This is a list of the weapons available in the Microsoft Xbox game Halo 2.
NOTE: All of this information was taken from the Halo 2 Official Guide. The below discussion of Halo's weapons pertains to specifically to gameplay; ie, how and when the weapons are to be used. For a more general discussion, see UNSC and The Covenant.
Halo 2 expanded on the weapon selection in the original game by adding new weapons to fill niches in the opposing Covenent and human militaries, while also limiting some of the older examples. For instance, players of the first Halo game will notice that the Magnum of Halo 2 is considerably less powerful than the pistol available in Halo.
The player is still limited to carrying two weapons at a time, in addition to up to 8 grenades (four fragmentation grenades and four plasma grenades), but the option to "dual wield" two one-handed weapons adds another combat strategy.
Human weapons
In Halo, human weapons are still largely based on ballistics and explosives from chemical reactions. Of course, you have to take into consideration the power of the weapons, for they are still very formidable against an advanced alien race. Though they have less effect on shields and don't have a "battery", they still are stronger than plasma weaponry when shields are down. Though it may seem odd to think that humans would still be using the same basic weapon technology 500 years into the future, consider that 500 years in the past, people were using ballistic weaponry as well.
Magnum
Official Designation : M6C Magnum Sidearm
Projectile Type : 12.7MM Semi Armor Piercing
Dual-Wield : Yes
Damage : Weak due to update
Range : Close
Accuracy : Medium
Rate Of Fire : Fast
Autofire Capability : No
Magazine Capacity : 12 Bullets
Ammunition (Additional) : 48 (4 Magazines)
Reload Speed : 1.5 sec. single wield, 5 sec. dual
Melee Attack : Strong due to update
Scope : No
Advantages:
The magazine of this handgun can hold 12 bullets and has moderate stopping power. In close quarters and dual-wielded, it can be surprisingly effective when employed against unshielded foes. It is quite useful for placing exact headshots.
Disdvantages:
A stripped-down version of the M6D Pistol equipped by the crew of the Pillar of Autumn during their battle with the Covenant on Installation 04, the Magnum does not have a scope - and therefore lacks the very feature that made it's counterpart so deceptively deadly in Halo: Combat Evolved. Over longer distances, the lack of scope and modest magazine capacity render the Magnum largely ineffective. It is also rather slow to reload.
Multiplayer Role:
Without a scope, the Magnum is useless in sniping although it makes a good backup weapon at close range. New players can be deceived by its lack of power compared to its Halo CE equivalent, but when using dual wielding it is very effective at close range. An SMG/Magnum combo is easily attainable (seeing as on most maps the player starts with an SMG) and does more damage than the SMG/SMG combo. A Plasma Pistol/Magnum combo is the quickest way to take down a player at close range - although it is rather difficult. A charged plasma bolt takes down the shields in one hit, and a magnum head-shot kills.
Due to the update, the magnum has lost power. A full clip of headshots won't kill. The auto aim that it once had has been removed. The magnum is practically worthless now.
SMG
Official Designation : M7/Caseless Sub Machine Gun
Projectile Type : 5MM
Dual-Wield : Yes
Damage : Low
Range : Close
Accuracy : Low
Rate Of Fire : High
Autofire Capability : Yes
Magazine Capacity : 60 Bullets
Ammunition (Additional) : 180 (3 Magazines)
Reload Speed : 2 sec single wield, 5 sec dual wield.
Melee Attack : Strong due to update
Scope : No
Advantages:
The SMG's strength is its high rate of fire. While individual shots are not enormously damaging, its full automatic mode of fire has led to it being dubbed the "bullet hose" by users in the UNSC. When dual-wielded, it allows the wielder to drown targets in a torrent of projectiles.
Disadvantages:
The SMG has a number of shortcomings - it is even considered by many to be the worst gun in the game, being less accurate and less powerful than the magnum, that is, simply worse. Its accuracy renders the gun useless save for close range combat. Furthermore, full automatic fire leads to enormous recoil, forcing the SMG's muzzle steadily upward. You will need to compensate for this effect by constantly adjusting aim. If there's no cover available to hide behind while reloading in your current area, you may be better served by another weapon.
Multiplayer Role:
The SMG is not a very effective weapon, but as it is the starting weapon on most multiplayer maps, it can not be avoided. When combined with more powerful weapons (e.g. plasma rifle, charged plasma pistol, magnum) it can be relatively effective at close range against foes with less powerful combos. It takes down shields the third fastest, coming in behind the plasma pistol and rifle. Against flesh, it is second to only one, being barely weaker than the human magnum.
Since the update, the SMG+Plasma rifle combo has been toned down because it was "too powerful"
Battle rifle
Official Designation : BR55 Rifle
Projectile Type : 9.5MM
Dual-Wield : No
Damage : Medium
Range : Medium (With Scope: High)
Accuracy : Medium (With Scope: High)
Rate Of Fire : Medium
Autofire Capability : 3 shot burst
Magazine Capacity : 36 Bullets
Ammunition (Additional) : 108 (3 Magazines)
Reload Speed : 2 sec.
Melee Attack : Medium
Scope : 2x
Advantages:
The Battle Rifle is a basic revision of the Halo 1 pistol. The BR55's optical scope has a 2x zoom facility, which allows players to make accurate hits, even headshots, over greater distances than you might at first suspect. Under most circumstances, the Battle Rifle's short bursts, long range and average damage make it a great all-round weapon.
Disadvantages:
The Battle rifle is less effective in close quarters. That said, equipping a Shotgun as a secondary weapon will accommodate most eventualities.
Multiplayer Role:
The best way to use the Battle Rifle is to use it in an open area, with very little to hide behind. It will take four or five hits to diminish the shields, and only one shot to the head to finish an opponent This said being said, the minimum number of trigger pulls required to kill a fully shielded opponent using only the Battle Rifle is 4.
Another thing to remember is that there may be 36 bullets, there are only 12 shots per round. So, when an enemy has lots of things to hide behind, 4-5 shields can easily turn into a full clip or more, diminishing ammo capacity for the already limited ammo filled weapon.
Easily said before, the best way to use the Battle Rifle is in combination with a Charged Plasma Pistol burst. Once their shields are down, it is an easy shot for the head and an easy kill.
Two more things are important when fighting with the Battle Rifle. One of them is that a Battle Rifle will easily "stun" someone. This does not mean they will stop in their tracks, but it is likely that they will simply stop because of the ear-harming effects of the sound of the weapon being fired. Most people, in this situation, will try to jump and strafe to avoid the BR55's bullets, which is unlikely, due to the accuracy of the weapon.
The bullets do have some "spread" when sniping. Thus, one cannot rely on all three bullets in a burst striking the opponent. This makes the weapon slightly weaker than the halo CE pistol, although it is virtually the same in all other respects.
Shotgun
Official Designation : M90 Shotgun
Projectile Type : 8-Gauge Magnum (3.5")
Dual-Wield : No
Damage : High
Range : Very Close
Accuracy : Low
Rate Of Fire : Low
Autofire Capability : No
Magazine Capacity : 12 Shells
Reload Speed : Slow
Melee Attack : Medium
Scope : No
Advantages:
A weapon that has barely changed since it was first conceived, the Shotgun is a close-range firearm that can stop any creature, Human or Covenant in its tracks. Deadly at short distances, it is a weapon that even Elites should fear: it can overload some shields in a single shot. With it, you can make aggressive charges towards foes, punching through flesh and armor before they have the opportunity to return fire. It can also be, in turn, a great means of defense. When pinned down under cover - or having ducked behind a corner to allow the Master Chief's shields time to recharge - any Covenant soldier with the tenacity to rush your position should meet with a venomous rebuke from your M90. The range of the Shotgun has been slightly diminished for the second game.
Disadvantages
Due to the high spread of its projectiles, the Shotgun is practically useless over medium and long distances. It should always be complemented by a secondary weapon that addresses this most salient of weaknesses. Additionally, the M90 is reloaded one cartridge at a time. Note that you can interrupt the process of loading the shotgun by firing or melee attacking at any time.
Multiplayer Role:
Shotguns are extremely effective in multiplayer combat, due to thier large damage potential. It is best not to reveal this weapon until you need it, lest you evoke an irresistable urge to be run over by your enemies.
To hide this weapon, you should primarily use it as a back up until you see someone close. The shotgun is a potent defensive weapon, mostly in 'choke points' where the enemy must pass, or in situations where the enemy must get close to you, and becomes more potent as more enemies try to pass.
The shotgun is one of the two feared close-range weapons. However, the user must be able to judge the proper distance between him and his target. If he shoots when he is too far, the blast is ineffectual. Because its long loading time, it is recommended to shoot with the shotgun until it runs out, switch to another weapon for the rest of the confrontation, then reload after the skirmish.
While reloading, it is not necessary to finish the process of putting in all 12 shells. You may fire once the first shell is in the gun, or perform a melee attack. This is extremely important in close-combat situations when you are under fire and holding an empty shotgun.
Sniper Rifle
Official Designation : S2 AM Sniper Rifle
Projectile Type : 14.5MM Armor-Piercing, Fin-Stabilized Sabot
Dual-Wield : No
Damage : Very High
Range : Very Long (With Scope)
Accuracy : Very High (With Scope)
Rate Of Fire : Fast
Autofire Capability : No
Magazine Capacity : 4 Bullets
Ammunition (Additional) : 20 (5 Magazines)
Reload Speed : 2 sec.
Melee Attack : Average
Scope : 5x, 10x
Advantages:
The sniper rifle is equipped with a scope that offers two levels of magnification: 5 times and 10 times. A lethal armament when equipped by a patient marksman, it enables you to pick off enemy forces from afar with impunity, unless your opponents have their own snipers. Always, with the exception of Hunters, aim for headshots to inflict the maximum possible damage. Even the mightiest Elite can be dispatched with one or two such impacts as the sheer velocity of the 14.5mm rounds pierce their energy shields.
Disadvantages:
Ammunition for the Sniper Rifle is rare, so conserve it carefully and make every shot count. It is slow to reload, so always try to have at least two bullets available at all times. During multiplayer matches, it takes a great deal of skill to keep an enemy in your sights at 10x zoom. Try finding a spot that will require your opponents to approach you directly. Always have a good secondary weapon to equip if discovered, as the sniper rifle is not a wise choice at close range.
Multiplayer Role:
Aim for the head. Two shots to the body is needed for a kill; if you are attacking a group, then you can only hit two targets before having to reload. Some targets are easier than others, so don't waste ammo on a target that is unlikely to be hit. Choose carefully and focus on players on turrets, players camping, snipers not focusing on you, players sneaking, and players running in an open space.
When you are able to snipe a group of players, select a single target at a time, preferably one in the back of the group or a target offering a clean head-shot. If you kill a player in the back, the group is likely to suspect the attack came from the opposite side which might give the vapor trail time to disipate before they spot it.
Spamming needler ammunition and SMG rounds in the general direction of snipers disables the scope. Also, erratic strafing ensures that the sniper can only hit you with a lucky shot, unless he is very, very good.
Rocket launcher
Official Designation : M41 SSR MAV/AW
Projectile Type : 102MM Shaped-Charge, High-Explosive Tracking Rockets
Dual-Wield : No
Damage : Very High
Range : Long
Accuracy : High (Charged: Homing)
Rate Of Fire : Fast
Autofire Capability : No
Magazine Capacity : 2 Rockets
Ammunition (Additional) : 6 (3 Magazines)
Reload Speed : Slow
Melee Attack : Powerful
Scope : 2x
The portable Rocket Launcher (a.k.a. the Spanker, from the letters 'SPNKr' stenciled on either side) fires explosive missiles that can be fired with a homing capacity. Its basic point-and-launch functionality remains the same, though: simply aim and pull the trigger. The rockets are slow and noisy; they give a distinct audio cue that will warn all nearby enemies of the incoming danger. As a rule of thumb, it's best to aim the SPNKr at the feet of infantry targets or a nearby wall. Its rockets have a large blast radius and can be devastating when used against groups of assailants. It is also an anti-vehicular weapon of great potency.
The Rocket Launcher has a homing feature. If you are targeting an enemy vehicle and your reticule is red, you can hold "R" to lock on. Once the trigger is depressed and held, a circular crosshair will appear. Then release the trigger to fire a homing rocket. To cancel the targeting process, press "Y" to switch to another weapon.
The rockets move much faster than in the original halo. However, the rockets are still slow, and the rocket launcher is still a close range weapon. (except in the case of anti-vehicular combat)
While falling, if one melee's an opponent, target is killed due to size and power of the melee. Use this to suprise opponents around corners or camp up high and jump down to them.
Frag grenade
Official Designation : M9 HE-DP Fragmentation Grenade
Damage : High
Range : Long
Ammunition (Additional) : 4 Grenades
As well as the titular effect of launching lethal high-speed shards when deployed, the Frag Grenade is also packed with high explosives. It is an anti-personnel weapon that can introduce chaos and carnage to even the most well-drilled group of infantry, and is also effective against vehicles. When thrown, its timer begins on first impact with a surface; detonation follows three seconds afterwards. This feature makes it ideal for disrupting (or eliminating) well-armed or entrenched enemies from a position of relative safety. If you aim it at a wall, you can judge its bounce to drop it in the desired spot.
The Frag Grenade isn't as effective against shielded or especially hardy foes as it ideally could be - think Elites, Brutes and Hunters - so you should use a couple when facing strong enemies. A good tactic is to soften up a few assailants with a grenade, then follow up with a burst of automatic fire. It can also be deployed on the ground to facilitate a hasty retreat. Try throwing one while backpedaling or before turning to run. Following enemies will be in for a rather nasty surprise or, alternatively, simply deterred from giving chase.
The frag grenade has significantly more bounce and significantly less splash damage than it did in the first Halo title. In multiplayer, a direct frag hit will no longer kill. It will take away all of the enemy's shields however.
Turrets
Projectiles : Various
Damage : Medium
Range : Long (Less effective with distance)
Accuracy : Medium
Rate Of Fire : High
Autofire Capability : Yes
Ammunition : Unlimited
Scope : No
Manning a turret is similar to using a vehicle: press "X" ("E" on the computer} to take control, and press again relinquish it. There are two human and two Covenant turrets. The human turrets are high-powered machine guns found in two sizes - portable and fixed. Their two Covenant equivalents fire scorching blasts of superheated plasma.
These gun emplacements are mounted in various positions throughout the Campaign game and appear in a number of multiplayer maps. While using one you are extremely exposed to enemy fire: you will immediately become a target that all good commanders will order neutralized with haste. With a fixed field of fire, the effectiveness of a human turret depends on the direction that your enemies are approaching from. Still, with unlimited ammunition at your disposal, they are very handy for thinning out an advancing force, and will even cause the drivers of vehicles no small amount of anguish.
The heavier of the two human turrets is basically the same as the lighter one, but more upgright. It is revealed on boxes in the multiplayer map Headlong that the caliber is 7.62 mm, that it is gas-operated, and uses a linkless ammunition belt.
The light version is just as powerful, but has a smaller stand, providing a smaller profile for the operator.
The lighter covenant turret is basically the same as the light human turret, but it fires small bursts of plasma. The heavy one requries the operator to sit in a chair. It fires slow-moving balls of plasma in two-shot bursts, and has a rechargeable shield on the front to protect the operator.
In multiplayer, it is possible to "destroy" a turret with a fragmentation grenade, but still have it function. An enemy attack will see the turret, apparently destroyed, and charge. However, on occasion one can use the "stick" that remains and promptly dispatch the enemy.
Covenant Weapons
Covenant weapons are better suited for reducing shields, and typically fire faster than their human counterparts. Many Covenant weapons will overheat if fired too often, after which, they must be given time to cool down before they can be used again. Covenant weaponry takes longer to ready than human weaponry. It takes two seconds after pressing "Y" to switch to a Covenant weapon, while human weapons take one second.
There are several Covenant weapons that are new to Halo 2, including the Covenant Carbine, Particle Beam Rifle, Brute Shot, Plasma Sword, and Fuel Rod Gun.
Plasma pistol
Ammunition : Superheated Plasma
Dual-Wield : Yes
Damage : Low
Range : Close
Accuracy : Medium (Charged: Homing)
Rate Of Fire : Low (Charged shots), Medium (Rapid single shots)
Autofire Capability : No
Energy Per Round : 0.5% (Charged: 15%)
Overheating : Average
Melee Attack : Medium
Scope : No
As a rule, the Plasma Pistol is equipped by lower-ranking Covenant. Its basic form of fire is inefficient against large groups or stronger foes, even in a dual-wield configuration. Attempts to imitate automatic fire by pulling the trigger quickly will soon lead to overheating.
The plasma pistol's secondary fire mode is one of the most unique weapons in Halo 2. Keep the trigger depressed, and a large ball of plasma will form at the muzzle of the pistol. Point it at a shielded foe, and release to fire. This plasma ball has a limited homing capability and will completely eliminate an enemy's shields. Including overshields. When equipped with a UNSC weapon and a Plasma Pistol, the player can slaughter individual Elites in little more than it takes to dispatch a couple of common Grunts. When coupled with the Magnum, it provides a two-shot kill if the Magnum bullet hits the head.
The pistol must be cooled after releasing an overload shot or firing several normal shots. One overload shot will bring down a Sentinel. However, the Overcharge is useless when attempting to kill anything else.
In multiplayer, the overcharged plasma pistol/ human magnum combo is feared. However, one can not use only overcharge shots to dispatch an enemy, which means that a plasma pistol is not to be relied on as the only weapon. Another combo from long range is the plasma pistol/ battle rifle weapon set (in the absence of a Battle Rifle, a Covenant Carbine will also do nicely). It is often referred to as the n00b combo, since little skill is required to use it.
Plasma Rifle
Ammunition : Superheated Plasma
Dual-Wield : Yes
Damage : Medium
Range : Close
Accuracy : Medium
Rate Of Fire : High
Autofire Capability : Continuous Fire
Energy Per Round : 0.5%
Overheating : After Approximately 6% to 7%
Melee Attack : Fast
Scope : No
The Plasma Rifle is a staple of Covenant troops, and is mainly brandished by Elites due to its large size. It fires blue-white plasma at high velocity and can be fired automatically (which doesn't reduce accuracy when wielded alone. Dual wield has horrible accuracy.). It is inclined to overheat rapidly, and is limited by a built-in failsafe system that kicks in once its temperature reaches a certain level. As with all hand-held plasma weapons, you should always give it time to cool when necessary. Short, successive bursts of fire tend to work best, particularly against the energy shields of Jackals and Elites. When its battery is exhausted the plasma rifle should be replaced.
Brutes have their own version of this weapon: the Brute Plasma Rifle. Red in color and typified by a higher discharge rate, this variation is even more prone to overheating. Its redeeming quality is the that it will stun opponents briefly.
There is a secret "Plasma Rifle" in the Metropolis Level. There are many ways of aquiring it, some more difficult than others. The most common way of acquiring it is to coax a Banshee through the first tunnel, and then board it just before you come to the loading point upon leaving the tunnel. On top of one of the buildings you will see a Plasma Rifle floating in the air above an orange cone. When you pick it up, it says "Plasma Rifle" but it shoots the same shots as the Scarab machine and it never runs out of ammo.
In multiplayer, this weapon reduces shields very quickly, second only to a plasma pistol overcharge. When used in tandem with a human SMG, one can rip through enemy players at close range; this combo can even take down energy sword wielders.
Needler
Ammunition : Crystalline Projectiles
Dual-Wield : Yes
Damage : Low to High
Range : Long
Accuracy : Homing
Rate Of Fire : High
Autofire Capability : Yes
Magazine Capacity : 30 Rounds
Ammunition (Additional) : 90 (3 Magazines)
Reload Speed : 2.5 sec.
Melee Attack : Average
Scope : No
Many players did not realize the true function of the Needler in Halo: Combat Evolved until they attempted the Legendary skill setting. On the default Normal level, the Needler appeared underpowered and eclipsed by better options. Legendary players, though, christened it the "Elite Killer": a weapon specifically suited to dispatching the Master Chief's most intelligent opponents. This is due to the needler's ability to ignore shields and affect health directly. For Halo 2, the Needler has been upgraded. It is now a far more effective and entertaining weapon in general combat, especially when dual-wielded.
The Needler fires crystalline projectiles that home in on targets over long ranges and can bounce from obstacles. These needles are embedded on impact and detonate in an oft-deadly explosion of shards. If there are at least eight needles in a target, the explosion can be as deadly as a grenade. Similar to a plasma grenade, a needler explosion can also set off nearby grenades.
The Needler uses a small, football-shaped crystal that seems to function as the "clip." This "clip" can be seen in Halo: Combat Evolved in the level 343 Guilty Spark.
In multiplayer, this weapon is almost useless, as the needles can be easily dodged, due to their slow travel time. However, dual needlers can be entertaining; the player can spam the entire map with 60 pink needles. The most effective and entertaining way of using needlers is to dual wield two and attack from behind an opponent. This is especially practical on the map Beaver Creek.
Carbine
Ammunition : High-speed Radioactive Projectiles
Dual-Wield : No
Damage : Medium (With scope: High)
Range : Medium (With scope: High)
Accuracy : High
Rate Of Fire : High
Autofire Capability : No
Magazine Capacity : 18 Projectiles
Ammunition (Additional) : 72 (4 Magazines)
Reload Speed : Average
Melee Attack : Average
Scope : 2x
Compared with other examples of the Covenant's armory, the Carbine is somewhat unusual: its energy projectiles are fast and damaging, but its single-shot design seems strangely old-fashioned. Don't misgauge its strength. When used by a professional, the Carbine is an accurate weapon redolent of a cross between the Sniper and Battle Rifles.
With a 2x zoom facility, it's possible to make lethal headshots from afar. The Carbine's only real shortcoming is that your position is betrayed by a green trail with each shot. When you get your hands on one, be sure to take advantage of it.
This weapon is superior to the human battle rifle if one is able to get headshots, due to its higher accuracy, greater power, and greater rate of fire. However, the battle rifle requires less aiming, and is much more commonly available. The Carbine is hidden in most levels it is in. Such as in Ivory Tower it is placed behind some stacked crates and in Waterworks, it is to the right of either base on path on the wall to the teleporter exit.
Beam rifle
Ammunition : Accelerated Particle Beam
Dual-Wield : No
Damage : Very high
Range : Very long (With scope)
Accuracy : Very high (With scope)
Rate Of Fire : Fast
Autofire Capability : No
Energy Per Round : 5% to 6%
Ammunition : 100%
Overheating : After two rounds in rapid succession
Melee Attack : Average
Scope : 5x, 10x
The Beam Rifle is the Covenant equivalent of the sniper rifle, with identical zoom capabilities and similar stopping power. It can be used to deliver headshots with its accelerated particle beam. The Beam Rifle has an integral battery that is limited to eighteen shots; like other Covenant weapons, it overheats with repeated fire.
Similarly, its weaknesses are identical to those of the sniper rifle. It is not a close-quarters weapon. The sniper's position will be revealed by the tell-tale trail that accompanies each shot. Once the Rifle is used up it is completely useless. These rifles are abundant in Halo 2.
In Multiplayer, this weapon should be fired slowly, as to not overheat it. In close range, aim for the head, and remember that most enemies strafe from your right to left.
Fuel rod gun
The Halo 2 version of the Fuel Rod Gun is not available in Multiplayer. It features a 2x scope, and its projectiles move slower than those of the original FRG. The projectiles do not appear to have retained their signature ballistic arc from Halo 1, but instead seem to move linearly, similar to the Rocket Launcher. In Halo 2, the FRG is clip-fed, with a five-round magazine. It is handy in some situations, for example, it will kill a Hunter in two or three shots, and a Brute in just one. In Halo 1, this weapon was restricted to Grunts and Hunters. In Halo 2, at least one Elite can be found using this weapon as well. Many grunts are depicted wielding the weapon; it is highly destructive and has high potential as a door-stopping weapon. Five rounds of "Green death" will annihilate enemies charging through a door.
This weapon is not available in multiplayer.
Brute Shot
Mainly used by Brute Captains and nicknamed the Ginsu 9000 by Electronic Gaming Monthly magazine, the Brute Shot is a grenade launcher that fires frag grenades that hits its target or is deflected by an object. It has a blade at the bottom that is used for melee attack.
The Brute Shot has a 4-round capacity, with a maximum of 12 additional grenades. The projectiles have a tendency to bounce, but explode on contact with opponenets and vehicles.It taked three grenades to kill directly. 5 hits with splash damage. The Brute Shot, due to its signature blade, has a melee damage comparable to that of the Energy Sword. A grenade and a melee will kill a fully shielded opponent.
Although useful in singleplayer, against flood and covenant, one should avoid this weapon in multiplayer. Although it does have a two-hit melee kill comparable to the flag/bomb/skull , the grenades, while powerful, are notoriously difficult to aim and prone to splash both you and your enemy.
Scarab Gun
This all powerful gun can be found on the Scarab Covenant Vehicle. This Vehicle can not be "Jacked" or driven. This weapon can not even even be found on regular grounds. The Scarab Gun, when found, looks like a Plasma Rifle, and is a hidden secret or easter egg, a challenge to those who adventure. As powerful seen when used by the Scarab, the blast on this gun is greenish-blue and completely annihilates any enemies.
The Scarab Gun is hidden on the Metropolis level and most easily obtained in Co-op mode. At the beginning of the level proceed across the bridge and destroy every enemy and marine. Near the end of the bridge Cortana will say something about a "welcome party". Destroy the three Banshees and Ghosts that appear. When two Wraiths and two Banshees appear, destroy the Wraiths and one Banshee. Player 1 should remain outside to distract the remaining Banshee, while Player 2 enters the tunnel. Follow the tunnel to the area with the circular opening kill the sniper Jackal and return to Player 1.
Get the Banshee to follow both players into the tunnel but do not board it yet. It make take several tries to get the Banshee to fly into the tunnel. Coax the Banshee over the next two road blocks. When it is past the second one, have both players stand near the entrance of the room where Player 2 killed the Jackal. It should fly forward and get stuck. Shoot off both the Banshee's wings so it can fit through the opening. Have Player 1 walk slowly in front of the Banshee, making it follow him. Player 2 should be behind it, gently pushing it. Take it to the left and get ready to board it. At the checkpoint the Elite in the Banshee will immediately disappear and after a second the Banshee will also disappear. Both players should hold the X button quickly to board the Banshee. If done correctly, one of the players will be flying the Banshee.
Take the Banshee outside and directly up. Very high in the sky are two skyscrapers with two bridges connecting them. In the middle closest bridge, there is something that looks like a plasma rifle underneath a "warning" cone. This is the handheld Scarab Gun. It has infinite ammo.
Plasma grenade
The Covenant plasma grenade is one of the more clever weapons in the game. The plasma grenade has the ability to distinguish between organisms and scenery. A plasma grenade will stick to organisms and explode three seconds after contact with that organism. It is also able to stick onto vehicles. The plasma grenade will also explode three seconds after coming to rest.
In Halo 2, the Plasma Grenade will kill anything that it is stuck to, with the exceptions of Hunters, vehicles, and SpecOps Elites (Legendary only). Its splash damage and shield-draining capacity have been significantly reduced from the original. However, the weapon does seem to have a "bewildering" effect on hunters, who will wander aimlessly after a direct plasma grenade hit. This enables the player to easily achieve the orange-spot shots needed to dispatch the hunter.
Energy sword
As the name implies, it is literally a sword running on energy. In Halo: Combat Evolved, only the Gold Elites wield the sword and they're not available to players. Halo 2 allows the Master Chief and the Arbiter to pick it up and use it. In campaign mode, the sword degrades with each hit until it is useless, but swords in multiplayer games last forever. A person who wields the energy sword can either do a lunge at the opponent, or do a normal melee. A lunge is performed when the reticule has locked on to the enemy target and instantly kills the victim. Note: on the harder difficulties in campaign, the plasma sword will not always instantly kill.
In multiplayer games, the sword is highly regarded in base defense and assaults.
The lock-on feature of the Energy Sword has also been used for a trick known as Sword Flying, which enables the player to fly extremely far distances. In order to fly, the player must sit in the side seat of a vehicle (either the Spectre or Warthog) with the Sword, have an opponent come near until the Sword's reticle turns red, pull the right trigger, then have the opponent run as far away as desired in a direction without any obstructions to flight. Then, the player must exit the vehicle, and will immediately begin flying. This trick is also possible using other weapons, with the Rocket Launcher being the most useful. For this version, the player must aim the Rocket launcher at something and get the reticle to turn red, then press "Y" to switch to the Sword, and immediately hit the trigger before the reticle changes. If timed correctly, this fools the game into thinking that the Sword was locked on, and will enable the player to fly to the target. If mistimed, the player will either do nothing or will fire a rocket.
Forerunner weapons
Sentinel beam
Used by Sentinels, the Sentinel Beam emits a red-orange or blue beam that can take out energy shielding. The blue Sentinel Beam is more powerful than the red/orange one. It is generally ineffective except against Sentinels and the Flood. The weapon is most often found with the destroyed bodies of Sentinels.
In Multiplayer and for most of the Campaign, this is a weapon to be avoided. However, it can be relatively effective against flood and sentinals, and like the rocket launcher does good damage in melee attacks.