Prima Games eGuides Halo 4 eGuide

Sign in or create an account

We'll email you a link. No password needed, and if you don't have an account yet, the link makes one.

Halo 4 eGuide Essentials Intel

Enemies

Covenant

Grunts

Formal Name: Unggoy

  • Species: Monachus frigus
  • Homeworld: Bahalo
  • Average Height: 4 ft 6.5 in–5 ft 7 in (138.4 cm–167 cm)
  • Average Weight: 248.3 lbs–260.1 lbs (112.6 kg–118 kg)

A popular saying among Grunts: “When in doubt, flee!” It is a maxim that has kept their species alive on the terribly inhospitable homeworld, through the most miserable battles and conditions imposed upon them by the Covenant. Despite their earlier alliance with the Brutes, many Grunts have aligned with Elites in recent years, mostly out of fear, but also out of a growing (and begrudged) respect between the two races.

Grunts alone are a cowardly lot, but with strong leadership that is often provided by the Elites, a squad of Grunts can become a pack of vicious killers, until their leaders are dead. Despite this, the Grunts are, for better or worse, the true backbone of the Covenant. They provide the numbers, they fight where they are told, and hope to live long enough to see another day.

  • Grunts have two general states in combat: aggressively attacking the enemy, and running in fear from the enemy. What determines their behavior is whether there’s leadership they can look to. This is usually provided by an Elite, although later in the Campaign you will see Knights giving orders.
  • You can break the will of the Grunts in a general area by killing a leader. This causes one of two things to happen: The Grunts scatter like leaves in the wind, screaming in terror, or they pull out two Plasma Grenades and decide that nobody gets to be a winner today, and then start running at you. Sometimes, whole squads of Grunts go suicidal, and while this may seem mindless, it isn’t. Suicide Grunts hold onto their Plasma Grenades until they are killed or until they get close to a target, which is going to be you 99 percent of the time.
  • You can hear distinct hissing of Plasma Grenades and shouted chatter from Suicide Grunts. If you suspect they are close, check your motion sensor. If they get close enough that your grenade indicator is lighting up, it might already be too late.
  • Grunt squads that aren’t lead by an Elite or a Knight can still be broken if you kill large numbers of them quickly enough.
  • Headshots are the preferred method for dealing with Grunts. Since they are among the most common enemies in the game, you should always try to have a weapon on hand that can deal out that sort of swift justice.
  • The four Grunt types have different color variants, but color does not appear to affect their resilience to damage as is the case with the color variants of the Elites.
  • On Legendary, all Grunts receive a significant boost in their damage-soaking potential, further emphasizing the importance of headshots. Also, Grunt Heavies with Fuel Rod Cannons become increasingly more common. There’s nothing like rounding a corner and eating six fuel rods to the face.

Storm Grunt

Armament: Plasma Pistol, Needler

Imperial Grunt

Armament: Plasma Pistol, Needler

Grunt Ranger

Armament: Plasma Pistol, Needler

Grunt Heavy

Armament: Fuel Rod Cannon

Jackals

Formal Name: Kig-Yar

  • Species: Perosus latrunculus
  • Homeworld: Eayn
  • Average Height: 6 ft 2 in–6 ft 8 in (190 cm–203 cm)
  • Average Weight: 195 lbs–206.1 lbs (88 kg–93 kg)

The other backbone of the Covenant, the Jackals, are an important client race. Braver than the Grunts, Jackals continue to fight even if the leaders of the fight have fallen. Early feuding between their classes has led to lasting tension between the Jackals and the Grunts.

Jackals specialize in two types of warfare: close combat, and sniping. Some of the most lethal snipers throughout the Human-Covenant War were Jackals, and their Jackal infantry’s distinct Point-Defense Gauntlets have long heralded the advance of a Covenant vanguard.

Jackals are a physically frail species, though they make up for this by being one of the swiftest of all Covenant races. Their excellent senses allow them to detect possible threats for the rest of their squads, or make the initial sniper shot that surprises would-be ambushers with the loss of one of their own.

  • You can divide the Jackal presence on Requiem into two specific roles: marksmen (Jackal Rangers, Jackal Snipers) and Jackal infantry (Storm Jackals, Jackal Heavies).
  • The Jackal infantry is tenacious and resilient despite their physically frail nature. Their Point-Defense Gauntlets being a chief reason. These gauntlets can deflect or absorb almost absurd amounts of punishment before finally failing. Even a charged shot from a Plasma Pistol isn’t enough to overload a gauntlet.
  • Jackal infantry often come equipped with Needlers or Plasma Pistols, both of which are very dangerous, particularly on Legendary.
  • All Jackal infantry, regardless of their rank or color, can be killed with a single headshot. However, their Point-Defense Gauntlets may be protecting their head. You can shoot any exposed limbs to get the Jackal to stagger, and then score the headshot when the head is exposed.
  • Jackal Rangers and Snipers provide the ranged combat capability for the Covenant. While on low difficulties they are a nuisance, Legendary Jackal marksmen will put two in your head before you know what hit you, and they are exceptional at keeping you locked down behind cover.
  • Both Jackal marksman types tend to lock into place when they finally engage you, only moving if you haven’t been seen in some time. You can use this bloodthirstiness against them by moving undetected to new position and sniping them from there.
  • Jackals with Beam Rifles can be incredibly frustrating, but remember that the weapon literally draws a line back to their position. Stay calm, recharge your shields if necessary, and let them reveal themselves before you attempt to counter-snipe.

Storm Jackal

Armament: Plasma Pistol, Point-Defense Gauntlet

Jackal Ranger

Armament: Covenant Carbine

Jackal Sniper

Armament: Beam Rifle, Covenant Carbine

Jackal Heavy

Armament: Needler, Point-Defense Gauntlet

Hunters

Formal Name: Mgalekgolo

  • Species: Ophis congreation
  • Homeworld: Te
  • Average Height: 12 ft 1 in–12 ft 3 in (368.7 cm–373.4 cm)
  • Average Weight: 10,500 lbs (4,800 kg)

Armament: Assault Cannon, Heavy Shield

A Hunter is not actually an individual entity, but is actually a collective of wormlike beings known as Lekgolo. When Lekgolo join in sufficient numbers, they become Mgalekgolo and can fit into a variety of carapaces derived from heavy armor plating. Armed with Assault Cannons and protected by their heavy shielding, Hunters are rightfully called living tanks by those on the receiving end of their weapons.

Deployed in pairs, the Hunters are some of the most violent and dangerous Covenant troops in combat. Able to take repeated strikes from anti-tank munitions, Hunters can be as immovable as a mountain one moment, then swiftly springing into action when enemies draw close, using their shields as lethal melee weapons.

  • Fighting Hunters from afar is a losing proposition without the right weapons. Their Assault Cannons spew fuel rods at distant targets, and they hunker down with their shields if necessary. So long as you try to attack a Hunter head-on, they will always survive more punishment than you have to deal out.
  • Taking the fight up close to a Hunter is very dangerous, but it is the best way to get access to their weak points: the gaps in their armor that reveal the Lekgolo within. When you draw close, the Hunters immediately attempt to attack you with melee strikes from their shields or their cannon. You can use these wide swings to flank the Hunter and then fire on their exposed worms. Any weapon can do damage to these weak points, but Shotguns, Scattershots, Fuel Rod Cannons, and Rocket Launchers are especially effective. Plasma Grenades and Sticky Detonator grenades are also great weapons to use.
  • It is possible to knock Hunters’ shields aside with a powerful blast and expose their “stomachs” for a brief moment. Whether or not you are in position to exploit this is a different matter.
  • Hunters are always deployed in pairs, and this makes combatting them individually a difficult prospect. They always cover each other, so concentrating on one is to receive a fuel rod from the other. In all actuality, you’ll probably end up spending a lot of ammo trying to kill the first Hunter in order to make it easier to fight off the second.
  • Hunters rarely beat tanks by themselves, but they are capable of doing so if you let them. Their Assault Cannons can devastate heavy vehicles on higher difficulties. If you’re engaging Hunters in a Scorpion, stay on the move.

Elites

Formal Name: Sangheili

  • Species: Macto cognatus
  • Homeworld: Sanghelios
  • Average Height: 7 ft 4 in–8 ft 6 in (223 cm–259 cm)
  • Average Weight: 307 lbs–393 lbs (139 kg–178 kg)

The Elites were once another Covenant race, in prime leadership position, before being betrayed by the Prophets. The Elites staged a successful rebellion that broke the old Covenant in the twilight of the Human-Covenant War. Previously, they struggled in a civil war on their homeworld to determine the direction of their species. One side favored reconciliation with the humans, the other did not. The leaders of the newly formed Covenant appear to be part of a fringe, fanatical sect, not clearly aligned with either side.

Elites are considered the overall best fighting soldiers the Covenant has to offer. They are stronger, faster, and better than the average human in combat, and are driven by their devout religious beliefs. Their archaic honor systems that have at times cost them good soldiers in suicide charges by their violent desire to bring an end to the human species.

Elites are the closest thing the Covenant has to an equal to a Spartan. They are aggressive and smart battlefield commanders with excellent tactical and strategic foresight, with a good record of leading inferior numbers of troops against long odds and still achieving victory. They give no quarter and expect none in return. They should rightfully be respected as equals in the field of battle.

  • Elites are some of the most dangerous enemies you’ll face in traditional combat, being your equal right down to the energy shielding they have for protection. However, for all their bluster and power, they fall to one good headshot. To that end, on any difficulty but especially on Legendary, you should always have the means to break their shields quickly. This means carrying Plasma Pistols and, to a lesser extent, Storm Rifles.
  • Elites are leaders. Their presence in battle stabilizes other Covenant troops, particularly the Grunts. Should they die, panic will strike the ranks. Some say that Grunts make better early targets due to the threat of their suicide charges, but we believe this just makes them easier to mop up once the threat of the Elites is dealt with.
  • Elite Zealots and Warriors are among the most dangerous Elites you’ll face. Warriors carry the Fuel Rod Cannon, but Zealots favor the Energy Sword, and have the physical constitution to push through a charged shot from a Plasma Pistol and still try for a kill. Zealots also use the Active Camo armor ability, so do not lose contact with them, lest you get ambushed from behind minutes later.

Storm Elite

Armament: Storm Rifle, Covenant Carbine

Elite Ranger

Armament: Covenant Carbine

Elite Commander

Armament: Concussion Rifle, Covenant Carbine

Elite Warrior

Armament: Fuel Rod Cannon

Elite Zealot

Armament: Energy Sword, Active Camouflage

Prometheans

Crawlers

Homeworld: Requiem

  • Average Height: 4 ft 11 in (149.9 cm)
  • Average Weight: 371 lbs (168.3 kg)

Crawlers are Forerunner constructs that exhibit tendencies like wolf packs. These machines are surprisingly well armed, and are able to crawl on most vertical terrain, hence their name. Crawlers specialize in massed combat tactics, such as attempting to encircle and bombard targets from all sides, and they use their claws and mandibles to slice into armor should their enemy draw close.

Despite their aggressiveness, Crawlers know when to fall back and give ground. They try to lure enemies into ambushes and counterattacks, and take advantage of sniping positions only they can reach. Despite their short stature, Crawlers cannot be ignored, as they are the vanguard of the Promethean forces on Requiem.

  • Crawlers are some of the fastest enemies you’ll face in battle. Flanking maneuvers are common tactics, so do not put yourself in a position where you can be quickly surrounded.
  • Of all Crawler variants, the Snipe is the gravest threat. Armed with a Binary Rifle, the Snipe can destroy your shields in a single blast on any difficulty save for Legendary, where they kill you outright with a single shot regardless of your shield levels. Know where the little buggers are, and kill them first.
  • All Crawlers are vulnerable to headshots, and have no additional shield protection unless it is provided by a Watcher. A precision headshot weapon is a must.
  • Never chase down large groups of Crawlers that are retreating. This is almost always a setup. They can quickly turn around and counterattack while you are exposed.

Crawler

Armament: Boltshot

Crawler Snipe

Armament: Binary Rifle

Alpha Crawler

Armament: Suppressor

Watcher

Homeworld: Requiem

  • Average Height: 4 ft 2 in (127 cm)
  • Average Weight: 318 lbs (144.2 kg)
  • Armament: Boltshot

The Watcher is a Forerunner construct deployed by Promethean Knights. Providing battlefield support to their allies, Watchers emit Hardlight Shields that protect their chosen ally from incoming fire. Using a gravity beam, they can pick up thrown grenades, suspend their fuses, and throw them back at the enemy. More troubling, a Watcher is able to revive fallen Crawlers or Knights or even construct Beam Turrets to combat their enemies.

Knights

Homeworld: Requiem

  • Average Height: 9 ft 11 in (302.3 cm)
  • Average Weight: 934 lbs (423.7 kg)

The imposing figure that stands as the leaders of the Forerunner forces is the Promethean Knight. Because they use sophisticated weapons and are armored better than any soldiers in the Covenant or UNSC, once Knights appear at any battle, you can expect the challenge to increase significantly. They are able to deploy Watchers in battle for support, and are capable leaders in their own right. Skilled at ranged and close combat, and able to use teleportation to flank and confuse their enemies, the Knight is one of the most dangerous threats found on Requiem.

  • Knights have the fastest regenerating shields in the game. It is not uncommon to see their shields wholly restored after a single teleporting retreat, which makes combat with them an exercise in frustration at times.
  • All Knight variants can teleport rapidly at their enemies for a powerful melee attack that can flatten the toughest opponents. On Legendary, getting hit by this attack is immediately fatal.
  • It could be argued that any of the variants of the Knight, the Commander, Lancer, and Battlewagon, are the most dangerous. Commanders wield the Incineration Cannon, one of the most dangerous weapons in the game. The Battlewagon is one of the toughest to kill of all the Knight variants, and the Scattershot it favors is one of the most powerful close-quarters weapons available. However, it’s our opinion that the Knight Lancer, armed with a Binary Rifle, is the most annoying and infuriating enemy in the entire game.
  • When their shields are broken, Knights can be killed quickly by two headshots: one to expose their skull, and the other to destroy it. These skulls are heavily armored across all variants, but only the standard Knight will willingly expose it after their shields are downed in a display of anger or intimidation.
  • The armored carapace behind the head of a Knight is almost impenetrable to weapons fire. This is also where Watchers are deployed from.
  • Knights are extremely dangerous in melee combat. Their forearm blade gives them an impressive reach, so it is a bad idea to stay close.
  • Knight Commanders take their melee combat to a different level by emitting a shock wave that damages the shielding of nearby enemies and knocks them back a fair distance.
  • When a Knight dies, it releases a glowing essence that can destroy the weapon it held. This function can cost you access to weapons like the Incineration Cannon, so move quickly to retrieve the weapon.
  • Unlike their carapace and their skulls, the rest of a Knight is not so well armored. One valid tactic is to break their shields with a charged Plasma Pistol shot, then pour on fire from any rapid-fire weapon you have on hand, aiming for their torso or even their limbs. The moment they take enough damage, they will immediately dissolve.
  • The Sniper Rifle, Beam Rifle, and Binary Rifle can destroy a Knight in two headshots on Heroic difficulty. On Legendary, it takes the Sniper Rifle and the Beam Rifle three shots.

Knight

Armament: Suppressor, LightRifle

Knight Lancer

Armament: LightRifle, Binary Rifle, Autosentry

Knight Commander

Armament: Incineration Cannon, Autosentry

Knight Battlewagon

Armament: Scattershot, Promethean Vision