost their entire body (except their
head, hands, and feet). This is the color of their suit.

ORANGE/YELLOW= The most cowardly; will run away upon death of their superiors.

RED= A little bit more backbone; they might/might not run away upon death of 
their allies. Also a bit more durable than their orange counterparts.

BLACK= The black armor these Grunts wear signifies they are part of the Spec 
Ops. They have a full set of health and are pretty tough (but still cute).
They may also appear in silver armor, with the same capabilities/ armor.

B. Jackals

NAME: Jackals
ARMOR: 1/4 to a full set of health
SPEED: Either 1/2 or 3/4 as fast as you
SPECIAL FEATURES: Hand-held energy shield, use Plasma overcharge
DO Use: Plasma Pistol, Plasma Rifle, human weapons, GRENADES, melee
DO NOT Use: Needler
FIRST FOUND: Halo (and every mission thereafter except The Library, Keyes, and
The Maw)
 BRIEF DESCRIPTION: The Jackals are the Covenant's response to the UNSC
Marines. They are agile, good marksmen, and are just as intelligent. Jackals
seem to be loners, rarely ever working with Elites or Grunts. They essentially
are evolved reptiles, with excellent senses of hearing and sight, which means
they will be able to spot you from long distances better than their
counterparts. However, they are physically weak- they cannot melee and can
only sustain as much damage as a Grunt can.
 IN BATTLE: Since they usually attack in groups, it is best to use grenades. 
Regardless of grenade type, the Jackals never get away in time, or simply
don't even pay attention to them. Also remember that the plasma overcharge shot
will make  their shields disappear, after which they will run away. They are 
also unable to dodge your melee attacks. WARNING: the Jackals are the only
enemies that use the plasma overcharge. Also note that if their handheld
shield is destroyed, it can still regenerate.

 COUNTER: Use the plasma pistol to take out their shields and then mow them
down with your close range weapon. Plasma gunfire of any kind will take
them out quite nicely. Needles will bounce off their shields, as most of the
time the Jackals easily block/ deflect any inbound needles. USE GRENADES. If
you are able to get up close, a few melee attacks will easily take them out.

-Jackal Ranks-
This is the color of their handheld shields. Jackals do not wear armor.

BLUE= The most common milling about on Easy/Normal, on Heroic/Legendary
they'll be replaced with Yellow Jackals. About 1/2 the health you have.

YELLOW= Jackals with yellow shields. Won't run away upon losing their shield.
They are quite tough with a full set of health.

C. Elites

NAME: Elites
ARMOR: A full set of health plus rechargeable shields
SPEED: Bit slower than you
Weapons of choice: Plasma Rifle
OTHER WEAPONS: Banshees, Energy Swords, Ghosts, Needlers, Shades, Wraiths, 
Plasma Grenades
SPECIAL FEATURES: The only enemy that has rechargeable body shields, the only
enemy able to pilot vehicles (Banshees and Wraiths), are also able to man
DO Use: Plasma overcharge, Rocket launchers, Sniper Rifles, Plasma weaponry in
DO NOT Use: Frag grenades
FIRST FOUND: Pillar of Autumn (and every other mission except The Library)
 BRIEF DESCRIPTION: The Jackals are the equivalent of Marines, and the Elites
are the equivalents of YOU. Sadly there is no lone "Master Elite", but a lot
of them. Elites are fearless, reckless, and possess superior physical strength
to any other enemy in the game. This is complemented by battle suit that
possesses...that's right...RECHARGEABLE ENERGY SHIELDS, just like yours.
Besides online multiplayer Elites cause the second most deaths in Halo.
 WARNINGS: Elites have a quick and powerful melee attack that you should be
wary of should you get close enough. The only time I'd recommend moving in to
have a brawl with an Elite is when A) you're fighting close-quarters or B)
you're in close-quarters and your ammo/shields are out/down. On another note,
don't even bother using fragmentation grenades. Elites dodge these more 
effectively than afighter jet can dodge a slingshot.

 IN BATTLE: Should you encounter a group of Covenant, Elites should be the
last enemies you target. Take out the Grunts and/or Jackals (if any) so you
can focus just on the Elite(s). Your first priority is taking out their
shields. Plasma weapons (ESPECIALLY THE PLASMA OVERCHARGE SHOT) can take down
their shields quite nicely. Elites are temporarily stunned when their shields
are taken out, so act quickly. Either move in and introduce it to your fist or
tear it many new ones. Beware...Elites' shields can recharge after a period of
not getting hit (just like yours). 
 Grenades are only recommended if you're close enough and you're sure to stick
them or they're not paying attention to you. Plasmas are the only way to go
because frags don't do much damage to Elites and Elites can dodge them
almost as good as a Banshee can. Even if you do manage to stick an Elite with
a plasma, watch out: they might charge towards you in a kamikaze attack.
Luckily upon getting stucken Elites will temporarily pause to let out a roar/
battle cry before they run for you.
 As for melee attacks, you should only use these if Elites are very close by,
or the situation calls for it. If, for example, both you and the Elite have
your shields down, I'd recommend going in for the kill.

-Elite Ranks-

BLUE= The lowest-ranking, and by definition the weakest of the Elites. They're
less durable, less accurate, and actually run away. They never use grenades.
1/2 to 3/4 your shield strength.

RED= I believe these Elites' shields are as strong as yours.

SILVER= These Elites will either use Plasma Rifles or Energy Swords 
(which are still visible even when the user is not). They have no shields, 
but to compensate they are- that's right- invisible. But not entirely. Look 
for distortions in the air, and you can tell they are there. Sometimes they 
laugh or make other noises that give away their position.

BLACK= The Spec Ops Elites that have a shield strength equivalent
or maybe 1.5x as powerful as yours. They seem to be the only Elites that use 
plasma grenades, and are damn good aims at that.

GOLD= These are a huge step up, with twice as much shields as you have 
(equal to an overshield). They will either use a plasma rifle or energy sword
and are also capable of jumping as far as a Flood combat form.

D. Hunters

NAME: Hunters
ARMOR: The equivalent of three sets of health
SPEED: Bit slower than you
Weapons of choice: Fuel Rod Cannon, Metal shield
SPECIAL FEATURES: The only enemy that has a weapon built into them
DO USE: Rocket launchers, M9D pistol, sniper rifle, shotgun
DO NOT USE: Needler, Plasma weapons
FIRST FOUND: Truth & Reconciliation (and every mission thereafter except
The Library)
 BRIEF DESCRIPTION: Hunters are the most durable walking enemies in the game,
but they're also by far the easiest to kill (besides Grunts and infection
forms). Elites are very large in size and are also very strong. But of course,
they are very slow to compensate. They will never be able to outrun you
(unless you're in a tight space) and are actually pretty crappy aims. They do
not have energy shields; rather they just have a lot of health. I'd say
three full bars. They have a fuel rod cannon built into their arms and a
metal shield in the other one. They don't use their shield as well as Jackals
do; rather, they use it as a club to hit you with.

 WARNINGS: Use grenades only to stun them, as this is the most they 
will do. Do not bother to melee them or try to melee them on the back. No

 IN BATTLE: If you spot a Hunter, hide. Chances are he didn't spot you, and
just wait for the Hunter to relax. Sooner or later it will turn its back to
you or stretch out its neck. Shoot the orange patch and it's a one-shot kill.
If they have spotted you, just keep moving around and they'll never hit you.
You have two options from there. Hide and hope they forget about you, or, if
you have ammo to spare, go up to them. If you have a pistol on hand, just let
them start to charge at you. Aim for the belly when their body is outstretched
the most at mid-attack. If you have ammo to spare, then you can just keep 
running and jumping backwards while shooting; they'll eventually die.

V. Flood
 The Flood is pretty much the sole reason for the creation of the Halo
installations. The Halo installations are basically huge guns- with a range
of 210,000 light years, they wipe the galaxy clean of any life in order to
starve the Flood of their food. As for the Flood themselves, they are much
like zombies- Infection forms can infect any living things, after which they
become combat forms (drones) or carrier forms, which incubate more Infection

A. Infection Forms

NAME: Infection Forms 
ARMOR: One shot from any gun
SPEED: A bit slower than you
Weapons of choice: Themselves
OTHER WEAPONS: none (unarmed)
SPECIAL FEATURES: Travel in huge groups
DO use: All weapons
DO NOT use: Grenades, rocket launchers (what a waste!)
FIRST FOUND: 343 Guilty Spark (and every mission thereafter)
 BRIEF DESCRIPTION: The Flood do not "get it on" to make more Flood. Rather,
they use these little parasites that travel in huge swarms (of 30 or more)
that will stop at nothing to kill you. Like the girls at school they chase you
around and attack by throwing themselves at you. However they are very small
and can be killed from one bullet from any gun. If your shields are up they
automatically pop on contact, but take away a small amount of it. If your
shields are down they will take away a few bars of health.

 WARNINGS: Avoid at all costs if your shields are down. Also, don't
just let the swarms attack you and expect your shields to take care of them.
If your shields are up, they'll pop on contact, taking away about 1/20 (5%) of
your shield integrity.

 IN BATTLE: When encountering an Infection swarm, remember to always run away
from them, and avoid getting cornered. You can usually get away
before any of the infection forms jump on you. Even when they do, if quick
enough you can dodge it, like the dreaded red bullet in Time Crisis. Don't
waste any grenades on them at all. You can also use meleeing if you want
to conserve ammo.

B. Combat Forms

NAME: Combat Forms or Drones
ARMOR: Full set of health
ACCURACY: 1-3/10 
SPEED: Fast as you
Weapons of choice: N/A
OTHER WEAPONS: All weapons (excluding Banshees, Ghosts, LAAG Gun, Scorpions, 
Shades, Warthogs, or Wraiths)
SPECIAL FEATURES: Can reanimate themselves, jump amazingly far, and have
shoot-offable arms
DO Use: SHOTGUNS, Rocket Launchers, Grenades
DO NOT Use: Melee, sniper rifle
FIRST FOUND: 343 Guilty Spark (and every mission thereafter)
 BRIEF DESCRIPTION: When a living thing gets infected by the Flood, the combat
form is one of the possible result. Like an infected zombie a combat form has
no intelligence, travels in huge swarms (when they can), and stop at 
ABSOLUTELY nothing to kill you. Oh, but there's more catches- combat forms can
run. And jump. And fire weapons. And they have a huge-ass Wolverine claw.
It's evolution at its best.

 WARNINGS: Combat forms are capable of reanimating themselves (that is,
getting up again after they're on the ground). Also, melees and sniper rifle 
shots are useless against them. You will NEVER win a melee fight against a
Flood form.

 IN BATTLE: Once again, your friend the grenade comes to the rescue. The Flood
do not notice grenades at all, so frags are deadly. Using plasma is advisable
only when thrown from far away enough so they can detonate at a safe distance.
Flood will always charge directly at you, and bullets do not deter them when 
charging (as in not making them stagger or the like). SHOTGUN them all the way
to hell. A combat form barely ever survives more than one shotgun blast. The
pistola also is a hell of a good weapon. Just be wary if they went down after
only a few shots; they'll most probably reanimate. Since Combat Forms usually
attack in large groups, explosives are your best bet (note: Carrier forms also
count as explosives :]) In addition, Flood combat forms can be
mutilated- you can shoot off a Combat form's arms with a well-placed bullet.
Removing both of their arms (the claw hand and the weapon-holding hand)
renders them useless; the only thing they can do now is follow you around.
It's your very own Flood buddy!

-Combat Form Ranks-

EX-MARINE-These resemble zombies, with a humanoid head and feet. Less
durability, I believe.

EX-ELITE- From the front they seem to have no head, but there is actually 
an Elite head hanging off at the back. They have hoofs. They are more durable
than an ex-Marine.

C. Carrier Forms

NAME: Carriers
ARMOR: Half a set of health
SPEED: as fast as light(ly-colored ducks)
WEAPONS OF CHOICE: Themselves, Infection forms
OTHER WEAPONS: none (unarmed)
Special features: Carry Infection forms inside them, only enemy that functions
like a suicide bomber
Weaknesses: Everything
FIRST FOUND: The Library (not your local library, thank God, the mission) Oh,
and they appear on every mission thereafter.	
 BRIEF DESCRIPTION: These guys look like ex-Elite combat forms, but 
cannot melee you, are shorter, and they waddle so painstakingly slowly. Be 
thankful of their speed, and don't let them get near you; they will promptly 
flop to the ground and detonate themselves in an explosion about as powerful 
as a grenade (but with not as much splash damage). Upon exploding a few 
Infection forms come out at you, but they will not be a problem if you killed
the Carrier before it could take down your shields. Always look for them among
the Flood, as they are like walking grenades. No ranks.
 WARNINGS: Don't use grenades against them unless absolutely necessary:
this simply sends them flying, and THEN they will detonate. They are immune
to sniper rifle shots and melees (though if you get THAT close they will 
detonate themselves). Also, when in groups with other Carriers, watch out.
Destroying one will probably send all the others flying.

 IN BATTLE: Alone they are no threat, but watch out if they get too near you.
When they do, they'll flop themselves to the ground and blow themselves up to
explode. You do have enough time to get away when they flop themselves down.
When in groups with other Flood forms, kill these first. They're just like 
walking grenades! Can't take as much of a beating as Combat forms can.


VI. Sentinels
 In the event of a Flood outbreak on one of the Halo installations the
Sentinels are in charge of annhilating the threat. They are controlled by
the local monitor; in this case, 343 Guilty Spark.

A. The Monitor

NAME: 343 Guilty Spark or (more popular) The Monitor
ARMOR: Invincible
SPEED: 1.5x fast as you are or so
Weapons of choice: Lancer beam
OTHER WEAPONS: Sentinels, annoying-ness
Special features: The only invincible animate object
Weaknesses: N/A
FIRST FOUND: 343 Guilty Spark (as an ally) gee, they named a mission after 
Two Betrayals (as an enemy)
Also appears in Two Betrayals and The Maw.
 BRIEF DESCRIPTION: 343 Guilty Spark is the Monitor in charge of Halo
installation 04 (that is, where this game takes place). He has been on this
job...for over 101,217 (local) years. And that amount of time alone can make
anyone insane. Or at least incredibly annoying. Sparky is no exception. Upon
first meeting him you must rely on him to take you through the Library, and
what a bloody good job he does, disappearing at the most inconvinient times
and constantly humming to himself and calling himself a genius. Besides the
duty of a little brother on crack, he is also in charge of the Sentinels, so
his calling them to help you is the only way he can assist in battle. The
"Lancer beam" is only used once in a cutscene to temporarily stun the Master
Chief. He resembles a hovering blue ball of light capable of driving one to

 WARNINGS: Don't waste your ammo on him, no matter how tempting. He won't do
anything, but it's a waste of ammo.

 IN BATTLE: Are you kidding? He's never there in battle.

B. Sentinels

NAME: Sentinels
ARMOR: Equivalent of maybe a full set of health. Some have shields.
SPEED: 1/2 to 3/4 your speed.
Weapons of choice: Ozone Laser Beams
SPECIAL FEATURES: Only enemy that hovers
DO Use: All Covenant weapons (ESPECIALLY the plasma overcharge), shotgun
DO NOT Use: Any other human weapon (save the rocket launcher)
FIRST FOUND: 343 Guilty Spark (as allies), Two Betrayals (as enemies) They
also make an appearance in The Library and The Maw.
 BRIEF DESCRIPTION: The Sentinels are sort of like the robotic equivalent
of the Marines (but they look nothing alike) that are present on every Halo
installation. Their main job is to keep the Flood under control should they
break out. They resemble angry hovering security cameras that fire lasers the
color of thousand island dressing.
 WARNINGS: Like Marines, don't kill them on purpose when they are your 
allies. They will turn against you, and your shields will drop pretty fast.

 IN BATTLE: Keep moving around and some of the laser fire will miss. USE
PLASMA WEAPONS. They simply MELT them like chocolate. One plasma overcharge
will take down a Sentinel quite nicely, as do needle explosions and plasma
bullets. Plasma grenades also do a lot of harm. Since Sentinels hang out in 
close-knit groups when on guard, sticking one will most probably kill all the 
other sentinels around it. HUMAN WEAPONS are pretty useless against Sentinels,
with the exception of a good shotgun blast. Upon destruction a Sentinel
crashes to the ground in a little ball of fire that might harm you if you
happen to be directly under it.

-Sentinel Ranks-

SILVER- I have very little info on Sentinel ranks. I believe these do not use 
energy shields.

BLACK- I believe these have energy shields, which are relatively weak; about 
equivalent to a Blue elite (1/2 of your shields).

VII. Human Weapons
 Human weapons, for the most part, are best when it comes to long-range
combat, taking out enemy armor, or against unshielded enemies. They generally
do a lot more damage to health than to shields, and are the most versatile in
any combat situation.

#WEP						=Stats=
NAME: Name of the weapon
CLIP/MAXIMUM AMMO: Number of rounds in a clip and maximum number of rounds in
ammo reserve
RATE OF FIRE: How fast this weapon can fire rounds
ACCURACY: The accuracy of this weapon
RELOAD RATE: How fast this weapon reloads
MELEE RATE: How fast this weapon melees
WEAPON CLASS: The class this weapon belongs to 
SPECIAL FEATURES: Unique features that other weapons may not have
AVAILABILITY: Abundance on the missions it can be found.
BOLT COLOR: The color of the bullets. For Covenant weapons only.
STRONG AGAINST: Enemies/ objects this weapon is effective against
WEAK AGAINST: Enemies/objects this weapon is ineffective against
FIRST FOUND: Where this weapon is first found (either from live enemies or 
"pre-killed" corpses) Weapons found on this mission are also found on every
mission thereafter.
TIPS: Lists what other weapons complement this one, and other various tips.
ACCEPTABLE SWAPS: Weapons with about the same strength or functionality or a
better swap altogether. The swaps are ordered from best to worst.

=Weapon Classes=
NOTE: These weapon classes apply to Halo weapons, not real life weapons. 
Damage rates (little damage, medium damage, high damage, very high damage) 
applies to when these weapons are used on infantry.

AUTOMATIC= A weapon that can fire either full auto or in bursts. Individual
bullets do only a little bit of damage, but compensated for by their 
very fast rate of fire. Best for close range combat. Very high clip/
max ammo reserves.

SEMI-AUTOMATIC= A weapon that fires semi-auto, which is as fast as you can
pull the trigger (or, er, click that mouse button/press the R trigger).
Individual bullets do medium damage, and these weapons are best for medium
range. Medium clip/ max ammo reserves. Semi-auotmatic rifles, on the other
hand, have small clip/ max ammo reserves, and are best for long-range combat.

PUMP-ACTION RIFLE= A weapon that fires rather slowly and needs to be pumped
for each shot- basically, a shotgun. Each round is comprised of tiny pellets
rather than an actual bullet. The pellets are spread over a large radius when
fired. Each individual pellet does very little damage, but when they all hit
their mark, major damage is inflicted. Medium clip size/ ammo reserves. Best
for close-range combat only; absolutely useless otherwise.

ANTI-ARMOR= A weapon that fires rounds very slowly; individual rounds are
usually explosive/ do very high damage. The rounds themselves also travel
slowly and can be dodged by more agile enemies. Very small clip/ammo reserves.
Best for medium range, and for taking out large groups of enemies or vehicles.

ANTI-PERSONNEL= A weapon that fires full auto: individual rounds do high
damage and have large clip/ ammo reserves. Close-range only, and absolutely
useless otherwise.

ANTI-AIRCRAFT= A weapon that fires full auto: individual rounds do high damage
and have an infinite ammo reserve. Best for close-range combat but can also
be used for medium.

ENERGY= A weapon that fires rounds either full- or semi-auto. The main
difference is that there is no clip; the ammo is depleted directly from the
ammo reserve (in this case called a battery). All energy weapons have 100
battery power, and depending on the strength of the weapon it can fire from
several hundred to just a dozen bolts. Firing in succession can cause the 
weapon to overheat, making it temporarily useless until it cools down. These
weapons are best for taking down energy shields, and when the battery is
depleted it cannot be recharged, it must be replaced with the same weapon.
Best for close range.

EXPLOSIVE- A weapon that explodes either on contact or after a specific time.
Individual explosives do high damage and are generally best for close range.
Explosives inflict splash damage (they damage the area around where it

MELEE- A weapon that can be used infinitely and will only damage targets from 
point-blank range. Melee weapons do high damage, but cannot fire projectiles
of any kind.

A. Assault Rifle      

NAME: MA5B Assault Rifle
Clip/Maximum Ammo: 60/600 (10 clips)
RATE OF FIRE: Automatic, 15 rounds per second.
ACCURACY: All right, terrible at medium/ long range
SPECIAL FEATURES: Ammo counter, Compass that points to the gas giant Threshold
(this feature is useless)
AVAILABILITY: Common (found on Marines, Combat Forms, and ammo piles)
Strong against: Grunts, Jackals, Infection Forms, Marines 
Weak Against: Elites, Ghosts, Sentinels, any shields in general,
FIRST FOUND: The Pillar of Autumn

 BRIEF DESCRIPTION: This is standard issue military hardware. In almost every
mission you will be given this weapon from the start, and I suggest you keep
it until you come along the shotgun in 343 Guilty Spark. With a quick melee 
and even quicker rate of fire, this rifle will mow down your enemy after their
shields are down.

 TIPS: Don't fire in bursts; this is useless, especially at close range. It
might be better to take toss in favor of the M9D in the more open levels
(such as Halo and Assault on the Control Room).
 ACCEPTABLE SWAPS: Shotgun, M9D Pistol, Plasma Rifle, Needler

B. Pistol

NAME: M9D Pistol
Clip/Maximum Ammo: 12/120 (10 clips)
RATE OF FIRE: Semi-automatic
ACCURACY: A bit worse than the sniper rifle
WEAPON CLASS: Semi-Automatic
AVAILABILITY: Rare (found on ammo piles and a few Combat forms)
Strong against: Carriers, Combat Forms, Grunts, Hunters
Jackals, Infection Forms, Marines, Master Chief, Elites (when their shields
are down)
Weak against: Elites' shields (might as well just use a staple gun), Sentinels
FIRST FOUND: The Pillar of Autumn

 BRIEF DESCRIPTION: The king of all weapons. A great asset on any mission when
paired with a plasma weapon: after your enemy's shields are down the pistol
will take it down in only a few shots. It is also very effective in taking
down the Flood. Pistol ammo, however, is somewhat uncommon- found only in ammo
piles, crash sites, and occasionally on the Flood. An absolute MUST on
online multiplayer. Master the pistol and you have mastered Halo.

 TIPS: The Pistol is fair for close range combat, and is best paired with
the Plasma Pistol. Use this to take out Grunts and Jackals before tackling the
Elites, and it is also very effective in taking care of Flood forms. When
fighting Hunters, shoot their orange spots, or if you're up close and they're
trying to melee you, shoot them at the orange at the waist/stomach. Just as
good as the assault rifle at mowing down enemies when their shields are down.
Although the pistol is capable of a somewhat automatic rate of fire, it'd be
advisable to click rather than hold down the mouse button- this greatly
increases accuracy.

 ACCEPTABLE SWAPS: None, really.

C. Sniper Rifle
NAME: S2 AM Sniper Rifle
Clip/Maximum Ammo: 4/24 (64 in Truth & Reconciliation)
ACCURACY: Sniper-rifle accurate
WEAPON CLASS: Semi-Automatic
SPECIAL FEATURES: Bullets leave a smoke trail, 2x and 8x scope Zoom
Strong against: Elites, Jackals, Grunts, Hunters, Infection
Forms, Marines, Master Chief
Weak against: Carriers, combat forms

 BRIEF DESCRIPTION: Your standard sniper rifle, with three main differences-
the bullets leave a smoke trail, the scope has built-in night vision (default
"Q" while you're zoomed in), and it has a VERY fast rate of fire for a rifle.
It expends bullets as fast as you can pull the trigger (or, well, press
the mouse button). Pretty much the only time you'll really need a rifle is if
you start off the mission with it. Luckily the AI is incapable of tracing
your position using the bullet smoke trails.

 TIPS: Once again, aim for the head, and when you can, stay hidden. In
the missions when you get one at the start, it's advisable to keep it. 
Best paired with the plasma rifle or pistol. If your target is moving you have
to lead it and fire AHEAD of it rather than trailing it with your scope and
firing AT it. Since the bullets leave a smoke trail, try to change your
sniping spot after a few shots lest your enemies spot where you are (this is
meant for online; on campaign enemies cannot spot the smoke trail).
 ACCEPTABLE SWAPS: Pistol (somewhat)

D. Shotgun

NAME: M90 Shotgun
Clip/Maximum Ammo: 12/60 (5 clips)
RATE OF FIRE: Between slow and medium
ACCURACY: Between 2 and 3 stars
WEAPON CLASS: Pump-Action Rifle
RELOAD RATE: Quite slow.
SPECIAL FEATURES: The shells have hippoes on them (see Easter Eggs section).
AVAILABILITY: Uncommon (found on ammo piles and a few Combat forms)
Strong against: Elites, exposed Jackals, Grunts, Infection Forms, Marines, 
Master Chief, all flood
Weak against: Hunters 
FIRST FOUND: 343 Guilty Spark 

 BRIEF DESCRIPTION: The all-purpose anti-personnel lead-pumping zombie-killing
boomstick. When you first get your hands on this baby I advise to always keep 
it on hand to complement your plasma/human pistol. This gun is pretty much the
best close range weapon there is. It's a shotgun- what more do I need to say?

 TIPS: Don't aim for the head with this gun. Because of its wide radius,
the pellets will most likely miss. Just shoot at the body. This weapon is an
absolute must for Flood-infested missions and, well, any mission in general.
Best paired with human pistol (Flood missions) or plasma pistol (Covenant
missions/mixed missions)


E. Rocket Launcher

NAME: M19 SSM Rocket Launcher
Clip/Maximum Ammo: 2/8 (4 clips)
RATE OF FIRE: Slow, maybe a full clip (2 rockets) in 3 seconds
ACCURACY: 10/10 (to compensate for this, rockets travel painstakingly slow)
(note: the manual made a mistake; the rocket launcher does not have a 8x 
AVAILABILITY: Very rare (found in some ammo piles and a few Combat forms)
Strong against: Everything 
Weak Against: Chuck Norris
FIRST FOUND: The Silent Cartographer

 BRIEF DESCRIPTION: The rocket launcher is very much like a magic wand- you
point it at the enemy and they explode. Despite its power the only time you'll
really need is is for taking down Covenant Wraiths. Its small clip and ammo
reserve size makes it an impractical weapon to keep with you. Unlike other
rocket-launching boomsticks the rockets the M19 fires travel very slowly, so
slowly that an Elite could easily sidestep out of the way. Nevertheless should
you score a hit...well, you know.

 TIPS: Fire at the feet to ensure a hit, but it will do less damage. 
Remember that faster enemies (Elites) can dodge them sometimes. And of course,
don't get too close. Should you need to fire at a moving target, remember:
don't track the enemy (shoot AT it), rather, trail it (shoot AHEAD of it).
This is especially important because the rockets travel VERY slowly.
 ACCEPTABLE SWAPS: Flamethrower, LAAV gun

F. Flamethrower

NAME: M7057 Defoilant Projector (basically, the Flamethrower)
Clip/ Maximum Ammo: 100/300 (not sure, 2 clips)
RATE OF FIRE: Twice as fast as the assault rifle
ACCURACY: It's a flamethrower; it can only shoot at close-range targets
WEAPON CLASS: Anti-Personnel
SPECIAL FEATURES: Fires fire; devastating against enemies
Strong Against: Master Chief 
Weak Against: ?
FIRST FOUND: Multiplayer only folks

 BRIEF DESCRIPTION: Not much to be said. This weapon fires fire. A full blast
about 3 seconds is enough to kill an enemy SPARTAN. It is THE most powerful
close range weapon in the game. However, it can only fire a few feet in front
of you, so you're vulnerable even from medium range. After a target is hit
with the flamethrower they will continue to be burned, taking away another
few bars of health/ about 20% of your shield integrity.

 TIPS: Pair this with the pistol. If you're a passenger on a Warthog
you can maximimize your usefulness by having this on hand.

 ACCEPTABLE SWAPS: Rocket launcher, Shotgun

G. Warthog Chain Gun

NAME: M41 LAAG (Light Anti-Aircraft Gun) 
Clip/ Maximum Ammo: Infinite
RATE OF FIRE: Either 30-60 rounds per second (according to the manual, the 
LAAG actually fires at half the rate of the assault rifle, but that is bull.)
ACCURACY: Pretty bad
RELOAD RATE: No reload
MELEE RATE: No melee
WEAPON CLASS: Anti-Aircraft
SPECIAL FEATURES: Quick rate of fire, infinite ammo
Strong Against: Everything to some extent
Weak Against: N/A
 BRIEF DESCRIPTION: This miraculous weapon, sadly, is not a hand 
weapon. It is found on back of LRV (light recon vehicle) Warthogs. It rips 
through enemies in amatter of seconds- one LAAG round packs as much power as a
pistol shot. The only problem is accuracy. Marines are pretty shoddy aims, but
online most people are sufficient enough behind the LAAG. This is the all-
around best Warthog-mounted weapon.
TIPS: Stop shooting when you have to swivel the gun to target something else.
Also don't fire when there's no enemies. Any enemies that see the stray
bullet tracers will know a Warthog's a-comin'.

H. Frag Grenade

NAME: M9 HE-DP Grenade
Clip/Maximum Ammo: 1/4
RATE OF FIRE: 1 throw per second
ACCURACY: Depends on range
MELEE RATE: Go ahead and try whacking an enemy on the head with a grenade
AVAILABILITY: Uncommon (found on Marines, some Combat forms, and ammo piles)
Strong Against: Master Chief, Elites, Grunts, Jackals, All flood, Marines
Weak Against: Wraiths, Hunters, Banshees (i have never dinked a banshee with a
frag grenade in Campaign, at least)
FIRST FOUND: The Pillar of Autumn 

 BRIEF DESCRIPTION: One difference between Halo and other FPS's is that 
the grenade is not an individual weapon, meaning that you do not have to 
switch to it in order to throw it (a la Half Life, Counter-Strike, Day of 
Defeat, etc.) Instead, just use the right mouse button (default) to lob one! 
Takes 1 second to detonate. Slightly weaker than the plasma grenade. Best for
Grunts/Jackals/Flood forms. Can be found in ammo piles, with Marines
(they carry from 0-2 at a time) or on the Flood.

 TIPS: Use sparringly, as these grenades are quite rare. Do not use these on
Elites unless they are truly cornered; otherwise use them to dispatch of 
Jackals, Grunts, and Flood forms. Besides the M9D pistol, one of your best
friends in multiplayer.

 ACCEPTABLE SWAPS: Plasma grenade (somewhat)

I. Warthog Rocket Launcher

NAME: LAAV (Light Anti-Armor) Rocket Launcher
Clip/Maximum Ammo: 3/Infinite
WEAPON CLASS: Anti-Armor Weapon
SPECIAL FEATURES: Clip size of three rockets, infinite ammo reserve
Availabilty: Common
Strong Against: Everything
Weak Against: Nothing
FIRST FOUND: Multiplayer only
 BRIEF DESCRIPTION: Like the M41 LAAG, this, sadly, this is not a hand 
weapon. This is a rocket launcher mounted on the back of LAAV (light anti-
armor) warthogs. In contrast to the fast vehicle, the rockets travel very
slowly. However it is more effective at flipping over a vehicle/ killing its
passengers than the LAAG gun is.
 TIPS: Aim at the target's feet to ensure a hit. Don't fire when there's no
enemies- you don't want to get caught reloading.


VIII. Covenant Weapons
 Ah, the Covenant. Like all futuristic alien races, their weapons use plasma.
They never have to reload; instead they draw power from a battery that must be
replaced/recharged every so often. Since in-game there is no way to replace a
battery or recharge it, you'll have to replace the weapon itself. For the most
part plasma weaponry does more damage to shields than health but most plasma
guns are capable of standing on their own.


A. Plasma Pistol

NAME: Plasma Pistol
Clip/ Maximum Ammo: 100
RATE OF FIRE: Semi-Automatic
ACCURACY: All right
SPECIAL FEATURES: Overcharge, baby!
AVAILABILITY: Common (found on Grunts, Jackals, and a few Combat forms)
Bolt Color: Green
Strong Against: Shields, Sentinels
Weak Against: Hunters, Wraiths, Banshees
FIRST FOUND: Pillar of Autumn
 BRIEF DESCRIPTION: This weapon is an absolute must when dealing with the
Covenant. I've mentioned the plasma overcharge shot a lot of times, and here's
how it works: hold down the mouse button. The pistol will start to vibrate and
light up brighter; release the bolt to fire an overcharge shot. It saps a lot
of battery power (11) and renders your gun inoperable for a few seconds (from
overheating), but it will completely take out the targeted enemy's shields,
regardless of how strong they are. And as God is a generous person, the
overcharge shot also homes in on enemies- it can't change direction completely
but from a close enough range enemies should be unable to dodge one. The
plasma pistol will need very frequent replacement but you can be thankful
that this is one of the most common weapons found in the game. 

 TIPS: Don't rely on the Plasma Pistol's "homing system" too much, it's not a
heat-seeking missile.

B. Plasma Rifle

NAME: Plasma Rifle
Clip/Maximum Ammo: 100
RATE OF FIRE: Automatic
ACCURACY: Plasma bolts are super light; the farther the travel the wind will 
cause them to change course slightly.
RELOAD RATE: No reload
SPECIAL FEATURES: Pretty strong against shields
AVAILABILITY: Common (found on Elites and some Combat forms)
Bolt Color: Light blue
Strong Against: Shields, Sentinels, Infection Form, Jackals
Weak Against: Hunters, Wraiths, Ghosts
FIRST FOUND: Pillar of Autumn

 BRIEF DESCRIPTION: The Covenant equivalent of the Assault Rifle. This weapon
is actually pretty good all-around: most Covenant weapons do more damage to
shields than health, but the plasma rifle does enough damage to be able to
stand on its own. It also has a very generous heat reserve- that is, it
doesn't overheat that easily.

 TIPS: Like most plasma weapons this gun can overheat, so rather than firing
full auto it's better to fire long sustained bursts.
 ACCEPTABLE SWAPS: Assault Rifle, Plasma Pistol

C. Needler
NAME: Needler
Clip/Maximum Ammo: 20/80 
RATE OF FIRE: Automatic 
ACCURACY: The needles home in on their target
SPECIAL FEATURES: The needles home in on their target.
AVAILABILITY: Common (found on Grunts and a few Elites)
Bolt color: Pink
Strong Against: Sentinels, and depending on the health and number of needles 
fired it can be effective against all enemies save the Hunter and higher-
ranking Elites.
Weak Against: Everything if the bullets are fired one by one (except for 
Infection forms).

 BRIEF DESCRIPTION: Despite all its fancy features, the Needler is, in my
opinion, one of the most useless guns in the game. First, the good. This thing
fires pink needle-like bullets that home in on their targets. Only the
quickest enemies (Elites) are capable of dodging a needle (or needles). The
Needle will burrow into soft targets but bounce off of hard targets (Jackal
shields, Hunter armor, some parts of vehicles). After burrowing the needles
will burst, causing minute damage. Seven or more needles creates a small
explosion, which is usually enough to kill a Grunt, Jackal, or Sentinel.
There is, however, one huge, glaring flaw: there is a short delay between
the needles burrowing in the enemy and exploding. This short delay truly is
the thin line between life and death- and that line is very often crossed
over. Elites are very good at dodging Needles regardless of range, and a full
clip is not enough to kill an Elite in the later difficulties. Jackals also
defend against needles very well with their shields. This gun is also the
only Covenant weapon that uses ammo, and it has a very small ammo reserve for
its clip size.
 TIPS: Don't use from too far away, the enemy can dodge the needles 
easily (especially Elites). Needle explosions cause minor splash
damage. Don't fire in bursts either. And don't use on Hunters. They can
literally take countless needle explosions, anywhere on their body. It'd
be best to just disregard this weapon entirely, as the short delay
between the burrowing and explosion makes it an inferior weapon to any other
of its Covenant counterparts.
 ACCEPTABLE SWAPS: Plasma Rifle, Assault Rifle, Plasma Pistol

D. Fuel Rod Launcher

NAME: Fuel Rod Cannon (or Fuel Rod Gun) 
Clip/Maximum Ammo: 100 
RATE OF FIRE: Semi-automatic 
ACCURACY: 8/10 (at close range; this gun fires in arcs, which severly affects
its accuracy at medium/long range)
RELOAD RATE: No reload
SPECIAL FEATURES: The bolts curve downward the longer distance they travel, 
on Campaign they have a failsafe. 
AVAILABILITY: Uncommon (found on Hunters and a few Grunts)
Bolt Color: Green
Strong Against: Master Chief
Weak Against: ?
FIRST FOUND: Multiplayer Only (not available to the player on Campaign, but 
Grunts are seen using them, and of course, Hunters do also)

 BRIEF DESCRIPTION: This baby lobs huge green bolts that explode. It is
basically the Covenant rocket launcher. Thankfully, though, the fuel rod
launcher is inferior in both accuracy and power. One shot does about as much
damage as a grenade (one layer of shields plus half your health), but its
perks end there. The fuel rod launcher saps a lot of battery power; a full
charge should only yield about 15 shots. When fired over long ranges, the
bolt arcs downward, making it near impossible to aim and hit targets
accurately. Since in Campaign you will never be able to get your hands on one
(dropped fuel rod launchers detonate when the user dies), you won't have worry
about the aim. The fuel rod launcher is used by all Hunters and also Grunts in
 TIPS: As I said, the fuel rod isn't the best at aiming, so fire at the feet
(you DO get to use them on onlime multiplayer). Remember, when you kill Grunts
OVER. A hit from directly under you should be sufficient to kill you, if not
seriously injure.
 ACCEPTABLE SWAPS: Rocket launcher

D. Plasma Grenade

NAME: Plasma Grenade
Clip/Maximum Ammo: 1/4 
RATE OF FIRE: 1 throw per second
ACCURACY: Functions like the fuel rod, depends on range 
RELOAD RATE: No reload
MELEE RATE: No melee 
WEAPON CLASS: Explosive 
SPECIAL FEATURES: Latches on to moving targets (Covenant, Humans, Flood, and
vehicles), detonates after 3 seconds
AVAILABILITY: Common (found on Grunts and some Elites)
Bolt Color: Light Blue
Strong Against: (if latched on) All enemies save the Hunter 
Weak Against: Hunters
FIRST FOUND: Pillar of Autumn

 BRIEF DESCRIPTION: All that needs to be said is said above. Since the plasma
grenade sticks onto a target (upon successfully "hitting" them), the plasma
grenade will kill the stickee (an exception is Hunters). However, the fuse is
very slow: 3 seconds, giving enough time for the enemy to recklessly charge
towards you and hurt you with the resulting explosion. If YOU get sticked, 
you will die. An explosion near you will do about the same amount of damage
a fragmentation grenade does (all your shields and half your health).
 TIPS: Don't try to throw them from far away. Always run when the enemy
lobs one at you. They do stick to vehicles, but will bounce off some parts
of Warthogs (specifically the windshield).
 ACCEPTABLE SWAP: Frag grenade

E. Shade Gun Emplacement

NAME: Shade (stationary plasma gun emplacement)
Clip/Maximum Ammo: Infinite
RATE OF FIRE: Anti-Personnel
RELOAD RATE: No reload 
MELEE RATE: No melee
WEAPON CLASS: Anti-personnel
SPECIAL FEATURES: Can cut your shields and health down considerably
Bolt Color: Lightish purple
Strong Against: Marines, Master Chief, Grunts, Jackals, Elites, Flood forms
Weak Against: Vehicles, Hunters (?)
FIRST FOUND: Truth & Reconciliation
 BRIEF DESCRIPTION: The Shades are the stationary plasma guns you will find
in some levels. For the most part they'll be manned by Grunts, but Elites can
operate them too. Shades themselves are not destructable, so the only way
to neutralize one is to either kill the gunner or to flip it over (with a
strategically placed grenade). For a gun emplacement the bolts it fires travel
very slowly, but to compensate they will mow you down if they hit. For this
reason it's best to take these out first; otherwise they'll be pinning down
both you and your Marines. Best used for close range combat; absolutely
useless at long range because of the slow muzzle velocity and the huge recoil.

 TIPS: The Shade is great for taking care of enemies from CLOSE range, 
any other range and you might as well be sniping with an Assault Rifle. Always
keep in mind the huge recoil of this gun, but it does pretty decent damage.

F. Energy Sword                  

NAME: Energy Sword
Clip/Maximum Ammo: Infinite
ACCURACY: Dead-on crosshair
RELOAD RATE: No reload
MELEE RATE: Fast (?)
SPECIAL FEATURES: "One-shot" kill
Strong Against: Master Chief and most foot enemies
Weak Against: Hunters (?), Flood (?), vehicles
FIRST FOUND: Truth & Reconciliation
 BRIEF DESCRIPTION: In Halo: Combat Evolved energy swords only function
as enemy weapons. They flare out and disappear when the user dies. Energy 
swords have a light blue plasma blade. They used either by silver (but the 
sword will still be visible) or gold Elites. They kill in one shot, no matter

 TIPS: Don't worry when Silver (invisible) Elites use this, as you can
still see this sword. Always kill these Elites first if they are A) close to 
you or B) you want to protect your Marines. For some reason the Marines don't
notice the energy sword.

G. Plasma Shield

NAME: Plasma Shield (no official name)
Clip/Maximum Ammo: N/A
Strong Against: Human Weapons
Weak Against: Covenant Weapons
FIRST FOUND: Truth & Reconciliation

 BRIEF DESCRIPTION: This shield is basically a decoration. Although it is
impervious to both human and plasma bullets, it is too tall for anyone to be
able to use it to duck-and-cover. Pay no mind to this. Grenade and rocket
explosions and plasma overcharge still causes it to flare out, but it
recharges pretty quickly (about 5 seconds).

 TIPS: Despite the fact that the shields are transparent, the enemy can't see
you when you're behind it. You can use these to peek at your enemies.



IX. Uncategorized

A. Melee

NAME: Melee
Clip/Maximum Ammo: Infinite 
RATE OF FIRE: Depends on weapon
ACCURACY: Dead-on crosshair
RELOAD RATE: No reload 
MELEE RATE: Depends on weapon 
SPECIAL FEATURES: Can kill in one "shot" if you melee the back (excludes 
Combat forms, carrier forms, Hunters, Sentinels [not sure about sentinels]) 
Strong Against: Unshielded enemies, shielded enemies' backs
Weak Against: Heavily armored enemies and the Flood
FIRST FOUND: The Pillar of Autumn

 BRIEF DESCRIPTION: As long as you have a weapon in your hand, empty or
not, you can use it as a club. Press F (default) to melee. Melee is the
silent killer, so you can use it while active camouflage
In campaign and most enemies won't hear or notice that you're 
there. Some weapons may have a more powerful melee than others; I'm not sure.

 TIPS: Use weapons with quick melees (see the weapons section) and it's
advisable to use this while in Active Camo. Fast melee weapons include the
plasma pistol and assault rifle. MELEE THE BACK for an instant kill (excluding
Flood forms and Hunters)


B. Chained Explosion

NAME: Chained Explosion 
Clip/Maximum Ammo: ? 
RATE OF FIRE: Depends on amount of grenades
ACCURACY: Affects everything within range of the grenade(s) 
SPECIAL FEATURES: Is used in Warthog Jumping, a Halo sport first 
popularized by Randall Glass. 
Strong Against: Depends on the amount of grenades and the health of an enemy
Weak Against: See the Strong Against feature.
FIRST FOUND: The Pillar of Autumn

 BRIEF DESCRIPTION: What's the deal with listing "Explosion" as a
weapon, you ask? Well, in Campaign when you see grenades on the ground that
are not about to explode (ones dropped by killed allies or enemies; Dead
grenades), throwing a "live" grenade (one thrown by you) in will detonate the
"dead" ones, causing a chain of explosions. This is a pretty useful "weapon", 
and it was the only reason I survived in the cafeteria in the Maw. Piling 
"dead" grenades under a warthog and then detonating them can send them to 
unbelievable places, sometimes they go where you cannot see with a sniper 
rifle or even disappear. This is called Warthog Jumping. An easy level to do 
warthog jumping is on The Silent Cartographer (included with the Trial!). 
Note: Grenades found with pre-killed corpses will not detonate.
 TIPS: Always watch for dead grenades, and especially beware if you can
be at the receiving end of a chain explosion.
 ACCEPTABLE SWAPS: A bigger explosion

C. Powerup: Active Camouflage

NAME: Active Camouflage
Clip/Maximum Ammo: N/A
SPECIAL FEATURES: Makes the user semi-invisible
Strong Against: N/A
Weak Against: N/A
FIRST FOUND: Truth & Reconciliation

 BRIEF DESCRIPTION: Besides super-soldiers, active camouflage would be another
one of the pinnacles of modern military technology. In Halo, it seems to be
all but perfected. Upon picking this powerup up (it looks like a little glass
pyramid with a ball in the middle), you will quickly fade into near-
invisibility. This will last for a few minutes, a time in which your enemies
will be unable to see you. Firing your weapons will still alert enemies your
position from the sound (online you will appear temporarily when firing), so
it's best to use melee attacks.

D. Powerup: Overshield

NAME: Overshield
FIRST FOUND: Pillar of Autumn

 BRIEF DESCRIPTION: It looks like a glass box with a red ball in the center.
Upon picking it up you will be given two extra layers of shields, which are
non-rechargeable. Enjoy. Online the Overshield will slowly drain away over
time, regardless. WARNING: One plasma overcharge shot will still be able to
short out all your shields.

#VEH					=Stats=

NAME: Name of the vehicle  
SPEED: How fast the vehicle goes at normal speed
WEAPONS: Weapons that are either mounted or integrated with the vehicle
CREW: The number of people this vehicle can hold, along with the functions of
each crew member
AVAILABILITY: Is this vehicle found on campaign only, multiplayer only, or
both? Note: Vehicles usually only appear once per mission (either once per
mission or only in one location)
FIRST FOUND: The mission where you first find this vehicle
TIPS: Tips for taking down an enemy in this vehicle.


X. Human Vehicles

A. Warthog

NAME:  LRV (Light Recon Vehicle) or LAAV (Light Anti-Armor 
Vehicle) or (most popular) Warthog or Jeep
SPEED: 3/4 as fast as a banshee
Weapons: M41 LAAG Gun or LAAV Rocket Launcher
Crew: 3 (Driver, Passenger, Gunner) maximum 
AVAILABILITY: Campaign/ Multiplayer (the LAAV is multiplayer-exclusive)
FIRST FOUND: Halo (Silent Cartographer, Assault on the Control Room, The Maw)

 BRIEF DESCRIPTION: The Warthog is the futuristic equivalent of the Army Jeep/
Hummer. Like its counterparts it is an all-terrain vehicle and has 4x4 drive.
Its construction is very simple. Seats in the front (for a driver and
passenger) and a gun in the back (either a chain gun or rocket launcher). The
Warthog is not a closed vehicle, so everyone on a Warthog is much suspectible
to enemy gunfire and grenades. However, besides the passengers, the Warthog
itself is indestructible. It is a rather speedy land vehicle and it'll be the
vehicle you'll probably be using the most, be it on Campaign or Multiplayer.
As mentioned before, the Warthog seats 3 people. The driver drives. The
passenger is capable of using whatever weapon he/she has on hand and throwing
grenades. The gunner stands in the back, manning the gun. 

 TIPS: Using good timing, you can flip a hog over (and seriously injure)
using a well-placed frag grenade. Basically, wait till the hog is coming 
straight for you, and then when it's about one second away from you, throw a
frag grenade at your feet and back up. Most drivers won't dodge it in time.
 DRIVER: Drive, fool, drive! If you're trying to run over someone it's best
to zig-zag rather than drive straight at him- if he throws a grenade you won't
be able to dodge it in time. However, if he does, the best thing to do is to
stop the Hog and back up to give your gunner some time to kill him.
 PASSENGER: Unless you have a weapon that acually makes you useful (fuel rod
launcher, flamethrower), don't waste your ammo or your grenades. You should be
the one who gets off the Hog to go capture the flag, or you should be the one
holding the oddball, since the passenger is the "smallest" target.
 GUNNER: There is no real strategy here. Just aim and shoot.

B. Scorpion Main Battle Tank

NAME: M808B Scorpion MBT (Main Battle Tank)
SPEED: Half-fast as the warthog
Weapons: 90mm HV (High Velocity) and 7.62mm AP-T (Armor-Piercing, Tracer) in
other words, a cannon and a chain gun
Crew: 5 (driver, 4 passengers) maximum
AVAILABILITY: Campaign/ Multiplayer
FIRST FOUND: Assault on the Control Room (also the only level)

 BRIEF DESCRIPTION: Two words can accurately describe this huge gun-toting
mobile fortress- big target. But first, the good. Unlike the Warthog, when
on the Scorpion you are capable of driving and operating the cannon at the
same time. In fact, the Scorpion has both a main cannon and a chain gun (left
click for cannon, right click for chain gun). As with all vehicle-mounted 
weapons the ammo is infinite; however, the cannon takes 4 seconds to reload
between shots. Up to 4 passengers can sit on the track pods of the tank to
take care of enemies when they get too close for the tank to be able to
do anything about it. The tank itself is not destructible, but of course you
are. On Campaign you should have no problem kicking alien ass, but on
multiplayer you're simply a huge sniper/ grenade target. The Scorpion may
be powerful, but it's too slow to get away from any threats- even the
extremely slow-running SPARTANs.
 TIPS: Use grenades on this, as it is so huge the driver will never 
get away in time. Also, you can snipe the driver easily.
 PASSENGER: Same as Warthog. If you don't have a fuel rod launcher or
flamethrower don't waste your ammo. Hell, there isn't even a point to being
a Scorpion passenger. Since it's such a huge target and travels so slowly,
you're better off on foot.

C. Pelican Dropship

NAME: D77-TC Pelican Dropship
SPEED: 1.5x the speed of a warthog
Weapons: None (according to the novels, though, Pelicans are supposed to have
50mm chain guns)
Crew: 11 (pilot, passengers)
AVAILABILITY: Campaign only
FIRST FOUND: Halo (Truth & Reconciliation, Silent Cartographer, Assault on the
Control Room, 343 Guilty Spark, Two Betrayals, The Maw)

 BRIEF DESCRIPTION: Yet another mind-blowingly different element of games that
take place in outer space- the dropship. Not much to say. It flies, it has no
weapons (technically, it does, but it has no ammo for said weapons) and it
drops off things. Those things are you, Marines, and Warthogs. Indestructible
and cannot be interacted with- except for glitches, you cannot get onto a

 TIPS: Keep your arms and legs inside the vehicle at all times until it comes
to a complete stop.

XI. Covenant Vehicles

A. Ghost

NAME: Ghost
SPEED: Fast as the warthog, maybe a bit faster
Weapons: Twin plasma cannons (the same plasma bolts as those fired by plasma 
Crew: 1 (driver)
FIRST FOUND: Assault on the Control Room

 BRIEF DESCRIPTION: A rough equivalent of the Warthog. The Ghost is a small
hovering one-seater vehicle armed with twin plasma cannons. It is very quick
and maneuverable (capable of strafing!), but not very good at killing things.
It is really just best for getting around. On Campaign Ghosts are totally
optional- I don't recall any situation where a Ghost was necessary to get
somewhere. However, Ghosts are destructible. One rocket shot or two grenades
should take care of one quite nicely. Not only that, but the driver is almost
completely exposed to enemy fire. As you can see, Ghosts are really only
useful for getting around. On Multiplayer Ghosts are indestructible, but for
the reasons stated above they are still useless combat-wise.

 TIPS: Ghosts aren't really that big of a threat, but can be annoying. You can
either try to stick the Ghost with a plasma grenade (to kill the pilot) or
destroy the Ghost itself. Don't try using frag grenades- Ghosts have the
widest range of movement in a pinch and so can very easily get away from
frags. Marines can get on Ghosts and use them.

B. Banshee

NAME: Banshee
SPEED: About four times as fast as you can run
Weapons: Twin Plasma Cannons, Fuel Rod Cannon
Crew: 1 (Pilot)
FIRST FOUND: Halo (piloted banshees only), Assault on the Control Room 
(banshees available to pilot)

 BRIEF DESCRIPTION: The Banshee is the only flying vehicle in the game. It
sports twin plasma cannons and a fuel rod launcher. Left click fires the
cannons while right click fires the fuel rod cannon. The fuel rod takes
about 4 seconds to recharge. It is undoubtedly the fastest vehicle and pretty
hard to disable if you don't have the right weapons. On Campaign, Banshees are
destructible, with the same durability a Ghost has. Unlike other vehicles the
pilot is almost completely covered, so the only thing you'll have to worry
about is the banshee getting destroyed. Banshees are usually an annoying
threat at most. The best way to take care of these things is the pistol. If
you can get your hands on a Banshee, good for you. They are the best way to
get around and almost impervious to enemy fire since, you know, it flies.
Useful on multiplayer too.

 TIPS: The pistol is the best weapon to take it down, or the rocket
launcher. This applies to both Campaign and Multiplayer. When you're the
pilot, remember to do strafing runs. That is, fire your plasma cannons
and then fire the fuel rod when you're close enough and repeat. The Banshee 
can also hover. The default is S (move backward).

C. Wraith

NAME: Wraith 
SPEED: Fast as Scorpion
Weapons: Plasma Mortar (no official name)
Crew: 1 (Driver)
AVAILABILITY: Campaign (unpilotable)
FIRST FOUND: Truth & Reconciliation (inactive), Assault on the Control Room

 BRIEF DESCRIPTION: The Wraith is the Covenant's response to the Scorpion.
However, its arsenal consists of only one weapon- a plasma artillery cannon.
Despite the fact that these artillery shots travel EXTREMELY slow, the Elites
that pilot it, God bless them, are pretty damn accurate. Wraiths are also the
most durable vehicles in the game, capable of taking 3 rocket shots or 6
grenades. Because this thing fires and drives so slow, you should be able to
just ignore it and pass by with ease (that is, if you're not on foot).
However, since it's so accurate it's best to kill it.

 TIPS: The only way to kill this pest is the rocket launcher. Otherwise
you're screwed. Or, on some missions, you can use the Banshee and do quite a
few bombing and strafing runs to kill them, or you can kill them with the

D. Spirit Dropship

NAME: Covenant Dropship or Spirit
SPEED: 1.5x that of a Warthog
Weapons: Shade Turret
Crew: 9 (pilot, passengers)
AVAILABILITY: Campaign (unpilotable)
FIRST FOUND: Halo (Truth & Reconciliation, Silent Cartographer, Assault on the
Control Room, 343 Guilty Spark [crashed], Two Betrayals)

 BRIEF DESCRIPTION: The Covenant dropship. However, this thing has a weapon-
a Shade cannon. Thankfully, Shade cannons were never too accurate in the first
place so you won't have to worry at all- not even on Legendary. The Spirit
does not drop off troops like a conventional one. Troops stand inside slots,
and when they are dropped off the Spirit opens the doors that cover the slots.
So in this way all the troops get off at exactly the same time and somewhat
spaced apart. They drop off Elites, Jackals, and Grunts. They usually drop off
an average of 4-6 troops.

 TIPS: Really, you have no way to destroy them. HOWEVER, troops getting off
this are vulnerable right after they touch down. With the right timing, the
troops can jump down right on top of a live grenade, or Elites can be sniped
just as they touch down.


XII. Easter Eggs
	There are many easter eggs placed throughout Halo, some small such as 
a programmer's initials on the bottom of your boots to the infamous Megg.


A. Edit Multiplayer Gametypes Screen
 Go to multiplayer and put your mouse over the Edit Gametypes button. 
DO NOT CLICK ON IT. When you put your mouse on it, you can see a diagram of 
Master Chief with small text describing the various parts of his suit. Not all
of these are serious. The one pointing to MC's left thigh says "Sometimes I 
give myself the creeps Sometimes my mind plays tricks on me" (lyrics from 
Green Day's song Basket Case). The arrow pointing to MC's right chest says 
"All your base are belong to us" (this shouldn't need explanation). The 
arrow pointing to MC's right knee (below the Green Day lyric) says "Hydraulic 
suspension thigh pads with cool Kevlar crap". The rest are unreadable.

B. Chinese 7
 This symbol is on top of the pistol. Switch to your pistol. The 
Master Chief will cock it (so, just watch the take-out-pistol animation), and
you'll you see a faint Chinese 7 (a regular 7 with a line through near the 
top). Take a screenshot and you'll be able to see it for a longer period of 

C. Deadly Hippoes
 For this egg you'll need a loaded shotgun and a weapon with a scope on
hand. Fire your shotgun (as many times as you like) and then look for the 
shells. Zoom in on them, and on some you'll be able to see a hippo face right
above the words 8 GAUGE.

 On the bottom of MC's boot is the initals MRL, which stand for Marcus 
R. Letho, Halo's art director. One way you can see it is on multiplayer, have
another player jump on top of you. Examine the person's boots. On one of them
you should see MRL.

E.HBT (Happy Birthday Tank)
 The numbers on the left front tread of the Scorpion says 050369. This
is the birthdate of Marcus Letho (MRL, the Halo art director). 05-03-69, or 

F. Marathon Logo
 What is the Marathon logo? It's the logo of a game that Bungie made 
before Halo. This egg can conviniently be found on Captain Keyes's shirt. 
Use a scope weapon to observe his chest, and you'll see his nametag (Hello, 
my name Keyes) and a Marathon logo on the right. It looks like this: O- 
The only missions you can do this on is The Pillar of Autumn (after Keyes 
gives you his pistol, go back and look at his chest) or Truth and 
Reconciliation (if you kept your sniper rifle, zoom in on his chest after you
freed him from jail). Another interesting note: apparently the creators forgot
to put the word "is" in "Hi, my name Keyes".

G. Invincible Marines
 This is not actually an easter egg, but it's something to take note of
when trying to activate the Megg. It only works on the mission The Pillar of
Autumn and in the bridge. When you receive a weapon of any kind, kill anyone
on the bridge, and then Cortana will say, "What the hell are you doing?
Security to the bridge- the Master chief has gone rampant!" Note that the
door in front of the bridge opens exactly when she says "rampant." Eight
or so Marines will greet you, and they'll storm in and block your way out.
All doors in the Pillar of Autumn will lock even if the green light is up.
Nothing will kill them. The best you can do is to shoot at them with the
Assault Rifle to get any further out the bridge. The reason this happens is to
prevent plot holes- if Keyes is dead from the very first mission, the plot
would simply cease to make sense.
H. Bulletin Board
 On the mission The Pillar of Autumn, go inside the cafeteria (or it's 
somewhere near the entrance to the bridge). You'll see a bulletin board 
(easily noticeable by the poster showing a picture of Earth saying, 
"Fight for her") Here is the board layout:

 -Top left-
Pentium 30 33GF
 3-speed manual transmission

-Bottom left-
Clean your area, toss your filth, put away your tray

Scooters are for squirts 
No scooters on deck

-Top right-
Duty Roster
Pillar of Autumn
(a list of unreadable names)

-Center right-
Lost: Calico Cat
Answers to Jonesy

-Bottom right-
Attention Marines
Callbacks for South Pacific
(the rest is covered by a keyboard-thing)

-Far right-
A poster of Earth with the caption "Fight for her"

I. Megg
#80Q0QQQQZA69886A0Q0EWBQ0bAU1Y;i..             .iYtSUbEBQb89I26Z8bbbbEEEW#WWWW
#80Q000$z:.:i::.Y0W0b0QQ08z7v,...               .,vXS2UWEbbc;,::i;;;;;;vcW#WWW
#80QWQW6X1nSzznnn17n6EEUStcii,.......   ...,.. ...:i;;vASzEz1B#ZoUz2AzzSCz$WWW
#8QWWWBBBBB$$BWBWQ92oXzAA92C77c;:::i::,,::.    ,;vYY7tX8c7XCoA0WB$##$#$$##$$BW
&&&&&&&&&&&&@&&M�Z8bZ6AI2UIIzzSnSAEQ0QQ00QE  B@$BWB##BWBBQbW@&@@@@&&&&&&&&&&
&&&&&&&&&&&&&#@&&&@$EZ9b86IIzzIIIz2I2AEEE00QW. c&$QEEQ$$$$QW@&&@#@@&&&&&&&&&&&
&&&&&&&&&&&&&&&@@@@@@$098Z6UzzzzooSozzI6ZbEW$   iBQbEEQQ0Q$@@@@@&&&&&&&&&&&&&&
&&&&&&&&@#WB$B#&MM&&@##@@@#Qb9AE$WE0E89AU2zQMM. ii iBQW#@@#@@&M&&&&&&&&&&&&&&&
&@@@@@@@#$6c70@@@&&MM&###@@@$#@@&&@@@@#EE##@M&9  .  1&&&&&@&&&&&@@@@&&&&&&&&&&
 I present to you the infamous easter egg that provoked a search so furious
you may've actually heard about this egg before you even purchased a copy of
Halo. This egg is a heart made out of spattered blood with bulletholes
spelling the letter M (Meg+easter egg=Megg). This egg was actually a private
gift from Jaime Griesemer (a.k.a. The Flawless Cowboy, a designer for Halo) 
to his girlfriend Meg. Once you see the list of things you need to do to 
activate this egg, you'll see what I mean by "private gift".
This list of directions was not even here from the start. After Meg found the
gift, she left a series of clues on how other players could find it. The clues:

Carnage before.

Impossible tasks as possible.

One maker.

Mathematics births gore.



Before you die, you see the Megg.

Look up to the skies and see... 

It took over 4 months to find this egg. Not even all of the Bungie staff knew
about it. There are MANY different methods to find it. This is the most
surefire one.

The clues have been translated into these 22 (!) triggers:

1. Start the mission The Pillar of Autumn on Legendary.
2. Skip the cutscene, turn around, and jump on Master Chief's cryo tube after 
it closes. 
3. Jump on top of the shield regenerator. 
4. Jump on top of the walkway. 
5. Look up, then walk towards the exit while on the walkway. 
6. Once done, turn around and walk to the back. 
7. Jump on top of the barrel. 
8. Jump down to the barrel below it. 
9. Run around on these barrels. 
10. Jump back on top of the top barrel. Do this by crouching right before
the jump reaches its highest point. 
11. You should hear your instructor leaves. He says "This way!" NOTE: If this
is triggered early, you may've done something wrong.
12. Wait for the explosion. The music will start.
13. Jump back on top of the walkway. Walk towards the door, jump off walkway 
and head for the bridge. 
14. Jump over the Marine. Not sure whether it matters or not if he
follows you.
15. Once at the bridge, run PAST Keyes WITHOUT triggering the cutscene and 
jump down to the ladder. Wait for the message on how to climb ladders to 
appear before jumping up. 
16. Climb up and talk to Keyes. 
17. Head for the exit. Kill all three grunts. The order doesn't matter.
18. Get the Assault Rifle by the door. Reload it for a full clip. 
19. Kill a standing crewman near the door WITHOUT a headshot. It doesn't
matter which weapon you use. USE A MELEE ATTACK.
20. Once the invincible marines come for you, shoot at them with the Assault 
rifle until your clip is empty. (the door will open exactly when Cortana says
"rampant"). The important part is making sure that the Marines will not be 
able to advance past the open door.
21. Duck behind the pillar next to the door, reload, and fire at them some 
more in order to clear your way to get out the door at the end of the hall.
22. Run for the door. It should open by now. If not, you did something wrong, 
and you're screwed.
23. Go down the hall. Look up. There it is. Turn on flashlight for better 
24. Now you're screwed again - you can stay in the Megg "room", but if you 
leave, the invincible marines will kill you. Even if you run past them, the 
door to the rest of the Autumn is locked (despite the fact the doors have the 
"green light"). Might as well go back and face those Marines like a man.

J. Rock to Death
 You'll need to be on the level Assault on the Control Room. Get a 
banshee and fly to the control center. There are three pillars that bracket 
(these pillars form a "T") the central pillar in the front of the door. Land
the banshee parallel to the walkway, facing the left, and hop out the back. 
One wrong move, you die. Walk to the right end of the ledge and stand still. 
Then you should hear music. This music is the Seige of Madrigal. See video 
demonstration at

K. Keyes's Pipe
 In Halo: Fall of Reach and Halo: The Flood (not sure if it's mentioned
in the latter) Keyes constantly nibbles on his pipe, his prized possession.
Well, you can see it on the level Keyes. You'll need a scoped weapon (just 
get one of the Flood on the way to the control room; no need to keep one from
the beginning). When you see Keyes inside that blob (poor Keyes..), look to 
the right. There should be some sort of root hanging off to the edge. Zoom in
and there ya be, Keyes's famous pipe. You can see it without a scope, but 
it'll be obscure.

L. Food Nipple
 This egg is pretty easy to find. On the chapter "Warning: 
Hitchhikers May Be Escaping Prisoners" (on the mission "The Maw") drive your 
Warthog until you reach the platfrom where Echo 419 gets shot down. Like all 
Halo savvy players, drive past it. Keep going until you see a tunnel on the 
right. You should pass a room with a bunch of pillars in the center before 
reaching this tunnel. The tunnel is about at the point where you have 915 
meters to go. Go inside the tunnel and turn into the next tunnel. You'll see 
a Spec-Ops grunt. Do not kill him. If you do, you are officially the Halo 
village idiot. Bump into him or something like that to make him notice you. He
won't attack you. But, he'll say, "Good thing that food nipple's waiting for 
me at the starship, 'cuz man! Have I worked up a big, grunty thirst!" After he
says this, now you can kill him if you want, or let him die in the initial 
explosion. Your choice. HOWEVER, making this stop might leave you with
insufficient time to escape.

M. Rex
 This is the last Halo easter egg you can interact with. Past the platform
where you watch Foe Hammer get shot down, there's a jump that takes you down
a few stories. Instead of driving straight off, angle your jump to the left
so you'll hit the ledge on the side of the tunnel. It's not as hard as it
sounds. In fact, it's quite easy. Anyway, park your Warthog right up against
the concrete platform thinggy. Jump on top of the chain gun turret so you'll
be able to get up there. Keep walking and you'll find a "room" with a doorway
that's splattered with blood. Inside you'll see the word "REX" written in
splattered blood. This is the work of Tyson Green (a.k.a. REX), the Halo level

N. Congratulations
 Beat the Maw on Legendary. There is a small cutscene added.
XIII. Tips
 Just keep these little gems of wisdom in mind.

*If you're gonna take a long drop, crouch right before hitting the ground.
This reduces damage unless it's a sure-death drop.

*If you happen to be falling down a ledge or something, try to slide along it 
rather than jumping off it like Evel Kneivel,. If you do this correctly, you
shouldn't take any damage (UNLESS it's one of those sure-death drops).

*When jumping, press CROUCH (default CTRL) at the highest point to jump a bit
higher. This is especially essential in the finding of Easter Eggs.

*Levels with lots of Flood (like The Library)- always take the shotgun as your
primary, and you have two other good choices as weapons- an assault rifle (for
when your shotgun needs reloading or is empty, and for eliminating infection 
forms; a good sub is the plasma rifle) or a pistol (for eliminating Flood 
from medium distances).

*When all hell breaks loose (that is, when there's a battle between the
happy inhabitants of Halo), lay low until one of the sides is defeated. Then 
you come in and annhilate the survivors. 

*In Legendary and Heroic, the Covenant ALMOST ALWAYS wins the battle (if not 
outnumbered). On Normal and Easy, they can beat sentinels, but will sometimes 
lose to Flood (depending on their weapons like shades, etc. and the amount of

*In Legendary and Heroic, Sentinels always lose the battle (hell, in every 
difficulty, it seems). Might as well try to pick off some Flood/ Covenant 
while they're distracted for a few seconds.

*In missions you start out with a sniper rifle and want to keep it, I 
recommend pairing it with plasma pistol, if you can bear with the semi-auto
rate of fire, but you get the advantage of the plasma overcharge. Otherwise 
use a plasma rifle.

*Levels with lots of Covenant- take a plasma weapon (preferably a plasma 
pistol; it's abundant and better at sapping shields) and a close range human 
weapon if you're gonna plan on fighting up close. If you're planning on 
sniping them, keep the pistol with you, but try to keep a distance between
you and them.

*Levels with a mix of enemies- take a plasma weapon and a human close range 

*Remember- plasma weapons damage shields the most, but human weapons damage 
health the most.

*Conserve grenades- use them when the enemy is cornered or in a big group. 

*Remember, grenades are virtually useless against Hunters and Elites 
(Elites dodge them so very easily), unless you stuck them with a plasma. 
Plasma grenades temporarily blind Hunters.

*Don't use grenades on Carrier forms. Why? For one, it doesn't kill them. Two,
it sends them flying INTACT, and when they land THEN they'll explode. 

*Avoid being cornered. When you're in a wide open space, watch your back. 
Especially with the damn Flood.

*The Flood are ideal grenade targets. They do not notice them until they

*Remember, Marines are simply temporary distractions for the enemy- in 
Legendary and Heroic. In Easy and Normal, expect losses, but they can actually
cut an enemy down to size (they'll have trouble with Elites). They are also
actually capable of taking out Hunters, under the right circumstances (at least
4 Marines, and in a close-range fight)

*Marine snipers are extremely useful. They empty their 4-round clip 
fast and kill enemies fast. They're actually better than a Marine manning a 
machine gun.

*If you can be stealthy, please do. Melee sleeping Grunts and send them to 
permanent Dreamland. Active camo's on? Use melees only. Even firing one shot 
will reveal you long enough for the enemy to shower plasma in your direction. 
Active camo's useless against Flood. You can't melee them to death anyway.

*Melees and sniper rifle shots are useless against Flood.

*Legendary isn't simply a bit harder than Heroic- it's a completely new 
workover of the game, as in the AI, enemy armor, tactics, everything.


Frequently Asked Questions

Q. Where's your complete contact info?
A. Here you go:
Primary E-mail/ MSN:
AIM: WarriorSx (not accepting emails)

Q. What do I do if I have a question that's not in the FAQ or information 
that's not in this guide?
A. Great! Send an e-mail or AIM me. I'll try to answer as promptly as I can.

Q. How many times have you beat the game?
A. Twice on Normal, and working on beating it in Legendary (this means
beating the missions back-to-back. I've played individual missions quite

Q. I need help in the game. Can I contact you?
A. Go ahead. It might take me a long time to respond though since I'm usually

Q. Do you really get new weapons for beating Legendary under 3 hours or for
beating the game on Easy?
A. Nope. All you get is the "glory" (definition: nothing).

Q. I know codes for Halo. Can I submit them?
A. No. These codes are for Halo: Custom Edition only, not Combat Evolved.

Q. How do I take an in-game screenshot?
A. Right click on the shortcut you use to run Halo and then click on 
properties. In the Target bar, you'll see "C:/Program Files/Microsoft Games/
Halo" or something like that. After the quotes put a space and "-screenshot" 
(without the quotes). Then press the Print Screen/SysRq key on your keyboard 
to take a screenshot (it's on the upper left side of the keyboard, the set of 
keys next to the lock lights). To find screenshots go to the Halo folder and 
to screenshots. They're in PNG format.

Q. What's "Halo: Fall of Reach" and "Halo: The Flood"?
A. These are both novels based on the game Halo: Combat Evolved. The former is
by Eric Nylund and the latter by William C. Dietz. Fall of Reach is about 
what happened before the game (the birth of the original 30 SPARTANs) and
The Flood is about the events taking place during the game (however, Dietz has
added many different subplots in addition to the Chief fighting his way off
Halo). In my opinion, "Fall of Reach" is better because there's scores of
awesome space battles. Nylund also has published two other books, Halo: 
First  Strike, detailing the events between Halo 1 and Halo 2, and Halo: 
Ghosts of Onyx, detailing the training of new SPARTANs.

A. Read the guide again, buddy.

Q. Why didn't Sgt. Johnson die in 343 Guilty Spark? Why does he appear in 
Halo 2?
A. First of all, I tell you, Sgt. Johnson is not still alive because the game 
spawns him. Sgt. Johnson has Boren's Syndrome- a billion-in-one disorder. He 
got it from setting off a crate of plasma grenades (which releases radiation 
or something) in the Seige of Paris IV, causing him to come down with
it. He refused treatment; he was supposed to die from this disorder, 
but he didn't. What does this have to do with him surviving? Well, the Flood 
controls people by taking over the nervous system. In Johnson's case, the 
syndrome messed up his nervous system so much the Flood couldn't control him. 
He escapes Halo in an escape pod, and hooked up with Master Chief in his 
Longsword Fighter. 

XV. Credits


-Writer, Researcher, Editor-
Patrick Phan 
(a.k.a. kerplunk47)

-Enemies & Allies Info-

-Weapons Info-

-Vehicles Guide-

-Easter Eggs Guide-

-Everything/Anything Else-

-Special Thanks to-
Parents (buying it for me)
Bungie (making the game)
Eric Nylund
William C. Dietz  
Fellow Halo lovers (for reading my FAQ)
God (making me; no, I do not like to think my parents made me)
Aragorn Marsden (inspiration)
XVI. Legal Stuff
This document is copyrighted material of Patrick Phan and may not be used 
without expressed written consent of the aforementioned party. No part of this
guide can be used without proper quoting and/or recognition. Any person(s) 
found violating this copyright are punishable by law and will be to the 
fullest extent. Please contact me if you wish to use this. The following sites
have permission to use this guide:

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