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Enemies and Allies

by superstyle4

HALO 3 ENEMIES AND ALLIES GUIDE

BY: SUPERSTYLE4

NO SITE OTHER THAN SUPERCHEATS.COM HAS PERMISSION TO USE THIS GUIDE!

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Enemies:

Prophets:

Prophets are the highest ranking species forming the Covenant. They form the Covenant's political and spiritual leadership and have absolute control over day-to-day operations. The primary executors of the Covenant's will is a theocratic triumvirate of Hierarchs, the Prophets of Truth, Mercy and Regret. Together, they form the core of power for the Covenant government. There are also lower-ranked Prophets who are responsible for individual aspects of Covenant culture, society, and military operations.

Prophets can be seen in-game as physically frail yet mentally agile. While the Hierarchs are confined to levitating thrones, they are more than capable of defending themselves. Guarding them, are handfuls of Brutes. Should their guards fail, they also possess a high-powered energy weapon mounted on the underside of their thrones.

Brutes:

Brutes have a hairy gorilla-like appearance and possess immense strength. Brutes often travel in packs which can cause a prolonged engagement. Standing 9' tall they are organized tribally and are led by their chieftains. Brutes are the newest addition to the Covenant and the most willing fighters. Brutes appear in a few different fur colors; white colored Brutes are usually in higher ranks, as evidenced by the Brute captains, the Honor Guard Brutes and many other different types.

After the assassination of the High Prophet of Regret, the Brutes replaced the Elites as the personal bodyguards of the Prophets and commanders of the Covenant military, which caused dissension in the Elite Ranks.

Jackals:

Jackals serve as the Covenant's scouts and snipers. They are higher in status, if not necessarily rank, than the Grunts. They have superior senses compared to both humans and other Covenant races and are competent marksmen, equipped with either an arm-mounted energy shield and plasma pistol, or a high-powered particle beam rifle. Their shields are more than capable of deflecting human projectile weapons and Covenant needler rounds, but their strength fades considerably under sustained fire from plasma-based weaponry. The beam rifle is capable of cutting down all but the hardest of targets with very few well-placed rounds.

Given their small frames, they are typically found in defensive, dug-in positions, firing from cover or sniping from elevations. A Jackal utilizing a shield is nearly invulnerable, yet an accurate, consistent shooter can place rounds in the feet or arms.[33] These shots might not kill the opponent directly, but the Jackal will recoil visibly and allow a second well-placed shot to finish the kill. The beam rifle allows Jackals to shoot from under cover or in shadows. Typically, they attack while the player is engaged with other targets, using their fellow Covenant as distraction in order to hit their target without taking fire.

Jackals are the only race of the covenant confirmed to be mercenaries, paying only occasional lip service to the Covenant religion.

Grunts:

Grunts serve as infantry for the Covenant's military forces, yet are the lowest creatures in the caste system. Roaming individually or in pairs they pose very little threat to the player, but en masse and in large hordes, their charged plasma pistols can overwhelm opponents. Without leadership and facing forces of equal size, it is common for Grunts to panic and retreat in the face of danger. However, if a higher ranking Covenant is incorporated into their unit, they will rally together to stand and fight. They are seen in-game manning and operating various weapons and vehicles.

They do not breathe the same atmosphere of both the players or the rest of the Covenant species. In order to survive in oxygen-based environments, they must wear a SCBA (Self-containing breathing apparatus) allowing them to breathe methane gases. Grunts stand at approximately five feet tall. Despite their small stature, they are more than capable of wielding the more powerful Covenant weapons systems, such as plasma turrets and man-portable fuel rod guns.

Drones:

Drones are an insectoid race that are about the same status as Jackals in the Covenant. They talk in a chirpy, clicking noise but it is not certain if this is a hive communication or individual conversation. Their exoskeleton is pale green and thick in texture. Because of their mobility, they can sometimes be difficult to kill.

They are suited to flight and combat in areas like Earth's atmosphere which suggests their home world is much like our own. They prefer to stay at a distance and use long range tactics. However, they are skilled close-range combatants as well if the need arises, utilizing their climbing claws in close-quarters. Drones have been noted to land on vehicles and use their claws for vicious and surprisingly powerful attacks against the occupants.

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THE FLOOD:

Infection forms:

The infection forms are small creatures which use tentacles for mobility and infection. They appear to have their own defined biological framework, as in the games they are seen without a host and do not appear to need one to survive. Individually they are weak and fragile; in the game they usually appear (and attack) in large swarms. The infection forms will seek out any sentient life of sufficient bio-mass and calcium deposits to sustain itself, and proceed to attempt to use the creature as a host, by burrowing into the thoracic cavity, tapping into the spinal/nervous system, suppressing the host's consciousness, and releasing spores which cause the host to mutate. 

In the game, the infection form cannot attach to a host if the host is protected by a personal energy shield; contact with the shield will make them explode with a distinct "pop" sound and will have a minimal effect on the shield's strength. However, if several dozen try to attack a shielded host they will gradually deplete their shields to the point that they are vulnerable.

Combat forms:

If the host is strong or deemed "useful" by the parasitic infection form, then the host will be converted into a warrior or worker form, used in defensive/offensive situations as well as maintaining and repairing machinery. The Flood retain and utilize the memories and knowledge of their hosts. These warrior or combat forms are extremely strong and agile and can jump to extreme distances and heights, with the Elite-derived combat forms sometimes being able to use the energy shielding technology on their remaining Elite armour. However, the parasite form within the host is susceptible to gunfire and, if shot, completely disables the combat form until another infection form burrows into it and takes control. These forms can use all UNSC and Covenant weaponry, but are not seen using the Fuel Rod Gun (and in Halo they did not use sniper rifles). Combat Flood are also capable of unarmed combat, striking with whip-like tentacles protruding from the arms of the host. These tentacles can grow out of the arm at an alarming rate, simply breaking the nearby bones and displacing them. They also carry the grenades equipped before the host was infected, which are dropped when killed. Combat forms ignore any threat to themselves and those fighting alongside them and will often kill themselves to kill an opponent. The source of this reckless behaviour has never been identified, though because the Flood are intelligent�albeit not necessarily on an individual level�it is unlikely that the explanation for the wantonly violent ways of combat forms is quite as simple as a primitive drive to obtain food.

Carrier forms:

The third stage of the Flood cycle. Carriers grow large sacs which contain several infection forms. When a carrier is in close proximity to any number of suitable hosts or is sufficiently damaged, it triggers a biochemical reaction which causes the sacs to explode and release the infection forms in order to infect more hosts. This continues the Flood life cycle. Carrier forms cannot physically attack; however, the explosion of a carrier form is roughly equivalent to a grenade detonation, killing any Flood or Covenant within the blast radius. Loose grenades are also set off by a carrier form's explosion. If carrier forms are hurled into the air by another's explosion; upon landing, they will explode.

Brain forms:

Brain forms are large, spongy creatures resembling a large bag of flesh with tentacles. They are used to collect important data, such as codes, planet locations, and information about the species that the Flood can infect. Over time, the brain form strips memories and information from its victims. All body tissues and bones are soon reduced to fluid, and is digested as the brain slowly absorbs the information. A brainform is able to send information to other flood and send the data to the Gravemind.

Command forms: 

The command forms, due to their limited exposure are not well understood. Their purpose is not exactly known. Gravemind is a command form over either all Flood or those on Installation 05 (Delta Halo). When the Flood invaded a Covenant supply ship they used corpses and dead biomatter to feed what appeared to be a much smaller, developing gravemind.

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ALLIES:

In Halo 3 you have some new allies as well as some older ones. A good rule of thumb is to NEVER kill your own allies. No matter how bad they are or how much they get in the way they will always weaken or kill enemies, or at the very least take up their ammo.


Humans:

Currently structured under the UNSC Humans find themselves damaged after years of fighting against the Covenant. Humans have attempted several diplomatic outreaches in the conflict, all ignored. Human occupied worlds have been destroyed and the current population has dwindled to almost nothing. Earth is currently being occupied by a Covenant military force.

Elites:

The Elites have left the Covenant after the Covenant Civil War to form an uneasy alliance with Humankind. The Elites are strong, smart and agile fighters that are very strong and worthy allies.