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What characters and races are in Halo?
The two major sides in the war are the
humans and the Covenant. The Covenant is an alliance of several races,
several of which appear in the game. The Halo itself is inhabited, and
we will encounter native life, both friendly and hostile. Because spoilers
are enabled, each entry contains additional tips for interacting (violently
or otherwise) with these characters.
Some images appear
low-quality; these are processed from magazines or movie files. In some
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The Master Chief: You play a
cybernetically enhanced soldier, clad in a high-tech battlesuit. As
this elite warrior, you travel the Halo fighting alongside the other
humans and trying to stop the Covenant from seizing its secrets; you
are the only SPARTAN supersoldier on the planet. The image visible
on his visor may sometimes look like a face but it's just a "gleam"
effect; the visor is opaque.
- Offense:
- Play your best and prevail.
- Defense:
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Marines:These are the rest of
the human forces on the Halo, normal non-enhanced troops. There are
many ways for them to vary their appearance, showing off Halo's modeling
system.
The name "Bobs" was given to them early on by fans since they seemed
to serve a function similar to that of the Bobs in Marathon 2 and
Marathon Infinity; they are officially referred to as Marines. In
the game they will accompany you and assist you, with AI sophisticated
enough to run the Jeep's mounted gun or call out orders to each other.
- Offense:
- Use the marines as bait while
you flank the enemy, or vice versa.
- When driving vehicles that
allow it, let the marines hop on board. They greatly improve
your firepower.
- Defense:
- Don't get between the marines
and the target. They're only human.
- If you kill too many marines,
accidentally or otherwise, you will be branded as a lunatic/traitor
and terminated on sight. Be mindful of friendly fire, both
at and from you.
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Crew: This is one of the crew
of the Pillar of Autumn, assisting the Chief in his re-activation.
- Offense:
- These guys aren't as well-armed
or trained as the marines, but they can put up a good fight
with their pistols.
- Defense:
- They aren't as brave as the
marines either, so they retreat and panic easier.
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Covenant Elite: These large
fighters are the main species of the Covenant. They seem about eight
feet tall, with a few more leg joints than humans have, and they wear
shining armor. They are also equipped with personal forcefields.
- Offense:
- Elite shields are more vulernable
to plasma weapons, while their armor is more vulnerable to
bullets and melee attacks. Use the appropriate weapon for
the condition of the Elite you are facing.
- If an Elite is near death,
he will sometimes go bezerk, roar, and charge you.
- Elites have a powerful melee
attack. Watch out if they get close to you.
- Defense:
- Elites usually wield Plasma
Rifles or Needlers.
- Elites are bold, but they aren't
stupid. Lay down suppressing fire or grenades to make them
take cover, and use that to give yourself some time to reload
or recharge your shields.
- Late in the game, the black
Spec Ops Elites will appear. These are quite powerful, but
not as dangerous as the Yellow Commanders.
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Commander: Elites wearing yellow
armor are significantly stronger than the other types. They also have
a fondness for powerful energy swords. Fear them.
- Offense:
- Commanders have very powerful
shields, but underneath they aren't much tougher than normal
Elites. Take down their shields with plasma weapons and they're
easy(-er) prey.
- Two surefire ways to kill a
Commander: Stick a plasma grenade on him, or fill him with
an entire clip from the Needler. Either is guaranteed to kill
him, but if he charges you will get caught in the blast.
- Defense:
- Throwing grenades, even if
you don't damage a Commander, will make him dive for cover,
giving you a few extra seconds.
- Run.
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Invisible Elites: Some Covenant
warriors have been issued cloaking devices, an effect which must be
seen in motion to be believed (try the Tokyo Game Show 2001 movie).
The Covenant here is on the right side of the image.
- Offense:
- Bullet weapons, especially
the assault rifle, will disrupt their cloaking device and
make them momentarily visible.
- Cloaked Elites don't have forcefields,
so they take much less damage. Don't be afraid to charge in
for the kill (once you know where he is of course).
- Don't bother using the Needler,
the needles do not track cloaked Elites.
- Defense:
- Cloaked Elites with energy
swords tend to roar before charging. This gives you about
a second to locate him and/or get in the first shot.
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Grunt: This alien is a race
subservient to the Covenant, used as infantry. The equipment he wears
is to provide an environment similar to his low-temperature home planet.
They are dangerous in packs, but cowardly and easily startled, and
tend to yap out hilarious dialogue in their squeaky voices.
- Offense:
- For long-range work, aim for
the head with the pistol.
- Sometimes, you will come across
Grunts sleeping on the job. They won't wake up if you don't
fire your weapons, so kill as many as possible with melee
attacks.
- Grunts with grenades stuck
to them are quite unpredicatable, equally likely to run back
to their friends, straight at you, or just fall to the floor
wailing. Use this to your advantage.
- Defense:
- Grunts are easily frightened.
Killing a nearby Elite is a good way to panic the whole crowd,
making them flee (and stop firing).
- Grunts usually pack Plasma
Pistols or Needlers, and on higher difficulties are issued
plasma grenades. Late in the game, the black Spec Ops Grunts
use Fuel Rod Guns similar to the ones used by Hunters. These
guns explode after their owner is killed.
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Hunter:These walking tanks are
the Covenant's heavy infantry. They are armed with a Fuel Rod Gun
attached to their right arm, and a huge shield that can deflect just
about anything.
- Offense:
- A Hunter's weak spots are
the orange portions of his armor: Neck, back, and belly (usually
covered by his shield).
- When a Hunter charges, he always
swings his shield twice. If you dodge the first swing, you
have a moment to let him run past you and fire at his exposed
back.
- Defense:
- A greenish light emanating
from a Hunter means that he's preparing to fire his gun. Hunters
can fire several times in quick succession when angered.
- If a Hunter dives out of the
way of a vehicle, his Fuel Rod Gun automatically powers down.
- Hunters appear as unusually
large dots on the motion tracker, and their clanks can be
heard from quite far off.
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Jackal: Another species of Covenant,
these guys form an elite infantry (much stronger than Grunts, but
not matching the powerhouse Elites). They carry a portable shield,
which can deflect a large amount of firepower, and they are skilled
at using it for defense. Jackals are almost always found in groups
of four, and will cooperate to outmaneuver enemies.
- Offense:
- There is a small gap in a Jackal's
shield for him to fire his weapon. Careful aiming can find
it.
- A Jackal is well-protected
only when he is standing still. It's hard for them to use
their shield effectively while moving.
- Jackals don't pay much attention
to grenades (on lower difficulties, at least).
- A fully charged shot from the
Plasma Pistol will burn out a Jackal's shield, leaving him
vulnerable.
- Work with your marines to attack
from several directions. He can't block every shot.
- Defense:
- Often, one jackal will pin
you down while another tries to flank you. Sometimes it's
better to break cover and eat the damage than be attacked
from multiple sides.
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Sentinel: These robots are 343
Guilty Spark's assistants/henchment/etc. They are armed with Forerunner
energy beams and sometimes forcefields.
- Offense:
- Sentinels are extremely vulnerable
to Covenant (energy) weapons.
- Often, you will encounter Sentinels
fighting groups of other enemies. Let the two sides battle
it out, then pick off any weakened survivors.
- Defense:
- As their name suggests, Sentinels
tend to stay in one place and don't pursue their targets much.
- The Banshee is extremely vulnerable
to Sentinel weapons.
- The Needler and plasma grenades
are very effective against Sentinels.
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Flood Infection: These small
creatures are the "real" form of the Flood, who burrow into their
victims and transform them into Warriors. They give and take very
little damage, but that's not much comfort when faced with dozens
of them. See our Flood Anatomy section for more
information.
- Offense:
- Infections do a small amount
of damage when they burst, enough to set off other Infections
around them. Entire swarms of them can be quickly destroyed
by these chain reactions.
- If one gets close enough, it
will launch itself at you. Time your melee attacks to knock
them out of the air.
- Your energy shield completely
blocks out Infections. Sometimes it's easier to just let them
bounce off you and eat the tiny damage they do (don't forget
that damage adds up!)
- Defense:
- When your shields are down,
Infections gnaw at your armor and can do a great deal of damage.
If your shields drop in a Flood battle, retreat immediately.
- Don't ever throw plasma grenades
at Infections, they will keep right on coming and bring the
grenade back at you.
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Flood Warrior (Covenant): These
hapless Elites have been overwhelmed by Infections and transformed
into shambling, deformed corpses that obey the Flood embedded in them.
They are just as fast and strong as their proper form, however. See
our Flood Anatomy section for more information.
- Offense:
- Warriors are usually too dumb
to avoid nearby grenades.
- Don't bother with the melee
attack, they will shrug it off and respond immediately in
kind.
- Bullets work best on them,
but they are virtually immune to the sniper rifle.
- Defense:
- Warriors use weapons scavenged
from their victims, both human and Covenant.
- Warriors have decent aim, but
they're terrible at tracking targets. Keep dodging.
- Don't stick a plasma grenade
on a charging Warrior, he'll happily return it to you.
- Warriors have a nasty tendency
to get back up after being beaten down, even if they've lost
body parts.
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Flood Warrior (Human): Human
marines, without energy shields, were easy prey to the Flood Infections.
Now they have been forced back to life by the Flood to slaughter their
former comrades. See our Flood Anatomy section
for more information.
- Offense:
- Warriors are usually too dumb
to avoid nearby grenades.
- Don't bother with the melee
attack, they will shrug it off and respond immediately in
kind.
- Bullets work best on them,
but they are virtually immune to the sniper rifle.
- Defense:
- Warriors use weapons scavenged
from their victims, both human and Covenant.
- Warriors have decent aim, but
they're terrible at tracking targets. Keep dodging.
- Don't stick a plasma grenade
on a charging Warrior, he'll happily return it to you.
- Warriors have a nasty tendency
to get back up after being beaten down, even if they've lost
body parts.
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Flood Carrier: Corpses deemed
unfit for Warrior status are turned into breeding grounds. They waddle
along on what's left of their legs until they take too much damage
or find themselves near an enemy, and then burst with a powerful blast,
releasing Infections to feast on nearby survivors. See our Flood
Anatomy section for more information.
- Offense:
- It doesn't take much to set
off a Carrier. Try to get them at as long a range as possible.
- When a Carrier is killed relatively
cleanly, or voluntarily explodes as a weapon, it will fall
to the ground pulsating before it goes off. However, a blast
from the shotgun will cause it to explode instantly. This
can be good or bad depending on who is nearby at the moment.
- Defense:
- A Carrier killed by a nearby
explosion is often hurled into the air, landing some distance
away before bursting. Beware of low-flying Carriers.
- A dead Carrier releases anywhere
from three to six or more offspring (possibly dependent on
difficulty). When fighting crowds of Carriers, watch out for
the growing horde of Infections.
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