


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.
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