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A lot about H2

Discussion in 'Xbox - Games' started by DeadRain, Dec 20, 2006.

  1. DeadRain

    DeadRain Regular member

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    H2 ENEMIES

    COVENANT NAME: GRUNT
    PREFERRED WEAPONS: PLASMA PISTOL, NEEDLER, PLASMA GRENADE
    TYPES: MINOR GRUNTS(YELLOW) MAJOR GRUNTS(RED) GUNNER(GREEN) SPECOPS(BLACK)

    Tips: Grunts are weak and will die from a shot to the head. You can also melee them
    which should kill in one hit depending on the difficulty. Grunts are dangerous in
    groups, and the best way to kill a group is to throw in a grenade. Grunts are almost
    always led by an elite, and will flee if their leader is killed, however all grunts
    will regain courage after time, and if an elite is nearby they will stand and fight.
    Grunt gun emplacements are very dangerous and should be taken out as soon as
    possible, a shot to the head will suffice, however, if you don’t want other grunts to
    take their fallen place in a turret, then you should blow it up with a grenade. If
    Grunts are asleep, then a melee attack will kill all types in one hit.

    JACKAL

    COVENANT NAME: KIG-YAR
    PREFERRED WEAPONS: PLASMA PISTOL, BEAM RIFLE
    TYPES: MINOR(GREEN SHIELD) MAJOR(ORANGE SHILED) SNIPER(NO SHIELD)

    Tips: Plasma grenades won't work on jackals because they bounce off the shield, you
    should try to throw behind them , or use a frag. Human weapons are pointless against
    the jackal's shields , however a charged plasma shot will take it out in one hit.
    Melee attacks are very useful against a jackal. Without a shield the jackal is weak
    and will most likely flee, a few body shots or one to the head will kill a
    shield-less jackal. The jackal snipers are very dangerous at far range, their shot
    will kill you in one hit on legendary, however, one shot to the head will kill them.
    Since the snipers don’t have a shield it is harder to see them, so just follow the
    beam that they shoot. Jackal snipers are terrible in close combat, so if you get
    close to one it will drop its beam rifle, pull out a plasma pistol and flee.

    ELITE

    COVENANT NAME: SANGHEILI
    PREFERRED WEAPONS: PLASMA RIFLE, PLASMA GRENADE, ENERGY SWORD, CARBINE,
    DUAL-WIELD PLASMA RIFLE PLASMA PISTOL OR NEEDLER
    TYPES: MINOR(BLUE) MAJOR(RED) STEALTH(GREY) SPECOPS(BLACK) RANGER(JETPACK)
    ZEALOT(GOLD) HONOR GUARD(RED+GOLD)

    Tips: The color of an elites armor indicates it's rank and strength. An elites shield
    is best depleted with a charged plasma pistol, and then a quick burst to the head
    from a battle rifle will kill any type, this is why it is always good to have the
    plasma pistol + battle rifle combo, its the best combo against all elites. Plasma
    grenades are quite effective against elites if they stick to them. Fragmentation
    grenades are not as effective but still do damage. Going into close combat with
    elites is not wise because they are good melee fighters, on legendary, not even one
    lunge from the sword will kill an elite, and if you do lunge one, then if it hits you
    back you will die in one hit. Sniper rifles are good against elites if you shoot them
    in the head. Elites can drive vehicles, and will hijack your vehicle and use it
    against you. So if you are the gunner in a warthog, and your driver dies, and there
    is an elite nearby the you should hop out, because he will throw you out of the
    turret and get in himself and then he will shoot you with it.

    DRONE

    COVENANT NAME: YANME'E
    PREFERRED WEAPONS: PLASMA PISTOL, NEEDLER
    TYPES: --

    Tips: Drones don’t have shields and are easily damaged , however, they can fly and
    are dangerous in groups. After flight, a drone has to land on some surface (they can
    walk on walls and the ceiling) and this is when you should shoot them. Grenades don’t
    work very well because drones are always high up on walls. Drones always come in
    groups and do a lot of damage on legendary. The best weapon against a drone is a
    sniper or beam rifle, both of these kill a drone anywhere in one shot. If you don’t
    have a sniper, or are inside then you should use a battle rifle.

    HUNTER

    COVENANT NAME: LEKGOLO
    PREFERRED WEAPON: FUEL ROD CANNON
    TYPES: --

    Tips: Hunters always attack in pairs and will become enraged when its mate is slain.
    If enraged then the hunter will charge at you and try to crush you with its shield.
    The best way to deal with an enraged hunter is to either back away and throw plasma
    grenades at the same time, and then sidestep when he tries to swing his shield at you
    and shoot him in the back (works best with a shotgun or a battle rifle), or you could
    run away and find cover waiting for the hunter to calm down, and then shoot him with
    a rocket, or a sniper to the back. The best way to kill a hunter in co-operative is
    to get one person to run in and get the hunter to charge at him, and then the other
    person should shoot him in his back while he chases the other player.

    BRUTE

    COVENANT NAME: JIRALHANAE
    PREFERRED WEAPONS: BRUTE PLASMA RIFLE, BRUTE SHOT
    TYPES: MINOR(NO HELMET) MAJOR(HELMET) CAPTAIN(RED FLAG) HONOR GUARD(RED+GOLD)

    Tips: Brutes are usually led by a captain, and a brute will go berserk if he is the
    last one left in his squad. A berserk brute will drop his weapon and charge you on
    all fours, he runs faster than you, and unless you kill him or get on high ground
    then he will tackle you dealing great amounts of damage. Sticking a berserk brute
    won't work because he will run into you and then the explosion will hurt you. The
    best way to kill a berserk brute is with a rocket or sniper rifle. Brute plasma
    rifles do enormous damage(especially on legendary) and your shield will be out in no
    time. Brute shots are also very dangerous because they can bounce of walls before
    they explode. You should never go into close combat with a brute not even with a
    sword or shotgun. The best way to kill a brute is from far away with a sniper to the
    head, a brute’s helmet will protect it from one sniper shot to the head, so you have
    to hit twice. Shooting a brute in the head with a carbine is also very effective. One
    of the best combos against a brute is dual-wielding needlers. Sticking a brute with a
    grenade is also effective.

    PROPHET

    COVENANT NAME: PROPHETS
    PREFERRED WEAPONS: UNKNOWN
    TYPES: UNKNOWN

    Tips: The prophet's gravity throne energy beams will kill you instantly on legendary,
    so it is wise to stay out of their way. It is pointless to shoot at the prophet
    because it is just a waste of ammo. The prophets have an energy shield around them
    which can't be depleted or destroyed. The way to kill a prophet is to board his
    gravity throne and punch him. To do this you have to run at him and hold 'X' to
    board, however, if you get too pushy then he will teleport to a different location.
    Prophets are always protected by Honor Guards who have energy swords and plasma rifles.


    THE FLOOD

    INFECTION FORM: The infection form is the first flood stage. Individually weak, these
    small creatures attack in large groups.

    Tips: The infection form does little damage and can be taken out extremely easily,
    one shot from everything will kill them. Try to save your ammo and hit them or let
    them pop on your shield, unless you are in combat in which case you should shoot
    them(SMG works the best). You should never waste grenades on infection forms,
    especially not plasma grenades because the flood will ruthlessly run at you and blow
    you up with them. Infection forms make your motion tracker impossible to use because
    they appear everywhere and you can't tell if it’s just infection forms or combat forms.

    COMBAT FORM: The combat form is the second stage of the flood. The combat form are
    mutated marines and elites. They are the floods main attack force.

    Tips: Combat forms are fast tough and agile. They can leap huge distances, and some
    stronger ones get energy shields(mutated elites only). The combat forms tentacle
    allows them to deal great damage from melee attacks. You should never hit a combat
    form with a melee attack because it will do little damage. Sniper rifles are useless
    because the shots will go right through them. The sentinel beam is one of the best
    weapons to use against the flood. Even after you have knocked down a combat from, it
    might get back up, this is why you should melee the fallen bodies with a brute shot
    or an energy sword. All of the human weapons (except for the rocket launcher and
    shotgun) are useless against all flood. The best weapons against the flood are
    Shotgun, Energy sword, Brute shot, and Sentinel beam.

    CARRIER FORM: Damaged or dead combat forms are turned into a carrier form, it’s upper
    body swells as the combat forms grow inside.

    Tips: The carrier forms are highly explosive if shot, which means that if you shoot
    them while they are around other flood, then everything will explode. Carrier forms
    will try to run at you and throw themselves at the ground by your feet exploding a
    few seconds later, when they do this back away and shoot the infection form which
    will come out of the carrier form after it exploded. Carrier forms move very slowly,
    and therefore you have a lot of time to shoot them before they wander out of a group
    of fellow flood.

    SENTINELS

    SENTINEL: These flying machines were created by the forerunners to contain the flood.

    Tips: Sentinels almost always travel in groups. They create a small explosion when
    killed. Sometimes when a sentinel is badly damaged but not dead, it will fall to the
    ground giving you a perfect opportunity to attack it, but if you don't it will get
    back up and start shooting you again. A very effective weapon against the sentinels
    is the plasma pistol, because an overcharged shot will instantly kill one. The
    tougher sentinels are the ones that fire blue beams and have shields, these tougher
    ones are easily destroyed by the sentinel beam and the plasma pistol. The sentinels
    were created to contain the flood, and that’s what they do. So unless you interfere
    sentinels and flood will fight to the death.

    SENTINEL MAJOR: A sentinel major is a large flying machine that has two attacks, an
    automatic red needler type of thing, and a mortar which should be avoided at all
    costs. If on foot the try to take out a sentinel majors shield and then throw plasma
    grenades at it or shoot it with a rocket. Being the arbiter helps a lot because then
    you can activate your camouflage, walk behind the sentinel major and throw plasma
    grenades at the back without having to worry about shields. If you are in a vehicle
    and you encounter a sentinel major than you can just shoot at it, all vehicles are
    good against it, but make sure to keep moving because otherwise it will hit you with
    its mortar. If you are in a warthog then it is useful to have somebody with a rocket
    launcher in the side-seat because rockets can lock onto sentinel majors.


    H2 WEAPONS AND VEHICLES

    1.0 HUMAN WEAPONS

    1.1 M6C Pistol(Magnum): The pistol is disappointingly weak in Halo 2. To start off,
    there is no zoom. Though the shots are faster, they are WEAK. This weapon does not
    even compare to the pistol in Halo 1. Also, you can't kill a Hunter with one shot
    from this baby anymore.
    Strengths: Fast shooting, faster reload time.
    Weaknesses: No zoom, overall less powerful than last time.
    Melee Attack: Faster than last game, otherwise known as, still not good.
    Dual Wield? Yes

    1.2 BR55 Rifle(Battle Rifle): A surprisingly powerful newcomer to the Halo party.
    This rifle, a bit stronger than the Assault Rifle from last game, shoots in bursts
    of three and can take down a Grunt with a shot to the head. There is zoom, which is
    nice for head shots.
    Strengths: Powerful, fast reload time, zoom, accurate shots.
    Weaknesses: Not good for clusters of enemies.
    Melee attack: Medium.
    Dual Wield? No

    1.3 M7/Caseless Sub Machine Gun(SMG): This weapon is not as strong as the Assault
    Rifle from Halo 1, but has taken its place. It may sound bad at first, but this
    weapon is a good overall weapon. It's great in close range, but gets less accurate,
    as with all machine guns, at long range. It does kick upward if you continually
    fire, which can be distracting, but every weapon has a weakness.
    Strengths: Fast shot, double SMGs kick butt, fast reload time.
    Weaknesses: Kicks upward, not as strong as Assault Rifle, low ammo count.
    Melee attack: Moderately weak.
    Dual Wield? Yes

    1.4 S2 AM Sniper Rifle: The sniper hasn’t changed that much in power from Halo1.
    Much faster reload time, and has 5x and 10x zoom, instead of 2x and 10x.
    Strengths: Long range attacking, better zoom, faster reload time.
    Weaknesses: Bad in close to medium quarters.
    Melee attack: Good.
    Dual Wield? No

    1.5 M19 SSM Rocket Launcher: Greatly improved since last game. The rocket launcher
    now has homing capabilities. You now can home in on moving targets, such as
    Banshees or Ghosts. Other than this, however, not much has changed. But homing
    makes up for it.
    Strengths: Homing.
    Weaknesses: Not much else has changed. Still suicide in close range.
    Melee attack: Strong
    Dual Wield? What do you think? NO.

    1.6 M90 Shotgun: Still awesome. Surprisingly, nothing much has changed. It does
    have slower reload time, which stinks, but it's still the best close range weapon
    out there.
    Strengths: Can kill an Elite with 2 body shots, or 1 head shot, still best weapon
    to fight Flood with.
    Weaknesses: Slower reload time, bad at long range.
    Melee attack: Good-strong
    Dual Wield? No

    2.0 COVENANT WEAPONS

    2.1 Plasma Pistol: It's all a matter of opinion, but I personally love the Plasma
    Pistol. Halo 2 hasn't changed my views. Now with dual wielding, Plasma Pistols are
    amazing. It still can over-load easily, and the charge has been weakened(the charge
    only works on Elites, or in multiplayer now), but Plasma Pistols are common enough
    that you can easily get two and dual wield, which makes everything better.
    Strengths: Easy to find, good versatile weapon.
    Weaknesses: Charge isn't as great, overheats quickly.
    Melee attack: Weak
    Dual Wield? Yes

    2.2 Plasma Rifle: Used by Elites, this weapon, dualed with anything, is deadly. The
    Rifle overheats quicker, so to do much damage at all, you need to pair it with a
    non-overheating weapon. Also, there is now Brute Plasma Rifle, favored by Brutes,
    of course. It is red, shoots faster, but overheats quicker. Otherwise, it is the
    same.
    Strengths: Fast shots, moderate power.
    Weaknesses: Overheats quicker.
    Melee attack: Medium
    Dual Wield? Yes

    2.3 Needler: MUCH more powerful than before. To start off, there are 30 rounds per
    clip. You only need to shoot about six or seven needles into something before an
    explosion occurs, compared to the almost full clip from last game. When paired with
    another Needler, it is arguably the best double weapon in the game.
    Strengths: More rounds, explosion occurs quicker, faster reload time, amazing dual
    wielding.
    Weaknesses: Dangerous when grenades are present( multiple explosions may cause
    death)
    Melee attack: Good
    Dual Wield? Of course

    2.4 Covenant Carbine: Similar to Battle Rifle, this weapon is favored by Elites and
    Brutes. It is moderately powerful, and pretty much an all over good weapon. It has
    2x zoom, which makes it good at long range.
    Strengths: Good at long range, powerful
    Weaknesses: Hard to control at short range, one of the few convenant weapons you
    have to reload.
    Melee attack: Medium
    Dual Wield? No

    2.5 Particle Beam Rifle: Basically Covenant sniper. From a 100% battery, you can
    shoot 18 times before the battery dies, which is pretty good. Because it's sniper,
    it is horrible at close range. If you fire two shots consecutively, it will
    overheat, so try to wait a while after each shot.
    Strengths: Good at long range, 18 shots.
    Weaknesses: Will overheat quickly, horrible at close range combat.
    Melee attack: Good
    Dual Wield? No

    2.6 Brute Shot: For its power, this is a surprisingly versatile weapon. It shoots
    grenades, which are a bit on the weak side. However, these grenades can bounce off
    walls and the ground, for good 'round-the-corner shots. Has a bayonet on the end,
    for amazingly strong melee attacks. Favored by Brutes. Grenades are nice for
    killing groups of enemies.
    Strengths: Strong melee attack, can take out groups of enemies.
    Weaknesses: Very limited ammo, only found in later levels, infuriatingly slow
    reload time(it’s more noticeable in multiplayer).
    Melee attack: Very strong
    Dual Wield? No

    2.7 Plasma(Energy) Sword: Plain and simple, this is an AWESOME weapon. It has a
    special lunge attack, which you use when the reticle turns red. This lunge attack
    is an automatic KO for most anything. Warning: Do not use this against Hunters. It
    will not do any damage. Stick to Rocket Launchers and Brute Shots for those guys.
    Strengths: Has fatal attack, overall, very good.
    Weaknesses: Only close range combat, can’t kill Hunters.
    Melee attack: Same as normal attack, strong.
    Dual Wield? No

    2.8 Fuel Rod Cannon: PC players already know this weapon, it is the big ol’ gun
    those darned Hunters use. It’s a Covenant version of the Rocket Launcher, without
    homing. It has 5 shots per clip, which is very good, but unfortunately, this weapon
    is rarely seen.
    Strengths: Strong, good ammo clip.
    Weaknesses: Rarely seen, no homing attack, not in multiplayer.
    Melee attack: Strong
    Dual Wield? No

    3.0 TURRETS, VEHICLE-BASED WEAPONS AND OTHER

    3.1 M9 HE-DP Fragmentation Grenade: Basically, this is the same as last game. You
    find it a lot in Campaign mode, so be sure to use them. Now the grenades go off
    faster, which is an added bonus to their power. Their attack range is wider and
    stronger.
    Strengths: Wide hit range, faster explosion time.
    Weaknesses: Often inaccurate, bounces off enemies

    3.2 M41 LAAG(Warthog Turret): Nothing has changed since Halo 1.
    Strengths: Unlimited ammo, good at taking down multiple enemies.
    Weaknesses: Limited range of fire, not seen often.

    3.3 M68 Gauss Cannon(Warthog Turret): This is a huge improvement to the Warthog.
    This cannon has a slow rate of fire, but can kill an Elite in one shot. The shots
    can easily blow up moving vehicles, i.e., Ghosts, Banshees, Spectres, etc. This is
    a personal favorite of the Turret weapons.
    Strengths: Very strong single shots, vehicle destroying.
    Weaknesses: Slow rate of firing, not found often, limited range.

    3.4 Scorpion Weapons: You only get the scorpion thrice in Campaign mode, but each
    time is well worth it. The Scorpion itself is much slower than last time, but the
    weapons have improved. For starters, the machine gun is much more accurate, and the
    cannon is much faster to reload. Otherwise, it’s pretty much the same.
    Strengths: Two different weapons work together well.
    Weaknesses: Machine gun not very powerful.

    3.5 Ground Mounted Turret: This is a nice versatile weapon, found often in the
    game. It is very good against for taking down multiple enemies, but it is a bit
    slow.
    Strengths: Very good for taking down Hunters, found often.
    Weaknesses: Slow rate of fire, limited range.

    3.6 Plasma Grenade: Not much has changed, except the explosions are done better.
    Strengths: Attaches to enemies/vehicles, wide explosion range, sets off chain
    reaction when near grenades on ground.
    Weaknesses: Not as powerful as human grenades.

    3.7 Plasma Turret(Small): Not found very often, but good. It is similar to the
    Spectre cannon, but slower.
    Strengths: Good for taking down multiple enemies.
    Weaknesses: Not found often.
    Plasma turret(Big): This is the weapon Phantoms use, and Grunts prefer. Good for
    pinning down an enemy, strong against everything. Tip: Pull the trigger rapidly to
    fire faster.
    Strengths: Found often, strong.
    Weaknesses: Slow firing rate, no defense from back.

    3.8 Ghost Cannons: Refreshingly fast firing rate, but you can’t fire when you’re
    boosting. The vehicle paralyzing effect from Halo 1 is back again, which is very
    useful.
    Strengths: Fast rate of fire, paralyzing shots.
    Weaknesses: Guns out of commission when boosting, not too strong.

    3.9 Banshee Cannons: Basically the same as the Ghost Cannons, only from the air,
    and a little stronger.
    Strengths: Aerial advantage( but otherwise same as Ghost)
    Weaknesses: No boost+gun.
    Banshee bomb: It’s big. It’s green. It’s a bomb. It’s basically the same from Halo
    1.
    Strengths: See above.
    Weaknesses: Not in multiplayer, slow firing rate.

    3.10 Wraith Cannons: These shots are powerful as they are slow. They’re not as
    strong as Scorpion shots, and slower, and you have to be able to know how to arc
    the shots, but that’s beside the point. It works better to fire these in close
    range, because you don’t have to calculate how to hit your enemies. If you’re good
    at throwing grenades in the right spot, this isn’t much different.
    Strengths: Strong, good in close range.
    Weaknesses: Slow shots, weaker than Scorpions.

    3.11 Spectre Cannons: This isn’t too much different from the small plasma cannon,
    only worse. It’s weak, no protection anywhere else besides the direct front, but it
    makes a funny sound, and it’s fast.
    Strengths: Fast firing rate, funny noise.
    Weaknesses: Weak, bad defense anywhere besides the front.

    3.12 Shadow Cannons: This is probably the best weapon in the game, but they had to
    make it not useful at all. This is like the large plasma cannon, only stronger and
    faster shooting. How fast? Think Halo 1 plasma rifle fast. The way they made it
    unhelpful, is that you have to carefully kill the driver and gunner without harming
    the actual gun itself, and by that time, you’ve killed all the other enemies. Nice
    going Bungie. Way to ruin my fun.
    Strengths: Super fast firing rate, strong.
    Weaknesses: See above.

    3.13 Sentinel Beam: This isn’t really human or Covenant, so it got tossed here.
    This is the weapon that Sentinels use (obviously), and it’s an ok weapon. This is a
    good weapon against the Flood, because it was designed that way. The most obvious
    drawback to this, is that it overheats really quickly.
    Strengths: Good against most enemies.
    Weaknesses: Overheats quickly, ammo depletes very fast.
    Melee attack: Strong
    Dual wield? No

    4.0 VEHICLES

    4.1 M12 Warthog LRV: Not much has changed since Halo 1. Except now you can ‘ gimp
    your ride’ by shooting your Warthog until pieces fly off and you get that ‘ flaming
    engine’ look that’s so popular these days. And now, Marines can drive!
    Strengths: Fast, holds one passenger and gunner, unlimited ammo, Marines with
    driver’s licences.
    Weaknesses: Passengers can’t zoom in with weapons, one well-placed rocket can blow
    it up.

    4.2 M12G1 Warthog LAAV: Essentially identical to the LRV, only the LAAV has a sexy
    Gauss cannon.
    Strengths: Awesome Gauss Cannon, fast, one passenger and gunner, unlimited ammo.
    Weaknesses: Slow firing rate for Cannon, see LRV.

    4.3 M808B Scorpion MBT: Again not much has changed since Halo 1. It still holds
    four passengers which is useful, only the poor suckers have no defense at all and
    get picked off pretty quick. The ride has slowed down, which is annoying. This is
    especially noticeable in Metropolis, where it takes an ungodly amount of time to
    get through the first half of the level because of the snail’s pace you’re going.
    Strengths: Strong Cannon/machine gun combos.
    Weakness: Sloooooow.

    4.4 Ghost: Best improvement since Halo 1? Boost. Hands down. It helps so much to
    get across large areas in Campaign. Only problem being when you boost, you can’t
    fire. Thankfully, you can immediately stop boosting and resume firing.
    Strengths: Very quick, fast rate of fire.
    Weaknesses: No gunfire with boost, slow to brake.

    4.5 Banshee: Well, it’s the Banshee. Easily one of the most useful Covenant weapons
    in the game. It has good shielding and strong cannons, and it flies. How cool is
    that?
    Strengths: Aerial attacks, good guns, Banshee tricks!( Somersaults and aerial
    dodges!)
    Weaknesses: Can be locked onto by rockets, slow turning time.

    4.6 Wraith: It’s nice to finally be able to drive these, but there are a few
    drawbacks. Somehow, you are unable to use the pretty little plasma machine gun the
    Covenant are able to use, and if you’re really unlucky while playing multiplayer,
    your friends and jump on you, bash your lid open, and plant a grenade on your face.
    Not too fun.
    Strengths: Great defense, strong plasma mortar.
    Weaknesses: Hard to arc mortar, no plasma machine gun, slow, bad boost.

    4.7 Spectre: This vehicle is simply NOT WORTH DEALING WITH. Find a Ghost for the
    love of dog. It has slippery handling, bad defense, a single, terrible turret, it’s
    only found in later levels, and it’s a terribly gaudy shade of fuchsia.
    Strengths: Few to none.
    Weaknesses: See above.

    4.8 Shadow: Well, you can’t actually drive it. See the Shadow Cannon(3.12) for
    details on the Cannon.
    Strengths: ... It has a gun.
    Weaknesses: The cockpit is too damn small for Master Chief!

    H2 SKULLS

    Grunt Birthday Party, Ledgendary, Arbiter

    Method for finding- Progress throughout the level until you get a banshee. As soon
    as you are in the banshee, fly straight down towards the far side of the bottom of
    the middle structure. You will see two large circular supports and a large connetion
    between the top of those two supports. In between the supports and the large
    connection there is enough space to land your Banshee. You will find a circle of
    dancing grunts, and in the middle of that circle is the Grunt Birthday Party skull.

    Effect- Headshots makes enemies explode

    Envy, Ledgendary, Delta Halo

    Method for finding- Progress through the level until you come to an area with a
    large central stucture that has a multitude of columns. When you first get into this
    area, you have to go left, and there is a ramp on the left that goes up and then
    back down. Get on this ramp and continue up the wall until you are on the landing
    where there will be (or used to be) some plasma turrets. Follow this landing all the
    way to it's end, and you'll see a door that is blocked off by a large stone. Jump on
    top of the stone, and jump again to get on a thin ledge. Make sure you're up against
    the left wall, and grenade jump up to the top of the wall to your left. Once you're
    on this wall, you'll see that the right wall ends and there is some earth behind it.
    Jump onto the dirt, and follow the stone wall all the way to the top. When you're on
    the top of this wall, you can look down towards the center and you should see two
    cloaked Elites looking towards each other with the Envy skull between them.

    Effect- Active Camo takes the place of your flashlight. The camo acts just like
    Arbiter Active Camo

    Sputnik, ledgendary, Quarantine Zone

    Method for finding- From the start of the level, turn directly around, and you
    should see a tunnel. Head into the tunnel and go straight until you exit the tunnel.
    Go straight across the open area, and you'll come across a broken pipe tunnel on
    your right. Straight in front of you you should see a small ledge running across the
    wall, above the green pit. Carefully get onto that small ledge and walk all the way
    to the end of the ledge to find the Sputnik skull.

    Effect- The force of certain attacks and explosions is increased dramatically. The
    most obvious changes are to frag grenade explosions, rocket explosions, vehicle
    explosions, melee attacks, and plasma attacks from turrets and vehicles. What this
    increase in force means is that objects tend to go flying farther, making for some
    very crazy battles, or for some very nice height when frag grenade jumping. It's
    important to note that weapon damage is NOT changed. Also, when you melee attack an
    enemy from the front, you will hit them so hard it will turn them all the way
    around - giving you the perfect opportunity to get a mortal melee blow in.

    Blind, all difficulties, Outskirts

    Method for finding- As soon as the level starts your vision will be blurry. Directly
    ahead of you there is a hallway with a flashing light. Enter the hallway, turn
    around, and look up There will be a horizontal flashing halogen light. Jump to it.
    Then turn right and crouch jump to the roof. Then turn right again and there is a
    long passageway with some ammo, grenades, and the Blind skull.

    Effect- There is no HUD or weapons on screen.

    Black Eye, ledgendary, Great Journey

    Method for finding- Eventually you have to escort the Sarge who is in a Scarab.
    Follow him along until you see the huge compound in front of you. Directly above the
    door that the Sarge blows open with the Scarab is an angled beam. Land your Banshee
    on this beam and walk to the top of the beam. Look down and to your left and you
    will see a circular angled wall. Jump onto this wall and walk to the top. Walk
    straight along the right-hand side of this area. You will have to jump over a small
    beam in front of you. Continue walking straight until you come to a grassy area.
    Keep walking up the grassy hill and go until you come to the point where can jump
    onto the angled support for the tower meets the grass. Jump onto the support and
    walk up the support. It's a very steep climb, so jumping while you're going up the
    support speeds up the walk some. At the first landing you will see the Black Eye
    skull sitting on a glowing white panel on the floor.

    Effect- Your shield does not charge normally. To charge your shields you must melee
    enemies. You can charge your shields into the overcharge range doing this.

    Famine, ledgendary, Oracle

    Method for finding- After you get off of the slowly decending elevator, you will
    come to a hallway where you see a handful of dead bodies. Continue into the next
    room, and you will be on the second floor of a room that has a lot of glass windows.
    When you enter this room, look to the right, and find the third pane of glass. It
    should be to the right of a wall that has some flood guts splattered on it. Shoot
    out this window, and the windows directly across the room. If you look below you,
    you will see a platform that has four tall posts. On the far side of the room there
    is a column that is right in between the two windows on the far side of the room.
    Turn on your active camo, and jump to the center platform. Jump on either of the
    posts on the far side of the platform and jump to the column between the windows.
    Make another jump through the window you shot out, and make a left. Walk all the way
    to the end and you'll find four flood elites convulsing on the floor, with the
    Famine skull in the middle of them.

    Effect- All found weapons have less ammo.

    Mythic, ledgendary, Sacred Icon

    Method for finding- There is a semi outdoor area which has the same type of area
    right next to it. There is a large sentinal in front of each one. Go past this area
    and down the piston and you'll be in a vary dark and dank flood infested area.
    There's a stack of 6 or 7 boxes as you enter the room. Use them to jump up to the
    landing above. There are a handful of alcoves on your right hand side. The skull is
    in the third alcove, floating above a dead human flood.

    Effect- Unknown. Apparently enemies have more health, making them harder to kill,
    but this has not been proven. There is also a rumor that it sets a new difficulty,
    harder than Ledgendary.

    IWHBYD, ledgendary, Outskirts

    method for finding- The specifics of this skull are still a bit sketchy. The best
    thing to do is watch the videos showing how to spawn the skull and just keep trying
    until you get it to spawn. The main thing appears to be getting the checkpoint right
    past the pelican that picks up Johnson. This checkpoint spawns the sniper jackals
    in 'sniper alley.' The skull itself is in a room on a balcony. The room contains a
    sniper rifle and sniper ammo, and if you're one of the lucky ones who can get the
    skull to spawn, it will also contain the skull. Picking up the skull teleports you
    to the ground level, and gives you just a Plasma Pistol. You will quickly be
    assaulted by Elites. Some people say that grunts and jackals will also spawn, but
    I've never seen them do so. In my video, 7 waves (not 6, like I said initially) of
    Spec Op Elites come out. Killing the last Elite will have the text for the skull
    flash, meaning that you have to kill all of the Elites to actually finish getting
    the skull. If you die to the Elites, and your checkpoint no longer spawns the skull,
    kill yourself 4 or 5 times to be pushed back one extra checkpoint. The skull should
    spawn for you again, so you can try the fight again.

    Effect- Unknown

    Thunderstorm, ledgendary, Cairo Station

    Method for finding- After you take out the second room of covenant boarding the
    ship, the game says "Priority Shift". Shortly after this you will go to the armory
    where you will have to take out a couple of Elites. The next room is "Commons B.01".
    Clear out all of the enemies on the ground floor and the Grunts in the far landing
    that are manning the plasma turret. Once you've cleared the room, look towards the
    outside -- literally out into space. You should see the dual tram tracks, and some
    diagonal supports holding up the tram tracks. You'll also note that the diagonal
    supports in the center are close together. One of those supports goes down the side
    of the wall near where one of the glass railings is. You can jump on the post for
    the glass railing and jump up onto the diagonal railing. From here, jump to the tram
    track and follow it all the way down towards the door you originally came in. You
    should see a landing with a trash can. The skull is in/under this trash can. Simply
    walk up to the trash can and hold X to pick up the skull.

    Effect- All covenant enemies become spec ops.

    Ghost, ledgendary, Uprising

    Method for finding- After the outdoor area with all the ghosts and grunts, there is
    an 'L' shaped room that is seen throughout the level. It is right after the armory
    room that is full of covenant and human weapons. Grenade jump using a jacked ghost
    up to the rafters and it's up there. You can also push a box from the armory room
    into the hallway, and jump on this box. The skull is right above the door, and if
    you hold X down while jumping close enough to the skull you will pick it up, even if
    you're not in the rafters and the skull isn't visible.

    Effect- Unknown. Some reports say enemies take longer to notice you or react to your
    presence.

    Angry, ledgendary, Gravemind

    Method for finding- Fight all the way through the Covenant city until you reach the
    outdoors. As soon as you are outside, turn right. You will see some Covenant crates
    next to the rock ledge. Jump from the crate to the rock ledge. Walk up the rock hill
    and to your right you will see a large red girder. Jump onto the girder and follow
    it back towards the complex you came from. You will run into an invisible grunt
    weilding a fuel rod. Kill the grunt, and continue to the end of the girder where you
    will see the Angry skull floating above a small grav-lift.

    Effect- Grunts shoot much faster, and the Angry skull is the only known skull that
    can be cycled through, allowing you to use the skull as a third weapon.

    Assassins, ledgendary, Regret

    Method for finding- Immediately after the gondola ride following the battle with the
    hunters, there will be a building with two turrets on it. Enter the building and
    jump on the square stone block right in front of you. Jump again onto the ledge
    above you. This ledge takes you outside to where the turrets were. You'll want to
    get on the roof of the small room you were just in. There is a broken pillar right
    outside the door that you can jump on which will give you plenty of height to get on
    top of the roof. Using croutch jumps and grenade jumps, follow the right side
    perimeter of the building. Once you have gone as far as you can go you will find a
    small grassy area with two cloaked dancing elites and the Assassins skull.

    Effect- All enemies in game are permanently cloaked.

    Unnamed, ledgendary, Armory

    Method for finding- At the begining of the level, after you power your shields for
    the first time, the Sarge shows up on an Elevator. Wait in the room until the Sarge
    starts berating you, telling you to get into the elevator. You MUST wait for him to
    say "Would it help if I said please?" Once he says this, get in the elevator, and go
    down to the tram. Get on the tram, and face towards the INSIDE of the building.
    Press up against the glass doors towards the inside of the building. You should
    hold 'X' down, and you should pick up the skull. It's on a stack of green crates,
    near the end of the tram ride.

    Effect- It appears to make enemies more aware of your location. However, it's not
    easy to PROVE this theory, however widely held it may be.

    Iron, ledgendary, High Charity

    Method for finding- When you enter the final (the second) Gravity Lift, look up. A
    skull will pass through you extemely quickly so you must start holding "X" a bit
    before you actually pass it to grab hold of it.

    Effect- When playing co-op, if either player dies the game restarts you at your last
    checkpoint. This effects all difficulties. Normally this only happens on Legendary.

    Catch, ledgendary, Metropolis

    Method for finding- Right after you exit from the underground highway, you'll come
    to a large open-air circular room with a handful of Jackal snipers and some Elites.
    The quickest way to get safely to the skull is to get the next checkpoint by jumping
    into the Warthog and letting the marine drive you to the next area. Jump out of the
    jeep and backtrack to the large room, and clear the area. You will see a large semi-
    circlular beam going from one of the main platforms that goes from the ground up to
    the top of the two towers. Do a grenade jump at the bottom of this beam and walk all
    the way to the top. Jump over to the ledge of the left tower. Walk to the end of the
    ledge and you will find the Catch skull.

    Effect- Enemies always drop 2 plasma grenades, and it appears that all enemies will
    toss more grenades in general.



    IS THIS TO MUCH?!?

    If i forgot anything, add it :)
     
    Last edited: Dec 20, 2006
  2. sowhat01

    sowhat01 Member

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    Damn, that is alot of stuff about H2.
     
  3. 2f4st4u

    2f4st4u Regular member

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    you just copied that from the strategy guide, if not then you have too much time on your hands
     
  4. DeadRain

    DeadRain Regular member

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    what strategy guide?
     
  5. 2f4st4u

    2f4st4u Regular member

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    the halo 2 strategy guide
     
  6. DeadRain

    DeadRain Regular member

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    no, i dont have that.
     
  7. 2f4st4u

    2f4st4u Regular member

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    then you know the game too well and you have too much time on your hands
     
  8. DeadRain

    DeadRain Regular member

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  9. 2f4st4u

    2f4st4u Regular member

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    juss sayin'
     
  10. DeadRain

    DeadRain Regular member

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    did you even read it all?
     
  11. 2f4st4u

    2f4st4u Regular member

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    nope cuz i read it in the strategy guide when halo2 first came out
     
  12. DeadRain

    DeadRain Regular member

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    you waiseted 16 bucks when it is here for free?!?
     
  13. ddp

    ddp Moderator Staff Member

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    DeadRain,
    4. If you want to use both text and image in your signature the image should not be more than 500 pixels wide and 100 pixels tall, and you can use up to three lines of text.
     
  14. DeadRain

    DeadRain Regular member

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    right on that
     
  15. ddp

    ddp Moderator Staff Member

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    that's better
     
  16. 2f4st4u

    2f4st4u Regular member

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    i got the guide before you posted this
     
  17. DeadRain

    DeadRain Regular member

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    now who's fault is that? :)
     
  18. 2f4st4u

    2f4st4u Regular member

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    i guess that would have to be mine
     
  19. DeadRain

    DeadRain Regular member

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    its ok, i forgive you :p
     
  20. superdupa

    superdupa Regular member

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    yeah i have tha SG, toohow did u find out alla that stuff without it
     

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