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
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