Halo

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Halo Tricks, Secrets And Glitches

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                    Halo Tricks, Secrets, and Glitches [Version 1.4.3]
                                    By Kyle Barr
                  (aka Scooter McDue, TablesandChairs4, Kitchensink108)


*INTRODUCTION*
This is my first FAQ, a Halo secrets FAQ. It covers only tricks from the
Xbox version of Halo. This is mainly a compilation of tricks and glitches found
at either:
halo.bungie.org,
1337guide.com,
yuan.ecom.cmu.edu/utfoo,
highimpacthalo.org,
or in Legolas' secrets FAQ, on GameFAQs.

I am not taking credit for discovering any of these tricks, as I got the ideas
for performing most of them from either of the above 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.

Please note that I do not explain every single trick/glitch known in the game.
Those that I miss are most likely due to the fact that I either don't know how
to do them, or don't know how to perform them. These tricks will be listed under
the "Requested trick descriptions" section. Also, some tricks are not listed
themselves as tricks, but rather are listed under a global method which is used
to perform the trick. An example of this being that getting on top of the blue
beam towers in Halo are listed under "Launching yourself with a Warthog."

>>>>>>>>>>>>>>******************************************<<<<<<<<<<<<<<
>>>>>>>>>>>>>>****** OTHER IMPORTANT NOTES *************<<<<<<<<<<<<<<
>>>>>>>>>>>>>>******************************************<<<<<<<<<<<<<<

1. Sniper Tower, the Blood Gulch Tower, Sniper Rock, etc. are all alternate
   names for Sniper Rock, and is listed here under
   "Sniper Rock, Blood Gulch (three ways)"

2. The trick to get off the first bridge on AotCR is listed under
   "No enemies, AotCR (four ways)"

3. To go directly to a trick, find its name in the table of contents. Press
   ctrl+F, or whatever brings up your browser's search feature, and type the
   trick name surrounded by brackets. Include the number of ways, if applicable.

   For example, "Top of Halo (two ways)" would be, simply:
   "[Top of Halo (two ways)]"

4. I'm accepting alternate descriptions and methods for just about any somewhat-
   complicated trick if you'd like to submit one.

*******************************************


 /\==========================================================================/\
/  \                              Table of Contents                         /  \
\  /========================================================================\  /
 \/                                                                          \/

,,Version History
,,Legend
,,Learning to do tricks
,,More help
,,Tricks
,,,,,Single Player
,,,,,,,,,,Warthog jump
,,,,,,,,,,In a Warthog jump
,,,,,,,,,,Stationary shield jump
,,,,,,,,,,Double Jump
,,,,,,,,,,Disappearing dropships
,,,,,,,,,,Watching enemies spawn
,,,,,,,,,,Weapon switch
,,,,,,,,,,Infinite ammo
,,,,,,,,,,Disappearing plasma grenade
,,,,,,,,,,Jumping into rocks
,,,,,,,,,,In Pelican cockpits
,,,,,,,,,,Quick reload
,,,,,,,,,,Double melee
,,,,,,,,,,Jumping high with a Warthog
,,,,,,,,,,Jumping high with a Ghost
,,,,,,,,,,Jumping high with a Scorpion, Wraith
,,,,,,,,,,Launching yourself with a Warthog, method 1
,,,,,,,,,,Launching yourself with a Warthog, method 2
,,,,,,,,,,Launching yourself with a Shade
,,,,,,,,,,Freezing enemies
,,,,,,,,,,Falling through the ground
,,,,,,,,,,Flares
,,,,,,,,,,Double flare
,,,,,,,,,,Dirt
,,,,,,,,,,Invincibility
,,,,,,,,,,Play with "Revert to save" screen
,,,,,,,,,,Headless MC, PoA
,,,,,,,,,,Outside the shield charger, PoA
,,,,,,,,,,Under Cpt. Keyes, PoA
,,,,,,,,,,Three weapons in PoA
,,,,,,,,,,Kill the Cryo room elites, PoA
,,,,,,,,,,Bottom of Halo
,,,,,,,,,,Under the light bridge, Halo
,,,,,,,,,,Inside light bridge hole, Halo
,,,,,,,,,,Bypass the red elites, Halo
,,,,,,,,,,Top of Halo (two ways)
,,,,,,,,,,Three Warthogs, Halo
,,,,,,,,,,Rock ledge, Halo
,,,,,,,,,,The blue beam, 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
,,,,,,,,,,Skipping grenades, SC
,,,,,,,,,,Warthog in the main facility, SC
,,,,,,,,,,Bottom of the main facility, SC
,,,,,,,,,,Descending the security shaft, SC
,,,,,,,,,,Marines never stop shooting, SC
,,,,,,,,,,Floating marine, SC
,,,,,,,,,,Through the locked door, SC (Five ways)
,,,,,,,,,,MC killed by Warthog in cutscene, SC
,,,,,,,,,,Skip a story, SC
,,,,,,,,,,Automatically kill the gold elite, SC
,,,,,,,,,,Warthog through the tree barrier, SC
,,,,,,,,,,Top of the Silent Cartographer (Four ways)
,,,,,,,,,,Warthog on top of the Silent Cartographer
,,,,,,,,,,Marines on top of the Silent Cartographer
,,,,,,,,,,Save the marines, SC
,,,,,,,,,,Bad driving, SC
,,,,,,,,,,Stay in Pelican, AotCR
,,,,,,,,,,Sleeping Grunts, AotCR
,,,,,,,,,,Two Warthogs, AotCR
,,,,,,,,,,Bottom of the elevator shaft, AotCR
,,,,,,,,,,Floating plasma grenade, AotCR
,,,,,,,,,,Jumping between bridges, AotCR, Two Betrayals (Two ways)
,,,,,,,,,,No enemies, AotCR (four ways)
,,,,,,,,,,Two crashed Pelicans, AotCR
,,,,,,,,,,Early banshee, AotCR
,,,,,,,,,,Banshee in the rooms, AotCR, Two Betrayals
,,,,,,,,,,Crossing the gap, AotCR
,,,,,,,,,,Fun with bouncy vehicles, AotCR
,,,,,,,,,,Into the Control Room with no cutscene, AotCR
,,,,,,,,,,Bottomless tree, AotCR
,,,,,,,,,,Off the land bridge, AotCR (three ways)
,,,,,,,,,,Unresponsive enemies, AotCR
,,,,,,,,,,MC killed in cutscene, AotCR
,,,,,,,,,,MC attacked and killed in cutscene by a Hunter, AotCR
,,,,,,,,,,MC attacked and killed in cutscene by a Banshee, AotCR
,,,,,,,,,,Another thing with the cutscene, AotCR
,,,,,,,,,,On top of 343 GS (two ways)
,,,,,,,,,,Floating assault rifles, GS
,,,,,,,,,,Mysterious marine, GS
,,,,,,,,,,Dead marines, GS
,,,,,,,,,,Messing with the flood cutscene, GS
,,,,,,,,,,Floating Weapons, GS
,,,,,,,,,,MC dead in end cutscene, GS
,,,,,,,,,,Bottom of the Library
,,,,,,,,,,Auto-death, Two Betrayals
,,,,,,,,,,No enemies, Two Betrayals
,,,,,,,,,,Sniping wraith driver, Two Betrayals
,,,,,,,,,,Beginning of AotCR, Two Betrayals
,,,,,,,,,,Banshee in the cutscene, Two Betrayals
,,,,,,,,,,MC killed in cutscene, Two Betrayals
,,,,,,,,,,Across the hole in Keyes (Two ways)
,,,,,,,,,,MC attacked in grav lift cutscene, Keyes
,,,,,,,,,,MC attacked in Keyes cutscene, Keyes
,,,,,,,,,,Fast banshees, Keyes
,,,,,,,,,,MC killed in beginning cutscene, The Maw
,,,,,,,,,,Outside of the PoA, The Maw
,,,,,,,,,,Squares of blood, The Maw
,,,,,,,,,,Inside the vent core, The Maw
,,,,,,,,,,Single player object overload, The Maw
,,,,,,,,,,Getting the Banshee, The Maw
,,,,,,,,,,Invisible floor, The Maw
,,,,,,,,,,Blast door climbing, The Maw
,,,,,,,,,,Something to do with blast doors and rockets, The Maw
,,,,,,,,,,Changing the cutscene, The Maw
,,,,,,,,,,Bottom of the Maw jump
,,,,,Co-op
,,,,,,,,,,Object Overload
,,,,,,,,,,Trapped outside the level
,,,,,,,,,,Infinite ammo
,,,,,,,,,,Infinite active-camouflage
,,,,,,,,,,Jump really high (using a Warthog)
,,,,,,,,,,Change suit color
,,,,,,,,,,Flying crewman, PoA
,,,,,,,,,,Climbing display, PoA
,,,,,,,,,,Touching Halo, PoA
,,,,,,,,,,Three weapons, both players, PoA
,,,,,,,,,,Messed up cutscene, Halo
,,,,,,,,,,Top of T&R
,,,,,,,,,,A Master Chief killed in the cutscene, T&R
,,,,,,,,,,On top of the Silent Cartographer
,,,,,,,,,,Through the locked door, SC
,,,,,,,,,,Through invisible wall, SC
,,,,,,,,,,Stand up in passenger seat, SC
,,,,,,,,,,Descending the security shaft, SC
,,,,,,,,,,Quick way back to the top, SC
,,,,,,,,,,Bottom of AotCR
,,,,,,,,,,MC on the ring, AotCR
,,,,,,,,,,No enemies, AotCR
,,,,,,,,,,Extended Early Banshee, AotCR
,,,,,,,,,,Bodies in the AotCR cutscene
,,,,,,,,,,Banshee in the rooms, AotCR, Two Betrayals
,,,,,,,,,,MC killed in beginning of cutscene, AotCR
,,,,,,,,,,Bodies in 343 GS cutscene
,,,,,,,,,,Don't wait for doors to open, The Library
,,,,,,,,,,Beginning of AotCR...in Two Betrayals
,,,,,,,,,,Linked-lives, Two Betrayals
,,,,,,,,,,Frozen Flood, Two Betrayals
,,,,,,,,,,MC Killed in cutscene, Two Betrayals (two ways)
,,,,,,,,,,On top of Keyes
,,,,,,,,,,In the ceiling holes, Keyes
,,,,,,,,,,Don't leave the ship, Keyes
,,,,,,,,,,Getting the Banshees, The Maw
,,,,,,,,,,Make the jump, The Maw
,,,,,Multiplayer
,,,,,,,,,,Killed by The Guardians
,,,,,,,,,,Getting the most out of powerups
,,,,,,,,,,Shoot through walls
,,,,,,,,,,In walls
,,,,,,,,,,Stacking
,,,,,,,,,,Jumping from great heights, not taking damage
,,,,,,,,,,In vehicles (in, but not in)
,,,,,,,,,,Extreme height
,,,,,,,,,,Sunken Ghost, Blood Gulch
,,,,,,,,,,Warthog, Scorpion on top of Blood Gulch
,,,,,,,,,,On top of Blood Gulch (six ways)
,,,,,,,,,,Ghost in the teleporter, Blood Gulch (Two ways)
,,,,,,,,,,Sniper Rock, Blood Gulch (three ways)
,,,,,,,,,,Sniper rifle, Blood Gulch
,,,,,,,,,,Warthog Door, Blood Gulch
,,,,,,,,,,Vehicles on the Blood Gulch bases
,,,,,,,,,,In the ceiling, Blood Gulch
,,,,,,,,,,Long flag throw, Blood Gulch
,,,,,,,,,,Broken teleporter, Sidewinder
,,,,,,,,,,Through the bars in Sidewinder (Four ways)
,,,,,,,,,,On top of Sidewinder (nine ways)
,,,,,,,,,,Ghost, Warthog in second floor of base, Sidewinder
,,,,,,,,,,Warthog, Scorpion on top of Sidewinder
,,,,,,,,,,Behind the ladder, Sidewinder
,,,,,,,,,,Top of Damnation (four ways)
,,,,,,,,,,Bottom of Damnation
,,,,,,,,,,Hidden Ledge, Damnation
,,,,,,,,,,On pillar in Chill Out
,,,,,,,,,,Hidden room in Chill Out
,,,,,,,,,,On beam, Chill Out
,,,,,,,,,,In that one small window, Chill Out
,,,,,,,,,,Extra large teleporter, Chiron
,,,,,,,,,,Claymores in Chiron
,,,,,,,,,,Hidden room in Chiron
,,,,,,,,,,Top of Battle Creek
,,,,,,,,,,Getting weapons, Prisoner
,,,,,,,,,,Teleporter glitch for Rat Race
,,,,,,,,,,On ledge in Rat Race
,,,,,,,,,,Overshields, Rat Race
,,,,,,,,,,Up high in Wizard
,,,,,,,,,,Hitting the bottom of Boarding Action
,,,,,,,,,,On a wall, Boarding Action
,,,,,,,,,,Jumping the ships, Boarding Action
,,Easter Eggs
,,,,,A note on `unviewable' Easter Eggs
,,,,,,,,,,Marathon Logos
,,,,,,,,,,The pistol
,,,,,,,,,,.fortune
,,,,,,,,,,Hidden Music (Two ways)
,,,,,,,,,,Hippo
,,,,,,,,,,Rex
,,,,,,,,,,Food Nipple Grunt
,,,,,,,,,,The Megg
,,,,,,,,,,Keyes' pipe
,,,,,,,,,,Keyes' nametag
,,,,,,,,,,Marcus Lehto
,,,,,,,,,,The Bulletin Board
,,Miscellaneous
,,,,,,,,,,Wrong hand
,,,,,,,,,,Yes, those Wraiths can be destroyed
,,,,,,,,,,Reloading the wrong gun
,,,,,,,,,,Tidbits about the flood
,,,,,,,,,,Errors outside the game
,,,,,,,,,,The title screen gameplay footage
,,,,,,,,,,Properties of the Keyes Banshees
,,,,,,,,,,The "Double Jump"
,,,,,,,,,,Surviving falls
,,,,,,,,,,Beginning additions
,,,,,,,,,,Legendary ending
,,,,,,,,,,Top of levels info
,,Trick Explanations
,,Challenges
,,Notes
,,Requested trick descriptions
,,Contact Info
,,The giving of credit where credit is due section
,,Legal Information


 /\==========================================================================/\
/  \                              Version History                           /  \
\  /========================================================================\  /
 \/                                                                          \/


Version .4 - Started this FAQ
Version .6 - Added descriptions of a few tricks.
Version .9 - Filled in more information, almost finished.
Version .99- Finished with all the main tricks/easter eggs. Time to start
             touching up.
Version 1.0- Done with all tricks for now; searching for more and trying to
             discover new ones.
Version 1.1- Added some miscellaneous info.
Version 1.3- Added a few more things...
Version 1.4- Added rock stuff, ghost in the teleporter, etc.
Version 1.5- Added some stuff e-mailed to me, and the request section.
Version 1.6- Bottom of the Maw jump added; man that took a while to do.
Version 1.7- A few new tricks added; Juggertrout's no enemies AotCR description.
Version 1.8- Added several small things, and the Chill Out room description.
Version 1.85- Added something I'd forgotten, and finally got to the bottom of
             Halo.
Version 1.9- Added a few more small tricks.
Version 1.91- Made a few minor changes.
Version 2.0- Added several more tricks, mainly for co-op.
Version 2.1- First update in a while, ASCII art change, a few tricks added.
Version 2.2- Some minor changes made, and another trick added.
Version 2.3- A few format changes, and a couple tricks added.
Version 2.4- Several tricks added, a couple minor changes.
Version 2.5- A couple minor additions, working on trying out some tricks from
             Juggertrout. Most notable trick added: Bottom of AotCR (co-op)
Version 2.6- First update in a while; got behind due to projects for school.
Version 2.61- Some very minor changes. Almost a pointless update.
Version 2.7- Multiplayer section has been reformatted, and a couple tricks
             added.
Version 2.8- A few legal changes; no tricks added. Yipee.
Version 2.9- A few tricks added; trying to perform more, so it'll probably be
             updated again soon.
Version 3.0- Ha, version 3 has arrived. My thoughts today: Honors English II is
             a lot of work. Not many updates lately. But I made contact with
             Legolas! Oh, and, The Perks of Being a Wallflower and 1984 are good
             books. I suggest reading them.
Version 3.1- Yes, this is the pi edition. I mainly just added stuff to current
             tricks. And remember, 3/4 of all people make up 75% of the
             population.
Version 3.2- I wish 3.2 had some real significance, like 3.14. Nonetheless, the
             pi edition is no more. Sadness. Moving on, added in the first batch
             of Boarding Action tricks, and, let me apologize beforehand for the
             quality of the ASCII representations I made. And a few other
             changes were made, as well. These just keep getting longer and
             longer.
Version 3.3- Halo tournies are fun. I am now on the two-player team henceforth
             known as "The Defibrillators". Take that and fear me. Back to the
             FAQ, nothing really important added this time. Something I found
             out about floating weaponry, but nothing else worth noting.
Version 3.4- I'm forgetting something, I know it. Nonetheless, this update is
             mainly about touching up a few tricks. Not adding anything new, but
             adding to ones already here. And I rearranged the multiplayer
             section again, since it seems I didn't finish it last time.
Version 3.5- I KNEW I'd forgotten something. Well, that's squared away. One
             trick added, and a few adjustments made to others. I get to go
             take German IIA and Algebra IIA exams tomorrow. What fun! Hey,
             it has to be better than the Honors English IIA exam I took today.
Version 3.6- Changed the section headers. If people get sick of them, I can
             always change them back, but I felt the section dividers were
             getting lost in a flood of text. Anyway, added two tricks, and
             a miscellaneous thing.
Version 3.7- Maybe the last big update for this FAQ. Several things added or
             improved upon. I now consider this FAQ being able to stand on its
             own. This means I'll be more lenient if you ask me to host it, as
             I'm not planning any more crucial updates.
Version 3.8- Updates are few and far between now, but I should be updating again
             in a few days, with some really nice tricks. Hopefully. Other than
             that, this update is mainly about adding some trick descriptions,
             to hopefully clear some things up.
Version 3.9- Added a few tricks, not many. Mainly wanted to clear up that Utfoo
             was back online. Probably be updating again sometime soon.
Version 3.91- Wasn't really planning on making this update, so there aren't any
             new tricks. It's mainly a format change, and a few minor changes
             along the way.
Version 4.0- A whole new integer, today. Added a few tricks and a few alternate
             descriptions, hoping to update again soon (although the next update
             probably won't have much).
Version 4.01- Didn't update with what I expected. Mainly added a bunch of links,
             Again, I'll probably update again soon.
Version 4.1- Rather small update, mainly prepared it for more hosts. Several
             more sites are now allowed to host it. Also added in a couple more
             links. Working on getting into the secret room in Chill Out so I
             can right a more in-depth description for that.
Version 4.11- Added a few more links and corrected a couple things. Don't worry,
             in my next update, I'll actually be adding several tricks.
Version 4.2- Finally, a new version. It only took like five months. Five months
             of telling people I would hopefully get it updated that weekend.
             Updates, as you can tell, will be very few and far in between for
             now on. It may still get updated, but with the free time I have,
             I'd like to start writing other stuff.
Version 4.3- Finishing up my first real update it quite a while. A couple tricks
             added, but nothing else too noteworthy.


 /\==========================================================================/\
/  \                              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 (usually the level, but sometimes the ship)
SC- Silent Cartographer
AotCR- Assault on the Control Room
343 GS- 343 Guilty Spark (level only)
Shade- The Covenant stationary gun. Usually manned by a grunt (but sometimes an
     elite).
o-o- Object Overload
P,F,R- Plasma, Frag, Rocket. Refers to throwing a plasma grenade, then quickly
     throwing a frag, then tapping the right trigger to fire a rocket.
Plasma, Frag, Rocket- See above
HBO- halo.bungie.org

Back- Backwards, not the "Back" button. The button or direction with the analog
     stick that makes you move backwards.



 /\==========================================================================/\
/  \                          Learning to do tricks                         /  \
\  /========================================================================\  /
 \/                                                                          \/

If you're new to performing tricks in Halo, I thought I may as well say
something about that. There are some trick in here that are so incredibly
simplistic that anyone can do them on the first try. Others, I can't even do.
Realize this, and if you can't do a trick, don't get frustrated. Work your way
up with easier tricks, then get to the harder ones. Some examples of trick
difficulties, with 1 being the easiest, are:

1: Flares, top of 343GS
2: Warthog on top of the BG bases, through the bars on Sidewinder, Early Banshee
3: On top of Sidewinder, on top of Halo, Warthog jumping
4: Top of Damnation, top of Blood Gulch, bottom of The Maw (outside the ship)
5: Bottom of the Maw jump room, anything where MC is killed in a cutscene
   (single player), off the bridge in AotCR (no enemies, AotCR, single player)
6: Sniper rock
7: Touching Halo, secret room in Chill Out, bottom of SC main shaft (single
   player), bottom of Halo (below the waterfall)

Using this as a guideline, you can work your way up and become increasingly more
experienced, allowing you to tackle some of the more difficult tricks.

Remember, as you become more experienced, you should keep an open mind. If you
have an idea for a trick, remember to utilize aspects of other tricks to do it.
Stationary shield jumping and overshield jumping are two good tricks that are
pretty versatile. You can overshield jump anywhere there's an overshield, and
stationary shield jumping isn't limited to Keyes; it can also be done in the
Pillar of Autumn.

Realize that there's more than one way to do a trick, and that the most obvious
way may not always work. Take Sniper Rock as an example. There are so many ways
it would seem you could get up there by using the area directly under it, like
rocket jumping with 400% health. But even that doesn't work. The path with the
Ghost is something that, at least I, would have never thought of. There are no
ways within ten feet of getting to Sniper Rock (at least, with 100% health), but
there is a way beyond those ten feet.

Take another example: the bottom of Halo. I don't know how many countless hours
people have spent hurling themselves over waterfalls in vain. But who would have
ever thought of going UP to get DOWN? Frogblast did, when he realized that
there's an invisible slope on the top of the level that you can slide to the
bottom on. He didn't just think one day, hmm, there must be a slope atop the
level. On Utfoo he says how he got down using an incredibly ingenious, yet
horribly complex method, and then was observing the area down there when he
found an alternate route down. Always keep an open mind. It makes life, and
tricks, a whole lot easier.

Another example of applying earlier methods for new ones: the secret room in
Chill Out. An HBO forum member had created a contest, prize and all, to see if
it was possible to get back there. Several people agreed that such a feat was
impossible. One of the ideas that came from brainstorming was to get the max
players into the level, bring an overshield to the red flag, have one player
grab the overshield and have everybody else shoot him with rockets as the
overshield charged. A good use of the overshield invincibility trick, but it
didn't work.

That didn't mean it was impossible, as was quickly discovered. The teleporter
glitch for Damnation, the one that lands you on top of the level, had already
been discovered. I think it may have been discovered for Rat Race, too, by that
time. The winner(s) of the contest posted a video on how to do it, in which they
showed how they applied the teleporter glitch to a level it had never been done
in yet, and used that to get on top of the level, so they could just hop right
into the room and win the prize.

There are tons of tricks out there, and oh so many base-methods (i.e. the
teleporter glitch) out there, and every level in Halo is open and free to
explore. Use your imagination and experience when going through a level to
perform a new trick, or at least one new to you, and don't give up just because
your first method failed.


 /\==========================================================================/\
/  \                              More Help                                 /  \
\  /========================================================================\  /
 \/                                                                          \/

If you still can't complete a trick using any of the descriptions or links I've
given, you can either watch a video or ask on a forum. These are two more really
good ways at learning how to do it.

Some forums to try are:
GameFAQs: (http://cgi.gamefaqs.com/boards/gentopic.asp?board=2000163)
HBO: (http://carnage.bungie.org/haloforum/halo.forum.pl)
IGN: (http://boards.ign.com/Halo/b5240/p1)
1337guide: (http://www.1337guide.com/forums/)
Halo.ibonk: (http://haloib.com/index/forum/topic/tricks)
HIH: (http://highimpacthalo.org/v-web/bulletin/bb)

Some tricks are really hard to teach just through plain text, and most tricks
are easier to learn when you see what's suppose to happen. So, if you're
struggling to do a trick and just can't quite get it right through text, I may
as well point you in the right direction for media.

Individual videos to look for:
*Warthog Jump (Randy Glass)
*In Too Deep (Mike Miller)
*Winning Isn't Everything (Mike Miller)
*Causin' a Ruckus (Team Overkill)
*What Goes Up (Aikidoka and Halorigin)
*Out of Bounds (Ms. Man)
*MC's Playtime (Ms. Man)
*I Don't remember This Being Here! (Ms. Man)
*Outside PoA (Ms. Man)
*Old But Fun (Ms. Man)
*The Halo GT series (halogt.com, beware, though, that some show mods being used)
*The Halo Underground series (halounderground.com)
*Anything from Frogblast/Metafire (Utfoo)
*Anything from Ducain and/or Nomak (highimpacthalo.org)
*Anything from Juggertrout
*Basic Essentials (useful, but not exactly tricks)
*Advanced Essentials (also useful, but not tricks)

Some sites that host these videos and more:
http://halo.bungie.org
http://1337guide.com
http://www.highimpacthalo.org
http://warthog-jump.com
http://bloodgulch.com
http://www.mikerosoftsite.com/halosite_files/page0001.htm
http://haloib.com (formerly http://halo.ibonk.com)
http://thatweasel.tv/hbo_mirror.php
http://yuan.ecom.cmu.edu/utfoo
http://halogt.com
http://halounderground.com
http://2070films.com
http://COERCE.net
http://elitegamers.org
http://deathpena1ty.com
http://halopimpz.com
http://halosecrets.com
http://halomods.com
http://pfrclan.cjb.net
http://nzds.net/~goatrope
http://www.halo.synide.net/tricks.htm
http://7hr33.org
http://www.systemcrash.tk

***Any of the above sites, may, at one time or another, go down. I'll keep the
links there, though, if by chance they return.

 /\==========================================================================/\
/  \                              Tricks                                    /  \
\  /========================================================================\  /
 \/                                                                          \/



                              ===============
                              -Single Player-
                              ===============


[Warthog jump]
Build a pile of grenades, park a Warthog on top, and detonate
them to get vehicles (not just Warthogs) to places they weren't supposed to
be. See the Warthog Jumping FAQ by Juggertrout (on GameFaqs.com) for
details on how to do this.

Here's my own tutorial:

-Single player-
For starters, choose the Silent Cartographer on easy. Clear out the beach like
normal, preserving as many marines' lives as possible. When the get the Warthog,
get two marines in it and drive to the main facility. You don't have to kill all
the enemies there, but kill any that might get in your way. Drive towards the
arch, but before you get to it, make a sharp turn back towards the overshield.

You should get a checkpoint (if not, go farther before turning). Now head up to
the overshield. Park somewhat next to it (two or three feet away is fine). Get
out of the Warthog and head to the gunner. Press X to get him out of the seat,
then back up about five feet. Fire your pistol into the air so the marine looks
at you. Now shoot him in the head.

If he didn't drop any grenades, revert to saved. If he dropped two, but they
landed like five feet from each other, revert to saved. If he dropped one
grenade, or two that landed in close proximity to one another, you can proceed.
Your next step is getting the passenger out of the Warthog. Once you do, get
back in the driver seat and wait for him to get into the gunner seat. Head back
towards the arch and hit the checkpoint again.

Drive back to the overshield and try to park it in the exact place as before
(usually, you'll want the back of the Warthog to be a few feet from the feet of
the dead marine).

Get the marine out of the Warthog, fire the precursor shot, then shoot him in
the head again. Revert if he didn't drop adequate grenades. You usually want two
grenades, but some marines refuse to give that number (I, for one, have _never_
gotten two grenades from Sgt. Stacker).

Once you get him to drop his grenades, hit the arch checkpoint, then save and
quit. You'll want to save and quit, usually after every two marines, just in
case something goes horribly wrong.

Load the gamesave back up again, and go pick up two more marines. Bring them
back to the arch/overshield, and do the same thing you did with the other
marines. Keep doing this, and you should build up quite a nice pile of grenades,
anywhere from, say, 9 to 14. Once you've finished off all the marines, hit the
checkpoint and save and quit again.

You can now finally get to launching. Park the Warthog over the pile of grenades
and throw a plasma under it. Stand back and watch the Warthog get blown sky
high. So, what was the purpose of doing all this next to an overshield? Throw a
plasma grenade, wait about one second, then grab the overshield and enter the
gunner seat of the Warthog. When the Warthog gets blown up, you should be in it
for the ride. The charging overshield lets you live through the explosion.

Alternative ways of launching are with a rocket launcher, throwing a second
plasma grenade on the Warthog, throwing a plasma then a frag, just throwing a
frag, filling one of the bodies with needles, etc.

Tips for doing it on the level Halo:
*There are checkpoints going into each of the marine areas.
*Use only the marines from the rockslide and hill areas.
*Don't do the jump in one of those two areas unless you want to take the chance
     of fighting the marines, and possibly their sniper

-Co-op-
Warthog jumping on co-op is easier. All you need is a Warthog and a lot of dead
bodies. What you need to is mark out the place you want to jump at. Look through
that loading zone for grenades, frags and plasmas both. Get as many as you can,
for both players, and bring them back to the jump spot. Now, have one player
melee the other in the back. His grenades should go flying and land in a nice
little pile.

Have the other player stand in the same spot, and the newly respawned partner do
the same to him. You should now have, hopefully, a nice pile of 16 grenades. Go
look for any more grenades and repeat the previous steps. You might be able to
get 30, 40 or more in one pile. Park the Warthog on top, toss a grenade in, and
enjoy.

Videos:
Warthog Jump Tutorial (ArakniZ)
Warthog Jump (Randy Glass)

Links:
http://1337guide.com/wj.php
http://db.gamefaqs.com/console/xbox/file/halo_warthog_jump.txt

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[In a Warthog jump]
Jump into the gunner seat of a Warthog just before it's
launched (during a Warthog jump) to take a ride. Hop in after the first
grenade explodes, but before the rest chain react. Can be pretty tricky.

Here's makaveli the don's explanation:
"Getting in a Warthog during a Warthog jump (w/o overshield) as you already know
is just all about timing.
I find the best way to get in is by starting your jump into the back of the
Warthog about 2-3 meters away just as the first set of Grenades go off. That way
you should have time to reach the Hog press X just as the second set of Grenades
are going off."

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[Stationary shield jump]
*See "Don't leave the ship, Keyes* for details.

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[Double Jump]
Crouch at the top of a jump to get a little extra height. This isn't noticeable
at first, but try jumping onto the "tombstones" (or dragon's teeth, whatever you
call them) in Hang'em High. You can't jump onto them normally, but you can if
you double jump.

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[Disappearing dropships]
This isn't really a trick, but it's interesting nonetheless. All dropships
throughout the game are meant to fly to a place and get there before you can.
Upon reaching that point, they disappear. However, you can use certain tricks to
speed up your journey and you can actually see the dropship (either Covenant or
a Pelican) disappear. Some places to see this are:

The beginning of SC. Once out of the Pelican, run straight ahead and don't stop.
You should get far enough that when the second Pelican flies around the bend,
you can see it disappear.

AotCR: Get the "early Banshee" and fly to the second chasm (the room with the
giant pillar). A Covenant dropship should land and drop of some enemies and two
Ghosts. When it flies away, follow it as closely as you can. When it reaches the
tank barrier, past a small frozen lake, it will disappear.

Also, if you are in a Pelican you're not supposed to be in (like if you stay in
the Pelican at the beginning of 343GS, or the Pelican that drops off the marines
in AotCR), it won't disappear. The Pelican is not supposed to crash, but with
you in it, it can't disappear, so it's engine stops running and just sort of
floats downwards and lands.

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[Watching enemies spawn]
This also isn't really a trick, but there are some spots throughout the game
where you can watch an enemy spawn right in front of you. Some of them require
you to be on co-op, but nonetheless, here are some examples:

AotCR (co-op): Halfway through the level, there's an elevator with a Jackal at
the top. That's its most defining feature. When you get to the top, you'll
immediately have to fight four jackals. In the next room, there is a gold Elite.
Have one player stay near entrance to the center of the room, and the other
player keep going through the room, killing enemies. Apparently you're supposed
to be ambushed from behind here, because sometimes a red Elite will spawn right
in front of the waiting player.

Two Betrayals: Head to the Final Run. Get in a Ghost and immediately blitz the
Banshees, but don't take the Banshee. Instead, take cover behind the rocks. Stay
there for a bit, and eventually a whole mess of Covenant will spawn right on top
of you. You're dead if it's on legendary or heroic, as a good 4+ Elites,
including a goldy, will spawn, sometimes on top of each other.

Two Betrayals (co-op): At the second pulse generator, have one player stand
right next to the load point, and the other player disrupts the beam.
Immediately, the waiting player crosses the load point, and many frozen Flood
will spawn right in back of you.

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[Weapon Switch]
You need two controllers. Go into any level in single player, with either
controller (called Controller 1 for now). Hit a checkpoint, save and quit. Make
note of what weapon you had.

With the other controller, go back into that profile and pick up a different
weapon (other than the one you saved with in the previous step). Hit a
checkpoint, save and quit.

Pick Controller 1 back up again, and go into the same profile. The skin of your
weapon should be that of the first time you saved, but it will have the
characteristics of the gun in the second save.

Note: This does not mean that an AR will fire rockets. The rocket launcher (if
that was your second weapon), just looks like an assault rifle, and does not
fire automatically. This glitch will go away if you switch weapons, swap
weapons, die, etc.

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[Infinite ammo]
This trick has no real tactical value, but it's a trick nonetheless. Pick up a
weapon that uses clips, try the assault rifle first. Find another weapon on the
ground that you can pick up. Fire the assault rifle until it's down to two or
three bullets, then make note of how many clips you have left. Reload the
assault rifle, but just before MC removes the clip from the gun, pick up the
other gun in front of you. Pick the assault rifle back up. It should have the
same number of clips, but it will have 60 shots left again.

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[Disappearing plasma grenade]
You can do this two ways, although both ways are completely different from each
other when it comes to why it happens.
Method 1: Find an invisible wall and throw a plasma grenade on it. It will
stick, but instead of exploding will just disappear.

Method 2: Go to AotCR. Head into one of the hallways with a load zone and a
checkpoint. Memorize the locations of the load points (they're on two black
tiles). Now, run towards a load point, jump, and just before or right as you
cross the load point, throw a grenade. It will disappear a second after thrown.

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[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).

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[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.

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[Quick reload]
GrandmasterStevo.
"Press X twice and then quickly switch weapons. Wait a few seconds before
switching back. You have to wait slightly for the weapon to reload, but it won't
take as long as if you reloaded regularly, and you'll have another weapon in
your hands to fire with. So...
Press X twice
then switch weapons
wait a few secs(2 at most)
then switch back"

I hadn't done this trick yet when I included the description, but I'll include
one of my own, anyway:

Press X twice, in rapid succession. When it's about a third of the way finished
reloading, hit Y to switch weapons. Now, wait a few seconds (about the length of
time it would take to normally reload). The actual reload may not be faster, but
you do have the ability to use another weapon while you're doing it.

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[Double melee]
Melee once, then throw a grenade and melee again, as quick as you can. This
slightly increases your rate of melee.

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[Jumping high with a Warthog]
You may need to adjust the way you hold your controller for this one; you
need to be able to use both sticks and the X button (then the A button) at the
same time.

Okay, once that's situated: Go full speed (or nearly full speed) in a Warthog.
Start turning right, and as you begin turning, exit the Warthog. Keep holding
both sticks so you continue turning. Right after hitting X to exit, tap A to
jump. The Warthog will, hopefully, tailwhip you, and the combination of that and
jumping should cause you to get some pretty good air, once you get good at it.

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[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.

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[Jumping high with a Scorpion, Wraith]
For a Scorpion, drive it over a small ledge or something so it lands upside
down. For a Wraith, keep it in good condition and flip it upside down (the
easiest way is to drive under it from behind with a Scorpion). Once this is
accomplished, jump on top of the upside down vehicle and go to the highest
point. Press X to flip it, and when it flips you should be thrown upwards a good
height.

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[Launching yourself with a Warthog, method 1]

This trick was, as far as I know, pioneered by Ducain, or at the very least
taken to a whole new level by him. It involves creating a Warthog jump and using
the flying Warthog to bump you high into the air. This can be used to land you
top of the Silent Cartographer, on top of the blue beam towers on Halo, on top
of the pillar-like Banshee tower on AotCR, etc.

The following description was written by Ducain and posted on his website's
forum (at highimpacthalo.org):

"I am making this because it's been asked a bunch of times. I'll reference this
post from now on.

Now obviously this doesn't apply to launching from a shade. Just watch some
vids of that to see how it's done.

This is describing the launch where MC stands on top of the laag gun of the
warthog and launches into the air.

Before we go any further: you need to be on Heroic difficulty at least. I never
even play Halo unless its Heroic or Legendary anymore. Mostly Legendary. On
Legendary, there is almost no grenade damage.

I'll tell you how I found out: Open up the level Halo on Easy, skip the opening
cutscene, exit the dropship and then throw a frag at your feet. Stand right on
it when it blows. Now do that on every other difficulty. The results will
surprise you.

Now...setting the jump up is not really that hard. Just time consuming.

Here is a picture (very crude, mind you) of how the setup is to be done:

[Due to text only limitations, I did the best I could to convert his image into
ASCII]

        %%
                  PG
##########################
########-Warthog-#########
##########################
##########****############
##########****############

The "Warthog" above is labeled in the following fashion:
*The asterisks show where the pile of grenades should be
*The PG shows where you should throw your plasma grenade
*The percent signs show the direction you should be looking

[The following is the continuation of his post]

You need to have a very tightly packed pile 'o nades under the hog. If the
grenades are lying in a loose pile, they will often fly out from under the hog
when the first nade detonates. When that happens, you go byebye. On co-op, this
is no problem. You can adjust your nade pile easily. On single player, however,
you need to take extra time and care to make certain that your frag pile is
very tight (lest ye die).

The pile of nades needs to be near one side of the hog. The reason for this is
that the hog will move tilt on its side and move backwards slightly when you
detonate your plasmanade on the ground. When this happens, it positions the hog
right over the nade pile so that it blows straight up at you.

You will stand on the gun turret of the hog, facing away from the nade pile
(see picture), and then throw a plasma grenade very close to the side of the
hog, on the ground.

The plaz blows on three, so hop on two and a half. If you hop too late, the hog
will kill you instantly when it moves. The idea here is to 'grenade jump' off
the top of the hog, which launches you just far enough so that the big
explosion doesn't kill you when it launches the hog up at you.

When you hop, hop up and backwards, pressing X like mad. Yes, pressing X keeps
you alive. (tanx Dark Helmet for discovering that one)

The trick is to have the side (or bottom) of the hog coming up at you when the
nade pile blows. If it does, you live (and go sailing).

Hope this helps. Personally, I would love to see someone use this to get
somewhere cool. Have fun- I sure have!
_________________
When life gets you down, blow something up."

An alternate method of this trick is to make the pile of grenades, and park the
Warthog so the grenades are near the front of it. Stand in front of the LAAG,
and throw a plasma grenade in front of the Warthog. Wait a couple seconds, then
jump and tap X. The grenades should detonate and send the front of the Warthog
into you, bumping you to a pretty good height.

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[Launching yourself with a Warthog, method 2]
This method, as opposed to method 1 (mentioned above), focuses on launching MC
horizontally. It's good for, say, launching from one plateau to another on the
level Halo, or into any of the various rooms located along the main shaft on the
Silent Cartographer.

What you need to do, first and foremost, is make a pile of grenades. Just make
it like you would a Warthog, with as many grenades as you'd like. Realize,
though, the more grenades means you have less chance of survival, and less
grenades means you won't go as far.

Once the grenades are set up, park the Warthog facing the grenades, between them
and the place you want to launch to. You want the front of the Warthog to be,
say, five or more feet from the pile, give or take, depending on how many
grenades you used. How far away you park will also determine how high you will
go. The farther away you park it, the more horizontal the Warthog will fly, so
you'll fly farther but not get as high.

As for placement of the initial grenade, I think, but am not certain, that this
will make a bit difference in whether you survive. If you throw it past the
pile, it might cause the grenades to fly forward before exploding. If you hit
the middle of the pile, the grenades will fly in all directions before
detonating. I suggest throwing the grenade slightly past the grenade pile, to
make sure you get the full effect of the grenades without endangering yourself
too much.

Once you decide where you'll throw the grenade, hop onto the gun of the Warthog.
Throw the grenade, the drop back down behind it. You now have two choices. The
first is to enter the Warthog immediately. This will cause you to fly with the
Warthog, and wherever you land, you'll have the Warthog with you, and you'll
also have a better chance at surviving. The downfall is that you won't fly quite
as far.

The other option is to wait until the initial grenade detonates, then enter the
Warthog just as the pile is exploding. This will cause you to fly out of the
Warthog, and possibly also get bumped by it (making you go farther). The
downfall is you'll most likely die on impact with the ground, but you'll go
farther.

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[Launching yourself with a Shade]
This trick was more or less pioneered by Juggertrout. He may not have invented
it, but he spurred the more widespread use of it that lead to the creation of
several Halo videos. His description was also posted on Ducain's forum. Here it
is, reprinted:

"OK, here we go:

The good thing about Shade Launching is that you can get higher with less
grenades than it's Warthog equivalent, and it has more options.

Firstly, kill your marines or a number of enemies in one spot. Your grenades
need to be fairly close together for this to work. Park your Shade over the
grenades so that they are under the leg opposite the gun turret. They need to
be a bit inside the Shade than outside, but in that general position. Just one
plasma grenade under the Shade is enough to launch you fairly high. But I
always try for two or more. Stand on the gun turret and throw a plasma
(although i've done it with both frags and the plamsa-frag combo and got it to
work) half under the Shade to one side of the turret, just as it's about to
explode, leap in the direction in which the plamsa will throw the shade and
press 'x' rapidly. If done right then the Shade will force you upwards. If not
you will die. It is possible, so keep trying.

The Far Launch is what I use to get onto the T&R plateau on my 'Advanced SP
Shade Jumping' vid. All you have to do is throw the plasma where the grenades
actually are. As usual, jump back and press 'x', the shade will be thrown
sideways towards you, and you will fly off in a diagonal motion.

To Turret Ride the Shade, simply put the Shade directly over the grenades. Then
throw the grenade under the Shade and jump up while pressing 'x' as usual. This
time though, the Shade will fly up vertically and you will be able to enter it.

Good places to Shade Launch:

--- At the beginning of AotCR you can cause a mass slaughter at the opening
door. This is where I performed the first ever Shade Jump.

--- On T&R, get past the first area the whip out your assualt rifle and go
though the small cliff side with the drop on your left. A large amount of
grunts will come past, allowing you to kill them quickly and make the drop up
to six grenades.

--- On some of the later levels, you will encounter black elites. Kill one and
sometimes they can drop up to seven grenades. You know what to do.

A Chronological Videological Archive Of The Shade Launch:

'Juggertout's Shade Jumping Vid' - Juggertrout

This was the first vid showing that trick, few thought it could seriously be
done, but I managed to lauch myself through a ceiling on AotCR. The link can be
found on www.highimpacthalo.org under the aforementioned title.

'Practical Applications Of Shade Jumping' - Dark Helmet

This vid was posted a few days after my vid, showing two new methods of using
my Shade Jump. Annoyingly he got more credit than I originally did. Grrrrr...
The link to his vid is here:
http://carnage.bungie.org/haloforum/halo.forum.pl?read=419519

'2nd Floor Of The Maw Hangar' - Dark Helmet

SP Shade Jump up to the 2nd floor of the Maw hangar. This time, he deserved the
credit. Link to vid at www.highimpacthalo.org under '2nd Floor Of The Maw
Hanger (Single Player) by Dark Helmet'

'Halo Renegades' - Juggertrout

More of a mixed vid than a Shade vid. But it showed the first Turret Riding
aswell as Shade Jumping - minus the actual jumping. Just flip the Shade from
the ground and get in. Yes it is hard. Link at www.highimpacthalo.org under
'Halo Renegades by Juggertrout'

'Shade Jumping On Keyes' - Ducain

Ducain's first real Shade Jumping vid. He gets on top of Keyes and various
other places. Just go to *shock* www.highimpacthalo.org and then to 'Shade
Jumping On Keyes, Single Player'

'Advanced Shade Launching' - Juggertout

With Ducain and Dark Helmet back to Warthogs, it left me in the position of
'Where more can I take this?' Well I did some very big Jumping on T&R, then a
Shade Jump on 343 Guilty Spark, the last level un-jumped. Link at you know
where, under the title 'More Shade Launching by Juggertrout'

'Shade Experiments' - Juggertrout

The latest Shade Jumping vid. I did two Shade Jumping experiments here. There
doesn't seem to be anywhere to go from here.... Link:
http://sigs.gotwow.net/Sheep/shadeexperiment.wmv

Well that concludes the ultimate SP Shade Jumping Glossary.

Goodbye and happy Jumping!

Juggertrout"


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[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.

Another good place is the locked door on SC. Get the marine(s) out of the
Warthog by the door, and head up and trigger the load point. Head back down, and
both marines will be frozen.

You can also freeze Banshees. Go to AotCR and grab a Ghost. You have two
options.
*The first option is to kill all the enemies from the area just before the
     underground cavern ("The enemy forces have armor support. Watch out for
     those tanks.") to Rolling Thunder (but don't destroy the Banshee).
*Or you can kill all the enemies from Rolling Thunder to the area with the giant
     pillar (has a Covenant dropship, ~5 Ghosts, two Shades, a Banshee and ends
     with two Hunters and a Wraith), but remember not to destroy the Banshee
     here, either.

Now, fire at the Banshee you kept alive with your Ghost to get its attention,
and lead it towards the checkpoint by Rolling Thunder. Once it begins chasing
you through the tunnels and rooms, don't be afraid to go full speed towards the
load point. Once you and the Banshee cross the load point, the Banshee will
smash into a wall, and its pilot will no longer have an AI.

Here's a list of some of the physics of frozen marines:
Plasma grenades stick to them, but don't detonate until you hit a certain point.
Frag grenades can knock away their weapons, but won't affect them otherwise
     until you hit a certain point.
You can walk/drive right through them.
Enemies will not attack them.
If there is a plasma grenade on them, there will be some sort of blue trail
     leading from it. This is the direction the marine will fly. Use this if you
     want them to fly a certain way.
Needles will stick in them, but sometimes they will explode, and other times
     they will stay in them until they (the marines) are reactivated. I think
     this has something to do with shooting a certain number of needles into
     the same spot.
Once reactivated, if you used a lot of explosives, you may never be able to
     recover the body. I don't know why, but I've searched extensively and
     never found some of the bodies.
Melees will cause them to bleed, but nothing more.
For elites in Ghosts, if you flip the Ghost upside down, the elite will land on
     its feet, but still be frozen.

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[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.

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[Flares]
Flares can be 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.

You can also throw one, then another about a foot away from it. The grenade's
trajectory will be more horizontal. This can be useful for kill enemies that are
behind walls.

You can also throw one, then quickly hop in a tank and shoot it. That explosion
also catapults the grenade a good distance.

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[Double flare]
Okay, so you're pretty good at making one plasma grenade fly into the air. Now,
how about two? Simply find a wall and aim up high at it. Aim at the same spot
and throw three plasma grenades in rapid succession (well, the last two half to
be pretty close to each other, but you can pause for a second or two in between
the first and second grenades).

The fact that they grenades must bounce off a wall before landing on the ground
gives you the time to throw the third grenade, and when the first one explodes
it should send the other two upwards. The third grenade most probably won't go
straight up, but it will get into the air.

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[Dirt]
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.

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[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.

*Note* This does not provide you full invincibility. You cannot be killed from
falling, explosions, bullets, and possibly melees to the front. However, you can
be killed by such things as a melee to the back.

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[Play with "Revert to save" screen]
There are several times when you can play through a level with the revert to
saved screen ("All progress will be lost..." etc.) displayed. The simplest way
of explaining this is to, just before a mid-level cutscene starts (a cutscene
that doesn't end the level, like the map room scene in SC and the bridge
cutscene in The Maw), when the screen starts fading white, hit start and choose
"revert to saved".

The message should be displayed, but you will be able to move around and
continue to play through the level. Press B to exit this "mode".

When activating this glitch, make sure you know what activates the cutscene
(i.e. pressing a button, standing in a certain spot, etc.). Right as the screen
begins fading white, hit start.

I've only gotten it to work on the two aforementioned cutscenes, but, then
again, those are the only two I've tried.

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[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.

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[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.

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[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.

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[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.

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[Kill the Cryo room elites]
Somewhere around halfway through the level, go through the control room of the
cryo bay. This is just before the second maintenance hallway. Inside this room,
you can look down into the cryo bay and see three elites. They will shoot at
you, you can shoot at them, but the glass prevents anyone from being hit. Wait
for about half a minute or something, and you should see the elites head to the
bottom right corner of the room (where the door is). Now, look at the top right
corner of the room you're in.

You should see that this corner is just about on top of where the elites are
standing. Throw a plasma grenade in your corner, and the explosion should kill
some, if not all, of the elites.

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[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.

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[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.

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[Bypass the red elites, Halo]
Head to the room with the light-bridge and drive toward the wall near the
control panel, past the ramp that leads to the red elites. Park the Warthog
against this wall and jump on the gun. Jump, or crouch-jump, onto the sloped
part of the wall and you can just walk up and activate the bridge and jump back
down without facing the elites.

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[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.

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[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. Four 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/mission/bottomh_deux.htm

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[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.

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[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.

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[The blue beam, Halo]
In the level Halo, there are two blue beams (or flares) they fire into the sky.
They are fired with tremendous force. If you are inside the structure, it won't
affect you, but if you are outside the structure, and get too close, you'll get
killed and your body will fly a great distance. Also, you can try to Warthog
jump, and, timing it right, have the beam hit that for added fun. Try it
sometime.

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[MC falls to death in cutscene, Halo]
Make the last group of marines in the level the one near the cliff edge (go to
the other two first) 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.
I've only gotten it to work on single player easy and co-op legendary.
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. This is a co-op trick, but to do it, simply have one player enter the
Pelican. The other player should remain next to the Pelican, but not enter it.
In the cutscene, that player will be standing still on the ground as the Pelican
leaves him behind.

---
Reminder: Copyright 2004 Kyle Barr
See the Legal section for details
---

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[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).

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[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.

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[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.

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[Skipping grenades, SC]
Make sure you have some frag grenades. Now, walk into the water, at about waste
deep height. Look forward and throw a grenade. It should bounce once or twice
before dropping into the water. No real purpose except for a few minutes of fun.

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[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.

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[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.

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[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.

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[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.

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[Floating marine, SC]
Take a Warthog with at least one marine to the locked door. Park it so that the
seat the marine is in is next to a wall. Tell him to get out, and he should be
standing on top of the Warthog. Now, head backward up to the load point. After
hitting it, go back down to the marine. Get in the Warthog and drive it out from
under the marine. He's frozen, but he'll be floating in mid-air.

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[Through the locked door, SC (Five 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:
Method 1:
Jump out of the warthog really quickly and hope you land inside, or

Method 2:
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.

Method 3:
On SC, get the Warthog, and let two marines get in. Head to the door (don't
worry about killing anybody unless they get in your way). After the door locks,
part the warthog against the door, with the back against the door. Jump on top
of the Warthog  (between the door and the gun) and fire a shot. The marine
gunner should pivot the gun towards you, and sometimes push you into the
ceiling. Then, just turn towards the door and jump over it.

Where you land will vary; sometimes you'll land on a small sloped area
overlooking the shaft, sometimes you'll end up just on the other side of the
door, and sometimes you might fall three stories and die on impact with a ramp.

Method 4:
Park the Warthog horizontally against the door, so that you, the driver, are as
close to touching the door as you can get. Exit the Warthog, and you should land
on the other side of the door. If not, walk to the other side of the Warthog and
melee closer to the door, hope in the driver's seat, and exit again.

Method 5:
Park the Warthog horizontally in relation to the door (so the door and the
Warthog seem parallel).  Melee it so the Warthog is about two or three feet in
front of the door. Jump on top of the Warthog and face towards the ramp (away
from the door). Throw a grenade at the ground, a foot or two away from the
Warthog, then quickly walk backwards so you're between the Hog and the door. The
explosion should send the Warthog flying towards you, but at a speed that it
forces you through the door.

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[MC killed by Warthog in cutscene, 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).

As a bonus, when it ends, go back behind the Warthog, and you can pick up the
dead MC's grenades (at least four frags and two plasmas, if they didn't fall
over the edge).

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[Skip a story, SC]
There are several ways to skip levels/stories on the SC. Here are some:

Fist method: Go through the SC like normal until you get to the room inside the
main facility with the two hunters and a lot of jackals (it also has a health
pack, pistol ammo, AR ammo, and frags). Kill everyone, then start heading down
the ramp. When you reach the middle of the ramp (the part against the wall,
before it starts going down again), look down. You should see a box-type thing,
that's flat on the top, and whose front is long and somewhat sloped. Run off the
edge (don't jump) and aim for the sloped part. Crouch when you land.

This just speeds things up slightly, as the room you skipped didn't have enemies
in it, anyway.

Another way: if you drive a Warthog through the locked door (obviously after
it's been unlocked), you can drive it out onto the Shafted platform, with the
utterly pointless cutscene. From there, you can drive it over the edge and land
several stories down, sometimes right next to the map room.

Yet another way: On the Shafted platform, turn towards the hallway, and look to
the right of the platform. Turn on your flashlight and you should see a small
ledge a little ways down. Jump towards it and crouch when you land. You should
be able to land on it with a few bars of health remaining.

Want another? : When you're one or two stories above the map room, head to the
shaft and look down. Find the overshield, walk off, and try to land on it. You
should survive without taking any damage, and you'll gain an overshield.

One of the best: Same place as the first (the level with the Hunters, ammo and
med packs). Head over to the health packs and look over the edge. Look for a
yellow ramp, and aim for that. Walk off the edge, and crouch when you land. If
you hit the ledge, you might not take any damage whatsoever. If you succeed,
then you can head over to the right side and look down. Find the overshield,
then carefully drop down directly on top of it.

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[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.

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[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. Your goal is to kind of
bounce off the right side (the cliff wall) and ricochet past the tree. It'll be
obvious if you did it right, as you'll get moving past the tree fairly quickly.

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[Top of the Silent Cartographer (Four ways)]
Method 1: 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.

Method 2: Head to the same place. This time, kill both the hunters, and grab an
overshield. Head back the way you came, just before the bottleneck, there is a
rock, next to a very low point in the cliff wall (the cliff wall is much lower
here). Jump on top of the rock and look to the left side (if you are facing
where the hunters were). Throw a frag grenade at your feet, and just before it
explodes, get as much as a running start as you can and jump towards the top of
the level. The grenade should propel you on top of the level, and you should
have full health.

Method 3: Again, head to the same place, only this time with a Warthog and at
least a gunner marine. Lodge the Warthog between the rock mentioned previously
(a very important rock, it is) and the rock wall. Get on top of the Warthog and
head to the gun, standing between the gun and the wall. The Warthog should be
slanting a bit upwards towards the cliff wall. Fire your gun so the gunner looks
up at you, and wait a few seconds so he's still looking up, but won't follow
your movements. Jump onto the gun, then double jump on to the top of the level.

Method 4: Okay, this method really only lands you on top of the security
building, but it's still the top of the level. Anyway, head to the outside of
the security facility, to the three overshields. Get rid of the one on the very
left (grab it and stand next to a grenade). Now, make sure you have a rocket
launcher.

Look at the overshield on the left (it was the one in the middle). Stand behind
it, so you're between it and the wall, and facing the ocean. Aim for the
overshield and throw a plasma and a frag. Quickly run forward, grab the
overshield, jump, and fire a rocket at your feet. If all explosions occur at the
same time, and you grabbed the overshield in time, you should be catapulted to
the top of the facility.

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[Warthog on top of the Silent Cartographer]
You could easily Warthog jump it to the top, but here's a quicker way:
You need a rocket launcher, and one of each grenade. For best results, head to
the overshield/hunter facility on the way to the security building (this
involves "Getting past the tree barrier").

Go a bit past that, to where it narrows slightly (this is usually where you are
attacked by Jackals). Park the Warthog about ten feet from and facing the left
cliff wall. Get behind it as far as you can (but still lined up well). You'll
need at least seven to ten feet of room between you and the Warthog. Aim for the
ground under the back part of the Warthog. With the rocket launcher out, throw a
plasma grenade, then quickly a frag, and tap the left trigger to quickly fire a
rocket.

The Warthog should go flying and land on top of the level. If you miss, make the
path of travel is not obscured by trees. Also, take note that the farther under
the Warthog, the higher, the more towards the back of the Warthog, the farther
(for placement of grenades/rocket).

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[Marines on top of the Silent Cartographer]
You need to have a Warthog already atop the level. Drive it to the end of the
first bottleneck to the security building (should be about twenty feet past the
tree barrier). Find the rock that's used for grenade jumping on top of the level
(for identification purposes: a Warthog can only drive past it on the left side,
and not on the right, and has a tree about two feet in front of the left side of
it).

Back the Warthog slowly over the edge, so it hangs over that rock. Get out, and
jump down. Jump onto the rock, and jump back towards the gunner seat and try to
get in. If so, good, if not, revert to saved or somehow get back up and back it
farther over the edge.

If you do get in the gunner's seat, face downwards and exit the seat to make
sure you land on top of the Warthog and can walk back to the top of the level.
Okay, now, grab another Warthog, pick up two marines, and bring them back to the
rock the other Warthog is overhanging. Tell them to get out of their seats and
jump into the gunner seat of the top Warthog. Jump out on top, and get in the
drivers seat.

Wait a few seconds, and a marine should hop into the gunner seat of your
Warthog. If not, start driving up slowly. Once they get in, gun it and get the
Warthog fully atop the level. There, you now have a marine on top of the level.
Repeat the process several times and you can get all nine marines on top of the
level.

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[Save the marines, SC]
Bring marines into the main facility, past the load point, and they should
survive until the end. Otherwise, if you leave them outside the map room's load
zone, they're automatically killed. I haven't fully tested this yet, but it's
worked the times I have tried it.

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[Bad driving, SC]
When you get to the main facility after deactivating the security system, bring
the Warthog a bit of the way back with you. After activating the map and heading
back up, get in the Warthog and drive out. You should see the Covenant dropship
in front of you as you leave (and you may run over a few stealth elites). Once
you get out of the facility, make a right, head down the sloping area and into
the clearing. Once in the clearing, head off towards the water a bit. Look
toward the top of the level.

When the dropship that was in front of the facility takes off, it should fly to
the area where you are, and start heading over the top of the level. It flies
too low, though, and the gun turret should hit the rock. It will then bounce
back slightly, and make its way over the edge and disappear.

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[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.

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[Sleeping Grunts, AotCR]
When you come out onto the first bridge, look for a grunt sleeping on glass. Try
to avoid being seen by the elite and/or jackals, while doing this. Anyway, melee
the glass next to the grunt, so it breaks. The grunt should fall to the lower
level. Watch, now, as the grunt, having fallen ten feet, fails to think
anything's amiss, and resumes sleeping.

Also, at the bridge just before Rolling Thunder, leave some grunts alive. Cross
the load point and head back. Most of the grunts should now be sleeping.

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[Two Warthogs, AotCR]
Begin the level normally, until you get out onto the first bridge. Perform the
method of jumping off the bridge described in "No enemies, AotCR (three ways)".
Once you're on the ground, grab a Ghost (do _not_ take the Warthog) and drive to
the very end of the first outdoor area (as in, past Rolling Thunder and through
the tank barrier). At the very end should be a Banshee. Grab it and fly back to
the bridge you jumped off.

Land next to the Warthog and get in it. Drive to the nearby door. Hop out, wait
for the door to open, and drive it on in. Do the same for the next door. Once
you're inside the room, get out and head back to your Banshee. Take it up to the
bridge and strafe the enemies. Kill them all (sometimes easier said than done).
You want to hit a checkpoint while up there. If there are some enemies hiding,
park the Banshee on the bridge and kill them that way. Just make sure to get the
checkpoint.

Once you have that, fly back down to the door. Get out, go in, and ride the
elevator up. Go through this room, until you enter the hallway. Walk slowly
forward and hopefully you'll hit another checkpoint, before the loadpoint. Once
you do, turn around and ride the elevator back down. There should be enemies and
your original Warthog waiting for you. Drive the Warthog outside, and there
should be another Warthog like normal. Congratulations, you fooled the game into
giving you another Warthog. More practical for co-op, but oh well.


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[Bottom of the elevator shaft, AotCR]
Take a Ghost to the tunnel, where you normally have to ditch the tank (and meet
one or two invisible sword Elites), that leads to the field that leads to the
door where you leave the marines behind.

Drive the Ghost through the bars, and to the door (helps to kill everyone first,
but doesn't really matter). Now, get out of the Ghost and hold the door open.
Get back in and quickly drive it through. Do the same for the next door. Now,
kill everyone if you wish, but maneuver your way to the elevator shaft. Do the
same door opening and closing stuff, and put the Ghost on the elevator. Hit the
control panel, and get back in the Ghost. You should fall through the elevator,
and being in the Ghost will allow you to land on the bottom of the shaft without
taking damage.

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[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.

Alternatively, you can go to an elevator that's on ground level (meaning it goes
up). Throw a plasma grenade on it, then hit the switch quickly to have the
grenade fall through the elevator. Throw the grenade, and let it set before
hitting the button, and when the elevator goes up, you should notice that the
elevator goes through the grenade, and the grenade remains floating in mid-air
for about a quarter or half a second before it detonates.

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[Jumping between bridges, AotCR, Two Betrayals (Two ways)]
Method 1: 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.

Method 2: This one only works with the bridges that have the unbreakable glass
on the sides, and the only bridges with these are the two parallel bridges where
you have to fight hunters and invisible elites on AotCR, and banshees, rocket
launcher flood, and gold elites on Two Betrayals. Go to where the glass ends, it
should slope slightly downward. Jump onto the small ledge and face the glass.
You should notice that it's extremely thin. Crouch jump while holding forward
and you should land on top of the glass. You can now easily jump to the other
side.

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[No enemies, AotCR (four ways)]
There are four 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: 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 2: 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:

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

"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 plasma is so that the force of the explosion of
the plasma pushes the Shade back onto the ledge instead of sliding off. It takes
a lot 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."

Method 3: I'm not going to try and explain this, as I've yet to do it, so I'll
provide you with links to pictures (pictures courtesy of Juggertrout).

http://home.ripway.com/2004-3/80859/haloshade001.jpg
http://home.ripway.com/2004-3/80859/haloshade004.jpg
http://home.ripway.com/2004-3/80859/haloshade005.jpg
http://home.ripway.com/2004-3/80859/haloshade006.jpg
http://home.ripway.com/2004-3/80859/haloshade007.jpg

There's also a video called "I Don't Remember This Being Here" that was/is
hosted on http://www.webcolp.com/halo/halosite.htm.

Method 4: 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.

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[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.

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[Early banshee, AotCR]
Link!
http://halosn.bungie.org/tipsntricks/display.html?collection=enzyver.banshee

Descriptions:
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.

Here's a description courtesy of ksean369, along with info about the other
Banshees in the level:

"To get this one, go to the place where you meet the second set of marines. Make
sure to pick up the rocket launcher at this point AFTER you have killed all the
covenant, for you will need a lot of ammo if you're not lucky the first time
around. At the fork, take the left path. After you go underneath that pathway,
look up and you should see a ramp high above.

Keep on shooting rockets at it in different locations near the middle or sides
of the ramp and the banshee WILL come tumbling down, still in perfect condition.
For a little added bonus, I will tell you where the next one is as well, if you
need a fresh banshee. First, go through the area that you are in now, until you
go in through the tunnel. Then, once you're at the bridge place, make sure to
kill at least the covenant that are the largest threat towards your banshee,
which is mostly all of them. (I killed all of them to make sure that i wouldn't
lose any bars for it. Now, open the door across the bridge.

Now, drive your banshee through, and keep on going. Now, once you're back
outside, go UP, UP UP! Up the structure in the middle anyways. Up there on top
of that humongous structure, which is directly in front of you once you exit the
tunnel, is the new banshee. Although you are getting the new one, make sure to
stack the old one into that little storage place at the "so-called banhsee pad"
location. This will ensure you that there will be no elite chasing you in a
banshee since he can't get it out of there or flip it. (Believe me, i did this
on legendary).

Once you're in the new banshee, skip ahead to the next part of the stage. You
know, the path where you can't go any further with the tank? Yeah, that place.
But this time, you can go OVER that structure which once you go over it, you
will see no enemies in your path. Now that you're past that blockade, go to the
other end of that place to find a THIRD banshee in perfect condition. Make sure
to make THIS banshee that you're using unavailable to the covenant, or you'll
possibly regret it.

Now, that is a lot of writing. Anyways, if you follow all of these instructions
CAREFULLY, then you will be able to use FOUR banshee's, including the one at the
end. Instead of just the one at the end. Although after the third one, you can't
use another banshee until the end of the game at the last door, it is at least
worth the excitement of knowing that you can use 4 banshees in one level.
Hopefully, this, too, has helped you much."

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[Banshee in the rooms, AotCR, Two Betrayals]
This description is for AotCR. Take a Banshee and head back to the first bridge
you come out onto. Get the Banshee as close to the door as you can and get out.
Open the door, then quickly hop into the Banshee. Speed is of the essence;
maneuver the banshee slightly sideways to get it through the door. If the door
closes on you, get out, open it again, and hop in the Banshee. It shouldn't take
too long to do.

Looking somewhat towards the ground, drive the Banshee at an angle and you
should be able to get it inside the hallway. Once you do, look directly down and
use very careful maneuvering to get the Banshee through each turn in the
hallway.

This can be tricky, but keep looking directly down and moving forward. You can
fly to the top to try to get some more speed. This is hard, but it just takes
`time and pressure'. And persistence and reasonable skills with the Banshee.

Try driving against the wall, directly down, and at a slight angle (angle it in
the direction you want to go). If done correctly, you should move slowly in the
right direction.

Eventually, though, you can get it through. Get out, open the next door, and
quickly drive through into the room. Fly it through there (flying through the
center section is easiest), and open the next door. Quickly fly through and use
your now-great maneuvering skills to make your way through the hallway, and out
another door. You should now be in a Banshee at the beginning of AotCR.

For added fun, drive straight up; to that shimmery glass ceiling thingy. Press
the Banshee against it and you should be able to look through. It almost looks
like something from the '60s.

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[Crossing the gap, AotCR]
You know the giant pit in AotCR? It has two bridges going across it, but one of
them is mostly destroyed? Ever wanted to jump across that, using a Ghost? Of
course!

Okay, use the side where all the supplies are not the side with the hunters).
Park a Scorpion or a Warthog as close as you can to the edge of the destroyed
bridge. The Warthog should face longways, and the Scorpion should face away from
the gap.

Line the ghost up with the other vehicle as far back as you can (there should be
a box thing in your way, park in front of that). If you used a Warthog, line it
up with the gun. For the Scorpion, line it up in the center. Now, look down at
the bridge. There are two glass sections. Look closely at them. There are some
sort of white polygons (I think they're irregular hexagons) lining the glass.
   ___
| <___> |
|  ___  |
| <___> |
|  ___  |
| <___> |
|  ___  |
| <___> |

I feel like being descriptive today. The glass should look like the picture
above. Stand at on either the second or third hexagon, and aim for the vehicle
(the same part of the vehicle you lined the Ghost up with). Look straight up,
and throw a grenade.

Quickly run backwards and hop in the Ghost. Look up for the plasma grenade. When
it's just a few feet away from landing on the vehicle, start driving forward
full speed, and hold A. The grenade should stick to the vehicle right as you
start going (if it doesn't land on the vehicle, you'll probably want to restart
it, make slight adjustments in your aim, and throw the grenade again), and just
second after you ramp off the vehicle, should explode and propel you toward the
other side of the canyon thing.

I haven't been able to make it all the way to the other side yet; I've come
within a few feet twice, and landed on the long tan structure once, but keep at
it and you should make the jump.

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[Fun with bouncy vehicles, AotCR]
Most vehicles in the game seem to be made of rubber. On contact between two
Warthogs, a Warthog and a Pelican, etc., the Warthog clearly bounces for some
strange reason. Well, a way to have fun with this:

Go to AotCR. Get the early Banshee. Now, find a dropship that's letting off
troops. Memorize (roughly) the path it takes when it leaves. Wait for the
dropship to get up to speed. Now, you want to drive the Banshee full speed to
right above where the dropship's gun turret is. If you do it right, you should
bounce backwards with enormous speed. You can also exit the Banshee at certain
times and see what effect that has on you.

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[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.

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[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.

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[Off the land bridge, AotCR (three ways)]
Methods for not having to cross the land bridge in "If I had a super weapon," on
AotCR.

Method 1: Right as you open the door, run like mad towards the Banshees. You
should be able to grab one before the Elite gets in. Don't stop to fight anyone
on the way, and if an Elite does get in, or is about to, either attach a plasma
grenade to it or shoot it with a rocket, or something. Flip it so he can't get
in, then try grabbing the next Banshee and do the same if you can't.

Here's Dreamcast Man's method:
"To get the early Banshee, you will have to save your Sniper Rifle (the last
place you can pick one up is at the Ammo spots under the bridge at the bottom
of the gully, to the left of the door from where you get the Active Camo). When
you get to "If I Had a Super Weapon..." take out your Sniper Rifle as soon as
the bars come down. Run out the door, zoomed in to 2x or 10x, whichever you
prefer, and take out the Blue Elite walking around in front of you. Immediately
after, aim to the left of the Banshee, near the rock, and head shot the Red
Elite. This may take a couple of tries. Once you get it, stay high and watch
for the Ghosts on the ground as well as the Tank."

Method 2: 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.

Method 3: Right when you come out the door for "If I had a Super Weapon", turn
left, to the edge of the bridge. Walk against the wall, and drop off the bridge
(don't walk off the edge too fast, you want to hit a part that's almost directly
under the bridge). Drop straight down, and hug the wall (as in, keep walking
toward the wall). You should hit a snowy rock and bounce off. Crouch on the
second impact and you should live (sometimes without losing your shield).

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[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.

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[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.

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[MC attacked and killed in cutscene by a Hunter, AotCR]
Lure Hunter to the control room door at the end of AotCR. 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. Use one (or both) of the Hunters at
the top level of the pyramid.

One of the ways to do this:
You may want to jump off the land bridge so that no enemies spawn on the
pyramid, then use the "Unresponsive enemies" trick to kill off all behind the
door without a fight. Then fly a Banshee back to the land bridge and knock it
off. Go through the rooms like normal, and down the elevator. When you come back
out, grab your Banshee and fly to the pyramid. You want to walk through one of
the lower tunnels on the pyramid, as one of them is the point that spawns the
Hunters at the top. Fly up there, kill all the Grunts and whatever else, then
lure the Hunter(s) to the control room by enticing them to charge and melee you.

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[MC attacked and killed in cutscene by a Banshee, AotCR]
On "If I Had A Super Weapon", grab one of the Banshees from the bridge and fly
to the top of the pyramid. Open the door and kill all the enemies there, then go
through and open the other door, so all the doors leading to the control room
door are open.

Now, head back and park your Banshee about five feet inside the first room. Go
outside on foot and use a plasma weapon (for best results) to get the other
Banshee's attention. Keep firing at it until it sees you. Sometimes it will
strafe you, but at about thirty feet away will turn back. Keep firing at it,
though, until you notice that it's not going to stop, that it's going to come
right in and run you over.

When you see this about to happen, hop back into your Banshee and fly to the
control room door. The other Banshee should follow closely behind you.

Now, the tricky part. You need to hop out of the Banshee, hit the panel to open
the door, and get back in before you're run over. The only advice I can give
here is to try to get the other Banshee temporarily lodged between the back of
the door panel and the wall.

Once you succeed, though, the cutscene will start, and the Banshee should
promptly run MC over. If not, it should at least be there, attacking him. Not
only should the Banshee kill MC, but it should also attack and actually pick up
Cortana when she appears.

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[Another thing with the cutscene, AotCR]
This trick is how to have, at the very beginning of the AotCR end cutscene, a MC
fly into the air in the background.

Basically, what you do is make sure you're comfortable with how long it takes
for the cutscene to start after hitting the holopanel. Also make sure you're
experienced with attaching a grenade to yourself (walk backwards, look straight
down and throw a grenade).

Now, time it so that the grenade that's attached to you will explode as the
screen is turning white (remember that the plasma grenade has a three-second
wait before it detonates).

Here's Mastro Chief's description:
"At the end of AOTCR, when you activate the last switch to open the last door.
throw a plasma grenade at yourself as soon you open the door and then stand by
the door. By the time the door open, you'll die and the body will fly into the
room. This activate the cutscence. And here what the glitch is.

You see MC body on the floor as another MC walk, but then the map zoom out
REALLY fast and then the cutscene ended, loading the next level."

Note that if you do this on co-op, the cutscene will not end abruptly.

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[On top of 343 GS (two ways)]
Method 1: 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.

Method 2: At the end of the level, as you come back outside again, take a right
and walk along that cliff/wall/whatever, until you come across a large boulder
that's about the height of the wall. Head to the other side of it, and try to
double jump onto it. If you can't, grenade jump (with one frag or plasma) onto
the top. You should now be able to jump once more, or just walk to the top of
the level.

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[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.

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[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.

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[Dead marines, GS]
Go through the level normally until you reach the structure that the Covenant
are chased out of. Kill them, and head down the elevator. Now, ride the elevator
back up to the top. Outside of the building will be several bodies of marines
scattered around.

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[Messing with the flood cutscene, GS]
Head through the level normally until you reach the entrance to the facility.
Look around and you should find three shades. Using grenades and melees, knock
all these shades to the entrance of the building. Try to create a wall with
them, or the largest obstruction you can make.

Now, continue the level until you reach the cutscene where you meet the flood.
Watch the cutscene. When the marines advance on the structure, they'll run into
the shades and won't be able to pass.

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[Floating Weapons, GS]
After you find the flood, look for a working light bridge. The first one you
come across works, but the one right after you take the other elevator down
works better. Once you're there, lure a flood (for best results, try luring
several) onto it. The flood with weapons are best, but harder to lure on. Once
they're on the bridge, kill them. You want grenades and weapons to land on the
bridge.

Once that's accomplished, deactivate the light bridge. The flood bodies will
fall to the ground, but plasma grenades and weapons will remain suspended in
mid-air.

To get more weapons floating, you may be able to do it on co-op and just keep
killing each other, but I haven't tested it.

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[MC dead in end cutscene, GS]
This is completely untested by me, but it seems feasible, so unless anyone knows
for a fact that this method doesn't work, here it is, courtesy of ksean369:

"For this one, all you simply have to do is kill all the flood at the end of
the level while still having a couple sentinels around you. Just keep on
walking around while they are near you, once the movie appears, they will still
be shooting at you. They will eventually kill you as you are talking to the
Guilty Spark, or whatever it's called, i don't really remember, sorry. Although
you are dead, he still talks to you and your dead body answers back without any
movement, which is kinda funny. Then, once he warps himself and you, he warps
your dead body, lol."

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[Bottom of the Library]
I've only done this trick on co-op, but it should be quite possible on single
player, as the second player didn't affect the fall at all.

At the beginning of the level, after gaining control of MC, you walk forward,
say thirty feet before turning into a small hallway, that leads into a room with
a giant yellow pit. Remember the location of this area. Go through the level
until you come across the overshield (it's in the first little pit you'll find).
Grab it and head back to the big yellow pit. Get as low as you can, then WALK
off the edge, into the hole. Hug the wall and crouch as you land. You should
survive.

Also, you know those glass floors that break and expose a thin but deep pit?
Apparently you can fall down one of those and survive, so long as you have an
overshield. I haven't been able to do it yet, but it's worth a shot, I guess.

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[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.

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[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.

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[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.

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[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.

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[Banshee in the cutscene, Two Betrayals]
When you get to the platform of the final pulse generator, pilot the Banshee
next to the door. Press the Banshee into the door and downward, so that it's
looking straight down, and sideways with the door. Get out and open the door.
You should be able to just melee the Banshee inside. If not, get back into the
Banshee and try to get it in a position where you can.

Once it's on the other side of the door, get in and drive it straight down, but
slightly in the direction you're heading. Your objective is to pilot the Banshee
to the door on the other end of the hallway. When you get to the long stretch of
hallway, you can gain a bit of altitude and fly through this section. When you
reach the turn, you should hit a check point and a load point.

Don't try to just turn here, there's not enough room to maneuver. Get in the
position where the Banshee is facing straight down, and turn slightly in the
direction you're heading. You should make the slow but steady progress that you
had before. When you round the corner, bring the Banshee up against the door.
Get out and open it. Quickly hop back in the Banshee and fly on in. Get out
again, and kill all the sentinels.

Now, for best results, you want to park the Banshee on top of where MC will be
standing. This is the lower right side of the pulse generator, just in front of
the gray box. Set the Banshee down between the cement box and the pulse
generator, then get out and activate the cutscene. When the level ends, it
should show MC standing through, or next to a Banshee. It's not much, but it's
still good for a few laughs.

You can also do this with a Warthog: On co-op, use a Banshee to push the Warthog
through the door that explodes (the door to the underground cavern, before Final
Run and after the second generator). Drive the Warthog under the pulse
generator's platform and Warthog jump it up there. Then just drive it on in and
park it. I haven't done it with a Warthog yet, but it is possible.

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[MC killed in cutscene, Two Betrayals]
At the final pulse generator, kill all the sentinels and hop in the beam. Wait a
few seconds, and just before the cutscene starts, toss a grenade at your feet.
You want it to explode just before or while the screen is turning white. If done
correctly, the cutscene will start with a normal MC watching another MC get
blown up (this is if you killed yourself in front of where MC is standing in the
cutscene). The cutscene will cut out in just a second, and it will begin loading
the next level.

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[Across the hole in Keyes]
Method 1: 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 jumpp about two seconds after
youthrew 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.

Method 2: No explosives needed, just a flood. When you round the corner that
leads to the door, there should be a carrier flood standing there. Hopefully you
have active camo, so he doesn't explode right away. Anyway, keep him as close to
the door as you can, and cause him to explode. Right as he's falling to the
ground to detonate, make a run for the hole and jump. The explosion should quite
enough for you to reach the other side, and with much less damage taken that
from a grenade.

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[MC attacked in grav lift cutscene, Keyes]
This one is good for a quick laugh, but rather pointless due to the length of
the cutscene. Nonetheless, when you reached the grav lift, kill all the covenant
on it with grenades (or whatever, just don't go into the grav lift's range yet).
Once they're all dead, get a crowd of flood together and lure them up the ramp
to the grav lift. Stay about five (give or take a few) feet in front of the
group. Once in the purple area, if the cutscene doesn't begin automatically, try
jumping, or running to the edges or whatever; do anything except kill the flood
to start the cutscene.

Once it does start, however, MC will be attacked by the flood up until he is
pulled upward into the ship.

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[MC attacked in Keyes cutscene, Keyes]
This is easiest to do on easy. Obviously. Now, when you get to Keyes, leave some
flood alive. Run as quick as you can up the ramp and onto the platform to start
the cutscene, and hopefully the flood will see you. If so, they will start
attacking MC during the cutscene.

If the cutscene doesn't start, well then, I don't know. I'm trying to figure out
some of the triggers. For one thing, try making sure no flood are on the
platform at the time, and also try to get it so the flood currently are not
interacting with you (as in, they don't know you're there).

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[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.

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[MC killed in beginning cutscene, The Maw]
This works best on Legendary. Start The Maw on Legendary, and as it begins, move
out of the first pod, head to the left and enter the third pod (I don't think
the pod you're in matters at all, this just takes a few more seconds off the
waiting). Now, walk to the edge and wait for Cortana to stop talking. About a
quarter or half a second after she finishes here description of your duty, walk
over the edge to your death.

Now, as you die, hold forward. If you timed your death right, the screen should
go black for a few seconds, then revert to The Maw's beginning cutscene. Just
before that, though, Cortana will begin talking again (about getting to the
bridge). This would probably be because in that black period, it had already
completely reverted to saved, and holding forward caused you to exit the pod and
activate the checkpoint/Cortana's talking/sentinels.

After she begins talking, and the cutscene starts, watch the cinematic. It will
go like normal, until it changes to the view of inside the ship, as the Banshee
crashes. Just before the Banshee comes into view, however, the sentinels will
appear and enter the ship. Right after they enter, they'll start killing you
(the MC you were controlling in the black period). At about the time the Banshee
crashes, the sentinels will have killed you. It will revert to saved, but
'saved' (the checkpoint) will be right as the Banshee crashes. This goes over
and over, and the only way to quit is to turn off the Xbox (or open the disc
tray).

Oh, and, if you did it on easy, you'll appear inside the pod like normal, but
with only two or three bars of health.

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[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 "Mississippis" (or however other way you
want to count your seconds). 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.

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[Squares of blood, The Maw]
This is probably applicable anywhere, but take a Hunter and lure him into a dark
place. I suggest the corner of the armory on The Maw. Once there (and after
disposing of the invisible Flood), kill him. Melee his body if there wasn't much
blood. Now, take a close look at the blood and you should notice orange squares
surrounding individual splatters.

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[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.

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[Single player object overload, The Maw]
Refer to the co-op description for info on what exactly object overload is.

As far as I know, this was discovered by Ducain. You've experienced the method 
it's done before, a lot of people have, but it took a bit of ingenuity to figure
out how to put it to use.

The engine room of The Maw. Go up to the third floor, take out a vent core, then
head back down to the first floor. Ascend back to the third floor the same way, 
and notice that the enemies you faced on your first trip (and hopefully killed),
have returned in full force. This happens with all the enemies in the room, but
all you need to worry about are the combat form Flood.

Go to the first floor, and stay there. Kill all the enemies, then go to the 
other side of the room and kill all the enemies there. Go back to the first 
area, kill, other area, kill, etc. Keep doing this, heading to areas where the 
Flood respawn infinitely and killing them.

You should probably use the plasma rifle or something to kill the Flood (which 
means it might help to be on a low difficulty). Take note that after every Flood
you kill, you want to swap your weapon with the one they dropped (so it doesn't 
disappear).

This may seem confusing, so, in a nutshell:
Kill the infinitely respawning Flood in the engine room, picking up their 
weapons as they die. Do this for hours upon hours to achieve the needed results.

When you reach the point where your weapons no longer work, you've succeeded, 
and can then proceed to see exactly how badly you've messed up the level.

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[Getting the Banshee, The Maw]
This is kind of out of order, but it goes hand in hand with the previous trick 
(single player object overload). Perform that trick, then go through the Warthog
run until you come across Foehammer. Watch for the Banshees, and if one of them 
appears (zero, one or two may spawn), head to the side of the bridge it'll fly 
over and park under where it'll come.

Jump onto the Warthog, and look a certain way or stand on a certain spot so that
you're pretty elevated, but have no "Press X to enter [some seat] of Warthog." 
Tap X as the Banshee flies over, and you should be able to hop right in.

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[Invisible floor, The Maw]
After destroying the four vent cores, and are heading for the elevator, you'll
come across a door that explodes. Press up against the door so that right when
it opens you fly right through it. Run directly under the elevator, and if you
get there quick enough, you should notice that for a second you were standing on
air, when you probably should have fallen down the elevator shaft.

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[Blast door climbing, The Maw]
In "Warning: Hitchhikers May Be Escaping Convicts", there are many octagonal
doors, like the first one you pass through to get to the Warthog room. Go to one
that is open, and look into it, or something. Look at the black section, where
it looks as if the door would come out of if it wanted to close. This place on
some doors, like the first one you come across, can be climbed like a ladder.
Simply jump towards it and walk up. You can't go very far, but it is pretty
obvious that you've climbed up a few feet.

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[Something to do with blast doors and rockets, The Maw]
Didn't know what to call this. Anyway, climb a blast door with a rocket
launcher. Look slightly up and fire a rocket. The rocket will either:
A. Kill you
B. Not kill you (Um...yeah, obviously)

B occurring probably has something do with the angle it's shot at, and the place
its shot into, makes the rocket fly through the wall and out of the level. But
it's dark, so it's hard to tell for certain.

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[Changing the cutscene, The Maw]
During the Warthog run of The Maw, wait for the timer to run out, while standing
next to a Warthog. After the timer hits zero, about a quarter of a second before
the screen fades white (and subsequently into the cutscene), hop in any seat of
the Warthog. If done at the right time, the cutscene of the PoA blowing up will
look, er, much different. Try it for each seat; the cutscene is slightly
different each time. It also works for entering the Shade and Banshee, if you
can access either.

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[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.

---
Reminder: Copyright 2004 Kyle Barr
See the Legal section for details
---

                                     =======
                                     -Co-op-
                                     =======


[Object Overload]
Object overload is sometimes called "o-o". Have one player kill the other. Once
respawned, have them get killed again. Do this for a little over half an hour.
After a while, the guns will start to make a really large pile. If enough guns
are in the game, it will glitch and some pretty strange and fun things can
occur. First, some tips on killing:

Use melees to the back.
Back into a corner so the other player always respawns in front of, and with
     their back facing, you for a quick kill.
If you kill in the same spot for a while, the frame rate will decrease greatly.
     Don't be afraid to move to another spot to do it quicker. It's not the
     placement of the guns, it's the quantity of them.
Find a somewhat high place, preferably with a ledge that leads to another
     accessible part of the level, and position yourself so that the respawning
     player respawns over the edge and automatically falls to their death every
     time. Leave the game like this for about an hour to ease things a bit. The
     main shaft of SC is good for this. Try using a place you can get to for
     better results (so the guns still stay relatively in the game).
Clear the area of enemies first, just so they respawn fairly quickly everytime.


Don't worry if the bodies start disappearing (they will). The bodies aren't what
overloads the game, it's the guns.

Here is a list of some of the things that can occur because of object overload.
Remember, though, not all of these will occur every time, and some are dependent
on the level of o-o you do (how long you've been killing. Some of the more
extreme ones take a bit longer).

All enemies disappear (although some can still spawn)
MC not shown in map-activation cutscene (SC)
Covenant spawn with no weapons
Rocks are completely removed
Trees are completely removed
Purple crates are completely removed
Weapons don't spawn
Rocks become invisible at certain angles
Stationary shields are completely removed
Barrels become invisible
Respawn with no weapons
Don't respawn at certain angles
Weapons have no effect
Some/many enemies don't spawn
Some enemies disappear in front of you
Plasma pistol (overcharged) doesn't glow
Bodies disappear instantly
Weapons disappear instantly
Keyes' blob doesn't spawn (although it's still there in the cutscene)
Crashed Banshee by gravlift in Keyes doesn't spawn
Severe frame rate drop
Last Pelican in SC doesn't come

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[Trapped outside the level]
I've only done this once, and it was actually on accident, so I'll explain
exactly how it happened with me, but I can't say much on where else or how else
it works.

Go to Two Betrayals, to the first pulse generator. Destroy it, then have both
players go back out onto the platform. One of players should take a Banshee and
fly down to the bridge, go through the door, and stand next to the load point.

The other player should stand next to a Banshee (make sure it's saying "Press X
to enter Banshee" or whatever). Now, the first player wants to cross the load
point at the exact same time the other player enters the Banshee. If done
correctly, the first player will successfully enter the next load point, and the
first player will successfully enter the Banshee, but the second player will be
outside the level.

They will have the Banshee's targeting reticule, but will be unable to move,
within a dark grayish world. They will be able to see, albeit from a distance,
the first player's movements room to room.

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[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.

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[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.

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[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 (preferably full speed), and have the gunner face
himself backwards and looking as high as the gun will go. Now, have them exit
the Warthog and tap A. If everything was done right, they should fly into the
air about twenty feet.

And, just to make it clear, I think you want the gun to hit you as you jump.
Because the gun was facing a different direction when you jumped out, it will
rotate to its normal position, and in doing so, hopefully hit you.

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[Change suit color]
This is easiest to do on PoA. Have one player stand in an area where his armor
will be a different color (like a room with no light, so his armor is looks
black). Have the other player cross a loading zone and warp the other player to
him. The warped player should have the same suit color they did before they were
warped (black, usually, since that's the easiest one to find). They will have
this color until they move.

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[Flying crewman, PoA]
Go to PoA on co-op, heroic or legendary will be easiest. As soon as both of you
gain control of your characters, run to the door. When the door opens, have one
player go through and the other stand in the doorway, blocking the crewman from
going through. When the first player reaches the fires and triggers the
explosion, the crewman, no where near it, will still be thrown to the ground and
die.

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[Climbing display, PoA]
This can be done on single player, but you get a better idea of it on co-op.
After you meet Cpt. Keyes, look at the display behind him, the one that looks
like it's made of glass. Have one player jump onto the small ledge in front of
the glass and crouch. You can climb this screen, somewhat like a ladder.

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[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".

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[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.

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[Messed up cutscene, Halo]
At the end of Halo (lvl), when Foehammer comes to pick up, just stand where you
are, or something. Wait until just before the cutscene starts, and then throw a
plasma grenade on the other player. Right as the screen fades to the cutscene,
you want the grenade to explode

This should disorient the camera greatly, as it will spin wildly, going under
ground, looking directly into the air, etc.

This seems like it would possible to do in single player (attach a plasma
grenade to yourself just before the level ends), but I haven't tried it yet.

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[Top of T&R]
Go through the level normally until you get to the first outdoor room where a
covenant dropship lands (the one with the active camouflage, or the one before
the grav lift room). After disposing of all the enemies, head back to the first
shade in the room. The shade overlooks a small rock ledge, and a few feet after
is the large cliff edge. Also, notice two tree branches growing out of the wall,
that almost lead to the top of the cliff wall. Melee the shade as close as you
can get it to the wall behind it. Have one player hop in and point it towards
the first tree branch (make sure the other player has at least one plasma
grenade, and full health). The gun should come about a foot short of the branch.
Have the player with the grenade jump onto the shade, walk up the gun, and jump
onto the first branch. The other player (to be called player one), should kill
themselves and respawn on the branch (if ever they don't respawn there, move up
the branch a bit more). Once respawned, have player one stand against the cliff
wall, still on the branch. Player two jump on top of them, then on to the next
branch. Again, player one kills themselves. Now, move up the branch so player
one respawns nearest to the wall. Once they do, both of you move up the branch a
bit until player one is a few inches higher. Player two should jump on their
head. Throw a plasma grenade on top of player one, time it, and before it
explodes, get a short running start and jump towards the top of the level. You
should make the jump pretty easily.

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[A Master Chief killed in the cutscene, T&R]
This one's kind of petty, but oh well. Make sure both players are standing next
to each other when the control panel is hit to release the drop ship. When the
screen starts fading white, one player should melee the other in the back. They
have to do it pretty quick, as the screen fades fast.

When the cutscene starts, so long as the death occurred next to the control
panel, MC will be standing there normally, but another MC right next to him will
be falling to his knees. The rest of the cutscene goes on like normal.

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[On top of the Silent Cartographer]
Drive towards the security building and get the Warthog past the tree barrier.
Kill all enemies that would you give some trouble, and find the last rock before
you exit the bottleneck, near where the cliff edge is pretty low. Drive the
Warthog between the rock and the cliff wall, and try to back it up the rock a
bit. Have one player get into the gunner seat and aim towards the lowest point
on wall, while the other player jumps on top of the gun, walks as far up on it
as they can, and jumps the rest of the way to the top of the level.

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[Through the locked door, 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.

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[Through invisible wall, SC]
Have both players hop in the Warthog and head into the sea. When you reach the
invisible wall, have the player that's not driving get out and stand against the
invisible wall, then crouch. The first player, now, should drive slowly towards
(tap forward at a moderate pace) and the Warthog should push the second player
through the invisible wall. It's still just water over there, but a long ways
off will be the end of the level.

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[Stand up in passenger seat, SC]
This trick utilizes object overload (o-o), which can trigger several different
glitches. The way to do this: go to the SC on co-op. After you get the Warthog,
both players get out. Have one player kill the other. When they respawn, kill
them again. Every time, the player killed will drop a plasma pistol and assault
rifle. Keep killing them over and over again, so the guns accumulate. After a
long while, you may notice that the rocks and Warthog disappear at certain
angles. That's good, it means you're getting closer. Eventually, player two will
respawn weaponless. Avoiding all guns, have them walk to the Warthog and get in
the passenger seat. They'll get in, and their view will be normal, but from a
third-person perspective, they're obviously standing up. It's pretty funny to
see. If you want, then, have the second player get in the drivers seat and run
over the other, so they respawn weaponless.

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[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.

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[Quick way back to the top, SC]
Boring name, but oh well. This is how to skip having to fight your way back up
after activating the map. You can't just warp up with the load point because
activating the map warps the second player down with the first. To do this:

Have one player go down to the map, but the other player stays in that first
hallway, where it says Shafted. Don't activate the cutscene on the ledge on the
right. When player one gets to the map, have player two start walking towards
the platform. Activate the Cartographer, then immediately have player two
activate the Shafted cutscene. The two cinematics will overlap. Player two will
be warped back down to the map room, but wait a few seconds, and both players
will be teleported back to the platform.

Now all you have to do is fight the invisible Elites and be done with the level.

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[Bottom of AotCR]
This trick is how to get to the bottom of the pit at the beginning of AotCR.

As soon as you gain control of your characters, both of you hit X a few times to
stay in the Pelican. Now, normally when you do this, you make it down to the
blue fog, where you're knocked out and fall to your death. A second or two after
you notice the fog entering the Pelican, have one player hit X to exit the
Pelican, then keep tapping X rapidly until they die. They should have,
hopefully, flipped the Pelican upright a bit. One player will still die, though,
that's inevitable. If all goes well, now, you'll be able to fall to the very
bottom, and get out safely.

If the player that flipped the Pelican respawns in midair, and gets the option
to flip the Pelican again, don't.

If you both still die, try making slight adjustments with your timing (the time
when you jump out and flip the Pelican).

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[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.

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[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).

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[Extended Early Banshee, AotCR]
This is basically how to take the normal Early Banshee and use it to acquire
other Banshees throughout the level. Description courtesy of CloakedElite.

"Note: For Co-oP

Everyone should be familiar with the Early Banshee Secret, and I found a way to
extend it to have it longer and get fresher, healthier ones. Go through the
level as you normally would and get the early Banshee. When you go to the part
where you go up the hill and there are a lot of jackals and a drop ship starts
unloading covenant and two ghosts, Banshee Player(BP) flies up and goes to the
Banshee Airfield and:

1)Gets the fresh Banshee in replace of old damaged one.
2)Kicks down the Banshee and the other player can get in it.

Both players keep going if you chose 1st or 2nd option. When you get to the part
where you need to exit the Banshees and go inside, there is a Banshee to the
left, FLIP it. Have the BP (with best health) fly up to the two man-made bridges
and park the Banshee on the same cliff wall side as the one you need to go
through to continue the level. There are two bridges, park on the RIGHT one.
Have other player warp you to where you need to go. Continue the level, when you
get to the two bridges, there is the Banshee. Have someone be on the bridge
killing and someone in the Banshee killing. When you get to the end, park the
Banshee on the opposite bridge on the opposite side. Go through and the same as
first bridge. On one of the bridges there are sleeping grunts, kill them before
you get in the Banshee.

-Enjoy-"

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[Bodies in the AotCR cutscene]
At the end of AotCR, don't open the door that activates the cutscene. Instead,
use a Ghost to push you through the door (see `Into the control room with no
cutscene). Have the other player do the same. Now, have fun and start killing
each other for about as long as you'd like, until the number of bodies satisfies
you. Now, either use the control panel in that room, or enter the Ghost from
behind the door to get to the other side again and use that control panel, to
open the door and activate the cutscene.

In the cutscene, there should be many dead cyborgs and a lot of weapons for MC
to walk through.

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[Banshee in the rooms, AotCR, Two Betrayals]
See the single player method. The only difference is that player two can hold
the door(s) open, while the other player maneuvers the Banshee through it.

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[MC killed in beginning of cutscene, AotCR]
This is kind of trivial, but it can be somewhat interesting nonetheless. At the
end of AotCR, have one player open the door to the control room. The second
player should run up behind the first player, to their back. When the screen
begins to fade white, the player in the back should melee the other player,
killing them.

When the cutscene starts, it should begin by showing a dead MC, then panning to
the live one, who continues on with the cutscene normally.

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[Bodies in 343 GS cutscene]
You need to get into the room where MC discovers the flood without activating
the cutscene. Do this one of two ways:

Method 1: Instead of head down the slope that leads to the door that activates
the cutscene, keep walking and there should be two red (locked) doors. These
doors overlook that room. Use a shade that I'm sure you brought with you to push
one of the players through the door. Have the other player respawn on the other
side. Kill each other many times.

Method 2: Perform object overload, and there's a chance (it happened with me)
that the locked doors mentioned in the previous method won't even load. Just
jump into the room and start killing each other.

After you have a good amount of bodies, notice a catwalk or something about ten
feet up, outlining the walls. Also notice some sort of pillar-like things.
There's a place on these support/pillar things that you can jump onto, and from
there jump onto the catwalk. If you used method one, press against the door and
press X to enter the shade. For method two, just walk on back in. Either way,
when you activate the cutscene normally, there should be a lot more dead bodies
awaiting the Chief.

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[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.

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[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.

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[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.

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[Frozen Flood, Two Betrayals]
Read the single player description of frozen enemies for a good description on
what exactly this does.

An easy way to see frozen enemies is in Two Betrayals. At the second pulse
generator, have one player go into the room, and the other stay behind and stand
next to the load point.

When the first player hits the pulse generator and overloads it, the second
player should immediately cross the load point. Now, look behind you in the
hallway, and there should be quite a few frozen Flood. To reactivate them, cross
the load point again.

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[MC Killed in cutscene, Two Betrayals (two ways)]
Method 1: 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.

Method 2: This method actually has MC killed twice. Same thing as before, one
player goes in, overloads the pulse generator, and is warped out. Now, one
player has to have a shotgun. Walk up and put it into the chest of the other
player and wait a few seconds. Right when the screen begins turning white, pull
the trigger.

The cutscene will start in the hallway, where it'll show MC slumping to the
ground. Then the camera will pan through the wall to another MC, standing in the
normal cutscene position, being cut up by the sentinels.

Alternatively, for method 2, you can stand next to the other player, and when
the screen starts fading white, fire a rocket at him. The cutscene will start,
something really strange will happen with the bodies (in the time I did it, both
bodies were suspended in mid air, frozen in the middle of their "death-from-a-
big-explosion" animation.

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[On top of Keyes]
This is the easiest way I've found to do this: Have both players pick up eight
grenades and not use any of them. Head to the grav lift. Find the overshield
next to the grav lift and have one player kill the other so their grenades land
near the overshield (the three grenades already there don't matter, they won't
explode in a chain reaction). When they respawn, have them kill the other player
so eight more grenades land in the pile. Pick up one plasma grenade from
somewhere. Throw it in the middle of the grenades. About one and a half seconds
after you threw the grenade, jump on top of the overshield, then jump again, so
you're in the air with the overshield charging as the grenades explode.

The blast should send you up pretty high. Aim for the ledge to the right of the
overshield; near the coolant pit opposite the one with the banshee. Once up,
kill the other player, or have them kill themselves so they respawn with you.
Facing the grav lift, head to the right side of the ledge. They'll be another
part you can jump onto over there. Do this, and you can now walk the rest of the
way to the top of the level. Oh, and that cliff edge back there has an invisible
floor, so you can walk on it without falling.

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[In the ceiling holes, Keyes]
Make sure you have at least one plasma grenade. After coming back into the ship
through the grav lift, go through the hallways as usual. Choose any of the holes
in the ceiling (that lead to another floor) that you'd like. Have one player
stand directly under it, and the other stand on top of them. Throw a grenade on
the bottom player's head, and about half a second before it explodes, jump
towards the small room above. If you make it, the other player will respawn up
there with you. There's nothing to do up here, as all the doors are locked, but
it's still somewhat interesting.

Also, in the very beginning of the level, with the stationary shield, if you try
to do the `Covenant shield jump', you'll sometimes land in the room directly
above you.

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[Don't leave the ship, Keyes]
Okay, this one is quite difficult (tedious, and may take a while). Go to Keyes
on any difficulty and kill all the enemies at the beginning. Make sure you have
a plasma pistol, and head to the stationary shield (where there was a group of
grunts, and a purple crate). Take out the shield with a plasma pistol, and get
in the following position:

(Shoot the base of the shield to keep it from regenerating)
Make sure its base is to your left, and you are standing so that the base is
between you and the hallway that leads to the door that leads to the hole. In
other words, face the purple crate with the shield base to your left.

Notice that there are two small squares in the middle of it (the shield base),
one on either side. The one on the left should be smaller than the one on the
right, and the one on the right should appear to have a blue square in its
center.

Jump onto the square on the right side and look straight down, holding the
plasma pistol out. Turn slightly to the left, so the top part of the aiming
reticule is pointed the thicker part of shield's base. Position yourself so the
bottom left line of the reticule is coming out of the bottom left hand corner of
the blue square. The bottom right line of the reticule should be about halfway
between the top and bottom of the blue box, but extending slightly past the
right edge of it. If you're having trouble position yourself this way, try
jumping, then making small adjustments (movement sensitivity is decreased while
you're in the air).

Now, when the shield regenerates, it should do one of many things:
1. Force you to the side (make some minor adjustments and try again).
2. Send you into the hole in the ceiling (jump back down and try again).
3. Bounce you off the wall to the left of the shield (close, make minor
       adjustments and try again.
4. Send you through the ceiling, out of the level for a second, and land you
       back in the room (almost, try again).
5. Land you behind the pink holographic display arm, to the right of the shield
       (good).
6. Send you through the ceiling and land you on top of a wall (good).

If 5 happens, double jump to the top of the arm and jump to the top of one of
the walls to your left (if you miss, you either fall through the level and have
to start from the beginning, or you'll land back in the room, and you'll have to
start from the beginning again).

Once you're on top of a wall, have player two go through the hallway the leads
to the shield (back towards the beginning of the level), and find the first red
(locked) door (it should be on the left side, if you're heading towards the
beginning). Have them now come back and bring back your vision of where you are.

Walk along the top of the lights (carefully), until you reach a turn. Look for
the red door that player two found in the last step. You'll probably have to
jump across the hallway to get to it. Aim for the wall to the right of the door.
Notice some small lines, really thin, across the ceiling. Jump to the middle of
that (you should be able to stay on), then make another jump to the lights, to
complete your travel across the hallway. Walk towards the red door and jump past
it. Player 2 should kill themselves (or something, so he spawns with you on the
other side of the door). You should be in the room with Keyes' blob.

Once there, go through the next door and find a checkpoint to trigger. Head back
to where Keyes was (you should come across a lot of frozen flood, feel free to
shoot them a few times). You can now activate the cutscene and complete the
level normally.

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[Getting the Banshees, The Maw]
There are apparently two ways to do this:

Method 1: Perform object-overload, so some enemies don't spawn. Head to where
Foehammer picks you up, and park the Warthog under where one of the Banshees
will fly over. Hop on top of the gun, and when the Banshee flies by, tap X.

The Banshee pilot shouldn't have spawned due to o-o and you should be able to
enter the Banshee.

Here are direct links to two videos, from Frogblast. Very helpful, hopefully the
site will never go down:
http://yuan.ecom.cmu.edu/utfoo/movie/movies/maw_snag_s.mov
http://yuan.ecom.cmu.edu/utfoo/movie/movies/maw_snag_s2.mov

Here's Frogblast's HBO forum post about it:
http://forums.bungie.org/halo/archive7.pl?read=195462

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[Make the jump, The Maw]
Play through The Maw until you reach the point where Cortana tells you:

"Up ahead there's a gap in the bridge. At top speed, we should be able to clear
it."

This is supposed to be where you drive your Warthog into a cavernous room and
fall five stories before landing on a little island within the PoA. However, if
you have one player stand back and fire a rocket behind the Warthog just as it
goes over the edge, you can make it to the next platform.

You'll need the player with the RL to stand off to the side, since the Warthog 
has to be going full speed. The tricky part to it is just hitting the right spot
at the right time. You'll find surviving the blast surprisingly easy, but you 
want to place the rocket right behind the Warthog, and centered.

Fire the rocket pretty much once they enter the big room, and hopefully you'll 
make it. The only time I succeeded, the Warthog went forward and hit the barrels
on the platform. After just a second or two, the fire on the other side (of the 
barrels) killed my partner, so beware of that, too.

Note that there's really nothing to do when you're there. The path is blocked by
barrels, and if you manage to get you and the Warthog over the barrels and past
the fire, the platform, you'll find, is pretty small, and the pathway on the
other side of that gap is closed off.

                                  =============
                                  -Multiplayer-
                                  =============


[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.

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[Getting the most out of powerups]
Get rid of a powerup in someway (have somebody else take it, or blow it away
with grenades). Have two players (maybe three, if you can fit them all) stand
where the powerup was (this works for both overshields and active camouflage),
so that they will both be touching it when it comes back. When it does, both
players will get the powerup.

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[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.

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[In walls]
This works just about everywhere, but is best-used in multiplayer (splitscreen).
This is a general description of how to get in walls, like getting into the
ceiling of Blood Gulch.

For Warthogs: Back it into a corner and have one player get in the gunner seat.
Have another player get behind the gun, in the corner. Pivot the gun around to
force the player into (or through) a wall.

For Ghosts: Find a place with a somewhat short ceiling. Have one player jump
onto the top of the Ghost, and then another player enters it. The Ghost should
rise up and push the first player through the ceiling (but can also kill them).

Also, this is extremely effective for Blood Gulch: Knock a Warthog on top of the
base, then knock it into the hole (so it lands by the flag). Part it straight,
almost in the center of the room. See the slanted walls on either side of the
flag? The Warthog should be parallel to those.

Once in position, jump on top of the Warthog and throw a plasma grenade about a
foot or two away from it (on the other side). Quickly jump back down and press
yourself against the slanted wall. The Warthog should flip over, and hopefully
knock you into the wall. You can also have a second player drive the Warthog
slowly into you to push you into the wall.

Anyway, once inside it, you cannot be harmed by frags. You also can't be hurt by
gunfire or plasma grenades unless they are direct hits on exposed parts (most
commonly your legs, and this means that the plasma grenade would have to stick
to you to harm you). You, however, can kill anyone in the room, except you can't
throw grenades. A very nice defensive position for CtF. Make sure you have a
shotgun when you get into position.

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[Stacking]
Stack two players for co-op, or up to 16 players in multiplayer to get a good
deal of extra height.

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[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.

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[In vehicles (in, but not in)]
As in, standing with part of your body through a vehicle. Go to Blood Gulch,
with all vehicles. The trick involves parking a vehicle on top of a teleporter
exit in such a way that it's over the exit, but not considered blocking the
teleporter.

For the Scorpion: Park the left front tread on top of the teleporter exit. If
this doesn't work, make slight adjustments, but the main idea is having the
tread over the exit.

Another way of doing this: Park a Warthog next to the Scorpion, so that the
passenger seat is a foot or two away from the part of the tank you'll be jumping
into. Once positioned, hop in the passenger seat of the Warthog, then jump out
again. You should land inside the Scorpion.

You can also get a player inside the Scorpion's turret. Raise the turret to its
max height/angle, and have the player stand under where it will come down onto
(I suggest staying near the base of the turret). Now, lower the turret slowly,
and the player should be pushed through it.

For the Warthog: Park it so the either the driver or passenger's seat is
directly above the teleporter exit. If this doesn't work, make sure the exit is
directly under the seat.

For the Ghost: I haven't found a way to be "in" the Ghost yet, but I have found
that if one player is in the Ghost and parks it so that their Ghost is only
about 1/3 of the way over the teleporter, the player coming through will die
immediately.

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[Extreme height]
Only applicable on Blood Gulch and Sidewinder, due to their being the only
levels with vehicles. Anyway, make a gametype with all vehicles, 400% health,
shields on (rockets only helps). You can also set it for oddball and set the
trait with/without the ball as more damage resistant.

Go into the game and hop in a Warthog. The best place to do it is Blood Gulch,
at the base. But park the Warthog with its front against any flat surface. Get
out and hop in the side seat with the RL out. Aim for the black box-like thingy
right in front of you, or just under it. Throw a plasma grenade, then quickly a
frag, then quickly aim a bit more downward and fire a rocket. If all goes well,
you should be catapulted to an extreme height, sometimes twice the height of
Blood Gulch's canyon walls.

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[Sunken Ghost, Blood Gulch]
This is to get the Ghost you are in partially underground, pointing up into the
air.

I haven't been able to do this yet, but here are Smackdowner1's methods:

"Method #1: Half-Underground
Go to Blood Gulch and pilot the ghost inside one of the bases using the back
entrance. Go right, and nudge the Ghost halfway between the walls leading to the
flag room. Now strafe left and right until the ghost jams itself inside the
base's wall. Exit the ghost and melee the side of the vehicle. After a few shots
the Ghost will be slanted, with the tail underground. Enter the ghost and you'll
be driving while looking up at the sky.. You can carefully pilot the ghost out
of the base to get a better view of your sunken ghost. Exiting the vehicle
causes the Ghost to return to normal.

"Method #2 Inside The Base's Ceiling
Use the Rocket method to jam the ghost inside one of the teleporters (This is
referring to the second method of getting the Ghost in the teleporter). Flip the
ghost and melee the right side until it sinks through the ceiling. You can now
enter the vehicle and drive around on top of the base. Be careful. Watch out for
the giant hole in the center of the base."

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[Warthog, Scorpion on top of Blood Gulch]
Warthog: You need two players. Head to the place next to the caves where you can
get on top of the level (listed below). Take a Warthog there. Park it anywhere
from ten to twenty feet from the cliff wall, and on as flat of ground as you can
get.

Have both players aim for under the Warthog, but near its back, then they should
both throw a plasma grenade, then a frag, and fire a rocket. This should cause
the Warthog to launch upward and hopefully land on top of the level.

And remember, adding more players always makes this easier.

Scorpion: Go to the same place, or somewhere else with low walls and level
ground. You may want to park the Scorpion an extra ten or fifteen feet out from
the cliff wall. Now, you need, as many players as you can get. Two won't cut it
here. You could try three, but you need every player you can find. Anyways, with
your crew assembled and the tank parked in a good spot, have all players plasma,
frag and rocket the ground under it. I've never gotten the Scorpion on top of
the level, but it's definitely possible.

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[On top of Blood Gulch (six ways)]
There are a few ways to do this, but first, links:
http://halo.ibonk.com/index/tricks/display/16
http://halosm.bungie.org/tipsntricks/display.html?collection=geeoff.evenhigher
http://halosm.bungie.org/tipsntricks/display.html?collection=beenmawed.darktower
http://halosm.bungie.org/tipsntricks/display.html?collection=amechwarrior.blood
gulch

http://1337guide.com/movies/comp_toxicity.wmv (Warning: This is a 38mb movie)

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 can exit a strafing ghost and jump up to the top. See
"Jumping high with a ghost".

3. Same place. Park the Ghost about a foot in front of the shadowy area. Throw a
plasma grenade about two feet up the cliff side. Hop in the ghost, drive forward
and hold A. The grenade should have bounced down, and its explosion should give
you enough of a boost to knock you about halfway up the wall. If you're not
going anywhere, strafe to the right. You should be able to drive up the rest of
the way.

4. 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, or rather, big...indent, or circular area, 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.

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

6. Description courtesy of The Eternal Soldier:
"1. Get to Sniper's Rock in a Ghost.
2. Stay in the Ghost as you reach the little noch created by the rock.
3. Point the Ghost "forward," away from the rock, and start going forward, and
a little to the left.

Voila! If you can get up to the Rock itself, this part is pretty easy to get
waaay up in the sky. If you manage to do this in a multiplayer match...
cograts, you may now have as many kills as you have Sniper bullets. Unless an
enemy is looking in your direction when you fire the SR, it is nearly
impossible for them to find you."

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[Sniper Rock, Blood Gulch (three ways)]
Also called Sniper Tower, Blood Gulch Tower, the Blood Gulch sniper spot, and
many other variations, but they all mean the same place.

I have three descriptions for the main method right now: a simple explanation,
detailed explanation, and an explanation from gmims44. I also have two alternate
methods and several links.

Links first:
http://halosn.bungie.org/tipsntricks/display.html?collection=frogblast.bloodgulc
h
http://halosn.bungie.org/tipsntricks/display.html?collection=cal.tower
http://halosn.bungie.org/tipsntricks/display.html?collection=terrordc.topoftower
http://www.bloodgulch.com/pages/5/index.htm
http://halo.ibonk.com/index/tricks/display/16
http://halo.ibonk.com/index/tricks/display/48
http://1337guide.com/images/weekly/sow11.jpg

Juggalo420 also has a video that is a compilation of all his Blood Gulch tricks
that shows how to get to Sniper Rock. His videos are hosted mainly on
1337guide.com.


Simple explanation:
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 and to the right 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.

***Note:
At the part on the first ramp, where first you try to maneuver the Ghost onto
the cliff wall, I've found recently that not holding A, and just making a quick
and smooth turn works well.

Detailed explanation:
Sniper Rock, also called Sniper Tower, is the vertical rock protruding from the
cliff wall. As the cliff wall recedes back a bit (it is somewhat sloped), but
the rock that marks sniper tower goes straight up. It's nearer to blue base, and
looks somewhat out of place.

Take a ghost and head fifteen to twenty-five feet to the left of the sniper
tower rock. You should see a short ramp that runs along the cliff wall. It's
made of rock, and reaches a height of about eight feet and is about ten feet
horizontally. The ramp is also somewhat shadowed; it's not as bright as the
cliff wall. Also, the ramp is just to the right of a very long sloped part of
the wall, that is very well lit and looks very smooth (made of rock, but not
jagged).

Once you find the ramp, memorize its location. Take the ghost there and drive up
the ramp.

Right in front of the top of the ramp is the cliff wall. It is very sloped, but
at a point just higher than the top of the ramp, it because slightly less
sloped. Staying about as far to the left of the ramp as you can get, pick up a
moderate amount of speed (accelerating as quickly as you can from about 3/4 of
the way up the ramp will get you about this speed by the time you reach the top
of the ramp). Right before you reach the top of the ramp, hold A to pick up the
nose of your ghost, and quickly turn to the right. You want the ghost to land as
far right as it can get on the long, sloped part of the wall at the top of the
ramp.

Remember how the wall in front of the top of the ramp becomes less steep at
a certain point? You want to land the ghost on this area, on it's right side.
This is the hardest part of the trick, and it may take you what seems like
countless tries, but if you finally get there, great.

The next step is to look up the cliff, towards the top. When this long sloped
surface ends, there will be a somewhat vertical wall that you can't get past.
But to the right of that will be a somewhat sloped area, whose back goes a bit
farther back and a bit higher than the top of your current sloped rock. Go full
speed and head for the rock that's farther back and slightly on a slope. Before
you get off your current, will lit slope, hold A to lift the ghost again and go
a bit further. Go up as high as you can, until you can't go any higher. You may
start to slide back down.

This is, more or less, the crucial part. Strafe (head sideways) to the right.
You'll lose some height on the way across, but if you're lucky, you'll land on
the a small, flat rock. Here you can safely exit the ghost and take about three
steps up and to the right to be on Sniper Tower.

Here's another description, courtesy of gmims44:
"To find sniper rock, go to the middle of the level and look toward the blue
base. Now look up and to the left. That tower of rock that you see is what's
known as "Sniper Rock." Behind it there is an area where you can stand and walk
around a bit and, of course, snipe.

There's more than one way to get up there, but the simplest involves just one
player, a ghost, and no explosives. To begin, get in a ghost and drive it to the
wall directly underneath sniper rock. Now turn and look to your left and you
should see a short length of canyon wall that you can drive or walk up (the top
of this ramp, by the way, is a pretty decent sniper spot itself in a CTF game).

The hardest part of this trick is getting the ghost past this ramp. Drive the
ghost to the top of the ramp, hold A, and try and turn up the hill all at the
same time. Like I said, this is pretty hard. You might want to change your
button settings to "Jumpy" for this trick so you can just hold down the left
trigger instead of the A button. Try to get the right wing of the ghost as close
to the wall without clipping it as possible. If you're too far to the left or
have too much speed, you're just going to fall down the hill.

Once you've gotten past this part, keep holding A and drive up the hill. At the
top you can see that it's going to become too steep to drive up, so you need to
aim your ghost to the right of the steep part where it's a little flatter.
Hopefully you will have gained a little speed from the trip up the wall, so use
it to get as far up this part of the hill as possible and begin strafing right,
still holding A.

You've already made it as high as sniper rock, so just keep strafing right and
holding A. If you didn't make it far enough up the hill, or if you ever slow way
down on this part of the hill, you're going to fall. If you are able to strafe
for most of the way, you can now turn your ghost towards the tower and look for
a landing place, but keep moving! I usually land the ghost right behind the
tower on a little ridge of rock, but anywhere on the far side of the tower is
also a safe place to land. Congratulations! You've made it to Sniper Rock."


Alternate method 1:
Refer to the trick "Extreme height." Requires 400% health, but practice this
trick a bit, then take a Warthog to the ground directly under Sniper Rock. Get
in the passenger seat and perform that trick. It's actually possible to go too
high, and be killed when you land. Otherwise, try landing on the top the actual
Sniper Rock rock, and if you want to drop down, wait for your shield to recharge
and just walk off.

Alternate method 2:
I haven't performed this yet, nor really even tried, but it's worth a shot.
Description courtesy of The Eternal Soldier.
"If you have tanks enabled-and it's likely you do if you have Ghosts-then you
can use the Plasma Grenade->Frag->Rocket method to turn one [tank] over
underneath Sniper Rock, you can jump on it and flip it to have it catapult you
up there. You can't get on top of the level like this, but it is a rather
simple method of getting on Sniper's Rock itself."

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[Sniper rifle, Blood Gulch]
To get the sniper rifle without being on top of the base:
Stand under where the sniper rifle is. Double jump, and at the top of the jump,
hold X. You can also pick up ammo that way, just crouch-jump.

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[Warthog Door, Blood Gulch]
This trick is to get a Warthog on top of a Blood Gulch base to hang over the
base's entrance. Flipping it sends the front up for a second, allowing you to
walk through it, before it falls back down again. It's like a door.

Use a plasma and a frag (and a rocket, but that's not required) to get the
Warthog on top of the base.

Head to the back entrance, so you're above the entrance, near the tank. There
should be two pieces of concrete just close enough together so that you can't
drive the Warthog between them. Line the Warthog up with them, and drive
forward. Keep driving forward, and one wheel should slip past over the edge, and
now the Warthog is a bit crooked.

Now, keep driving forward and a few seconds later the other front wheel should
push through and be hanging over the edge.

Get out, and head to the back of the Warthog. Melee it a few times, and it
should hang over the back entrance of the base.

Also, if you flip it, for the first few times you flip it, it will go
horizontal, then vertical again. During the second or two that it's horizontal,
you can hop in any seat you want. When it returns to its hanging position, you
won't fall out.

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[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. Find where
this strip of grass becomes much larger, and to this point, take your Ghost.
Line it up, drive towards the base, and hold A. You should make it up.

For the red base, there's a small hill about fifteen feet in front of and
slightly to the right of the base (if you're facing the base). You can use this
hill to ramp on top, also.

You can also park the Ghost about fifteen feet in front of a base. Throw a
plasma grenade 3/4s of the way to the base, hop in the Ghost, drive forward and
hold A. The explosion should knock the Ghost up a few feet, enough to reach the
top of the base.

Warthogs: Use explosives, or other Warthogs or Scorpions as ramps. Park a
Warthog a few feet in front of the base, and use a plasma grenade and a frag (a
rocket is optional).

This way is kind of wasteful, but when you're looking at blue base, look for a
hill about twenty or thirty feet in front of it, near the shadowy part. Park the
Warthog on the apex of the hill and walk behind it. A plasma, frag, rocket combo
should land the Warthog perfectly either on top of or inside the base.

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.

If you have two or more players, you can try plasma, frag, rocketing the
Scorpion.

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[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 to 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.

Or, you can skip step four, and change step three. While standing on top of the
Warthog, look towards the front. Aim slightly in front (as in, don't aim
directly at) the Warthog. Melee there a few times and you should get the same
result.

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[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 long-ways).

This also works on the first ramp used for getting to Sniper Rock.

One other place this works: Behind and to the right of blue base, there is a
very dark area. On the back wall, on the right corner, there is a slope you can
walk up a ways (about five feet). A foot or two to the left of here is another
place for the long flag throw. From ground level, jump forward and throw the
flag up the cliff wall there, and it should have the same effect as the other
places.

And I think this trick also works with weapons, and possibly oddballs, but I
don't see how it would really matter with them.


An update here: It works with overshields and active camo, too. A good way to do
this:

(With overshields and active camo now being called, simply, `powerups')

Go to the hallway in Sidewinder where the powerups are. Throw a grenade behind
the middle slat, so both powerups are out from under the barrier. Now, throw a
grenade between them. The explosion should send them into opposite walls, where
they'll be mostly pushed into the wall. They'll start to fall slowly, and, upon
reaching the floor, will jump, sometimes hitting the opposite wall.

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[Ghost in the teleporter, Blood Gulch (Two ways)]
Method 1: 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.

Method 2: Get a Ghost on top of the base. Park it in front of the teleporter, so
the nose is in the center and as far into the teleporter as you can get it. Get
out, and jump across the hole. Take out a rocket launcher, and, aiming at either
the concrete just before the Ghost, or the bottom part of the Ghost, fire. The
rocket should blast the Ghost into the air, flipping, and it will most probably
land upside down inside the teleporter.

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[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.

This also works at the other side of the teleporter (the one near blue base). Go
to that one's door and park a Warthog as close as you can get to the teleporter.
When the player comes through from the teleporter by the bridge, they'll come
out of the mountain.

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[Through the bars in Sidewinder (Three ways)]
You know those bars next to the active camo and overshield in Sidewinder? This
is how to get through those bars.

Method 1: 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.

Method 2: Bring a Warthog or a Scorpion (I haven't tested the Scorpion, but it
apparently works. Not practical, but if you really want to...) to the same
place. Have one player stand between two of the bars, and the other drives the
selected vehicle very slowly (tapping the D-Pad about three times a second is
good) towards the waiting player. The player should be pushed by the vehicle
through the bars.

If you prefer, you can also park the Warthog right in front of the player and
melee the back of it, if you don't want to drive the Warthog into them. Both
ways work.

Method 3: Bring a Warthog to the same place. Part it long-ways next to the bars,
but a foot or two in front of them. Stand on the gun and throw a grenade on the
side opposite of the bars. Back up, pick up the overshield and stand between two
of the bars (This can easily be accomplished in one move). The grenade should
knock the Warthog into you, pushing you through the bars, while the charging
overshield prevents you from taking any damage.

This also works with the Ghost. Just have the flipping Ghost knock you between
the bars.

Method 4: Drive a Warthog at a pretty good speed towards the bars, but about
five feet before impact, make a sharp turn. Exit the Warthog while continuing
turning, and the Warthog should tailwhip you through the bars.

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

Links:
http://halo.ibonk.com/index/tricks/display/41
http://halosm.bungie.org/tipsntricks/display.html?collection=bonk.outofsidewinde
r
http://halosm.bungie.org/tipsntricks/display.html?collection=phearx.rocketjump

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. This can also be
done at both of the half-circle areas at the top of the hill by the bridge.

3. Generally the same place as before. Bring a Warthog this time. Do the single
player method of "jumping high with a warthog". If you're decent at doing this,
it shouldn't be too hard to get up. As an added bonus, if you have a rocket
launcher and a few grenades, you can then blow the Warthog up to you.

3. Go to through the blue base teleporter and to the other side of the thingy,
to where the other teleporter is. Jump on to there, and have another player jump
up with you. Stand on the other player's head. Throw a plasma grenade on their
head, and a second before it explodes, jump towards the top of the cliff.

4. Go to the red base, to the second floor. Facing outside, head to the left
side of the ledge. Look towards the cliff wall (to the left of the base) and
look up. Jump once and try to see a small ledge a few feet up. Throw a plasma
grenade at your feet, time it, and just before it explodes, jump towards the
small ledge and crouch. You should land on top, and from there it's just a small
jump to the top of the level.

5. 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.

6. With 400% health, go to any place somewhat high (near where any of the
teleporters are, or any place of about that height. For the bases, go to the
second floor, and, facing outward, head to the left side of the ledge). Back up
against the cliff wall and aim a rocket launcher at your feet. Throw a plasma
grenade, then a frag. Wait about a quarter of a second, then jump and fire a
rocket at the grenades. You should land with ease on top of the level.

7. Grab a rocket launcher and head to the overshield that's outside. It should
be on a small, one foot tall hill, which is surrounded by ice. Stand in the
middle of the ice in front of the overshield. Aim at the overshield, then look
directly up. Throw a plasma grenade, then jump next to the overshield.

Right when the grenade lands (it should be somewhere within two feet of you),
throw another plasma grenade at your feet, followed by a frag. Grab the
overshield, start running forward, and fire a rocket at your feet as quickly as
you can. The combined explosions (hopefully simultaneous), should send you high
enough to land on top of the level.

8. This one's stretching it, but take a tank to any of the teleporters, and have
a second player get in and raise the turret towards the top of the map. Hop on
the tank and walk to the end of the turret. Have the other player slowly raise
the turret upwards. Adjust yourself constantly so you don't fall off. When you
get to about the max height, throw a plasma grenade on the turret, wait a few
seconds, and jump towards the top of the map.

9. Refer to the trick "Broken Teleporter, Sidewinder." According to a video,
this idea can be used to land a player on top of the level. In the video, (Ms.
Man's "MC's Playtime"), it shows the Warthog being parked backwards against the
teleporter. I haven't gotten it to work yet, but I'd say it's possible, from the
video.

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[Ghost, Warthog in second floor of base, Sidewinder]
Ghost: 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.

Warthog: Park the Warthog about where the tank sits; about fifteen or twenty
feet in front of the base. Throw a plasma grenade, then a frag, and fire a
rocket at the ground near the back of the Warthog. The blast should be
sufficient to send the Warthog flying into the canopy of the base.

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[Warthog, Scorpion on top of Sidewinder]
Warthog: Go to any of the elevated areas (they're connected by teleporters, and
each have a rocket launcher). Park a Warthog seven to ten feet (or more) in
front of a wall. Aim for the ground under the back of the Warthog. Throw a
plasma grenade, the a frag, and fire a rocket as quickly as you can. It should
easily make it to the top of the level.

Scorpion: You need at least two players. Take a tank and drive it up the ramp to
the first area that the blue teleporter leads to. Park it a good eight, about,
from the cliff wall. Now, have both players stand on the edge of the area (near
the rocket launcher).

If you only have two players, you'll want to add an extra plasma grenade to the
plasma, frag, rocket combo. Do this by standing about fifteen feet from the
Scorpion, looking straight up and throwing a plasma grenade. Once you have both
players positioned so their plasmas, when looking straight up, can land
relatively under the tank, get ready to do the trick.

Throw your plasma grenades, then run about halfway to the Scorpion and look up.
Watch for your grenades. You now want to plasma, frag, rocket the Scorpion. Time
your plasma grenade, though, so that it lands under the tank right as the other
two plasma grenades land.

If you coordinate it all perfectly, or have more than two players, you should be
able to get the tank on top of the level.

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[Behind the ladder, Sidewinder]
This trick will land you behind one of the ladders inside one of the bases.
Which ladder, which base, is up to you.

Bring a rocket launcher and infinite grenades (unless you're really good at
this) to either base. Blow the Warthog into the canopy of the base. If you need
help doing this, refer to the trick:
"Ghost, Warthog in second floor of base, Sidewinder"

Once it's there, park it near the back of the base. Not quite against the wall;
just before the last light thingy in the ceiling. Stand on the Warthog, as close
to the gun as possible. Aim slightly in front of the Warthog and melee. It
should move the Warthog slightly forward. Keep meleeing until either:

1. You're killed by the vehicle, in which case you should reposition the Warthog
and try again.

2. You get pushed off the Warthog, in which case you should hop back on and keep
meleeing.

3. You get pushed into the ceiling, which is what you want.

Once you're in the ceiling, jump onto the light, so the Warthog can be moved
without you falling down (it helps to have another player up there with you, as
your eyes/spotter. Now, choose the ladder you want to jump behind.

You have two choices for how to get to the ladder:
1. One giant leap.
2. A couple smaller, safer leaps.

The first one requires that you get a running start, and jump onto the wall next
to the ladder. The second requires another player stand between you and the
ladder, for you to jump onto, then onto the wall. The advantage of the first
method is that it can be quicker, the advantage of the second being that you
have a better chance of surviving.

Nonetheless, once you're close enough to the ladder, make a high jump that just
barely crosses the ladder. As soon as you start descending, move quickly towards
the ladder and pray MC takes hold of it.

If you could perfect this trick and use it in actual gameplay, it would make a
great, albeit cheap, defensive position.

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[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.

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[Hidden room in Chill Out]
*Note: I'm still trying to perform this trick. My description is based on how
far I've gotten before, and the videos I've seen on how to complete it.*

This will get you into that small room behind the glass in the back of
red base (the base with the sniper rifle).

My description:
You need two players. Designate one as p1, the other as p2. p1 grabs the sniper
rifle and heads to the room with the telepad. Jump on the telepad, and you'll
notice that it forms a triangle, with each point being some elaborate thing-a-
ma-jigger. Face the point that's nearest to the ramp and look straight down.

Zoom in with the SR, 2x. Look at the part with the upside down U. It kind of
makes a shape like:

      _________
     |         |
     |   ____  |
    /   ||  ||  \
    \   ||  ||  /
     \  ||  || /
      \_||__||/

Yeah, it's a bad ASCII drawing, but I hope you get the idea. You should notice
three different shades of brown/tan: one is the lightest, and covers the top
section, one is slightly darker, and covers the area around the lower section of
the upside down U, and the third is under all the rest.

What you want is the "slightly darker" section that covers the bottom part of
the U. Notice how it's divided into three distinct sections: a left triangle, a
middle rectangle, and a right triangle.

Zoom in 10x on the right triangle. You'll notice the triangle is bordered by a
darker brown section. Never go past the darker brown border. You can go on it,
but never past it.

Now, the guess and check part. Choose somewhere within the triangle to look. I
recommend trying, first, the lower section of it. Have p2 head to the room below
the broken bridge. There's a teleporter there, the teleporter that leads to the
telepad p1 is standing on.

p2 needs to walk into the teleporter, but immediately after entering, stand
still. Don't continue walking forward. p1, about to be telefragged, should now
jump. One of four things will happen:

1. p2 will teleport, and will be standing under p1. In this case, repeat the
above steps, but this time aim for a completely different section of the right
triangle.

2. p2 will teleport into a funky blue area, but will fall through the level to
their death. In this case, p1 should change, just slightly, where he's looking.

3. p2 will teleport into the funky blue area, but will fall back into the level,
either dying from the fall or losing a considerable amount of health. For this,
p1 should change his look very slightly, as you almost have it.

4. p2 will teleport into the funky blue area, will fall a little bit, and land
on a platform a good five feet above where p1 is standing. This is what you
want.

Once you get onto the little platform, stand still. Both players shouldn't move
at all just yet.

p2 should turn on his flashlight and look behind and to the left of him and
notice a rather large walkway. At certain angles it'll disappear, but it'll
always be there. Jump towards it. If you land, and don't fall to your death,
have p1 walk up the ramp, to the teleporter room. p2 should now be able to see
where they're standing.

p2 should walk along the short pathway, as close as they can get to p1. There
will be a really small wall in the way, at the end. Back up a foot or two from
that. Strafe slowly from left to right. You should be able to make out an
extremely thing wall type thing that cuts down through the center of the room.

Very, very carefully, get a running start and try to leap onto the wall. You
want to land as close to the opposite wall as possible. The farther you land
from it, the more you have to walk along that small pathway.

There is a corner right in front of you. Walk up to it, slowly, until you reach
a point where you think you can jump onto the top of the corner. Make the jump
and pray.

If at any time you fall down, you have to restart almost the entire trick. Take
note, though, that the position p1 was standing on the telepad will always work
_until_ you quit the game. Every time you load Chill Out, the position will be
slightly different.

Back to the current step. You're on the corner of the wall. Look towards the
sniper rifle. To the right of that is a small, long wall. Behind that is a much
larger wall. Tricky step! You need to aim for the large wall, jump, and land on
it. I can't really give you many tips for that, except that it might be best to
not go far enough than to go too far.

Anyway, once you're up there, look towards the glass room. Have p1 come into the
room and look straight up to see a textured blue thing on the ceiling. You might
not be able to see it, but you want to jump towards and land on the _edge_ of
that. As you're jumping, you'll probably see the center section disappear. The
border is the only part you can land on. If you succeed, then get a running
start and make a big leap for the secret room.

Congratulate yourself on making it and have fun or something. Do something to
commemorate the experience.

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 doesn't 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 separates 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 you're 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 in front of the other teleporter (not
the one you used). This should make a path where the player must very carefully
walk on top of the walls without falling in towards the hidden room. He can then
drop in and there you have it.

5. Remember this takes a lot of tries and walking on top of the walls is tricky.
Have fun."

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[On beam, Chill Out]
Go to Chill Out and head to the room with a teleporter, a slope with a railing,
and, a health pack, and two pink beams above the teleporter. Stand on the
railing and jump on top of the teleporter. Go to the right side, and line it up
so you're just barely in front of the pink beam. Look in the opposite direction
of the beam, and at the floor. Throw a grenade at your feet, and just before it
explodes, jump, crouch, and hold back. You should land on the beam.

An alternate way to get on top of the teleporter is to perform the trick "In
that one small window, Chill Out." From inside the window, get as close as you
can to the teleporter, then make a "running" jump towards it. This can help
preserve some of your health for the final jump.

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[In that one small window, Chill Out]
This trick, and its descriptions, are courtesy of gmims44:
This is how to get in "the small window in the room with the sniper rifle, the
health pack, and the teleporter that takes you to the shotgun room. If you get
through it you land at the end of the hall beside the teleporter that takes you
to the big room."

And how to do it:
"... but the way I've gotten through is to jump early as I run towards the wall
and crouch after the height of my jump just as I get to the window. You can
also crouch-walk around in the window."

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[Top of Damnation (four ways)]
Method 1:
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.

Method 2:
Head to the same pipe in the previous method (the pipe that overlooks the small
room that has a sniper rifle, health pack, and something dripping from the
wall). Have one player stand against the wall, and another player jump on top of
them. The player on top should throw a plasma grenade on to the other player's
head, time it, and just before it explodes, jump towards the top of the wall.
You should land on top of it. Turn to your left and there should be a pipe
blocking your way. Double jump over it (with a running start) and head to the
corner made by a slanted wall and an invisible wall. Throw a plasma grenade at
your feet, time it, and just before it explodes, jump and hold back and you
should land on top of that wall, and you now have access to the top of the
level.

Method 3:
Using the teleporters:
Have one player (called p1) stand at the higher portal, and another player
(called p2) come in through the lower one. p1 gets out of the teleporter and
lets p2 warp through. p1 then goes back through to the lower portal. p2 should
look straight down and zoom in. They should now jump and tap forward very
lightly, so they move forward just a bit. Then, have them jump again and this
time move slightly to the right.

When p1 comes through the teleporter, they need to keep moving forward, and p2
jumps (doesn't really matter when he jumps, so long as he does before he dies).
If this doesn't work, have p2 jump and move slightly forward or to the right.

And a note about the positioning for p2, above. Once you know the position
needed, you'll notice that there is actually a lot of leeway in the position.
You can go a (very relative) long distance up, to the left, etc. and have the
trick still work, so long as the teleporting player keeps walking forward.

Method 4:
Using 400% health, courtesy of midget.
1. This one isn't to terribly hard, every time I did it, I had 400% health and
shields and it seemed to work the best. First go get a rocket launcher. Then go
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 look straight down.

2. Next be sure your looking at the wall and jump, fire a rocket almost at the
exact same time as you fired, but a little bit after. Be sure your pushing
forward on the control stick while doing this. You should be able to get up with
only one bar of health gone, sometime none if you are good.

3. 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, do
the same thing as step 2 except in the corner of the invisible wall and the wall
that slopes upwards. If this is all done right, you will only have 1 or 2 bars
of health missing.

4. 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.

That is how I was shown and I hope it made sense, and yes, I would recommend
using 400% health for something like this, I haven't tried it otherwise. . ."

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[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.

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[Hidden Ledge, Damnation]
Go to where the shotguns are. There are some small (thin but tall) windows here.
Look out and down to see a small ledge.

I haven't been able to get there yet, but to do so:
Use the teleporter glitch described in the third method of getting to the top of
this level. While performing that, the right position by the person in the
teleporter, and walking the right way while falling (for the second player),
will land the second player on that ledge.

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[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.

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[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.

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[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.

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[Teleporter glitch for Rat Race]
This is the same trick mentioned above for getting to the top of Damnation. It
is most useful in Rat Race for interested kills, as getting on top of the level
wouldn't allow for as good of views as getting on top of Damnation does.

To do this, refer to method three of getting on top of Damnation.

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[On ledge in Rat Race]
Go to the location 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.

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[Overshields, Rat Race]
Shoot the overshields to cause them to fall down. I don't know how they became
suspended like that, but they sure do fall easily.

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[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.

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[Getting weapons, Prisoner]
Stand under any weapon, jump, crouch, and hold X and you should grab the weapon
above you, even if it's through a floor. This works best for the rocket
launcher.

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[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.

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[Hitting the bottom of Boarding Action]
Just a note, this trick is NOT how to get to the bottom of Boarding Action. The
bottom being an invisible wall in between and under the two ships. You know how
if you just jump over the edge, you'll keep on falling until you respawn? Well,
there is a limit to how far you fall.

Create a custom gametype. The only requirements are that it have a respawn time
of 15 seconds. Suicide penalties and time growth help, too, if you want to put
those on while you're at it. Anyways, once you go into Boarding Action with this
gametype, fire a rocket at your feet or jump or do something to cause yourself
to fall over the edge. You'll die, and the screen will change to third person
and watch you falling. But, after about ten or fifteen seconds of falling,
you'll suddenly collide with an invisible floor.

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[On a wall, Boarding Action]
On the very right side of either ship, on the fifth floor, there is a wall
that's a little taller than you are. With 400% health, you can just use a plasma
grenade and a rocket to get on top of it. For 100% health, however, do the
following:

1. Jump down to the fourth floor, by the overshield. Looking away from the ship,
there is a wall to your left, on that touches the outer edge of the ship.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _
W         |(5th floor)    S
W    | OS |               S
     |-----               S
     |                    |
     |                    |

Okay, work with me here:

OS= overshield

- - - = Edge of ship

|
| = Wall (unimportant wall)

W= Wall mentioned in step one.

S= Wall you're trying to get onto

Hopefully you get the picture (no pun intended).

2. Now, you know where the wall is, hopefully. Go to the corner of that and the
edge of the ship.
3. Look at the thing structure that the overshield is 3/4 enclosed in.


   .___
  /
 /
|
|
|

4. It looks somewhat like that. Take a rocket launcher and aim so that the
center right edge of the reticule is touching the period in the picture. Then
look straight up and throw a plasma grenade.
5. Now, stand a foot or two in front of the overshield and look up. Watch the
plasma grenade. It should hit the roof of the ship, and bounce down.
Hopefully it'll land right next to the overshield.
6. Throw another plasma grenade at the overshield, so that both land at the same
time. Quickly throw a frag, aiming so, after bounces, it will land next to
the overshield.
7. Look straight down, grab the overshield, jump, and fire a rocket. Hopefully
you did all those, and the explosions all occurred, almost simultaneously. If
so, you should be catapulted into the air. Aim for the wall and land on it.
8. There. You just spent a really long time doing a completely useless trick.
Congratulations.

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[Jumping the ships, Boarding Action]
Description 1: Go to the fifth floor of either ship, with 400% health. Get as
close to the other ship as possible, and try to be in a spot that doesn't have a
ceiling above it

About a foot in front of the edge of the ship, throw a plasma grenade, then a
frag. Look straight down, run forward, and fire a rocket. If you're lucky, all
explosions will be simultaneous, you'll survive that part, and, the kicker, make
it to the other ship and land alive.

I've yet to make it to the other ship, but I have come within a foot. Hopefully
you can do better.

Description 2, courtesy of jeffthejoo:
"For it you must have 400% health, rocket launcher and full plasma and one frag
grenade. Go to either side on the forth level near the over shield, use one
plasma nade and throw it in the right corner to blow out the over shield. After
it has been blown out of the box area, use another plasma nade behind and
slightly to the right of the overshield to push it up against the wall and use
another if needed to get the overshield to the edge of the floor against the
wall. The launching part: stand near the edge facing the over shield about 5 ft
away and throw a plasma nade, then quickly throw a frag nade and run up and get
the overshield, face away form the other side and jump back while shooting a
rocket, doing all of this as fast as you can. if your lucky, the explosion will
send you to the other ship and land directly on or in front of the
invisibility."


                                  =================
                                  ---Easter Eggs---
                                  =================

[A note on `unviewable' Easter Eggs]
Using a modded Xbox, it is (from what I understand) possible to extract the
original tiles of just about anything in the game. This means that you can find
Easter Eggs that are out of view normally by just finding their files/tile.

For example, the `Engine Temp Critical' sign has the phrase "Michael Wu don't
like it" in the bottom right hand corner. But another tile is placed on top of
that in the actual game, preventing you from being able to read it. This FAQ is
for what you can do/see with an unmodded Xbox, and therefore I will not list
these Easter Eggs.

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[Marathon Logos]
Throughout the game, you can find several "Marathon logos". Marathon was a game
released by Bungie in 1992. The Marathon logo looks somewhat like:
 _
(_)
 |

You'll know it when you see it. Some places you can find them are:
*On Keyes' chest, by his nametag.
*When watching the beginning cinematic for The Maw, when the camera pivots
     around the ship, at a certain angle the sun will hit an illuminate it.
     The actual logo is located near the front of the ship, on the side.
*The platform in the control room (AotCR) is a giant Marathon logo. For a better
     view, go into Two Betrayals. Grab a banshee and fly back into the control
     room. Fly up about twenty or thirty feet and look down.
*In the level Keyes, get the sniper rifle and look for Keyes' pipe. Once you
     find it, jump into the small pit, so you're directly under it. Look at the
     bottom of the pipe, 10x, with night vision, and you should be able to
     (faintly) see the logo.
*When selecting the difficulty level for campaign, look at the center of the
     shield (easiest when looking at the `easy' logo). The center of the shield
     has the logo, but you may not have recognized it (I didn't) right off the
     bat because it's broken in two by the division in the shield.
*Take a good look at the Halo logo. It has several circles and shapes in the
     background. In the center of the Halo logo is the Marathon Logo.

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[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.

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[.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.

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[Hidden Music (Two Ways)]
Method 1: 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.

Method 2: Get the Banshee to the very beginning of AotCR (See "Banshee in the
rooms, AotCR, Two Betrayals"). Fly it to the very bottom of the giant pit. You
should hit some sort of an invisible wall. It's only a vehicle boundary, though.
Jumping out while landed there will cause you to fall to your death.

Anyway, find the lowest ledge there. Carefully land and jump out there. Now,
walk very slowly around the room, and eventually, when you find the right spot,
you will start to hear the `Siege of Madrigal' play.

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[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.

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[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). On a side note, if you watch the credits at the end of the game,
wait for the end section, where personal thanks from Bungie employees are. When
it comes to Jaime, Meg will be listed.

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

Also notice the Marathon logo just to the left of the nametag.

################################################################################
********************************************************************************

[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. In
multiplayer, have one player stand on top of another. The bottom player should
take a sniper rifle and look up at the foot in his face, and zoom in to see the
initials.

################################################################################
********************************************************************************

[The Bulletin Board]
At beginning of PoA, in the cafeteria, look for a bulletin board with several
flyers on it. Read what they say; some of them are pretty funny.


                                 ===================
                                 ---Miscellaneous---
                                 ===================


[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.

################################################################################
********************************************************************************

[Yes, those Wraiths can be destroyed]
The Truth and Reconciliation has you board an enemy ship to rescue the captain,
and along the way you'll encounter several large rooms, some filled with
vehicles. As with the title of this trick, yes, the Wraiths you encounter are
live and can be destroyed. Wraiths are the only vehicle that can be destroyed
without be used at the time.

There are also Ghosts in Keyes, but these cannot be piloted nor destroyed.

################################################################################
********************************************************************************

[Reloading the wrong gun]
This may work for all guns, but hasn't been tested on all of them. Anyway, pick
up a clip gun (i.e. Assault Rifle). Stand next to a plasma pistol. Fire off a
few shots with the AR, and press X to reload. Quickly hold X over the plasma
pistol to swap for that.

From another player's perspective, MC is now reloading the plasma pistol with an
assault rifle clip (although this has no effect on the gun itself).

################################################################################
********************************************************************************

[Tidbits about the flood]
Just some interesting notes:

*At the beginning of 343GS, right when you begin crossing the log, look ahead,
     at the shade. When you walk a few feet, you should notice one or two flood
     run by behind the shade. Also, on your motion tracker, at this time, flood
     are displayed as allies.
*I don't know the full extent of this, but flood seem less eager to attack you
     when they are on a light bridge. Lure them on, and, although they will
     attack you sporadically (much more if they have a weapon), they're rate of
     attack will be lessened, and they seem rarely ever move.
*The combat forms are infected marines and elites. Look at their feet. If they
     have hooves, they were elites, and if they have (relatively) normal feet,
     they're humans. Also, if they carry a human weapon, they were marines. And
     the little things coming out of their chest (tentacle-like things) may very
     well be the infection form that got to them.

################################################################################
********************************************************************************

[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.

################################################################################
********************************************************************************

[The title screen gameplay footage]
On the main menu screen (Campaign, Multiplayer, Settings, Game Demos), wait a
minute or two for some gameplay footage to be shown. It seems as though an
earlier version of Halo was used to make these, as you can notice the following:

*Vehicles reloading their weapons (i.e. the Banshee's fuel rod cannon) display
     "reloading" instead of "..."
*Look for a scene on AotCR. There are several, but one of them shows the first
     outdoor area, where you first come outside. There will be a Covenant
     dropship flying over a firing Wraith. But, in normal gameplay, there is no
     dropship there.
*I don't know if this means they used an early version or not, but footage is
     shown flying around in a Banshee in the first half of AotCR. However, the
     only way to do this (or, most obvious way) is to get the "early Banshee,"
     which I wouldn't think players were intended to get.
*There is no rocket launcher in 343GS.
*Plasma grenades have a white mist around them when they're attached to an
     enemy.
*Some of the scenes show the player with over 200 rounds for their pistol, but
     the max number of pistol rounds is 132.
*Off the top of my head, I think some footage on SC and BG show a different
     targeting reticle for the LAAG.


################################################################################
********************************************************************************

[Properties of the Keyes Banshees]
The Banshees you fly away in at the end of Keyes have some special properties.
Some of them are:

They cannot be moved unless by the pilot. Melees, grenades, and hunter melees
have no effect.

They are invincible. They cannot be destroyed by anything.
The pilot is invincible, from gunfire and grenades while inside the Banshee.
They are very fast, have great acceleration, and can fly through walls/floors.
The end cutscene starts after you enter the Banshee and are in it for a certain
     period of time.
You can exit the Banshee after flying it, and so long as the screen hasn't
     started turning white yet, the cutscene will not start. You can get to some
     pretty interesting places by flying randomly for a few seconds then
     exiting.

################################################################################
********************************************************************************

[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.


 /\==========================================================================/\
/  \                              Trick Explanations                        /  \
\  /========================================================================\  /
 \/                                                                          \/



Here I will reiterate descriptions of why exactly some tricks work. My source of
this information, for now, will be
http://www.livejournal.com/users/angryzenmaster

Object Overload:
In order to conserve memory, Halo deletes certain objects deemed unimportant
throughout the game. Originally, dropped weapons were in this category. But some
players may drop a weapon, but want to pick it back up later. To prevent it from
disappearing, weapons were put instead into a category of important items, which
would not be removed. Thus, a side-effect was noticed that when you kill your
co-op partner enough times, the game is overloaded with active objects and runs
out of memory. Therefore, some very strange glitches can occur.

Infinite ammo/camo:
When warped across some load zones, the warped player will end up having
infinite active camouflage (if they had it) and infinite ammo. This is because,
while the player is being warped, they enter a strange state of being. The game,
though, wrongly interprets the player, during this time, as being AI controlled.
AI characters have infinite ammo, and, if they pick it up, camo. Thus, the
warped player is given the qualities of an AI character, and has infinite ammo.


 /\==========================================================================/\
/  \                              Challenges                                /  \
\  /========================================================================\  /
 \/                                                                          \/



If you're looking for something interesting to try, and are tired of
tricks/secrets in general, here are a few things to do:

Warthog jump to various parts of different levels
Get all nine marines on top of the Silent Cartographer
Do a Warthog jump on top of the Silent Cartographer
Beat levels without firing a shot (using melees only)
Save as many marines as you can (until the end of the level) on SC
Combine tricks and see how quickly you can beat levels
Combine tricks and see how quickly you can capture the flag and score
Collect as many vehicles as you can on AotCR or Two Betrayals
          (My best: ~1 Wraith, 1 Scorpion, 18 Ghosts, 3 Banshees, 19 Shades,
           1 Warthog)
Stuff the Blood Gulch bases with all the vehicles (2 Scorpions, 2 Warthogs, 4
          Ghosts)
Get two Warthogs and four Ghosts into the second story of the Sidewinder bases
Get all vehicles (including or excluding the Scorpions) on top of Sidewinder

***By the way, I really don't care what tricks here you've done, or who's done
better, or whatnot. It's just a list of things to do if you're bored.


 /\==========================================================================/\
/  \                              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.

All multiplayer tricks that don't involve interacting with a level-specific
object should be able to be performed in single player. I just put it in
multiplayer because that's where it was/is most applicable.

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.


 /\==========================================================================/\
/  \                           Requested Trick Descriptions                 /  \
\  /========================================================================\  /
 \/                                                                          \/



If anyone can explain to me how to do any of the following tricks, please e-mail
me with the description (kitchensink108@yahoo.com)

*The teleporter glitch: Where to stand for any levels except Chill Out, Rat race
     or Damnation.
*Have Keyes standing on you in PoA, as he gives you the pistol.
*What causes the bright red and green color glitch.
*Getting into space in Derelict
*Getting behind the ladders in Longest, Battle Creek, or any other level besides
     Sidewinder.
*Getting into the red hot beehive looking thingy in Chiron
*Having MC underground, with only his head peaking up from the dirt in BG
*Having MC _under_ the slanted rock in BG
*Jumping into trees from the Warthog and being launched into the air
*Exiting a gun turret and have its motion of rotating back to its normal
     position knock you through a wall

I would also like descriptions for the following tricks, to supplement my
current descriptions:

*Sniper rock
*Getting behind the glass in Chill Out
*Jumping between ships in Boarding Action
*Getting the hidden Banshee in AotCR
*Covenant/Stationary shield jumping
*Getting to the top of Blood Gulch

I might accept descriptions for tricks not listed above, but those are the ones
I would appreciate the most.


 /\==========================================================================/\
/  \                              Contact Info                              /  \
\  /========================================================================\  /
 \/                                                                          \/



If you see any major errors, or would like to notify me of a trick NOT listed in
any way already, you can e-mail me at kitchensink108@yahoo.com.

---The giving of credit where credit is due section---
Much of this information came from:
GameFaqs.com
Legolas' secrets FAQ
Halo.bungie.org
1337guide.com
Juggalo
Kifje
Michael Powell
Juggertrout
Gamewinners.com
Frogblast, Metafire
Warbow
Mike Miller
Dark Helmet
Phalanx
ihatedrymustard
Systems
dctv UK
Luke
Smackdowner1
Kyle Medlin
MereCatfish
masterzero99
Gamerai1
KainBloodOmen
Sgnt Al
minky or jobaheff or Patrick
Gatordude
Caveman
Draco7182
(GT)Juggler
(GT)FoshEEz
(GT)Xear
(GT)Raccoon
(GT)Slasher
MrSlaughtr
KORHAL
EvilChihuahua
Edge_343
Guardian-X
masterzero99
finally
thimoc
CloakedElite
GrandmasterStevo
gmims44
makaveli the don
Ms. Man
Dreamcast Man
The Eternal Soldier
jeffthejoo
PaaAT
Ducain
Nomak
Mastro Chief
Midget
merkey88
Daniel Riccobuono
ksean369
http://www.webcolp.com/halo/halosite.htm
http://www.livejournal.com/users/angryzenmaster
http://angelfire.com/ar3/halojb
---
fatkittiesrule, aka "(DF) C@0L" :)
Ben
Brian
Nick
Eric

The ASCII art at the beginning was made by the ASCII Generator, which was made
by Jonathan Mathews.
-Contact me if you would like to be credited with a different name-


 /\==========================================================================/\
/  \                              Legal Information                         /  \
\  /========================================================================\  /
 \/                                                                          \/


***This applies to ALL versions***
Copyright 2004 Kyle Barr
This document may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide on
any other web site or as a part of any public display is strictly prohibited,
and a violation of copyright. Furthermore, hosting of this document is to be
dictated solely by me, meaning, you may only host it with my permission, and
must cease hosting it if I ask you to.

This document was created on July 1, 2003.

The only sites currently allowed to host this FAQ are:
gamefaqs.com
1337guide.com
halo343.cjb.net
cheats.de
ign.com
halo.bungie.org
halogt.com
cheathappens.com
cheatcodes.com
highimpacthalo.org
supercheats.com
gamewinners.com
cheats-corner.de
halounderground.com
geocities.com/kitchensink108

I will post this on forums at my own discretion (and with approval from the
forum moderators/admins). It should not be posted on a forum without at the very
least giving credit, and preferably e-mailing me about it.

If you find a site not listed above hosting this FAQ, please contact me. Not
that I'm really going to do anything about it so long as they're giving me
credit, but I'd still like to know. Feel free to link to my FAQ on any forum,
but don't copy and paste the document itself into the message, just the URL.

Please note also that if you ask me for permission to host this FAQ, I'm much
more lenient towards sites with their own domain names (the GeoCities site
allowed to host it, listed above, is my own), and preferably and established
site. The only exception is CheatCC, whose owner has lost my trust.

The original and most up to date version of
this FAQ can be found at GameFaqs and
www.geocities.com/kitchensink108/halosecrets.txt.

A version with added HTML tags can be found at:
www.geocities.com/kitchensink108/halosecrets.html

The HTML version will no longer be updated by me. It's just too time consuming.

Well, that about does it. Thanks for reading this. If I haven't been of any
help, then I have to wonder why you've read this far. Other than the fact that
maybe you were just skimming it and decided that the intro and conclusion are
more important than the body. w00t!

Show CheatCodes.com some Love!