Halo 3 ODST Guide Essentials The Halo Universe
Bestiary
KNOW YOUR ENEMY
The alien conglomerate known as the Covenant employ a wide variety of entities (mainly vicious and subhuman) that are sent to cull all humans. To retaliate, you must have a deeper understanding of each enemy type, along with knowledge of their attack patterns, strengths, and weaknesses, and the weapons they are susceptible to. This information is contained in the following pages and applies to enemies faced during Campaign and Firefight modes.
GRUNTS/UNGGOY
The least impressive Covenant adversary but one that can still cause trouble when suicidal or in large numbers, the Grunt should not be taken lightly, as groups of them can be just as deadly as their large brethren.
- Grunts are relatively weak, so save higher power weaponry (such as the Sniper Rifle) for use against tougher targets. Use a Magnum or SMG to waste the Grunts, then turn the bigger guns on their leaders.
- Grunts are usually found in groups of three to five, sometimes accompanying a Brute leader. You can encounter them manning Plasma Turrets on Watchtowers, during Phantom drops, or even while they are sleeping.
- The basic takedown tactic for any Grunt is to tag each Grunt, one at a time, with a headshot from your Magnum or other one-shot-kill weapon. Back this up with quick Assault Rifle or Silenced SMG blasts to the head if you run out of primary weapon ammunition.
- Grunt encounters are so plentiful that it is wise to keep a Magnum or SMG as one of your weapons throughout your mission.
- You can also pepper them in the head with a favored weapon as you close in, and then melee attack them to finish them off.
- During situations in which you should conserve ammunition, it is wise to simply rush and melee a group of Grunts; assassination (melee from behind) attacks and stealthy play is encouraged on higher difficulties.
- Grunts are sometimes spotted in close formation, making them susceptible to Rocket or Grenade fire.
- Plasma Grenades usually produce “Grunt freak-out” responses, with them scattering and yelling, usually when a Grenade sticks to a Grunt. Back away from any potential damage from the explosion, and hope the Grunt charges into other enemies before exploding.
- Grunts enjoy throwing Plasma Grenades, too; in fact, they are known for it during Firefight missions. To avoid a sticky and deadly situation, quickly sidestep or retreat while listening for the hiss of a primed Plasma Grenade. Keep moving so you aren’t tagged by these Grenades, and always stoop to grab dropped Grenades—ones that aren’t about to explode! Grunts provide your main source of Plasma Grenades.
- Although cowardly, Grunts fight until they drop if you corner them. It is better to take out their Brute leader, watch the Grunts flee, and then pick them off with SMG or rapid fire; save your Magnum or Carbine shots for Grunts that require precision killing
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Plasma-based weapons, such as the Pistol or Rifle, are less impressive when used on Grunts; save these weapons for other enemies. Grunts are also more resistant to Assault Rifles, Silenced SMGs, and Spikers (on Legendary difficulty), making headshots from other weapons even more important.
- Grunts carry Plasma Pistols; Needlers; and, on higher difficulties, occasionally Fuel Rod Cannons. Target Cannon wielders first, then focus on Needler-carrying Grunts and finally those with Plasma Pistols.
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After a fight, grab the Fuel Rod Cannon for future encounters. The Plasma Pistol and Needler are good to utilize against the Brutes, which is handy, as you’ll almost always encounter the two enemy types together.
SUICIDE GRUNTS
When the leader of a Grunt patrol (usually the Brute leader) submits to a particularly gruesome demise at your hands (such as exploding after being stuck by a Grenade), a nearby Grunt usually turns suicidal. The following techniques are deemed necessary for your survival:
- Look and listen; the screams and the glowing Plasma Grenades held in each claw alert you to a Suicide Grunt attack.
- Simply aim, and use a headshot to dispatch the charging Grunt before it reaches close-combat range.
- Turn this attack to your advantage by waiting until the Grunt moves into contact with other enemies, then drop it; the explosion can badly damage other foes without you needing to attack them.
- Try not to drop the Grunt on the ground near Grenades you wish to scavenge, as the Plasma Grenades the Grunt carries can trigger a chain reaction that can be deadly if you’re close by.
GRUNT VARIANTS
Recent investigation of Grunt corpses has revealed a ranking system among these infantry troops, although most Grunts clad in different-colored armor feature the same shortfalls, and you can attack them using basic battlefield tenets. You may find gray Grunt Ultras during Legendary missions; these battle-hardened foes are a little tougher than their younger brethren.
JACKALS/KIG-YAR
A thin and wiry mercenary race with a vicious disposition and dexterity with long-range weaponry, Jackals are used as scouts and snipers due to their exceptional senses. During battles in New Mombasa, they come in two varieties; Shield and Sniper Jackals.
- Favored methods of dispatch: Beam Rifle, Carbine, Gravity Hammer, Chaingun Turret, Magnum, Plasma Pistol, Plasma Rifle, Shotgun
- Shield Jackals are armed with an almost impenetrable energy shield and carry primarily Plasma Pistols or Rifles. These aren’t particularly worrisome, unless a Jackal is charging a Plasma Pistol (look for the green glow and attack before it is charged and fired).
- Jackal Snipers forgo the shield for either a Carbine or Beam Rifle and are usually situated on high balconies or rooftops, sometimes physically out of reach from you. Identify them by the telltale purple light emitted from their optics.
- Shield Jackals are difficult to tackle when they are in a defensive posture. They are susceptible to melee attacks, but normal, rapid-fire weapons hitting the shields simply glances off. However, melee attacks are not practical if you’re engaging multiple foes.
- Shield Jackal takedowns involve you shooting at them with a rapid-fire weapon such as the Silenced SMG, Plasma Rifle, Magnum, or Assault Rifle; traveling through the gap in the shield, known as the “firing embrasure,” on either side; and making the Jackal flinch for a second. Immediately follow that up with a headshot from any distance, using the Magnum, Carbine, Beam Rifle, or Sniper Rifle.
- You can also throw Grenades at Shield Jackals. When they leap away from the explosion, they expose their heads long enough so you can finish them off.
- Although a rarely used technique, you can lob Grenades at a Jackal’s shield with the intention of the projectile bouncing off and into a cluster of other foes nearby.
- A preferred way to remove a Jackal’s shield defenses is to strike them with a charged Plasma Pistol bolt or a series of Plasma Rifle blasts; they usually retreat and attempt to secure cover. Your Pistol-packing is rewarded with a clear shot of their prone forms, which you should hit with a sniping weapon unless the Jackal is sprinting and therefore difficult to hit. Should this occur, target another enemy and return to your initial target once it slows down (or rake it with bullets from a more rapid-fire gun).
- Be prepared to slow down as Jackals appear ahead of you; you need time to tackle each one, regardless of whether they’re shield carriers or snipers.
- As Sniper Jackals are usually holed up some distance away and are difficult to spot (especially during nighttime missions), be sure to use your VISR Enhanced Vision to gain an outline of the entity you’re about to execute; this helps immensely with your accuracy.
- Sniper Jackals have one major shortfall: they are highly susceptible to sniping. Especially on Legendary difficulty, you must methodically tag each Jackal that you see pop up from their sniping position, hitting them in the head before they spot you and retaliate.
- All other weapon types are not really an option; use your ranged weapon’s zoom to finalize a target, if your manual aiming isn’t spectacular.
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In Cooperative missions, one player (ideally the marksman of the team with patience to match their aim) should stay back and methodically drop all the Jackal Snipers while the rest secure other objectives.
BRUTES/JIRALHANAE
Powerful and sinewy apelike entities, Brutes have a hatred of Elites (which explains the lack of these foes in New Mombasa) and sport a variety of weapons and equipment as the situation dictates. The shock troops of a Covenant army, facing Brutes in combat can always be problematic. Some of the many varieties of Brute are detailed in this section.
- Favored methods of dispatch (Brute): Beam Rifle, Carbine, Chaingun Turret, Flamethrower, Gravity Hammer, Magnum, Needler, Plasma Pistol, Plasma Rifle, Shotgun, Sniper Rifle.
- Favored methods of dispatch (Chieftain): Beam Rifle, Carbine, Chaingun Turret, Flamethrower, Fuel Rod Cannon, Gravity Hammer, Missile Pod, Rocket Launcher, Sniper Rifle, Spartan Laser
- In addition to wielding a variety of weapons, Brutes drive Choppers, Wraiths, Ghosts, and Banshees, and command squads of Grunts. They also siphon off Overshield-like armor energy from nearby Engineers they have enslaved. They are experienced hunters and offer no rest when attacking you, attempting to outflank you at every turn.
- Expect Brutes to be armed with a variety of Covenant-only weapons, not just those that bear the Brute’s name. They are also adept at rushing in with a heavy-handed melee strike.
- There are two stages to Brute combat: removing their armor and executing them. The former involves the use of various weaponry, although Plasma Pistols (overcharged shots) or Plasma Rifles are great choices. Look for splinters and sections of armor to fall from a Brute as its armor disintegrates.
- With the armor removed, the only optimal strategy is a quick headshot execution. Therefore, the combination of a Plasma Pistol and a Magnum is fantastic, as it allows you to cull Brutes in only two shots (if you’re skilled enough), and you won’t need to resort to Grenades, which can explode any Grenades Brutes drop.
- Be accurate with your headshots; hitting a Brute’s shoulder causes the beast to spin around, making subsequent headshot attempts more difficult.
- With this in mind, a second option is to bring out a long-range weapon like the Beam Rifle, Sniper Rifle, or Carbine, and plug away at a Brute’s head, ignoring all other body parts; this is their weak spot, and you must take advantage of it!
- If a Brute is leading a group of Grunts or Jackals, targeting the Brute first usually leaves the weaker foes milling about in confusion or fleeing to cover, allowing for an easy mop-up.
- As you encounter Brutes throughout your missions and headshots become a necessity, it is imperative that you always carry a Magnum, a Beam Rifle, or a Carbine (and alternatively, a Sniper Rifle). Striking Brutes on their body wastes ammunition and time, as they are tough.
- When facing a Brute, check the weapon it is carrying, and follow a defensive posture based on the strengths of that particular weapon. Brutes commonly carry Spikers and Brute Shots, but some use Carbines, Maulers, or Plasma Rifles. They prefer Spiked Grenades, and they use them to remove you from any cover you’re hiding behind.
- Some (nonberserking) Brutes feature lower body sections that are or can be uncovered. With a Magnum, Shotgun, or Sniper Rifle shot to the legs, you can drop a Brute temporarily; a Shotgun blast at close range can achieve this even if the Brute has armor activated. Finish off the Brute with a Grenade or a melee strike.
- Melee attacks are important, both when you’re giving and receiving them: Remember that a single melee attack to the back of a Brute (even a Chieftain) results in a one-strike kill for you! However, if you’re smashed by a Brute’s melee blow, expect a severe drop in Stamina. Find cover or health immediately.
BRUTE MINORS AND CAPTAINS
- Brute squads are usually made up of different types of this enemy but also include Minors and Captains. Minors are distinguished by their lack of horned headgear and their light blue armor. They are susceptible to all the previous Brute takedown tactics, and will succumb to Frag Grenades tossed in their general direction.
- Brute Captains are distinguished by their more ornate headgear and golden armor. They are also more aggressive and fly into a rage with less provocation. They can withstand a Plasma Grenade (on Legendary difficulty) too.
- Brute Captains sometimes deploy a Bubble Shield for protection, too, which you can either ignore and remain at a distance until the shield disperses, or rush in and use Grenades or a Shotgun to drop them. A blast with the Shotgun with a quick melee attack to finish works well. Otherwise, the usual Brute attack plans work well against Captains.
BRUTE BERSERKERS
- Brutes and Captains are prone to a final bout of berserker rage, usually when one of the following occurs: when their brethren have been slain, when their Chieftain is defeated, when the Brute is the last one standing, when a Grenade hits them, or when wounded after their armor is removed.
- They pause, then race toward you, screaming and brandishing weapons as bludgeoning instruments and firing like crazy. Simply shoot them in the head before they reach you. It takes only one shot, and that head is certainly big enough.
JUMP-PACK BRUTES
- Jump-Pack Brutes are airborne for much of their combat, using their jets to land en masse; they usually descend from Phantoms. They are challenging in large numbers, especially since they can descend on your location without warning and from multiple directions, but they are less problematic than you might think, given their equipment’s shortfalls.
- There’s a variety of options to defeat this Brute type; the most cunning of which is to listen for the sounds of their Jump Packs or view them sailing through the air, then tag them with a sniped shot from a Beam or Sniper Rifle while they are airborne.
- After being sniped out of the air or being struck by a melee attack, Jump Packs usually malfunction, sending a Brute into the air. You can then run up and launch an overcharged Plasma Pistol shot at them to stun them, and then melee attack them; or, simply time your melee attack, which allows you to easily kill this entity.
- Tracking a Jump-Pack Brute’s trajectory as they sail through the air allows you to fire on them with little return fire. When they land, it takes a second for them to continue moving, which is their main weakness. Lob in a Grenade on their landing point, or cut them down before they transition from air to ground.
BRUTE STALKERS
- Stalkers have Active Camo abilities and lurk in shadows or behind scenery, waiting to ambush you. Fortunately, your VISR Enhanced Vision mode enables you to see their outline instead of oddly distorted air patterns in the subtle shape of a Brute, allowing you to attack them as if they were normal Brutes.
- If you’re fighting a Stalker, it is worth attempting a melee attack, or pepper them with gunfire so their shield short-circuits for a moment, and the Brute appears. Continuous melee strikes are a good way to bring one down.
- Spikers are also an option, as the projectiles stick out of the entity, rendering their camo less effective. You should also try lobbing Grenades at them; this allows for an easy kill, at the expense of the Flame Grenades they drop, which is the principle prize for defeating them using nonexplosive means.
- Other homing weaponry, such as the Plasma Pistol or Needler, sometimes fails when shot at Brute Stalkers. Choose a direct Plasma Pistol strike to remove the Camo entirely, after which you can finish this Brute as normal.
- The lack of visuals means a retreat to cover is usually the best way to combat a Stalker threat, followed up by short, sharp strikes as Stalkers come into view to remove their shields as quickly as possible.
- Stalkers are equipped with Brute Maulers and Flame Grenades. It’s a good idea to tackle these foes at range…if you can spot them.
BRUTE CHIEFTAINS
- Brute Chieftains are the largest, most devastating, and feature the most damaging weapons and elaborate headgear of all the Brute types. They are among the most dangerous foes you’ll face and have toughened armor, which rebounds Needler fire. They shrug off Sticky Grenades, too, which merely bounce off their carapace armor.
- Chieftains sport one of three weapon types: a Gravity Hammer, a Fuel Rod Cannon, and a Plasma Turret. They usually send in their lower Brute brethren to soften you up first, allowing them to attack you when you’re already combat-weary. Cunning!
- However, Plasma and Sticky Grenades do adhere to the weapon a Chieftain is holding. If you can expertly lob a Grenade so it sticks to a Gravity Hammer, Fuel Rod Cannon, or Plasma Turret, the Chieftain can fall in one impressive explosion!
- For any of the three Chieftain variants, range is your key to success; tag the Chieftain’s helmet with a sniper rifle, then strike the exposed head again and again until he falls. Using a Chieftain’s own weapons against it is also a great plan. Shoot this foe with a Turret, Rockets, a Fuel Rod, a Spartan Laser, or any other large long-reload weapon.
- Another weapon with which to shoot a helmet is an overcharged Plasma Pistol. Other weapons with which to shoot an exposed Chieftain head is a Magnum, a Carbine, or a Beam Rifle. Drop the Needler; its spines do almost no damage to these beasts!
- Grenades are good for removing some of the Chieftain’s armor, although the foe usually dodges them with side dives. The armor in question is toughened compared to normal Brute armor, so attacks anywhere other than the head result in combat that can last a long time.
Gravity Hammer Chieftain
This beast waits for a lull in the action, then charges you without pause. Even on Normal difficulty, one successful Hammer strike crushes you and removes most of your Stamina, and even a glancing blow is harmful due to the splash damage the Hammer inflicts. Remain at a distance, ideally higher than this foe.
Plasma Turret Chieftain
The rapid fire from this heavy weapon often makes obtaining a clear shot improbable. Elongated battles are the norm here, so prepare to be patient. Of course, a heavy weapon to counter the Brute’s is always an option.
Fuel Rod Cannon Chieftain
Offering the range of a Plasma Turret and splash damage potential of its own, this is an extremely dangerous foe; seek cover and be thankful the Fuel Rod shots arc through the air, allowing you to dodge them. Don’t forget to flee; there’s nothing embarrassing about a tactical retreat, and it’s better than being underpowered and overzealous.
HUNTERS/MGALEKGOLO
A collection of thousands of orange, wormlike creatures called Lekgolo, pressed into one giant suit of unyielding armor, Hunters generally work in pairs and employ devastating cannon fire at range and crushing lunges and shield-battering during closer assaults.
- Favored methods of dispatch: Vehicle, Chaingun Turret, Plasma Rifle, Rocket Launcher, Silenced SMG, Sticky Grenades
- At long range, Hunters fire their mounted Fuel Rod Cannon, which cannot be removed from their body and shoots arcing green bolts at you. Dodge these by strafing or retreating as swiftly as possible.
- At close range, Hunters lunge in with a devastating shield strike that can cripple or kill you in seconds.
- Though rare, when encountering a pair of Hunters, it is usually better to remain at range, unseen by these fearsome foes. If a Hunter hasn’t seen you yet, you can quickly weaken it with Sniper Rifle shots, Fuel Rod Cannon bolts, and Plasma or Spike Grenades.
- A Rocket Launcher or Spartan Laser can knock down a Hunter with a single strike. Check that there are no other enemies you wish to use these weapons on (such as Wraiths), and drop it with a massive shot.
- If Hunters have spotted you, and you have access to a nearby vehicle, use the vehicle to dispatch the foe rather than waste your personal ammunition during combat. Locate a Chopper, Ghost, or Warthog, and Boost into the Hunter with a single ram at high speed. This can take out a Hunter.
- If Hunters have spotted you and you have only the weaponry you’re carrying, you must attempt to kill it with a mixture of careful strafing as the Hunter closes, followed up by Sticky Grenades (Frag Grenades are easily dodged), and Plasma Rifle, SMG, or Carbine shots to the Hunter’s weakened spots.
- The largest weak spot is on a Hunter’s back; aim for the exposed writhing flesh. Uncover more of this flesh by attaching Sticky Grenades and blasting off sections of the Hunter’s carapace armor.
- Viewing a Hunter’s back can be problematic; you must wait for it to lunge, then sidestep and circle-strafe so you’re behind it before opening fire. Step away from the inevitable follow-up attack, too. Always dodge left; the Hunter attacks with its shield arm every time.
- Save your Grenades for protracted Hunter battles, as you may utilize a full complement of them when trying to down these monstrous hosts.
- There is a specific plan to follow during cooperative play; one of your team should attract a Hunter into close combat, while the other circles around to strike the Hunter’s weak spot from behind.
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Listen! Can you hear the Hunter’s cannon warming up? This allows you to predict when a Hunter (or the second of a pair) is about to fire a weapon, and you can react to it accordingly; find cover or line up the Hunters so one strikes the other with cannon fire.
HUNTER VARIANTS
Recent combat has revealed gold-armored variants in addition to the usual dark blue hue of a Hunter’s armor, which, while visually impressive, doesn’t seem to yield any additional benefits to the Hunter’s already awe-inspiring combat prowess. Golden Hunters attack with fuel rod shots, while blue Hunters fire streams of energy; both are equally damaging.
DRONES/YANME’E
Known colloquially by UNSC Marines as “buggers,” these hive-based swarms of insectoid aliens rely on sheer numbers to annoy and finally overwhelm their foes. Individual Drones are easily dispatched, but multiple Drones can cause real consternation.
- Favored methods of dispatch: Assault Rifle, Beam Rifle, Carbine, Chaingun Turret, Flamethrower, Gravity Hammer, Magnum, Needler, Silenced SMG.
- You encounter Drones only once during the Campaign (in Mission 08), but they provide constant trouble during Firefight missions.
- When you first spot an incoming swarm, quickly ascertain whether you can see where they are emerging from, such as a Hive or a Phantom.
- If a swarm entrance is available, concentrate your firepower (such as Sticky Grenades or a single rocket strike) on it so you can defeat multiple Drones before they disperse.
- Drones are difficult to target while they are airborne; seek cover to prevent yourself from being both shot and overrun.
- The key to dropping Drones that have spread out is to man a Chaingun Turret, and cut them down with rapid-fire ordnance. This is especially true during Firefights.
- Without a Turret, switch to an instant-hit, single-shot weapon such as Carbines or Beam Rifles. Homing weapons such as the Needler also offer advantages, as they can take down foes with quick bursts of fire.
- Rapid, continuous fire is never a good idea, as it wastes your ammunition. Track a Drone, fire short, sharp bursts, and target those closest to you.
- Drones usually attack using Needlers and Plasma Pistols; Needlers can be a real problem, as their shots home in on you. React by diving behind cover and sidestepping out to tag targets a few at a time before you’re swarmed.
- Drones can land and attack, which is always great for you; Drones on the ground are easily dispatched, because they move far more slowly and are extremely weak. They are also easily dispatched with a melee attack, which can be done during airborne attacks, if you’re close enough.
DRONE VARIANTS
Generally, Drones have been spotted with greenish hues to their light plates of carapace armor. However, there are red and yellow variations as well. Red Drones are leaders and are slightly tougher than normal. Yellow Drones are in the pupal stage, and can be spotted by their glow in nighttime Missions and Firefight levels.
ENGINEERS/HURAGOK
Enslaved by Covenant Prophets to maintain the search for Forerunner antiquities, Engineers have recently been pressed into service as unwilling living shields. Never aggressive, Engineers act as protection for other Covenant forces, which can seriously hamper your takedowns.
- Favored methods of dispatch: Chaingun Turret, Fuel Rod Cannon, Needler, Plasma Pistol, Rocket Launcher, Spartan Laser
- Engineers are only encountered floating in the air; they do not use the ground as a method of transportation.
- Engineers are docile and are never a threat when encountered singly or in pairs.
- However, Engineers are usually fitted with explosive clamping devices by Brutes and follow a group of Covenant ground infantry to provide shielded backup. It is unknown whether this is against their will.
- There are specific Achievements that involve the culling or saving of Engineers, so read up on them in the Appendices prior to attempting combat.
- Engineers offer any Covenant troops additional armor, which crackles with bluish, almost white electricity. If you encounter Brutes with this type of armor, you can be sure an Engineer is close by.
- Depending on your moral standards, you should engage an Engineer first (always during Firefight missions). As the Engineer provides protection for multiple foes, it must be removed so you don’t waste ammunition taking out ground forces.
- When encountering two Engineers close to each other, many of your weapons are completely ineffective, as they pepper and reduce one Engineer’s shields, which the other one promptly recharges.
- By far the most proficient way of slaying an Engineer is with an overcharged Plasma Pistol shot. If you don’t have this weapon, rake Chaingun Turret fire on the beast. Otherwise, hard-hitting, single-firing weaponry is reasonable.