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Halo Tricks, Secrets, and Glitches [Version 1.9]



*INTRODUCTION*
This is my first FAQ, a Halo secrets FAQ. This is mainly a compilation of tricks
and glitches found at either www.halo.bungie.org, 1337guide.com,
yuan.ecom.cmu.edu/utfoo, or in Legolas' secrets FAQ, here on GameFaqs. I am not
taking credit for discovering any of these tricks, as I got the ideas for
performing most of these from either of those three sources.

Unless otherwise indicated, I have performed all of these tricks or seen/heard
all of these easter eggs, so they all work. Some may require a few tries, some
will require many tries, but all are possible.

To search for a trick, find its name in the table of contents. Press ctrl+F, and
type the trick name surrounded by brackets. Example: [Free grenades, SC]


---Table of Contents---
,,Version History
,,Legend
,,Tricks
,,,,,Single Player
,,,,,,,,,,Jumping into rocks
,,,,,,,,,,In Pelican cockpits
,,,,,,,,,,Jumping high with a ghost
,,,,,,,,,,Freezing enemies
,,,,,,,,,,Falling through the ground
,,,,,,,,,,Flares
,,,,,,,,,,Dirt from nowhere
,,,,,,,,,,Invincibility
,,,,,,,,,,Headless MC, PoA
,,,,,,,,,,Outside the shield charger, PoA
,,,,,,,,,,Under Cpt. Keyes, PoA
,,,,,,,,,,Three weapons in PoA
,,,,,,,,,,Bottom of Halo
,,,,,,,,,,Under the light bridge, Halo
,,,,,,,,,,Inside light bridge hole, Halo
,,,,,,,,,,Top of Halo (two ways)
,,,,,,,,,,Three Warthogs, Halo,,,,,,,,,,Rock ledge, Halo
,,,,,,,,,,MC falls to death in cutscene, Halo
,,,,,,,,,,Kill marines in their cells, T&R
,,,,,,,,,,Marines, MC attacked in cutscene, T&R
,,,,,,,,,,MC attacked in cutscene, T&R
,,,,,,,,,,Warthog in the main facility, SC
,,,,,,,,,,Bottom of the main facility, SC
,,,,,,,,,,Descending the security shaft, SC
,,,,,,,,,,Marines never stop shooting, SC
,,,,,,,,,,Don't deactivate the security system, SC (two ways)
,,,,,,,,,,Free grenades, SC
,,,,,,,,,,Automatically kill the gold elite, SC
,,,,,,,,,,Warthog through the tree barrier, SC
,,,,,,,,,,Top of the Silent Cartographer
,,,,,,,,,,Stay in Pelican, AotCR
,,,,,,,,,,Floating plasma grenade, AotCR
,,,,,,,,,,Jumping between bridges, AotCR, Two Betrayals
,,,,,,,,,,No enemies, AotCR (three ways)
,,,,,,,,,,Two crashed Pelicans, AotCR
,,,,,,,,,,Early banshee, AotCR
,,,,,,,,,,Into the Control Room with no cutscene, AotCR
,,,,,,,,,,Bottomless tree, AotCR
,,,,,,,,,,Off the land bridge, AotCR
,,,,,,,,,,Unresponsive enemies, AotCR
,,,,,,,,,,MC killed in cutscene, AotCR
,,,,,,,,,,MC attacked and killed in cutscene, AotCR
,,,,,,,,,,On top of 343 GS
,,,,,,,,,,Floating assault rifles, GS
,,,,,,,,,,Mysterious marine, GS
,,,,,,,,,,Auto-death, Two Betrayals
,,,,,,,,,,No enemies, Two Betrayals
,,,,,,,,,,Sniping wraith driver, Two Betrayals
,,,,,,,,,,Beginning of AotCR, Two Betrayals
,,,,,,,,,,Across the gap in Keyes
,,,,,,,,,,Fast banshees, Keyes
,,,,,,,,,,Outside of the PoA, The Maw
,,,,,,,,,,Play with "Revert to save" screen, The Maw
,,,,,,,,,,Inside the vent core, The Maw
,,,,,,,,,,Bottom of the Maw jump
,,,,,Co-op
,,,,,,,,,,Infinite ammo
,,,,,,,,,,Infinite active-camouflage
,,,,,,,,,,Jump really high (using a Warthog)
,,,,,,,,,,Touching Halo, PoA
,,,,,,,,,,Three weapons, both players, PoA
,,,,,,,,,,MC on the ring, AotCR
,,,,,,,,,,No enemies, AotCR
,,,,,,,,,,Descending the security shaft, SC
,,,,,,,,,,Beginning of AotCR...in Two Betrayals
,,,,,,,,,,Linked-lives, Two Betrayals
,,,,,,,,,,MC Killed in cutscene, Two Betrayals
,,,,,,,,,,Don't deactivate the security system, SC
,,,,,,,,,,Don't wait for doors to open, The Library
,,,,,Multiplayer
,,,,,,,,,,Wrong hand
,,,,,,,,,,Broken teleporter, Sidewinder
,,,,,,,,,,In the ceiling, Blood Gulch
,,,,,,,,,,Shoot through walls
,,,,,,,,,,Through the bars in Sidewinder
,,,,,,,,,,On top of Sidewinder
,,,,,,,,,,On top of Blood Gulch
,,,,,,,,,,Top of Damnation
,,,,,,,,,,Bottom of Damnation
,,,,,,,,,,Sniper Rock, Blood Gulch
,,,,,,,,,,Vehicles on the Blood Gulch bases
,,,,,,,,,,Extra large teleporter, Chiron
,,,,,,,,,,Killed by The Guardians
,,,,,,,,,,Long flag throw, Blood Gulch
,,,,,,,,,,Claymores in Chiron
,,,,,,,,,,Hidden room in Chiron
,,,,,,,,,,Top of Battle Creek
,,,,,,,,,,On ledge in Rat Race
,,,,,,,,,,Up high in Wizard
,,,,,,,,,,Ghost in second floor of base, Sidewinder
,,,,,,,,,,Jumping from great heights, not taking damage
,,,,,,,,,,On pillar in Chill Out
,,,,,,,,,,Hidden room in Chill Out
,,,,,,,,,,Ghost in the teleporter
,,Easter Eggs
,,,,,,,,,,The pistol
,,,,,,,,,,.fortune
,,,,,,,,,,Hidden Music
,,,,,,,,,,Hippo
,,,,,,,,,,Rex
,,,,,,,,,,Food Nipple Grunt
,,,,,,,,,,The Megg
,,,,,,,,,,Keyes' pipe
,,,,,,,,,,Keyes' nametag
,,,,,,,,,,Marcus Lehto
,,Miscellaneous
,,,,,,,,,,The "Double Jump"
,,,,,,,,,,Surviving falls
,,,,,,,,,,Errors outside the game
,,,,,,,,,,Beginning additions
,,,,,,,,,,Legendary ending
,,,,,,,,,,Top of levels info
 
---Legend---

MC- Master Chief
LAAG- Light anti-aircraft gun, the gun on back of Warthogs
AR- Assault rifle
RL- Rocket launcher
SR- Sniper Rifle
PoA- Pillar of Autumn (either the level or ship, defined through context)
T&R- Truth and Reconciliation (level only)
SC- Silent Cartographer
AotCR- Assault on the Control Room
343 GS- 343 Guilty Spark (level only)


---Tricks---

-Single Player-

[Jumping into rocks]
There are some rocks throughout the game that, when you exit a Warthog close
enough to them, you'll end up inside it. I've only tried it from the gunner
seat, but others may work, as well. One of the rocks that can be jumped into is
in Blood Gulch. It's near the middle of the level, but a bit closer to red base.
It's defining feature is it's slanted greatly. Park a Warthog back up against
the front of the rock (the side highest in the air). Then get out, and get in
the gunner seat. Turn the gun slightly to the left and jump out. You should
either land inside the rock or hit the side of the rock. If you're not in, get
back in the gunner seat and change the direction you're aiming slightly, and try
again. Once inside the rock, you can only be killed with explosives. You can
shoot people on the other side, but they cannot shoot you (except with a tank).

[In Pelican cockpits]
To get into the cockpit of a Pelican, back a Warthog against the nose. Get in
the gunner seat, then exit it. Angle the gun so that when you get out you land
inside the Pelican. This is the same method as jumping into rocks.

[Jumping high with a ghost]This is most effective for getting on top of
Sidewinder and Blood Gulch, but I'm
putting it here anyway. Take a ghost and head to a wall that's slightly slanted
(it doesn't have to be extremely slanted, but can't make a 90 degree angle).
Make sure the wall is to you're right, and start strafing towards it. Be far
enough a way so you can get a bit of speed, then, when you're five to seven feet
from the wall, exit the ghost. As soon as you can, jump. You should have been
going fast enough so that when you jumped out, you landed, more or less, on the
wall, then, when you jumped, the speed, the ghost bumping you, and you're
jumping sent you fairly high up or over the wall. If you get out too late, you
won't go very high. If you get out too early, you'll get run over by the ghost.

[Freezing enemies]
This can be done in many places, but I've only done it intentionally in one
location. Basically, what happens is you cross a load point, then go backwards.
Some of the computer controlled characters will now be frozen. You can do
whatever you want to them, and nothing will happen. Explosives might blow their
guns away, but it won't effect them...until you move a certain distance away
from them. Then all the damage and explosions take place at once (an actual
explosion won't occur, but the effects certainly will).

Here's a good place to do it:
In AotCR, as soon as you get outside to the marines, leave them behind and rush
to the chapter "Rolling Thunder". Now, turn around and go back. All the marines
that were alive, and most of the ghosts (with their elite drivers) will be
frozen.

[Falling through the ground]
Sometimes, when two objects try to occupy the same space at the same time, one
(almost always the player) will fall through the ground to their death. There
are several ways to do this; here are three:
1. Find a manned shade (one with an enemy in it), and keep walking into it. Keep
holding forward, sometimes changing your direction slightly, and eventually
you'll fall under the shade and die.
2. In the beginning of the PoA, jump back in the cryo tube before it closes
(don't crouch when you do this). Now, walk around inside it a bit. There are
several things that can result from this, but I've found that the most common
occurrence is falling under the cryo tube, hitting an invisible floor with three
bars of health left, then falling to the side and dying.
I've also managed to be killed by having a Warthog flip over and push me through
a mountain, and when trying to perform the co-op method of getting through the
locked door in the Silent Cartographer.
3. Go to Two Betrayals. Get the banshee and fly back into the control center.
Look at the lights that circle the room under the platform. Go to the second
light from the left (if you're entering the control room); the light to the left
of the one with a blue light next to it. Get out there, and a few feet up and
two the right of the light, you'll fall through the level to your death.

[Flares]
Flares are useful, usually in multiplayer, for one player to find out where the
other is. You need two plasma grenades. Throw one, then, without moving your aim
at all, throw the other. They will land on top of each other, and when the first
one explodes, the second will be sent straight up into the air and detonate.

[Dirt from nowhere]
Sometimes when programmers assign a certain effect to a color (like brown dirt
being flung into the air when hit with a bullet), the effect can be
inadvertently assigned to other objects as well. Take any weapon (for best
results: plasma grenade, sniper rifle, LAAG, or plasma pistol). Go to any
Pelican and shoot the glass of the cockpit with it. Dirt will fly into the air
out of nowhere, but will not if the Pelican is hit anywhere else. Also, if you
use a flare, look closely at the second grenade's explosion. A pile of dirt will
appear in the middle of the sky.

[Invincibility]
If your overshield is charging, you're temporarily invincible. You cannot be
killed by any amount of explosions during this time. This is very useful for
rocket/grenade jumping, or taking a ride in a warthog during a warthog jump.

[Headless MC, PoA]
Choose the level the Pillar of Autumn (heroic or legendary for best results),
and as soon as you gain control of Master Chief, jump back into the cryo tube
before it closes. If you made it, you should be able to walk down a bit. Then,
looking at the cryo tube at different angles can result in seeing a body of
Master Chief, but with no head. This is the body you get from the view in the
beginning on the lower difficulties (like when it says to use the right stick to
look around, and they bring up your health monitor). In this view, you do not
see your own head, so when you see it from third person, you don't have a head.

[Outside the shield charger, PoA]
At the beginning of the game (on easy or normal difficulty), after the crewman
works with your vision (inverting the y-axis), you're told to walk over to the
energy shield test station. Once there, look at the crewman and walk slowly to
the very edge of the yellow box. If you're just barely in, the chargers will
start up, and on their first time around will knock you out of the box. Your
shields will still charge, though.

[Under Cpt. Keyes, PoA]
I'm not sure how this one works yet, but sometimes, in the cutscene where Cpt.
Keyes gives you his pistol, he will be standing on top of you. You'll only be
able to see his legs. I'll update this if/when I find out what causes this.

[Three weapons in PoA]
Once you make it to the bridge, skip the cutscene, then watch as Keyes gives you
his pistol. Right after that sequence ends and you regain control of MC, run as
quickly as you can back the way you came. There is a checkpoint at the entrance
to the bridge, but if you get there before the objective (Escape from the
PoA...) fades from the screen, you will not get the checkpoint. Continue on,
pick up the assault rifle, then go pick up any other gun. Now, head back to the
bridge and walk up to Captain Keyes. Leave, again, and when you cross the
checkpoint the pistol will load. You now have three guns. You can switch them,
swap them, reload them, save the game, anything you want. In single player, you
will have the three weapons for the rest of the level no matter what.

[Under the light bridge, Halo]
After you get the Warthog, drive to the cave place. After disposing of all the
Covenant, look to the left side of the room (before or after the light bridge,
it doesn't matter) and you should see a small ramp, leading to a platform with a
glass center. Get a lot of speed with the Warthog and drive off this ramp. Turn
to your right as you start going off, so you're turning horizontally toward the
wall in front of you. If you did it right, you'll hit that white section and
start to slowly slide down. Don't accelerate until you hit the bottom.

[Inside light bridge hole, Halo]
Activate the light bridge in Halo, and go to either of the four arms that come
out to create it. Jump onto one of these (it's easiest to jump onto the thicker
sections) and walk to the wall that it comes out of. You can now crouch and walk
into it. If you go all the way back, though, you won't be able to get back out.

[Top of Halo (two ways)]
Method 1: Right when you get the Warthog, hop in and turn around. Look at the
cliff wall. You should see a very grassy area that transitions into a very rocky
area. Get some speed and drive up the grassy area, right next to the rock area,
but make sure you're in no way on the rock. Keep holding up, and you should
continue moving slowly. Turn when necessary to make sure you don't drift too far
either way. Eventually, you'll start picking up speed and will be at the top.
Warning: You cannot exit the Warthog once at the top. If you're moving and the
big blue beam shoots, you'll freeze. You won't be able to move, shoot, switch
weapons, anything except look around.

Method 2: Drive to the group of marines overlooking the cliff edge ("We should
search the interior of the structure before we leave"). Go to the grassy wall
opposite the cliff edge. Get some speed and begin driving up this wall. You'll
go somewhat slowly and you'll have to make adjustments left or right as you go,
but getting to the top doesn't take as long as in the previous method, and you
can't freeze once you're there.

[Bottom of Halo]
Whew, this one took a while. I've wanted for so long to get to the bottom of
Halo's waterfall, but the way to get there definitely isn't what you'd expect:
1. After you get the Warthog, turn around 180 degrees and look at the cliff
wall. See how the rocky part fades into the grass part. Get some speed and
drive straight to the transition, where the rock fades to the grass, but
slightly more towards the grass. You should be able to, very slowly, drive to
the top.

2. Once you begin gaining speed again, turn to the right and drive that way.
After you go over a small slope, notice how to your left there is a
relatively flat area. You should be on the slope that leads up to that area.
Don't go there, keep going forward and they'll be a small area that slopes
up. It's not very big, but it's big enough for the Warthog to sit on. This
slope is down and to the right of the flat area I was talking about before.
As soon as you get to the top of the level, hurry to this slope and stop.

3. Watch the blue beam, now. Count how long a pause there is between each time
it fires. For seconds before it fires, begin driving up and to the left, on
top of and past the rock area that was above you when you first came atop the
level. Keep going straight across at full speed and you'll start going down a
slope. Past this you should see a small hill. You want to be on the left side
of this hill (or close to it) when the beam fires. If you get it, you should
start sliding down, frozen.

4. Once you slide far enough down, you should regain control. Drive up again,
and to the left. Once you're out of the rock area, drive fully to the left
until you can drive down to a lower section of grass. Do this, and look for a
flat area with 2-D trees. You want to be somewhere near in between the first
two trees you come across. Once there, stop and watch the beam.

5. Two seconds before the beam fires, begin driving up hill. Keep going up and
out of the level, to the untextured area. Keep going until you hit some sort
of funky wall that you can't see. Once you hit it, turn about 30 degrees to
the left and keep going.

6. Head for the bottom right slope of the Halo on the textured side of the map.
Keep going there, paying attention to how far away you are from the nav
point. If you're ever in the 300s from the nav point, you'll freeze, and some
say that if you're in the 470s and the beam fires, you'll freeze, but other
than that you don't have to worry about freezing.

7. Hopefully at somewhere around 490 from the nav point, you'll hit a wall. If
you do, aim to the right, about one fourth of the way from the right side of
the half-cloud in front of the cloud. Aim there, and go as fast as you can.
Hopefully, you really won't make any progress, but will end up having your
Warthog fall over an invisible edge and onto a slope, and start sliding down.
If so, that's it, you'll slide to the bottom of the level. If not, keep going
full speed, never letting up on the gas and hopefully you'll get it.

For another description of this trick, and videos of it, go to:
http://yuan.ecom.cmu.edu/utfoo/
There, go to exploration, and at the bottom of the page, "The Bottom of Halo,
Redux".

[Three Warthogs, Halo]
To get up to three Warthogs in Halo, just leave your current Warthog near the
river before entering an area with marines to rescue. Foehammer, thinking you
don't have yours anymore, will drop off another for you when she comes to pick
up the surviving marines.

[Rock ledge, Halo]
Head to the group of marines near the cliff edge ("We should search the interior
of the structure before we leave"). Go to the left corner of the cliff edge
(near where Foehammer lands to pick you up). Look over the edge to see a small
rock ledge to your left. Take the Warthog, get some speed, and drive parallel to
the cliff edge and go off so you hit that ledge. When the Warthog hits, if
you're not thrown out automatically, exit the Warthog. Keep walking along the
ledge and you can see the structure from the beginning of "Reunion Tour", with
the lightbridge in it.

[MC falls to death in cutscene, Halo]
At the last drop pod in the level (the one with a structure overlooking a very
large cliff edge), go through normally until you hear Cortana say "That's the
last of'em". At this point, run to where Foehammer lands, as close to the cliff
edge as you can get. As Echo 419 starts landing, position yourself directly
under it. You should be pushed partially through into the bay of the Pelican.
Jump so you're fully in. Wait a minute or two, and the cutscene will start
automatically. When the Pelican starts taking off, MC will fall out of it. This
sometimes doesn't work, and I'm still trying to discover the triggers for it.
Also, if you just stand outside the Pelican and let the cutscene start
automatically, sometimes you'll be left there as Echo 419 takes off without you.

Note: This is an extended version of a glitch where standing outside the Pelican
and having the cutscene start automatically will have the Pelican leave without
you; E419 will take off, and you'll just be standing there by the edge of the
cliff.

[Kill marines in their cells, T&R]
In T&R, head to the detention center with the captain in it. Kill everybody, but
don't open up the cells yet. Pick up a plasma weapon (for best results) and
press up against a cell. At certain angles at certain places in front of the
cell, you can shoot through the funky-looking barrier and kill the inmate
within, including Cpt. Keyes.

Sometimes when you do this, in the cutscene, the marines will attack you. You
won't be able to see them shooting, and they'll attack normally, but your screen
will flash red as if your being shot, and sometimes they'll even throw grenades,
causing your screen to flash yellow from the explosion. You are mortal, though,
as when the cutscene, you'll still be damaged. I had full health going in and
after the cinematic ended, I was down to four bars of health (in the yellow).

[Marines, MC attacked in cutscene, T&R]
Go in on T&R, easy for easiest results. Head to the dropship hangar where the
hunters attack you. Kill all your marines so they won't think about killing the
hunters. Now, have one (or, if you're feeling lucky, both) of the hunters try to
charge and melee you. Sidestep, and get them to do it again. Do this through all
the hallways and corridors until you reach the room with Cpt. Keyes in it. Kill
everyone in there, and lure the hunters in to the room. Get them close to Keyes'
cell and open the cells up. In the cutscene, the marines and MC will be attacked
by the hunters.

[MC attacked in cutscene, T&R]
After rescuing Cpt. Keyes, head to the shuttle bay. Kill two or three marines
(not the captain), so they'll turn on you. Activate the cutscene by releasing
the dropship, and when the scene starts, Cpt. Keyes and any other marines will
be shooting you.

[Warthog in the main facility, SC]
Deactivate the security system, pick up the RL and take the Warthog back to the
Silent Cartographer's main facility. Drive it through, then drive it to the door
you just unlocked. Line it up, then drive it backwards, up the ramp, and into
the wall. Drive full speed forward and try to ram it through the door.
Sometimes, if you're lucky, you'll get it all the way through. If it's partially
through, drive it backwards as much as you can and get out. Fire rockets
straight into its back until you goes through.

[Bottom of the main facility, SC]
This one is hard. It will take you many tries. First, get an overshield, then
drive a Warthog into the main facility. Activate the cutscene of MC kicking a
rock off a platform, save and quit, then go back and get the Warthog. Hop in,
and drive it off the platform at a moderate speed, and somewhat to the left. Try
to land completely in a little blue room. If you make it, congrats, you get a
checkpoint. Back the hog up to the right corner, get as much speed as you can,
and make a sharp left turn as you go off. You should fall past two levels, then
land on the third. You must land on the third, in the Warthog. Make a sharp turn
as you go off this edge and pray you land right side up about four stories down.
If you do, you'll be inside a small pit. Get any bit of speed and drive to a
corner. Keep holding up, and turn onto the small platform above the pit. Align
the Warthog, then drive it slowly backwards so that your back wheels are
dangling off the edge and you're oh so close to falling. Drive it forward to
full speed, and as you near the edge, make a sharp turn in the direction of the
wall (or the direction opposite of the pit), and you should land on another
level. Make a sharp turn going off this one at a good speed, land right side up,
and you should be at the bottom of the shaft, possibly with full overshield and
full health.

[Descending the security shaft, SC]
Head to the security building, kill everyone, and deactivate the security
system. Exit the building and kill the invisible elites. Go back and get a
health pack if you need it, then grab an overshield. Head back to the security
building and behind the holopanel, where there is a large shaft. Run off the
edge (never jump unless you really think you have to) and aim for the large
platform right in front of you, a few stories down. Whenever you fall here, you
must crouch before/as you land or you won't survive. Once you're on that
platform, look for a small platform against the wall about two stories down (the
wall opposite of where you came from). Aim for that, crouch as you land. Go then
to the next large platform. Keep doing this, making sure you're shield is
completely recharged before heading to the next level. You'll probably lose your
overshield on the first drop, and then one or two health bars (sometimes none)
for each drop thereafter. You can get pretty far down this way, although it may
take a while to be able to get down as far as you can in co-op.

[Marines never stop shooting, SC]
Take a Warthog full of marines to the main facility. Try not to run over any
enemies and hurry to the hallway that slopes downward, with the load zone in it.
Park the Warthog just outside of it (in the upper section, not the lower), and
get out. They should be firing at the covenant above them. Start heading down,
and time it so that as they're firing, you cross the load zone. If you do it
correctly (cross while they're shooting), they'll never stop firing. They'll
keep their guns going fully automatic until you cross the load zone again.

[Don't deactivate the security system, SC (two ways)]
You know that door that locks on you, and you have to deactivate the security
system to unlock it? Well, before it closes/locks, you can do one of two things:
Jump out of the warthog really quickly and hope you land inside, or
Ram the Warthog into the opening, and if you were lined up right, you'll get
partially through. You can now jump out and be on the other side of the door,
where you'll find the gold elite. Don't worry, he hasn't been activated. Kill
him if you want, but he won't attack you. When you come back up after finishing
the level, get in the Warthog and drive it as far backwards as you can, get out,
and you should be on the other side.

[Free grenades, SC]
Get the Warthog into the main facility and past the door. Now, drive at a
moderate speed (not too slow, not too fast), out onto the platform. When the
cutscene starts, the Warthog will keep moving a few feet and run over MC (notice
when he reappears, the pebble falls off the platform without being kicked). When
this ends, go back behind the warthog, and you can pick up the dead MC's
grenades (at least four frags and two plasmas).

[Automatically kill the gold elite, SC]
Get the Warthog into the main facility and past the locking door. Park it right
before the T-junction area place thingy, where the gold elite spawns. When you
come back up after activating the silent cartographer, you'll see a bright flash
as the elite spawns and is immediately killed by the Warthog on top of him.

[Warthog through the tree barrier, SC]
In the Silent Cartographer, when you're heading to the security building, you'll
come across a bottleneck with trees placed in such a way that you cannot get the
Warthog past. Explosives will not get it past, nor will driving really fast. To
get the Warthog through this barrier, drive it at a moderate to fast speed, and
turn it a bit to the right as you start going through. It'll be obvious if you
did it right, as you'll get through fairly quickly.

[Top of the Silent Cartographer]
After you've passed the tree barrier mentioned in the previous trick, you'll
come across two hunters guarding a strange looking structure. Kill one of them,
and pick up an overshield. Now, stand close enough to the hunter so that he
charges you. Keep doing this until you've lured him back into the bottleneck.
The canyon walls are smaller here. Now, get him to charge you once more, but
this time jump as he melees you. You should be thrown into the air and land on
top of the level.

[Stay in Pelican, AotCR]
Right as you gain control of MC at the beginning of AotCR, start tapping X.
You'll start getting out of the Pelican, but then you'll get right back in. As
the Pelican starts back down again, it'll hit the wall a few times, and
eventually you'll fall out and die, though.

[Floating plasma grenade, AotCR]
This can happen anywhere with a glass floor, but is most relevant in AotCR due
to it having more glass floors than any other level. Go to the first bridge and
kill everybody so they don't get in your way. Now, stand next to one of the
glass panels and throw a plasma grenade on it so, after it's finished bouncing,
it is still on the glass. Once its set itself, shoot the glass out from under
it. The grenade will remain floating in the air for a second or two before it
explodes.

[Jumping between bridges, AotCR, Two Betrayals]
When on a bridge with another bridge next to it, stand on top of one of the
slanted concrete things. Throw a plasma grenade at the bottom of the sloped part
of it, wait about two seconds, then run forward and jump toward the bridge. The
explosion will throw you forward more, and you should make it across with three
or four bars of health left (if you had full health when you jumped). This is
pretty useless on Two Betrayals, though, because both the doors are locked.

[No enemies, AotCR (three ways)]
There are three ways to have no enemies on AotCR. For two of these, you must get
onto a certain ledge. Go to the lower section of the bridge, then walk to the
back (towards the door you came from). Look down and to your right, and you'll
see a small rock ledge. Get a running start and jump for it, then crouch as you
land. For speed, as you come out onto the bridge, turn to your left and just
jump over the side there.

Method 1: One way to get down is to use a plasma grenade to land a shade on the
snowy ledge, then jumping down and having the shade stop you. Here's a more
detailed description, written by Juggertrout:

"1. Kill all the sleeping grunts and pick up full plasmas. To the right of where
you came in there is a shade and a low wall over looking the last ledge.
2. Stand on the ledge in between where it ends by the wall jutting out and the
change of direction of the low wall itself (hard to describe).
3. You should have a good view of the Shade and the ledge below. Throw a plasma
grenade to the right of the Shade. You want it so that it is in line with the
shade and not very far from it, about two to three tiles on the ground.
4. As soon as you throw it move your view to the ledge, (it helps if you have
look 10 sensitivity). Throw a plasma grenade down as the first grenade goes off.
You want to throw it so that it lands on the tip of the ledge without scraping
against the wall.
5. If done right the plasma should go off as the shade hits the ledge. You want
it so the shade lands where the plama is so that the force of the explosion of
the plasma pushes the Shade back onto the ledge instead of sliding off. It takes
alot of practice to get the Shade placement correct but it is possible.
6. You can now jump to the Shade and land on it. It helps if the Shade is in a
bit towards the wall.
7. You are now on the last ledge alive. Give yourself a pat on the back and
slide down to the bottom of the bridge."

*Note: I tried, but could never actually get down this way*


Method 2: The second method first involves jumping onto the rock ledge, so do
that. Walk to the bottom of the ledge. Now start walking back up again. Look for
a spot where the ledge becomes slightly steeper; remember that spot. Walk back
down the ledge, and run along the right side. You want to be off the ledge a
foot or two past that point. When you're falling, turn yourself toward the
wall and hold up. If you hit just the right spot, you'll stay on the ledge
without losing any of your shield. Walk along the ledge toward the bend. When
you're rounding it, look down to make sure there are some large rocks below
you. If so, fall off, staying as close to the wall as you can, and crouch as
you land.

Method 3: Get the "early banshee" (two tricks ahead). Fly through the
underground
cavern, past "Rolling Thunder", etc., until you see two bridges. Landing on
the right side of the back bridge and get out. Go through the nearest door,
and complete the level.

                  *Note* For tactics one and two, take a ghost and drive it as
                         you can, past the tank barrier and to the back of the
                         last section of fighting before you go inside. There,
                         you'll find a banshee. You have to take this to the
                         right side of the second bridge (the one in the back)
                         and go through there to complete the level.

[Two crashed Pelicans, AotCR]
Perform either or the first two tactics from the previous trick to get down the
first bridge. If you do it quick enough, you can enter the seat of the Pelican
that drops the marines off. If you do, it will take off and fly to the section
of the canyon with the tank and crash next to the other crashed Pelican. There,
you can press X to exit it.

[Early banshee, AotCR]
At the beginning of AotCR, after you ride the elevator down and come out
outside, pick up the sniper rifle and the rocket launcher. Take the Warthog and
drive to where the tank is. Take the tank if you want, but continue on to the
next area. You should see a small raised area with a shade on it, a Wraith on an
icy lake, two more shades, several ghosts, and a Wraith and shade on top of a
tunnel. Do not pass the ice lake. Look up and to the left and you should see a
small platform with lights on it. Head over to it, and stand directly under it.
Take out your sniper rifle zoom in 10x. Look for a line near the front of the
platform. Aim in the middle of the platform, just before this line. Switch your
rocket launcher and fire. If done correctly, a banshee will fall off the
platform and land next to you.

[Into the Control Room with no cutscene, AotCR]
At the end of AotCR, bring a ghost to the control room door. Line it up so the
door is to your right, then strafe toward it. Jumping out at the right time and
with the right speed will cause the ghost to push you through the door. If you
do it right, you'll be inside the control room with no cutscene. To finish the
level, go back up to the door and "Press X to enter Ghost", then open it
normally.

[Bottomless tree, AotCR]
Get the "early banshee" and fly (or don't get it, and find a place to climb) up
to the place in that same area with a shade and a wraith (it's on top of the
tunnel leading to the cavern). Destroy the wraith, kill the grunt, and land. Get
out, and look for a tree near the back, somewhat in the middle. The tree is
missing its bottom. You can walk right under it.

[Off the land bridge, AotCR]
On AotCR ("If I had a super weapon"), if you can't get either of the banshees,
go to the middle of the land bridge. There should be some sort of a support
thing; a giant, but thin, concrete slope leading from the pyramid structure into
the ground. Jump onto that. Start walking up it until the point where it becomes
half as thick. Here, you should fall off and crouch as you land. You should
survive and can now continue to the door as usual having skipped a few rooms of
enemies.

Or, if you're on the slope, I think you can also walk down and end up in a
weapons cache, still skipping part of the level.

[Unresponsive enemies, AotCR]
Play through AotCR normally until you get to the land bridge. Take a banshee and
kill the driver of the other one. Head down and destroy the wraith and kill the
elite next to the two ghosts. Take a ghost and head to the top of the pyramid,
to the door. Position your ghost on top of the white arrow, so the door is to
your right. Begin strafing to the right and exit the ghost, so the ghost has
enough momentum to push you through the door. Once on the other side, the
covenant will not attack you. The grunts will jump up and down and such, but
none will move from their positions or react to you, other than dying if you
kill them. To get them to attack you, open the door that you were pushed
through.

[MC killed in cutscene, AotCR]
At the end of AotCR, bring a banshee to the control room door. Park it on the
second area from the door that doesn't look like clear glass, and seems elevated
from it. Open the control room door and get in the banshee. Fly it forward at a
high just high enough so you're not hitting to floor. Try to time it so you're
going full speed (or at least a decent speed), and that you get under the
opening door. If done correctly, the cutscene will start and MC will get crushed
by the banshee. The cutscene will continue normally, with MC still talking to
Cortana, but MC will actually be in the background propped up by his AR.

[MC attacked and killed in cutscene, AotCR]
Lure a banshee or hunter to the control room door at the end of AotCR. If you
lured a hunter (much easier to do, they tend not to run you over), make sure
he's looking at and right in front of the control room door as the cutscene
starts. When it does start, MC will be attacked and killed, and Cortana might be
attacked, too. If you lured a hunter close enough, he will melee MC repeatedly
during his walk down to the control panel. Right before the camera angle
changes, his shield will pop (MC's). Then, after the camera angle changes, MC
will get meleed once or twice more, one of them resulting in his being thrown
off the platform. He will not talk at all during the cutscene, but Cortana will
still respond as though he said something.

[On top of 343 GS]
At the beginning of 343 GS, as soon as you gain control of MC, throw one
grenade. You'll stay in the Pelican, which will soon take off and crash on top
of the level. Press X to get out, and explore the wonders of 2-D trees and
invisible walls marking the edge of levels.

[Floating assault rifles, GS]
Get on top of the level 343 GS and head to the building that you're supposed to
enter. Drop down and look quickly inside. You'll get there fast enough to see a
group of grunts and jackals running away, being fired at by assault rifles with
no marines controlling them.

[Mysterious marine, GS]
Get on top of the level 343 GS, and as you exit the Pelican, head to the left.
Keep exploring, and after a while (it may take you several minutes), you'll come
across a lone marine. He responds only if attacked, and seems to serve no
purpose whatsoever.

[Auto-death, Two Betrayals]
In Two Betrayals, grab the first banshee and fly back into the control room.
Look under the platform for the large lights that circle the room. Fly the
banshee to either of the two closest to the platform (either the one on the left
or right). Contact with the concrete that makes up the section with the light on
it will cause your banshee to explode and you to die.

[No enemies, Two Betrayals]
After you kill the sentinels in the beginning, and the small battle taking place
when you open the next door, head to the door next to the stationary shields
(the one that leads outside). Press X to open the door while facing the panel.
Right after the lights stop flashing on the panel, press X again. The door will
open, and there will be the usual elites and jackals, but you'll know you've
done it right if there aren't any grunts. In this current state, there are no
other enemies. Destroy the wraith, take the banshee, whatever, they won't spawn
until you press the control panel to the door again. You cannot complete the
level with no enemies, though, since the first pulse generator has no pulse, and
the door to the second chasm is locked.

[Sniping wraith driver, Two Betrayals]
When you first come outside on Two Betrayals, head up the ramp in front of you.
At the top of the tower will be a sniper rifle, take that. Now, head back down.
Start descending the pyramid by sliding down the walls on the right side. When
you're one level from the last, make sure you're as far to the right as you can
get and walk down. To your left should be a slab of concrete (you should be on
the last level before the ground). From the right of that, zoom in with your
sniper rifle to find the wraith. Now, sidestep to the left. When you've walked
past that slab on concrete, quickly zoom in on the wraith and aim for the driver
seat. The elite should have spawned. He'll jump onto the wraith, and start
getting in. Fire two or three shots at him as he's on top of the vehicle and he
should die before he can get in.

[Beginning of AotCR, Two Betrayals]
Go to Two Betrayals and go through it normally until you get the banshee in
"Final Run". Remember how AotCR and Two Betrayals are the same maps? Well, the
room with the banshees is the area where you first come outside on AotCR. Above
you is the first bridge you cross in the level. Fly up to the bridge, and head
to the door which has a lot of rock broken away around it (the door you come out
of on AotCR). Go to that door, and squeeze your banshee against it backwards. Go
forward as far as you can until you hit a wall. Now, back up as quickly as you
can and get out. If you do it at the right time, the banshee will push you
through the door and you can now explore all the sideways doors and textureless
environments of the beginning of AotCR.

[Across the hole in Keyes]
In the beginning of the level Keyes, there is a gap you're supposed to fall
through. Instead, throw a grenade next to the hole, on the right side (and on
the side you're on). Get a running start, then jump about two seconds after you
threw the grenade. You should land on the other side. You can kill everybody
over there, but you can't skip the outside area. You must drop back into the
hole to complete the level.

[Fast banshees, Keyes]
At the end of the level Keyes, run quickly to the banshees landing. Jump on one
if you can, or if you're too late, jump down anyway. Quickly hop in and you can
take a few seconds' ride in a really fast banshee that can fly through walls.

[Outside of the PoA, The Maw]
At the beginning of The Maw, go far enough so that Cortana starts talking, then
turn around and head back. Walk over to the edge and look down. Stay here until
you hit a checkpoint. Now, count how long it is until the first sentinel appears
under you. It should be about 12 quick "Mississippi"s. Anyway, you want to
revert to saved, and walk off the edge at the right time so that you hit the
first sentinel on its right side while your falling. Crouch when hit the bottom,
and you should hit a slope. You will keep falling down, so crouch again when you
impact with the corner of the ship and the ground. 

[Play with "Revert to save" screen, The Maw]
Head to the bridge and kill all the grunts. Walk to the panel where the cutscene
is activated, but before it starts, press start and revert to saved. Do not
actually revert to saved, just bring up that screen. If you did this at the
right time, you can now play through the level with that box on the screen.
Loads of fun. </sarcasm>

[Inside the vent core, The Maw]
Head to the engine room, and go to the control panel closest to the barrels that
you can jump onto if you went to the wrong side first. Retract the cover and
jump down onto the thing that moves backwards. Hop onto the front (the slighty
fatter) section, then fire a rocket into the core so it explodes. When the
exhaust coupling or whatever starts moving back to the vent core, crouch. When
it gets close, jump onto the small ledge right in front of the vent core. You
want to land on that, and have the exhaust coupling push you into the core. If
it doesn't push you in, you'll lose life every few seconds and quickly die, but
if you make it inside the core, you can stay alive.

[Bottom of the Maw jump]
Choose The Maw, on anything other than Legendary for best results (and more
time). Go through the level normally until you reach where Foehammer is supposed
to pick you up. Continue on until you reach the big jump, where you fall several
stories. When going off this ramp. Head to the left side. You want to land on
top of the left side of the wall of the little island thing down there. If you
made it, get out of the Warthog and walk down the sloped surface to the left,
that leads to the wall. There's a small catwalk or something running along the
wall. Get on that and look down. Notice a support beam a bit below you, and a
large platform farther down. Revert to saved and get to the left side of the
island wall again. You want to drive the Warthog straight into the wall (onto
the small catwalk) and get out. You'll have wanted to have the Warthog fall and
land on the platform below (and above all, have it stay on the platform). Now,
look down to the support beam just below you. You want to jump onto that. It's
easiest to just walk off when you're right above it. As you land, crouch and
start walking to the left so you don't slip off. Look across the beam to see a
light in the middle. Walk to the light and look down. On the platform below,
there are two parts that rise up from it and form scalene triangles. Your target
will be the one on the left. Walk off, and to survive this fall, you need to hit
the middle of the small slanted part. If you hit the top of the triangle or the
bottom, you'll die. You want to hit the right hand slope and crouch as you hit.
You should make it down without losing your shield. Now, walk to the upper left-
hand part of the platform. Throw a plasma grenade down the wall. You should see
that the wall ends up sloping before it reaches the ground. Get in the Warthog,
get some speed, make a sharp turn as you go off, and try to land on the sloped
surface, you slide in the Warthog the rest of the way down. Yes, this is a
complicated trick and will most probably take you several tries.


-Co-op-

[Infinite ammo]
There are some load points, where if one player gets warped across them they
will have infinite ammo. One of them is the second time you enter a maintenance
tunnel in the PoA. Select the one weapon you want to use and have the other
player warp you across. If you're using the needler/AR/pistol, your bullets will
decrease but your clip size will not. You also cannot change weapons, die, swap
weapons or you will lose it. Go to halo.bungie.org for more details and other
places to perform this.

[Infinite active-camouflage]
There are some places where if one player has active camouflage and is warped
across a loadpoint, their invisibility will last forever. One place to do this
is the Silent Cartographer. In the main facility, there is a loadpoint. Have one
player stand in front of that, and the other go down and get the active
camouflage. Once they get it, the first player should cross the loadpoint. The
second player now has infinite active camouflage until they die. Go to
halo.bungie.org for more details and places to perform this.

[Jump really high (using a Warthog)]
Have one of you get in the drivers seat, and the other as a gunner in a Warthog.
Drive at a pretty fast speed, and have the gunner face himself backwards and
looking as high as the gun will go. Now, have them exit the Warthog, and, if
everything was done right, they should fly into the air about twenty feet.

[Touching Halo, PoA]
I haven't done this completely yet; pretty difficult. Anyways, here's a quick
explanation:
Choose PoA on co-op. As soon as you gain control of MC, jump into the cryo tube
before it closes. Now, moving around will sometimes cause him to exit the tube
in strange ways, like falling through the level, landing behind the cryo tube,
or just ending up in front of it. Keep reverting to saved (hopefully you got a
checkpoint after you were inside the tube) until you are catapulted into the
ceiling. Have the other player hit a checkpoint and come back so you can
actually see where you're going. Jumping from light to light, and using the
other player to change what you see, make your way to the bridge. Once there,
walk into space and towards Halo. If you've made it, it'll say "Press X to flip
<Need a string entry here>".
If you want a detailed explanation from somebody who has actually done it, you
can check halo.bungie.org for "Cryo B exploration 3".

[Three weapons, both players, PoA]
Have one player perform the three weapons trick the way they would for single
player. Once they have their weapons, have them stand in front of the
checkpoint, and the other player being safely behind it (just have them stay
completely in the bridge). Have the other player shoot him down and have him
respawn past the checkpoint. Have them go collect two weapons, then both of you
go back to Cpt. Keyes and trigger the checkpoint. Both of your pistols will load
with your other weapons, leaving you both with three weapons to complete the
level with.

[Descending the security shaft, SC]
Go to the security building and kill the two hunters inside. Now, go back out
and have both of you pick up overshields. Head back inside and look down the
shaft. Have one of you jump to the nearest platform, and crouch as you land.
Have the other do the same. Now, walk along the platform until you see a small
room indented in a wall. Aim for that next, crouching as you land. When either
or you gets low on health, have the other player kill them so they respawn with
full health. Keep jumping down, one at a time, to the closest part you see
(either a room or a platform). Eventually, you'll be at a part where you can't
see any more platforms below you. Nobody has yet found a way to get lower than
this point.

[MC on the ring, AotCR]
To get MC on one of the spinning rings at the beginning of AotCR, have one
player tap X to get back in the Pelican, have the other player get out normally
and quickly die (any death works). When the Pelican hits the ring on its way
down, Player 2 (or whoever died) will respawn on the ring. They must either jump
or move forward, though, to avoid falling through the ring's gaps.

[No enemies, AotCR]
Refer to the single player method on getting to the rock ledge. Once your both
there, have one player melee the other in the back. Wait a second or two, then
walk off the ledge, staying against the wall. Once they hit the snow ledge, the
other player should respawn on it, as the other dies. Wait so both of you are
alive on the ledge, then head to the first part of the bend, fall off, and
crouch as you land (see the single player method for a more in-depth look at
getting down).

[Beginning of AotCR...in Two Betrayals]
Go through Two Betrayals as you normally would, until you get to the very large
firefight just before the third pulse generator. Fight through here and grab
your banshees, then head to the bridge directly above you. Go to the left side
(if you're looking at it from the open end of the canyon), and have one player
get out. Have that player stand in the center of the door, and the other player
slowly maneuver their banshee to try to push them through it. If they were
killed by the banshee, keep pressing against the door and hopefully they'll
respawn on the other side. The player in the banshee can now kill themselves to
respawn on the other side, as well. Behind the door, you will find, among other
things, a gray, textureless environment, stationary shields, and, uh, working,
sideways doors.

[Linked-lives, Two Betrayals]
At the beginning of Two Betrayals, after you destroy the sentinels, head over to
the holopanel. Have one player jump over the side to their death. When they die,
so will the other player.

[MC Killed in cutscene, Two Betrayals]
Play Two Betrayals on Heroic or Legendary (for best results) on co-op. Go
through normally until you reach the final pulse generator. Have one player go
in on a blitz (no shooting the sentinels) and destroy the generator. Immediately
after that, the other player should cross the load point and warp him back out.
When the cutscene starts, MC will be attacked by all the sentinels, and after a
few seconds will be killed. At the end, Cortana will teleport his dead body.

[Don't deactivate the security system, SC]
Take a Warthog to the locked door in the Silent Cartographer, and have one
player crouch, directly in the center of the door. The other player drives the
Warthog slowly at them, and it should push them through the door. Activate the
cutscene on the platform to the right for the other player to get across.

[Don't wait for doors to open, The Library]
In The Library, if you find a door that's partially open, though not far enough
for you to walk through, have one player stand next to the lowest section of a
sloped part of the door (the sloped part leads to the square/diamond shaped
opening). Player two should now jump on top of them, then onto the slope part of
the door, then jump through the other side. I haven't confirmed this yet, but it
may cause the door to open sooner than normal.


-Multiplayer-

[Wrong hand]
Have one player look at another, player two (being the one looked at), having a
plasma pistol. Have them melee, and watch how the hand used to punch in player
one's screen is different from that used in player two's.

[Broken teleporter, Sidewinder]
Go to Sidewinder. Take a Warthog to the first place that the red base teleports
to (the one with the bridge). Drive it up there and to the teleporter door (the
one you go through).

Get some speed and line it up, and jam the Warthog right into the teleporter.
keep going for a few seconds and get out. You want to the warthog's front wheels
to be about two inches (try to imagine what two inches would look like in the
game) from the teleporter, the wheels should be at each side of it. The back
wheels should be resting on the solid grey/light brown tile in the center of the
room, but the front half of the wheel will be in back of it.
Look at the ground in front of the teleporter. There are two lines in front of
it that can be used as markers. The front wheels should be over but not resting
on the almost-rectangular shape.

When the player comes through, they have to keep moving forward and they'll come
out of the mountain. It takes a bit of trial and error; some positions quite
close to being right can cause the player to fall through the level to their
death. And make sure the Warthog is as close to being in the teleporter as you
can, but still lined up with it.

[In the ceiling, Blood Gulch]
1. Go to Blood Gulch. Bring a Warthog into either base. Turn the first corner,
so its up against the wall (make sure you have a sniper rifle).

2. Get out and head to the front of the Warthog. Jump on top and walk towards
the gun as far as you can, then look towards the outside wall.

3. Have another player melee the back of the Warthog one-three times, until the
first player is looking through the base and has a viewing area made up mainly
of a tan, textureless area.

4. When a player is in front of the base, the first player will be able to see
through the base and shoot them with some weapons, like the pistol and SR. That
player cannot be killed by grenades or bullets fired to the outside of the base.


[Shoot through walls]
Find a wall that perpendicularly bisects the ground (the Blood Gulch bases are
good for this), and park a Warthog next to it. If you get into the gunners seat,
you can pivot the gun through the wall. You can shoot others, but they can't
shoot you back. Also, certain angles allow you to see through the wall.

[Through the bars in Sidewinder]
You know those bars next to the active camo and overshield in Sidewinder? Take a
ghost there, and line it up so that MC is lined up between the bars and to the
left of them (so the bars are to your right). Strafe to the right and exit so
the ghost pushes you through the bars.

[On top of Sidewinder]
There are several ways to do this.

1. From the blue base, drive the tank forward and to the right a ways, then up
the
ramp to the place with the rocket launcher (if you don't know where I'm talking
about, go through the blue base's teleporter. That's it.) Once you're up there,
you can either go right or straight and right again. Go to the first right and
back the tank up that wall. It should go one third or half the way up. Now, go
get a ghost, get some speed, hold A and ramp off the tank. You should land on
top of the level.

2. Go to that same place, but instead of taking the first right, head to the
next cave. You do not need a tank for this, only a ghost. Back the ghost up to
the edge of the cliff, and strafe toward the mountain to the right of this cave.
About a second before you hit, exit the ghost and immediately jump. This may
take a bit of practice, but it's a much easier way of doing it.

3. With 400% health, go to either the red base, or any doorway structure that
you can walk on top of. Using a plasma grenade+rocket jump, get on top of the
door way (for the red base, go to the second floor to do this). Now, to get to
the top, throw a plasma grenade, then a frag, then jump and fire the rocket.

[On top of Blood Gulch]
There are a few ways to do this:
1. Take a ghost to the boulder next to the cave entrance, near the red base.
Near there will be a small slope leading to the canyon wall. The slope is
partially in the light, partially in covered in shadow. Get a bit of speed, and
back to ghost up the shady section of the slope, so it ends up standing almost
on-end _on_ the canyon wall. Now, take another ghost, get a good amount of
speed, head toward the ghost and before you hit it hold A. You should fly about
halfway up the canyon wall, and be able to drive up the rest of the way.

2. At this same area, you may be able to exit a strafing ghost and jump up
there, but I haven't succeeded with this tactic yet. See "Jumping high with a
ghost".

3. Go to red base with a ghost. There's a small area on the left side behind the
base with a rather steep hill in it. Head over there. On the left side of this
little...indent, or whatever, position your ghost so you're facing the wall and
are almost touching it (but not quite touching it). Holding A the entire time,
drive up the cliff wall. You wanted to be far enough away from the wall to get
some speed and close enough so that, on first impact, you didn't lose all your
speed from a crash. If you get the right position, you should be able to just
drive on up.

3. At this same area, you can also exit a strafing ghost and jump to the top.
See "Jumping high with a ghost".

[Top of Damnation]
This one is pretty difficult, but can be done with 100% health, shields on. Grab
the overshield, then hurry back to the blue base area and through the
teleporter. Walk along the ledge to the end, then jump down one level. Walk onto
the pipe to your right, go to the wall, and turn around. Throw a plasma grenade
at your feet, then a frag. After you throw the frag, jump and hold back (the
direction, not the back button). You should land one level up, hopefully with
three bars of health left. Jump over the next pipe (jump+crouch if you need to),
and head to the wall that slopes downward. Go to the corner of this wall and the
invisible wall, then through a plasma grenade at your feet. Time it so that when
you jump, it'll explode at your peak height (the plasma grenade has about a
three second fuse). If you're still alive, and made it up that last step, you
are now at the top of Damnation, or at least have access to the top without
using explosives or jumps.

[Bottom of Damnation]
Make sure you have one fragmentation grenade and head to the overshield. Stand
on the left side, in front of the overshield. Throw a grenade behind it. The
explosion should cause you to fall off the ledge with three bars of health left,
and the overshield to fall down next to you. When you're halfway down you need
to the overshield to hit you. Use guess and check/trial and error to find the
best placement of the grenade for this. Anyway, the overshield should keep you
alive until you hit the bottom. It's extremely foggy down there, though, so
there's not much to see.

[Sniper Rock, Blood Gulch]
In Blood Gulch, look for a large, almost pillar-like rock protruding from the
mountain that looks pretty out of place. Take a ghost there, and find a ramp
nearby. Drive up to the end of the ramp and hold A to try to get on top of the
slanted area at the end of the ramp. If you get on to there, head straight up
and hold A again to get as high as you can. Once you think you're at your peak,
strafe to the right and you should land on a small rock that's just a foot or
two away from Sniper Rock.

[Vehicles on the Blood Gulch bases]
Ghosts: When you're heading towards a base, go to the right side. They'll be a
ramp leading up. This ramp is slightly larger than the one on the other side.
Line it up, and go full speed at the ramp and you should just barely squeeze
through it. Also, for the blue base, there is a hill on the left side of it (if
you're facing the base) with a green strip of grass in its center. Line it up,
get some speed, and hold A while ramping off the green section of the hill and
the ghost should land on top of the base.

Warthogs: Use explosives, or other warthogs as ramps.

Scorpions: Back a Warthog um against the base. Then, line up the Scorpion and go
full speed at it. If everything goes as planned, you should be able to get the
tank on top of the base.


[Extra large teleporter, Chiron]
Most of the time if you stay in a teleporter and somebody else tries to use it,
your screen will fade slowly to white and you'll die from being "Telefragged".
However, there is one teleporter in Chiron that's extra large. You can stay at
the back of it and melee other players in the back without getting telefragged.
It is the teleporter where you come out right in front of a rocket launcher and
overlooking an assault rifle. The side with the rocket launcher is the side with
the large teleporter.

[Killed by The Guardians]
If two players melee each other to death at the exact same time, sometimes it
will say that "The Guardians" killed one of the players.

[Long flag throw, Blood Gulch]
Go into Blood Gulch playing Capture the Flag. Grab the enemy's flag and head
over to the well lit pathway with a pistol on it. The pathway is closest to the
red base, so I'll tell you how to do it from there. Go to the left side of the
canyon to find the path. Walk up it until just before you get the pistol. Use
the right trigger (the shooting button) to throw the flag diagonally off the
path. If you threw it off at the right place, it will start to slide down the
rock very slowly, then, when it hits the bottom will catapult off. It should go
somewhere from about 50 feet to half the length of the canyon (half the length,
measuring longways).

[Claymores in Chiron]
This only works in Chiron. Attach a plasma grenade to a dead body and leave the
room. The next person that walks into the room they reactivate the plasma
grenade and it detonates.

[Hidden room in Chiron]
Grab a rocket launcher and go find the overshield. Throw a plasma grenade next
to it, then grab the overshield. While the shield is still charging, jump and
fire a rocket at your feet. The combined explosions of the rocket and grenade
should land you in a small room above the overshield.

[Top of Battle Creek]
Using 400% health (and an overshield can help), grab a rocket launcher and head
to the sniper tower at the base of the large rock arch in the middle of the
level (with the rocket launcher on it). Walk to the end of that room, and you
should be able to jump+crouch and land on top of the rock in front of you.
There, throw a plasma grenade and frag at your feet. Right after you the frag
(make sure everything stays on the ledge your own), jump and fire a rocket at
your feet. You should land atop of the level.

[On ledge in Rat Race]
Go to the loaction of the red base. It is a room with four pillar-like
structures, a sparkly floor with an assault rifle in the middle, and branches
off into a hallway and a mine. Look up a bit to see a small ledge that goes
around the room. Now, go to the blue base and stand under the overshield. Shoot
it so it falls down, then grab it. Head back to the red base, and stand a few
feet in front of the ledge. Throw a plasma grenade, then a frag at your feet.
Jump while holding back and you should land on the ledge.

[Up high in Wizard]
Turn on 400% health and go to Wizard. There is one center platform, and four
other platforms encompassing it. Grab and overshield and head to one of the
outer platforms. Stand in front of the pillar thing, throw a plasma grenade at
your feet, wait about two seconds, then jump and fire a rocket at the ground.
From here, walk up as far as you can, and this time throw a plasma and a frag,
then jump and fire a rocket at your feet. As you jump hold down (so you're
heading backwards) and you should land on top of this structure.

[Ghost in second floor of base, Sidewinder]
Park a tank in front of the base. Get some speed in the ghost and ramp off the
tank. Right before you hit the tank, hold A.

[Jumping from great heights, not taking damage]
This is most useful in Damnation, but can also be used in the Silent
Cartographer pretty well, too. If you're up high and need to get down without
taking damage/dying, find an overshield. If you land right on top of the
overshield, you won't take any damage due to you being invincible while it's
charging.

[On pillar in Chill Out]
Go to Chill Out, and head to the blue base, or the place with the foggy floor,
two small platforms, a health pack and a shotgun. There's also a rather large
pillar-like thing (though not circular) in it. Make sure you have a rocket
launcher, plasma grenade, and frag grenade. Grab the overshield and go to the
platform with the shotgun. Face so you are looking at the nearest wall. Go to
the right corner of this, nearest the wall. Throw onto the ground (not on the
platform) a plasma and a frag grenade. Now, jump and fire a rocket at you're
feet (but still off the platform). As you're doing this, be moving toward the
pillar. You should land on top of the pillar.

[Hidden room in Chill Out]
*I'm still trying to perform this trick, but I'll tell you how to do it now,
anyway*
This will get you into that small room behind the glass in the back of red base
(the base with the sniper rifle). Here's Juggertrout's description:

"1. Get the SR and stand on the telepad in the camo room. Point directly down
and towards the prong which points towards the SR. Have it so that your aimer is
about on the right of the semi oval and on the line (bottom right corner of the
semi oval).

2. Have player 2 teleport, before you die jump and player 2 should hopefully end
up falling through the floor. If he doesnt then just shift a tiny bit to the
left or right but stay in that general area. Eventually the teleporting player
will fall through the floor.

3. Now put your SR on 10x and move to right a bit. You should notice a
triangular shape and also that there is a line which seperates a light bit from
a dark bit. Position yourself in between this line and the point (maybe leaning
a bit more towards the point). Now have player 2 teleport. If youre lucky he
should appear standing on the wall, if not just shift around a bit and he will
eventually warp on top of the wall.

4. DONT MOVE! Have player 1 walk to about infront of the other teleporter (not
the one you used). This should make a path where the player must very carefully
walk ontop of the walls without falling in towards the hidden room. He can then
drop in and there you have it.

5. Remember this takes alot of tries and walking ontop of the walls is tricky.
Have fun."


[Ghost in the teleporter]
Go to Blood Gulch, and get a ghost on top of either base. Make sure the
teleporter is to your right. Line it up so that, if you strafed to the right,
you're body would end up inside the green part of the teleporter, and the rest
of the ghost would be outside. Once you have this position, strafe into the
teleporter. You should clip it pretty badly, and be part way in, part way out.
Turn it to the right so it's facing the front of the base. The teleporter now
acts as a large and powerful shield for you, while you have a fairly large range
of fire with the ghost. To get out, move the ghost to the left of the
teleporter, then strafe to the right and exit. To get the ghost out of the
teleporter, move it to the left and keep turning it every which way, and
eventually you should have it out.

---Easter Eggs---
[The pistol]
There are two symbols on the pistol:
One is either the Chinese or Japanese symbol for "power", and the other is the
Chinese symbol for the number seven (a 7 with a dash through it). The first one
is on the bottom of the handle, and the other is on the top, in the dark grey
section.

[.fortune]
Create a new profile and name it ".fortune". At the top of the screen, one of
the following quotes will appear:
I like beans.
Your luck is about to change.
Never wear your best pants when fighting for freedom.
Everything lies in silence.
All your hard work will pay off.
If anything just cannot go wrong, it will anyway.
Nature always sides with the hidden flaw.
Smile when your ready.
You cannot fall off the floor.
Rest is good, but idleness is its brother.

[Hidden Music]
In AotCR, during "If I had a Super Weapon", grab a banshee by sniping its driver
before he gets in. Now, head over to the pyramid structure and you should see
three ledges heading directly up above the actual pyramid. Head to the middle
ledge, and carefully park your banshee on it, get out and walk over to the right
side. Stand still on the right side of the ledge to hear the Siege of Madrigal
play.

[Hippo]
You need a shotgun and a sniper rifle. Fire the shotgun once, then look for its
shell casing with the sniper rifle. If you find it, zoom in 10x and you should
see a smiling hippo on the casing.

[Rex]
In The Maw, they'll be a jump that you're told to make, but you'll actually just
end up falling about ten stories and landing on a platform. This platform leads
to another, smaller jump, but don't do that quite yet. Back the Warthog up to
the edge of the platform and get out. Stand on the gun, and jump, jump crouch,
or whatever you need to do to get to the top. Once there, go to the side (if
you're not there already) and they'll be a small hallway. Turn on your
flashlight and to find "Rex" written in blood on the wall. This refers to one of
Halo's level designers, whose nickname is "Ferrex", which here is shortened to
just "Rex".

[Food Nipple Grunt]
In The Maw, after Foehammer crashes, continue on until you find the first path
to the right. Take this path, then get out and go down the hallway halfway down
the hallway you're in (so the first two rights you find). At the end of this
hallway is a single spec-ops grunt. He will not attack you, but he will say to
you:
"Good thing that food nipple's wait'n for me back at the starship, cuz man, I've
worked up a big grunty thirst!"

[The Megg]
Background: Put into the game by a programmer (Jamie) for his girlfriend, Meg
(Meg+egg=Megg).

How to see it: Select the PoA on Legendary. When you gain control of MC, head to
the back of the cryo bay and you should see a stack of crates, with the top one
being yellow. Jump, then crouch to get on top of the first crates, then again to
get on top of the yellow crate. Stand here for at least ten seconds. Now, head
towards the bridge as you normally would until you find the marine that wants
you to follow him. Jump over his head and continue on. Meet Cpt. Keyes and skip
the cutscene. Go out, pick up and reload the assault rifle, then kill a crew
member to trigger the invincible marines. Go into hiding until the marines
disperse a bit. You know when you're exiting the bridge, there's a hallway to
the right and left, but the one on the right has a locked door? Well, now that
door will open for you. Head that way, go through the door and run down the
hallway to the end of the room and look up. You'll see a heart made of blood
surrounding an "M" made of pistol bullet holes in the ceiling.

[Keyes' pipe]
In the level Keyes, when you find the Captain, his pipe is hidden on one of the
growths coming out of his body. Go to the right of the platform (don't be on the
platform) and look toward the ramp. You should see a growth hanging over the
edge. Zoom in 10x with a sniper rifle to see Keyes' pipe hanging on the end of
this growth.

[Keyes' nametag]
In the level T&R, after you rescue the captain, take out a sniper rifle and zoom
in 10x on his chest. If he isn't blocking it with his needler, you'll be able to
read his nametag, which says:

Hello, my name
     Keyes

[Marcus Lehto]
Marcus Lehto is/was Halo's art director. His birthday, March 5, 1969 is written
on the Scorpion, and his initials are on the bottom of MC's boot.

---Miscellaneous---
[The "Double Jump"]
Right after you jump, crouch to go slightly higher. This is useful when getting
on top of the shields on the BG bases, and on the dragon's teeth in Hang'em
High.

[Surviving falls]
Crouch as you land from a fall to take less damage. In some cases, this could be
the differences between life and death.

[Errors outside the game]
On the actual disc, MC is driving on the wrong side of the Warthog.
On the non-GOTY (game of the year) version, there are three screenshots at the
       bottom of the back of the case. Two of these are not accurate with the
       version of Halo released: There are no blue elites in the security
       building of the Silent Cartographer, and there are also no banshees in
       that level.

[Beginning additions]
In the beginning cinematic of the game, once all the marines are assembled, the
Sarge gives a short monologue. What he says changes on each difficulty, with
easy being:
"Men, keep your eyes downrange, fingers on your triggers, and we all go home in
one piece. Am I right marines?!"

and  legendary being:

"Men, we led those dumb bugs out to the middle of nowhere to keep 'em from
gettin' their filthy claws on Earth. But, we stumbled onto somethin' they're so
hot for, that they're scramblin' over each other to get it. Well, I don't care
if it's God's own personal anti-SOB machine, or a giant hoola hoop, we're not
gonna let 'em have it! What we will let 'em have is a belly full of lead, and a
pool of their own blood to drown in!"

[Legendary ending]
Beating The Maw on legendary yields a different cinematic than other
difficulties. Instead of seeing flood walking around the outside of the PoA as
it explodes, you see Sarge and a blue elite fighting over an assault rifle. As
Sarge is grumbling at the elite, he sees a large explosion in the ship and turns
to look at it. The elite then gives up the AR and turns toward the ship, also.
The two look at each other, Sarge says, "This is it, baby; hold me", and they
proceed to hug. And, yes, it's true, right before the ship's engines detonate,
the elite grabs Sarge's butt.

[Top of levels info]
Here's some information about the top of multiplayer levels. This information
does not apply to Damnation or Battle Creek.

Invisible walls and invisible hills are everywhere.

Know the map well; the edge of the cliff can appear in front of you out of no
where, so be prepared.

If you are back in the level and cannot be seen by anybody (as in, it's not
possible for them to see you), you cannot shoot them and they cannot shoot you
in anyway, including throwing grenades at you.

Grenades that land on the "ground" atop a level will not detonate. They will
fall through the level and disappear.

To get ammo while on top of Sidewinder, throw a grenade in back of the gun. The
grenade should detonate, throwing the ammo up. When it gets near you, try to
catch it.

---Notes---
All single player tricks can be performed in multiplayer, and all glitches
appear in both single and multiplayer (with the exception of the Megg, I'm not
sure about this one), even if it requires two or more players to see.

All multiplayer tricks that do not specify a required health/shield percentage
are done on 100% health, with shields. Using anything more powerful than that
increases the chance of survival (when using explosives), but does not mean the
amount of explosives needs to be increased at all.

You do not get ANYTHING for beating the game on Legendary except a slightly
different ending cinematic. If anyone tells you otherwise, they are lying. You
do not get two new weapons or the ability to carry three for beating the game on
Legendary in under three hours.

+---------------------------------+
                    -=|       General Information       |=-
                      +---------------------------------+
    =====================================================================
    |           Platform:---------------Xbox                              |
    |                                                                     |
    |           Game Format:------------1 DVD                             |
    |                                                                     |
    |           Publisher:--------------Microsoft                         |
    |                                                                     |
    |           Developer:--------------Bungie                            |
    |                                                                     |
    |           Price:------------------$49.99(USD)                       |
    |                                                                     |
    |           Genre:------------------First Person Shooter(FPS)         |
    |                                                                     |
    |           Players:----------------1-4  With Single Xbox Console     |
    |                                   2-16 With Xbox System Link        |
    |                                                                     |
    |           Memory:-----------------227 Blocks                        |
    |                                                                     |
    |           Controller:-------------Analog                            |
    |                                   Force Feedback                    |
    |                                   Memory Unit Support               |
    |                                                                     |
    |           Release Date:-----------November 6, 2001(US)              |
    |                                   March 14, 2002(EU)                |
    |                                   April 25, 2002(JP)                |
    |                                                                     |
    |           ESRB Rating(Mature):----Blood and Gore                    |
    |                                   Violence                          |
    =====================================================================