|

Home
> Xbox cheats >
H
> Halo > Page 3
Halo - page 3 
Glitches
Unlimited
ammunition:
This can be done in single player and multi-player modes. It will
work on the hand gun, assault rifle, sniper rifle, and rocket launcher.
Stand over one of those weapons on the floor so that it highlights on your
screen (including alien weapons). Press X to reload. When the hand
pulls out the magazine, hold X and your weapon will be thrown to the
floor and make a reloading sound. Do not pick it up until this finishes.
When it does, walk forward and press X to pick up reloaded weapon.
Note: When using guns, do not empty the clips completely -- leave one or two
rounds before attempting this. Also, with the rocket launcher, fire one
rocket stand, over any weapon, and do the same as above.
This cheat can be tedious to
get, but is very useful. Start on the Pillar of Autumn level. The glitch is
easiest to perform on this level. There is an area that is a long, wide,
empty hallway with the Grunts at the end. Kill them and go into the tunnels.
You must have a Plasma Pistol and be in cooperative mode for this to work.
Have player one find the place where it says "Loading... Done" and
make him stand directly in front of it. Have player two charge his Plasma
Pistol, and hold it down until it starts to shake violently. It should be
shaking so much that it is blurry. Then, have player one move through the
loading point. If it player two's screen zooms out onto player one, and says
"Waiting to respond" (as if he just died), then the glitch worked.
Player two should zoom back in, and still be charging his pistol. It should
stop vibrating, but still be glowing. You now have unlimited ammunition.
Note: You can switch weapons one time. For instance, if you have a Plasma
Pistol and Assault Rifle, you can switch to the Assault Rifle and still have
unlimited ammunition. However if you switch back to Plasma Pistol, it will
be normal. Also, if you pick up a weapon, then the unlimited ammunition will
be lost.
To do this trick, you must be
on top of a weapon. It can be done in single player and co-operative modes.
Use all of the ammo that you have in your clip until you have one round
remaining; or with the shotgun when you have one cartridge remaining.
Reload. Then, press Exchange Weapon quickly (less than a second).
This does not work with the plasma weapons. The times when you should hold
the button are different. However, if done correctly, you should still hear
your weapon reloading. With the shotgun, look at it -- it will cock back by
itself. With the rocket launcher, this code is very difficult to do. With
the shotgun, once Master Chief has put one cartridge in, hold Exchange
Weapon immediately. You will have one cartridge missing, but have
eleven for the price of one. For example, if you have 600 bullets and 60 in
a clip, you will waste the clip except one bullet, but if done correctly,
after the trick you will still have 600 bullets and a full clip. This does
not work in multi-player mode.
Double
damage:
This trick can be done anywhere where there is a cliff. Jump off
the cliff make sure your friend is under you with a rocket launcher. To be
safe in multi-player, have someone in a tank as well. Have them fire when
you jump off. If they hit, your character will fly into the air. Have your
friends keep you in the air until you respawn. When you do, have them fire
again and you will see a respawn counter again. You will see the light
thing. The next time you shoot someone, the damage will be double because
you respawned two people with guns into one character; one shot is counted
as two.
Shoot
through walls:
This glitch is most useful in multi-player mode. Go to the Blood
Gulch or Sidewinder levels and back a Warthog up against a wall. If the gun
is close enough, it can shoot through the wall. Use this on the Sidewinder
level to shoot straight down the middle of the base from the outside.
Slow
motion:
Note: You must do this in cooperative mode. First, find a dead
enemy. Then, hit its corpse with a melee attack. Keep hitting it for awhile
and eventually enough blood will appear from the corpse to make the game
play slow, as long as one player stays on the blood. Have one player stay on
the blood while the other player goes through the level in slow motion until
the player on the blood steps off it.
343
Guilty Spark: Trip to heaven:
As soon as the Pelican is about to let you out, throw a plasma
grenade out of it while you will stay in the Pelican. It will take you to a
high land, while a flying explosion will kill a group of Covenant. You will
also see the end of the level -- all whiteness. The Pelican will land and
let you out. You can walk through background forests, and if you go far
enough, you will see a marine in a brown suit standing there for no reason.
343
Guilty Spark: Mendoza alive:
Immediately after exiting the Pelican at the start of the level,
run to the front of the Pelican to find a rock. Jump onto the rock and then
onto the Pelican. Run to the back of the Pelican. As the Pelican lifts
upwards to take off, you will be able to see a ledge. Before the Pelican
takes off, jump from the Pelican to the ledge. Continue on the ledge and
eventually you will see a Marine. He is Mendoza, one of the marines from the
intermission sequence, showing the introduction of the Flood. He is unarmed
and he does not move. Killing him does not affect anything later in the
level.
343
Guilty Spark: Floating guns:
Immediately after exiting the Pelican at the start of the level,
run to the front of the Pelican to find a rock. Jump onto the rock and then
onto the Pelican. Run to the back of the Pelican. As the Pelican lifts
upwards to take off, you will be able to see a ledge. Before the Pelican
takes off, jump from the Pelican to the ledge. Continue on the ledge,
looking off of it every now and then to see where you are. When you get to
the doorway that you would enter to get to the elevator that takes you into
the complex, walk of the ledge slowly. Do not walk far away from the door.
After entering the door, walk out of it backwards and you will see floating
guns shooting at grunts. If you hit the guns, they make a metallic thud
noise. After awhile they will disappear and you may continue the level.
Go to the energy bridge that
you can turn off and on. Turn the bridge on if it is not already in that
state. Get a gun and place it on the energy bridge. Get off the energy
bridge. Turn off the energy bridge and the gun will be floating in air.
Throw a grenade immediately
when the FMV sequence ends and you will stay on the ship. Make sure to throw
it before the checkpoint appears. When you get off the Pelican, turn right
and go straight. When you reach the edge, follow it until you get to the
room where the elevator is located. Jump down and go in. If you look around
very quickly, you will see floating guns shooting at the aliens running out.
At the start of the level, as
soon as you jump out of the Pelican run around the ship and jump on it. As
it lifts off, look for a ledge and jump to it from the back of the Pelican.
Walk around the ledge until you are above the structure you are supposed to
enter. Jump down directly in front of the entrance. If done correctly,
nothing will happen until you back out slightly. Then, a group of Covenant
will appear and floating assault rifles will appear to shoot at them. If you
stand in front of rifles when they fire, even on easy mode, they will do
major damage before disappearing.
343
Guilty Spark: Disintegrating grenades:
Keep walking past the unarmed Marine. It will stop you at the
edge. Throw a plasma grenade and it will stick to the air. It will not blow
up, and will instead just disappear.
343
Guilty Spark: Ghostly trees:
In the very beginning of the level, before you get out of the
Pelican, face out of the ship and keep pressing L, even after your
grenades run out. The Dropship will take off and then crash. Get out and
walk forward a little. Turn back towards the Pelican. You should see some
black, 2D trees. Walk through them and turn around. They will no longer be
there.
343
Guilty Spark: Unsuccessful Flood attack:
Go to the log with the Jackal and melee attack him. When the
yellow dots appears on the radar, look on the cliff beside the shade gun
where you see the Flood Elite by. You will see a Flood Elite next to a tree.
Shoot it and it should jump off the ledge and attack you, but will disappear
in mid-air while jumping off the ledge.
343
Guilty Spark: Ghost Flood:
Go to the log with the Jackal and melee attack him. When you see
the shade gun, throw a plasma grenade in the bush next to the tree near the
shade gun. The Flood Elite will run in the bush and get blown up. Run as
fast as possible the bush and the Flood Elite will get up. Start shooting
it, but it will go through it, unharmed. You can blow off the arms and head
as if they were real. After a short time, the Flood Elite will disappear
instantly as the invisible guns, Grunts, and Jackels start shooting at you.
343
Guilty Spark: Invisible Marine:
At the start of the level, hold L until you throw a
grenade and you will stay on the Pelican. When it lands, follow the ledge
until you get to the tunnel to the elevator. Drop down on top of the tunnel
and get directly next to the edge. Run off (do not jump) and pull back into
the tunnel. Look to where the machine gun fire is coming from. You will
notice that there is an invisible Marine with a visible assault rifle
shooting. He and his gun will then disappear.
When the Pelican drops you off,
quickly run to the front of the craft. Once there, you will see a rock. Jump
on it by pressing A and holding Crouch. Then, jump on the
cockpit of the Pelican and run towards the tail-end of the ship. Wait until
it starts to turn. Be careful, you will begin to slide off. Strafe right so
that you do not fall off and wait until you see a cliff side. Take a running
jump onto it and continue in the normal direction of the map. This is the
same path as directed in other glitches, except it saves grenades. You
should encounter the unarmed marine. You can kill him if desired, or just
continue. Further down you may see a dead Flood. Keep going. Eventually, if
you stay close to the edge, you will see a structure in the wall, with the
elevator inside. Slide down the wall and land on top of the structure.
Quickly drop down to the ground and turn around. Several Covenant will run
out in fear while being shot from an assault rifle. Near the interior wall
on your right, you will see a floating assault rifle shooting, but no Marine
holding it. It will then disappear.
343
Guilty Spark: Wrong recording:
Throw a weapon in front of the door that leads into the room
where you meet the Flood. Watch the FMV sequence where it shows the
Captain's squad entering the Covenant facility. When it shows Captain Keyes
opening the lock door, look on the floor beside him to see the weapon you
throw in front of it.
343
Guilty Spark: Mysterious pool of blood:
Go to the room where you first meet the Flood and look out the
tiny window of the door that you came through. You will see a pool of blood
on the other side of the door. However, after the Flood Elites knock the
door down, the pool of blood will not be there. Note: You must watch the FMV
sequence or this might not work.
343
Guilty Spark: Scared stiff:
There is a part where you meet with a very scared Marien that is
siting own. To make him stand, throw a plasma grenade between his legs. He
will stand up in a cross position. The grenade will then explode and he will
die.
343
Guilty Spark: Seeing the Flood early:
Begin game play in multi-player cooperative mode. Have player one
immediately throw four plasma grenades just before you are supposed to hop
out of the Pelican. Player one will then stay in the Pelican and fly up to a
ledge in a 2D tree area. In the meantime, player two has gotten out of the
Pelican and must get to the fallen tree that creates a bridge to the other
side where the Covenant turret is located. Then, have the player one find
player two's green arrow and stand near the ledge that looks down on player
two, who should currently be standing on the beginning tree bridge. Have
player two take out their pistol and zoom slightly to the left of where
player one is on the ledge while moving forward up the tree at the same
time. You will see two Flood eliTes running to the left of player one. They
are normally encountered much later in the level. Player one can now follow
them about 20 feet and they will disappear into some 2D trees. Alternately,
player one can shoot both of them. They will fall down, drop plasma
grenades, then get back up. Note: Once you have shot them down they will not
be affected by your shots. Also, they will not try to attack you.
343
Guilty Spark: Different bodies:
When you get to the elevator entrance, you will see Marines
shooting at Grunts. After killing all of the enemies, look on top of the
hill for any Marine bodies. Go down the elevator then go back up. You will
now see Marine bodies on top of the hill. Every time you go up the elevator,
you will see different bodies.
Assault
On The Control Room: Bypass sections:
In Assault On The Control Room, towards the end of the level you
will cross a snowy bridge with two Banshees on it. Run and quickly enter one
of the Banshees. You can skip the last part of the level by simply flying to
the top of the large structure below, where the large door is located. If
you are in cooperative play mode, have the other player die and they will
reappear next to you. Have them open the door and then you can simply shoot
down the masses of Covenant waiting inside. Fly inside and have the other
player open the next door. The third door, before the control room and level
ending sequence, is now in front of you. Arrange it so the second player is
now in the Banshee and fly it directly in front of the door. Have the first
player open the door. If done correctly, the Banshee will fly in, killing
the first player. The game will not know what to do and will show various
camera shots of places in the room. Eventually, Cortana will appear out of
the console as she is supposed to and will carry out her conversation with
the disembodied voice of the Master Chief.
Get the early Banshee (near the
Scorpion Tank), and fly through the level until you get to the part where
you meet the large group of Marines down a big hill. Keep flying until the
next area, where you will see two bridges above you. Fly up to the second
bridge, and go to the right side door. There will be no more enemies, and
you will be near the end of the level where it says "If I had a super
weapon".
Assault
On The Control Room: Phantom voice dialogue:
In Assault On The Control Room, get to the snow covered bridge.
Rush to take control of one of the Banshees, to skip the last part of the
level. Kill all the Covenant and head towards the control room. Take care of
the Covenant on the way, and park the Banshee next to the door operator.
Open the final door and quickly hop back into the banshee. Start moving
forward as the doors open. The FMV sequence will start, and the Chief will
jump out of the Banshee and immediately get run over by it. He will be laid
out on the ground, but the voice parts will continue. The Chief will work
his way to standing while leaning on the assault rifle.
Assault
On The Control Room: Double music:
Get the first early Banshee during the part where you have the
tank and have to kill the tank on the frozen lake. Take the Banshee to the
part where you find the marines down the slope and wait at the top of the
cliff. Wait until the Covenant dropship arrives and the music starts to
play. Then, immediately fly over the structure with the tunnel underneath
it. If done correctly, the music from this area will not stop playing. Other
music will play along with it.
Assault
On The Control Room: See through door:
Play through the level and get the early Banshee on the land
bridge. Fly to the top of the pyramid. Fly through the tunnel until you get
to the door outside Halo's control room. Do not open it. Fly to the top of
the door, then point down. You should be able to see the Halo control room
without opening the door.
Assault
On The Control Room: Wraith Tank:
Take the Scorpion Tank and flip the Energy Tank. The man will
fall out. Go up to the tank and the game will say press X to flip
Wraith. However you cannot drive it.
Assault
On The Control Room: No enemies:
Kill the Covenant and get to the first bridge. Get to the lower
level of it and at the side closest to the entrance, fall onto a nearby
ledge. You will make it with three power. If playing in cooperative mode, go
to the lowest point, kill your partner, then fall. With some practice and
luck, your dead partner will re-spawn on another lower ledge. Now, walk as
far to the right as possible and fall where some marines are standing. You
should make it with one power. Have your partner kill himself and re-spawn
down with you. There will now be no enemies during the rest of the level.
This trick can only be done in
two player cooperative mode. After exiting the Pelican, continue normally
until you reach the first bridge where you can see the Pelican descending.
After exiting the door that opens to the bridge, have one person run to the
left edge against the wall and jump over the edge. They will land on a ledge
and will live (unless you jump too soon). Meanwhile, have the other player
kill himself. The player on the ledge has to continue on the ledge until
they reach a point that has a slope off the ledge to the left. Then, slowly
walk off the ledge. If done correctly, the dead player will re-spawn on the
overhang near the bottom of the chasm, while the other player continues
falling to his doom. Note: You sometimes may need to kill the enemies on the
bridge or the dead player will not re-spawn. Walk on the overhang until you
reach another slope off to the left and slide down. If done correctly, you
should land with one brick of life left, or rarely, no damage at all.
Continue forward in the level as normal, however there will be no enemies.
When you reach a door in the wall of a mountain where two bridges can be
seen overhead, there will be a Banshee nearby. One player has to hop into
the Banshee, and the other has to die again. Fly up to the bridge that is
closer to the mountain wall and go to the door that is on the wall that the
door on the bottom was on. From there, just continue as you normally would
until you finish the level. this Can be done under any difficulty setting.
In two player cooperative mode
at the first bridge you encounter, look to your left. Once you first step
onto the bridge you can see a ledge. Run and jump as far as you can off to
the left while hugging the wall. You will hit an incline as you fall that
will slow your descent enough not to kill you. Once there travel down to a
thin strip on the ledge. It may look as if you will fall, but hug the wall
and you will not. Continue down until you reach a "V" in the
ledge. Once you reach the bottom of the "V", turn around and walk
about four feet back the way you came from. You will have to practice to
locate the correct spot. Walk off backwards very slowly. The idea is to stay
extremely close to the cliff as you fall. As you fall, try to run up the
cliff face. You will fall until you hit a white, snowy lip. The goal here is
to hit the right part of the lip. If you do, the level of incline will slow
your descent and keep you alive until it launches you down again. If you are
moving too fast you cannot respawn player two. This lip will slow you long
enough to respawn player 2 securely on the lip. After this, you can try the
same trick to get down to ground level. Note: Jumping while hugging the wall
and falling may give you a foothold. Once you reach the bottom, some Marines
will be grouped and a Warthog will also be there. If you hide the Warthog in
the building, you will have two Warthogs if you go up to the bridge and come
back down. If you continue the mission, you will encounter no enemies save
one tank that just sits. Destroy it if you wish. If you want to fight you
can go back up the elevator and to the bridge. The enemies will not appear
until you reach the middle of the bridge.
Start by killing everyone in
the first room. Exit outside. Do not wake any of the Grunts. Just go to your
left and jump off, hugging the wall. You will land on a ledge with possibly
damaged health. If you are with two players, let the person who did not go
down yet die and be respawned down. Below you is another ledge, but it is
sloping. You must find a point where it is just barely flatter than the rest
and go down there. You may want to use some of the falling tricks mentioned
elsewhere. If you get there (extremely difficult to do), then you can walk
around the sloping side and get to the other side. Fall off. You should now
be on the ground. You can now explore the entire level without any enemies.
Note: This was done under the easy difficulty setting.
Play the level up to the point
where you get a Scorpion (tank). Take that Scorpion and continue playing to
the point where you cannot take your Scorpion much further. There are three
or four pillars on the way, and they will not let the Scorpion to pass. On
the left side of the pillars, you will see ammunition and the thing that
makes you invisible. This trick requires a sniper and a grenade launcher. If
desired, you can take another gun and return for a grenade launcher or a
sniper. You have to face an army of Covenant when you go up that cave. After
you go inside that cave and kill all the enemies, you will hear Cortana
saying something similar to "Hold your position, we'll take care of the
guns." There is a gunner shooting at you from your back, and top. She
will kill that enemy, and you will see a ramp that leads to higher ground.
As soon as you go up that ramp, there will be Covenant waiting for you. Kill
the Covenant in front, but do not go past the tree or the rock by the
gunner. Try to stay back as much as possible. Then, go all the way to your
left side. You will see a small rock by the tree. Jump on that rock. Zoom
into 20x with your sniper. Look straight ahead, and somewhere there you will
see a Banshee. Use your grenade launcher and try to flip that Banshee over
so that the enemy cannot sit on it. This may take awhile, as the Banshee is
very far away and the grenade launcher is not intended to shoot at that
range. After you get it flipped over, go ahead and kill all the enemies that
get in your way, or just run to the Banshee. Once inside the Banshee, fly it
up and you will see 2 bridges:
> XXX < XXX
I 1 I I 2 I
I I I I
I I I I
I I I I
I I I I
I I I I
I I I I
I 3 I I 4 I
XXX XXX
The "XXX" represents
the doors. Notice that the doors are green, indicating that they are open.
Leave your Banshee and take the door that is on the first bridge, on the
left (door 1). Once you are in that door, notice that no one is there. This
is the place where all the enemies are supposed to attack you. Go through
that place into another area where there are suppose to be more enemies.
Again, nobody is there. You will end up in another bridge (not illustrated
above). One again, no one is there. In addition, you will see a Banshee.
Take that Banshee and go all the way to your left. Look down and you will
see a huge door that you have to switch open. Do so. Once again, the enemies
that are supposed to be here are missing. Continue to another door, unlock
it, then complete the level bypassing the majority of the enemies.
Assault
On The Control Room: Ignored by Covenant:
Near the end of the level, bring a Ghost. Do not open the door
where the Covenant rush out (the group with a gold swordsman) on the path
leading to the control room. Take a Ghost up there. Strafe towards the door,
and press X before you hit it. The Ghost should knock you through the
door. Sidewinder sneak inside, and the group of Covenant will move and
interact, but will not notice you. You can hit, shoot, stand on them, etc.
They resemble odd symbols and markings. Note: Opening the door causes them
to come alive. If they are dead, nothing will happen.
At the end of the level, there
will be a rock with a large group of Covenant and two Banshees. Run past all
the Covenant. Capture the first Covenant Banshee (this may require a few
attempts). After you have the Banshee, fly over to the big door on top of
the large tower. Before you hit the door, turn around so that the back of
the Banshee is pressing against the door, then immediately exit the Banshee.
If done correctly, you should appear on the other side of the door, but the
Covenant will not know you are there. You will be able to kill all of them
without being noticed.
Assault
On The Control Room: Frozen Marines:
Shoot the Banshee off the ledge before you pass the ice with the
Wraith tank on it. Then, take it into the building until you get to the big
room. Destroy all the enemies, then open the next door and quickly fly out.
When you get your cheakpoint, go back and look at your Marines. They will be
frozen in the running position. This happens because the load point went far
ahead.
Get to the part where you are
in the large room with all the Covenant. This is the room that you take the
tank in. Wipe out all the Covenant, and make sure you have at least one
Marine still alive. Then, run down the corridor until the screen widens and
the "Rolling Thunder" message appears. Turn back and find your
Marine. He will be frozen. You can throw plasma grenades on him and they
will not explode. Keep throwing explosives at him, and then move back and
watch all the plasma grenades explode and send him flying.
Assault
On The Control Room: Frozen Master Chief:
At the end of the level, take a Ghost, open the door, and quickly
get back in the Ghost and drive it sideways up the center of the platform.
The Master Chief will not walk forward during the rest of the sequence.
Instead, he will get stuck behind the Ghost, unable to move.
Assault
On The Control Room: Intermission sequence without Master Chief:
At the end of the level, take a Banshee to the door before the
control room. Keep the Banshee a decent distance away from the door. Open
the door and immediately jump in the Banshee and drive toward the door at
top speed. If done correctly, the Banshee will hit Master Chief and kill him
in the intermission sequence, and it will continue without him.
Assault
On The Control Room: Dead but alive Master Chief:
When you reach the part where it says, "If only I had a
super weapon," make a break for the nearest Banshee. If you do not make
it, pause game play then choose "Revert To Saved". When you get
it, fly to the big structure, open the door, and defeat all of the enemies.
Do not open the door after Cortana says that all the Covenant have been
eliminated. First, get the Banshee, then put it directly in front of the
door. Open the door, and immediately get back in the Banshee. Speed at the
exact center of the door. The intermission sequence should have gone into
motion. The Banshee will fly through the door, killing Master Chief in the
middle of the intermission sequence. He will not there, but you can hear his
voice and footsteps.
Assault
On The Control Room: Snow:
Pause game play when standing outside in the snow. The snow keeps
falling, but nothing else moves.
Assault
On The Control Room: Crashing Pelican:
This trick is done in two player coop mode. After exiting the
Pelican, continue normally until you reach the first bridge where you can
see the Pelican descending. After exiting the door that opens to the bridge,
have one person run to the left edge against the wall and jump over the
edge. They will land on a ledge and will live (unless you jump too soon).
Meanwhile, have the other player kill himself. The player on the ledge has
to continue on the ledge until they reach a point that has a slope off the
ledge to the left. Then, slowly walk off the ledge. If done correctly, the
dead player will re-spawn on the overhang near the bottom of the chasm,
while the other player continues falling to his doom. Note: You sometimes
may need to kill the enemies on the bridge or the dead player will not
re-spawn, but doing this will make it so that you cannot see the Pelican
crash. Then, walk on the overhang until you reach another slope off to the
left and slide down. If done correctly, you should land with one brick of
life remaining, or rarely, no damage at all. If you were quick enough, the
Pelican should be dropping off marines and a jeep. The best way for the
glitch to work is to have one person enter the Pelican and have the other
drive the jeep. Continue following the Pelican until you reach the Scorpion
Tank. The pelican crashes next to the already crashed Pelican. This is
strange, because they are actually the same Pelican.
At the beginning of the level,
there is a way to see the Pelican crash without having two players. At the
start of the level while you are in the Pelican, continuously tap X.
If done correctly, you will stay in the Pelican and fly downwards. Further
down, there will be a brief prompt to flip the Pelican, before you fly out
and die. In this instant, keep tapping X to hopefully stay inside. If
done correctly, you will die and see the Pelican crash on the
"floor".
Assault
On The Control Room: Get back into Pelican:
Immediately before you get out of the Pelican, it will prompt you
to hold X to get into the side seat of Pelican. Hold X and you
will get back into the Pelican. You will fly down with it until it
disappears. Note This can only be done in cooperative multi-player mode.
You can get into the Pelican in
cooperative mode by pressing X at the start of the level at the
correct moment. Have both people go into the Pelican at the same time. Wait
about ten seconds or until you cannot land on solid ground. Then, have one
of the players press X to fall out of the Pelican. The message
"Waiting to respawn... teammate in combat" will appear. When
hitting the blue mist, the player will respawn on top of the plane it will
stop moving. The second player will die, but the first player will bob
there. You can press X to "flip" the Pelican over and fall.
However, if you press X at the correct moment, you will appear in the
drivers seat of the Pelican, and able to fly it. Even if you get the timing
correct, you will die after making thirty kills. Note: You can go through
walls in the Pelican. This may require several attempts. Sometimes if done
incorrectly, the second player will not die and the Pelican will
"land", allowing you to roam freely around the bottom of the
level.
Assault
On The Control Room: Survive elevator shaft fall:
Drive a Ghost past all the Grunts, Elites, and Jackals then get
it on the elevator on the floor. After you push the button to go up, quickly
get back on the Ghost. You will fall through the floor to the bottom of the
elevator shaft without dying. Note: You will have to revert to a saved game,
as you will be stuck there.
Assault
On The Control Room: Fall through elevator with Ghost:
Find a ghost after you come from outside when they become
available to you. Stay in it all the way through the building (which is
possible). Once you get to the doors that you think are impossible for it to
fit through, get out and open the door. Hop back in to the Ghost and
continue through. Once you get to the elevator, hop back into it . You will
soon fall through the elevator and land at the bottom of the floor, still
alive.
Assault
On The Control Room: Unlimited ammo:
It is possible to get unlimited ammunition in this level in
multi-player mode. To do so, get to the under ground tunnel and to the
loading point. Have one player reload and the other go through the loading
point at the same time. The player that reloaded will have unlimited
ammunition for that gun. However, if you change guns or press X you
will lose your unlimited ammunition. You can go back and do the trick again.
Both players can have unlimited ammunition. If player two reloads his weapon
as player one crosses the checkpoint, the weapon being reloaded will never
run out of ammunition. You will still need to reload it as usual but the
clip value will not decrease. This state will continue until you change
weapons, or die.
Assault
On The Control Room: Floating tree:
When you get to a part where tanks are firing from above, take a
tank and wedge it in between two rocks on the left side. Then repeatedly hit
the tank with a Warthog from behind. You will get the tank stuck between the
rocks. Have a player get in the tank and point the barrel at the ledge. The
player in the tank has to keep going forward in it so you do not kill your
partner and or slide. Then have the other player has to get on top of the
tank barrel at the edge and jump on to the cliff. When up there, you will
run into a Covenant tank. After it is destroyed, look around there to see a
floating tree. If you go under the tree and jump, you will hit your head on
thin air. Note: This requires precise teamwork.
This method does not take
teamwork nor do you have to be in cooperative mode. Kill all the people in
the section where you can get the Banshee early and the Covenant Tank is on
the frozen lake. After you get the tank and go through the tunnel, kill all
the people including the Banshee (unless you already knocked it down). Then,
take the tank and back it into the rock on the right side (back it to where
the rear is angled towards the corner on the right side ). Then take a Ghost
and ramp it. This might require a few attempts. It helps if you tap X
a second before you hit the tank, because it raises the nose. You will find
another Covenant Tank on top. Near it are two trees, one of which is
floating.
Assault
On The Control Room: Multi-colored walls:
In two player cooperative mode, just before you get to the bridge
with the Banshees leave player two in the hallway with the save point. While
that is happening, have the player one run outside quickly to get the first
Banshee before an Elite does. Now that player one can fly, go down to the
huge docking door. Open it, go in, and kill everyone. Now that you are safe,
stand in front of the control panel for the next room but do not open it.
Look at player two's screen and the walls will be red, green. Yellow, and
gray. If this does not work at first, have player one walk around that area
a little. Note: Too much movement of player two can result in teleporting
player one back and the colors disappearing
Assault
On The Control Room: Bouncing plasma grenades:
When you get to the elevator, hit the button to make it go down
and throw a plasma grenade in the center of the elevator. The grenade will
bounce up and down.
Assault
On The Control Room: Floating plasma grenade:
Get on one of the double leveled bridges with the breakable
glass. Throw a plasma grenade onto the glass. After you have thrown it,
shoot the glass under it. The plasma grenade will float, as if still on the
glass.
Assault
on the Control Room: Hunters with Flood blood:
When you get to the land bridge where the two Banshees are
located, use a grenade or a rocket to blast the early Banshee off the ledge.
Then, continue the level as usual. Once you get down on to the ground, get
into the Banshee you blew off the bridge and go to the building where the
control room is found. Kill all of the Covenant, but do not get to the level
of the building where the door to open to the control room is located. Once
all Covenant forces have been destroyed, fly to a Ghost. Get in the Ghost
and drive up to the level with the control room. Once up there, get out of
the Ghost. Climb up the first ramp on the strange structure behind the door.
There will be two Hunters and a few sleeping Grunts. Kill all of the Grunts.
Then, kill one of the Hunters. Next, kill the other one without shooting it
(melee the front of the Hunter). The Hunter should fall on its back. The
Hunter will have orange blood and a spot of green blood. Note: You may need
to melee the Hunter to get more blood out of it. Also, the Hunter might be
laying on the green blood.
Assault
On The Control Room: Three Banshees for the price of one:
First, go slightly past the Scorpion and there should be two ways
to go; one to the left and a tunnel directly in front of you. Go to the
left. If you look up you should see a platform directly above you. On the
platform is a Banshee, but you cannot see it because you are underneath.
Take a rocket launcer (one can be found the first time you step outside next
to the Warthog and a sniper) and aim at the middle and to the left. Note:
You must be under the platform to do this because the explosion will go
through the bottom. You may need to fire several shots. Also, you may want
to get in front of the platform for better aim. This may require several
attempts. After you retrieve the Banshee, open all of the doors and fly
through. Once you get outside again, fly high up and there should be another
Banshee on another platform. If you playing in single player mode, your
Banshee may be damaged by now -- so you might want to get on it. If you are
playing in cooperative mode you may want to knock it down for the other
player. Continue through the course high. By now you should notice that
there are no enemies beneath you. This is because you went over the loading
point. Keep flying and you will go all the way to the end, where you will
find yet another Banshee. There will be no enemies, so you do not have to
worry about anyone taking it.
Assault
On The Control Room: Get into the big hole:
In cooperative mode, just when the Pelican is about to drop you
off, press X to get back on. When you are going down the hole, have
someone jump out of the Pelican. The message "Press X to flip the
Pelican" will appear quickly -- keep pressing X. Then the other
player will land at the bottom and you will both respawn. This may require
several attempts. Try to jump out when it is starting to getting a little
foggy. If you get the timing correct, you will end up at the bottom of the
hole, It is all blue fog, and there is nothing of real interest.
Battle
Creek: Disappearing rockets:
In multi-player mode, you can use the portals to make rockets
disappear. Run at the portal and shoot just as you go through. If you shot
too soon, you will die; the rocket will hit the back of the portal. If done
too late, you will just shoot the wall on the other side. If done correctly,
you will go through the portal unharmed and the rocket will be gone.
Battle
Creek: Flag throw:
When playing in capture the flag, you can grab the flag quickly
by throwing it. In order to do this, start out as the Blue Team. Run into
the Red Base and grab the flag. Then run up one side of the ramp above the
flag. Jump before the ramp slopes down on the other side. As you jump, aim
the flag at the window directly in front of you and fire your weapon. This
will throw the flag. Make sure that it goes through the window. Have someone
on the outside area of the window to catch the flag. Then, just run back and
score through the portal. This also works for the Blue Base, but is more
challenging.
Blood
Gulch: Dirt cloud in mid-air:
In multi-player mode, when a grenade explodes it leaves behind a
dirt cloud. Stand still, throw a plasma grenade, and before it explodes,
throw another plasma grenade on top of it. The first explosion will toss the
second grenade in the air. it will explode in midair, but leave a dirt cloud
as if it exploded on the ground.
Blood
Gulch: Invincible while in tank:
In multi-player mode, park another tank with the front facing
you. Then, get to full speed in a tank and ramp it. If done correctly, you
will land on the base, making you invincible as long as you stay inside the
tank.
Blood
Gulch: Unlimited rocket launcher ammunition:
Shoot a rocket launcher at a warthog five times, then get inside.
Jump out, shoot two rockets, and throw a grenade at the red base. Have
someone kill you. Then, have your opponent exit, then you, and go to side
winder. Find the rocket launcher and it will automatically be at only one
shot. Shoot it, and the rockets will never go down. Note: If you die, this
will no longer work.
Blood
Gulch: Get inside enemy vehicle in multi-player mode:
Have player one drive a vehicle onto the teleporter base in the
middle of Blood Gulch. Have player two run into teleporter. If vehicle is
placed correctly, player two will be transported into player one's vehicle.
If player one moves his vehicle at all, player two will die. This works best
with Scorpions and Warthogs.
Blood
Gulch: Get Warthog and Ghost on building:
Play the level in multi-player mode. Take a Warthog and set it up
all the way against the building where there is nothing covering above. Then
get another Warthhog. Get in a straight line in front of the first Warthog
and drive very fast. Slam into the Warthog. It should go in the air high and
land on top of the building on Blood Gulch. You can now guard your location
with the LAAG Gun on the Warthog. The same thing can be done with a Ghost.
Use the following trick to get
a Warthog on top of the base. Get a Warthog and park it by the base. Make
sure that it is touching and its facing outwards. also keep someone inside
of the Warthog for more weight. Then, take a tank and drive head on into the
Warthog to get the tank on the base at an angle. Then take another tank and
ram the back of the first tank to push it up onto the base.
Blood
Gulch: Get Tank on bunker:
Get two tanks and a Warthog. Have the Warthog go into a open
location on the bunker. Have the first tank drive up on the Warthog so that
it is elevated with the bunker. Have the second tank push the tank you are
trying to get up on the bunker. If done correctly, you will soon have a tank
up on top of the bunker. If you are playing capture the flag, take the
second tank and set it up like a ramp. Drive every vehicle up on top of the
bunker and have them go into the bunker. The flag will be totally safe.
You need two people to do this
trick. Have all vehicles selected. Get a Warthog and drive it to the base,
but line it up parallel with one of the walls of the base. Then, get a Ghost
and put it beside the Warthog but facing away from the base. Essentially,
you are building a ramp. Then, get two Tanks and set them up in line with
each other far enough away to build up full speed. Obviously, have a friend
hop into the second Tank. At the same time, both of you should drive in a
straight line and do not slow down for anything. The first Tank will ramp
the Ghost and Warthog and the second Tank will push the first Tank on top
the base. This will give you a strategic advantage since you will have the
hole on top the base covered up and also be able to blast anybody looking at
your base. This is very useful in capture the flag. However, it requires
some practice and can be time consuming. You can also continue to get both
Warthogs and Ghosts on top the base
Blood
Gulch: Create a door:
Set the level to at least Warthogs. Drive a Warthog up to the
side of the base. Throw a plasma grenade at the rear, then a frag grenade.
If done correctly, the Warthog will flip up onto the base. Carefully drive
the Warthog in between the two semi-walls above the entrance to the base. If
done correctly the hog will flip to a ninety degree angle, and you will have
a door. Press X and the Warthog will flip up so that you can go in or
out of the base.
Blood
Gulch: Get to top of level:
Create a multi-player Capture The Flag game at Blood Gulch with
all vehicles. When you play that game with your friends, have a person that
is defending the base get one of the Ghosts. Take the Ghost to the back of
your base and pull it in the open rear entrance. After pulling it in, turn
it left and then back into the corner. Position the Ghost so that it is
somewhat facing downfield, but still backed all the way in the corner. Stay
in the Ghost and look up and down. When you see the scenery and dirt on the
ground outside in front of your base, stop and do not move the Ghost any
more. You will now be able to see the entire outside and inside of your base
from top to bottom. You can easily see where, what, and how your enemies are
coming at you. Your total sight radius will be about 280 degrees, with a
small blind spot behind you. However, in order to get to the blind spot, the
enemy has to pass through what you can already see. Play this with three or
more people per team so that you have at least a defender and two attackers.
This trick works very well in system link games.
Go to the Red base with a
Ghost. Then, find the rock near where the Warthog appears. Get in front of
that rock and face towards the bush next to the rocket launcher. Then, side
strafe to the right and press X before you hit the cliff so that the
momentum of the Ghost will push you up against the cliff. This will launch
you to the top with no damage at all.
Go to the Red Base. Go behind
the base in the opening on the side of the mountain. Get on tpp of the
world. When you are there, stop and take a left over the peak. Immediately
after that, walk backwards. You will keep going up into the sky. You will
get so high up that you cannot be seen. It is very difficult to snipe from
that location.
Go to the big rock in front of
the Red Base. Get a ghost and look where the light and shadow meet. Throw a
Plasma Grenade at the mountain. Then, get directly into the Ghost and fly at
it. Press A before you hit the mountain, and you will just fly at up
it.
Blood
Gulch: Go through base ceiling:
Set all vehicles to Ghost on Blood Gulch in multi-player mode.
Have at least two players. Take the Ghost and go inside of either base. Go
to the corner of the base and ram it up to the wall in the corner. Make sure
there is a ceiling. Next, step out of the Ghost, get the other player to
come to the base you are at and step on the front of the Ghost. Have the
player that stepped out of the Ghost and get back in it. This should send
the player on the Ghost up the ceiling, and be able to see the top of the
base. If this does not work the first time, just try again.
Blood
Gulch: Go inside rock:
There is a rock that is bent over slightly near the rocket
launcher. Drive a Warthog up to the rock and back it up to where the rock
edge is slightly over the gunner's seat. Get in the gunner's seat, and after
you are lined up with the edge, get out. This may require a few attempts. If
done correctly, you will go into the rock. You can still shoot out of the
rock. This is the best sniping location, as no one can see you.
Get in a Warthog and drive it
to the rock in the middle of the field that is kind of diagonal. Back the
Warthog up until it is exactly lined up with the rock, with the back under
the part that sticks out. Get in the gunner's seat and keep jumping out
straight toward the rock until you get stuck in it. You can now shoot and
throw grenades at the other player(s), and they cannot hit you unless they
are very close, or are using grenades, rocket launchers, or fuel rod guns.
Before going in, get full ammunition, health, and grenades. The only way to
get out is to die.
Blood
Gulch: Fall through the level:
At the blue base, there is a dark area. Up in the dark area,
there is a hole in the rock. Have someone get a Warthog and follow you. Get
in the hole then have the other player drive the Warthog halfway into the
hole. Duck back against the left side of the hole. Then, have the other
player melee attack the back of the Warthog until it falls all the way into
the hole. If done correctly, you will fall through the level. Note: You will
die.
Blood
Gulch: Leave level boundary:
Go to the Blue base and look for a small cave near the plasma
grenades. Get a Ghost and get it in the cave so that when you get out you
will see the "Press X to flip Ghost" message. Then, stand next to
the Ghost and flip it. You will be sent flying out of the level. If you turn
around in the few seconds you have before you die, you can see a floating
Blood Gulch.
Blood
Gulch: Sniping location:
Take a Ghost and go into the dark area behind the red base. To
the left on the wall, there are lines. Find the line that almost lines up
with the edge up above. Then hold A, look all the way down, and drive
forward. If you hit the wall, then you will not make it. Just press A
and hold it slightly before you hit the wall. When you are up on the wall,
look down and go right until you go over a sharp edge. Then, go up until you
cannot anymore. Then go right until you fall into a little trench. Be
careful; if you fall out of the Ghost it may be difficult to get up. When
you are situated into the trench, go up until you cannot go further. Make
sure you have a sniper rifle and a lot of ammunition, as it will be
difficult to get back up. The map is about one quarter the size of the
screen. Have fun sniping from this position.
Chill
Out: Get on top of the level:
Go into the room with the camouflage and get the sniper. Then,
stand on the teleporter inside that room, with the sniper facing down. Aim
at the left side of the teleporter. Then, have another player run into the
teleporter that leads to you. The screen will turn white. Jump, and if done
correctly, the person will go on top of the room with the pink pipes. If
done wrong, the person will fall through the level and die.
Damnation:
Get on top of the level:
Go into the room with the three Covenant purple boxes in a row.
Climb on top of them and do a rocket jump. If done correctly, you will get
on top of the circular beams that are directly above you. Once up there, you
can walk around the entire level. The entire area up there consists of flat
walking paths, almost like it was made for you to play there. Note: This
requires a "rocket jump" and 300% or 400% health.
The following trick can be done
with 100% shields, and normal settings with nothing changed. In multi-player
mode, go to the pipes above the cut open floor with the sniper and health
pack below it. Walk across the pipe directly to the wall. While that person
is waiting, have another player get the rocket launcher, hand grenades, lots
of sniper ammunition, and the overshield. As soon as you get the overshield,
rush to your friend waiting on top of the pipes and jump on top of him. Look
down at the pipe (midway between the person you are standing on and the pipe
to the right. Jump, then shoot while holding Left Analog-stick Back.
You are then halfway up. Look to your right, and you should see more pipes.
Jump over them and walk to the corner at the left side of the screen. Walk
as far in that corner as possible, look straight down, and throw a grenade.
Just before it explodes, jump and keep walking forward until you are on top.
If done wrong and you do not get up, you will have to start again as you
will not have enough health to blow yourself up again. If done correctly,
you should be on top of the entire map with your health in the yellow. Walk
around, but do not fall off.
Halo:
Crazy camera:
In the level 2, "Halo", under the easy difficulty
setting, play through the sections normally but make sure that the last
lifeboat you find is the one obtained by entering the building to find the
marines. When the Pelican arrives for you to get on and fly away, go to your
Warthog instead. Drive it up close to the Pelican, making sure that the side
seat is facing the opening of the Dropship. If done correctly, the Pelican
will fly off, but the camera will not know which vehicle to follow. The
camera should fly around and go haywire. Note: This does not happen all the
time.
Halo:
Bodies fall through Pelican:
Play normally until you reach the first lifeboat survivors. Save
the Marines from the flanking Covenant forces. when Echo 4-19 arrives to
deliver your valuable warthog, Marines and engineers holding pistols will
start boarding the Pelican for immediate dust-off. As soon as the majority
of the men are seated quickly toss in one or two frag grenades and rattle
them with assault rifle bullets. The bodies and weaponry will fall through
the aircraft and appear on the floor. This can also be done on every other
lifeboat survivor area on that level. Note: Do not wait until everyone is in
the Pelican. Start killing when there are enough Marines in it. Most of the
time one or two Marines will be left behind and will start shooting at you.
Also, take note that if the Pelican leaves with four survivors and you
actually killed three people in it, Marines in the pelican that are taking
off will attempt to kill you, but will not succeed. This action can get you
killed -- if you need to kill more than one Marine or engineer, make sure
you have enough health to kill them all.
You can make troops and guns
fall through the floor of the Pelican. At any point in the level where the
Pelican comes to pick up troops, wait for most or all of the troops to pile
into it. Then, take a weapon and shoot as many of the troops in the Pelican
as desired. They will all fall through the floor with their weapons. This is
done easiest at the end of the level with a handgun or sniper rifle, as they
can snipe. The pelican will not take off until you get in. Note: Any troops
that remain off the Pelican will shoot at you; it would be best to take out
the remaining troops with the assault rifle.
Halo:
Pelican jump:
When the Pelican releases the Warthog, jump and crouch to get on
top of the Pelican. The Pelican will fly off. Note: You may fall through the
Pelican.
Halo:
Pass through ship:
After you destroy all the enemies that came down from the
Dropships, a ship with your Warthog will arrive. When it drops the Warthog,
the ship will descend all the way. When it is about to reach the ground, go
under it. You will be half way inside the ship. Jump up and you will be
inside it. Note: You will not be able to stay in the ship for very long.
Halo:
Shorty:
On the Halo level, during the FMV sequence when you turn on the
bridge, you can make yourself shorter by breaking the glass below the
activation of the bridge machine.
Halo:
Killer laser beam:
You can man Master Chief, fly up in the air and sometimes go out
of the level. You will need two players. Go to the farthest one out (the
place where you have to save the marines, where there is water when you can
jump of the level). You will see a blue laser shooting in the air. Have both
players go up to it. One player should get inside of the little opening, and
the other player should jump on top of him then jump up on the platform. You
can stand where the laser is (and float there). The laser will appear and
hit you, sending you flying up, Sometimes you are sent flying sideways. Try
this at different angles. There is also another little platform above that
one. Jump off it when the laser appears and it will send you up far.
To get there when you get out
of the tunnel, go to the end of the river and turn around. Go on the left
side of the river and keep going. You will know if you are going the correct
way because you will see Jackals. Go through the lights and that is the
base. You can also get up by going to the end of it and going on the small
bump. Jump using the duck jump to get high enough. To do a duck jump, jump
and at the very top of a ledge duck by clicking and releasing the Left
Analog-stick. It is difficult to get up, but if you get both players up
it is much more fun. After you get up, stay away from the beam and wait for
it to go off. Then, have one person go over to the ramp on the left or right
side of it. Have them look straight up and have the other person jump on
them. Look toward your right or left. There is a small ledge that comes out.
Jump on it then jump to the bigger one above. If you are too slow you will
die. Then have the person who is on bottom will die and respawn to the top.
Halo:
Switched weapons:
When you go to the light bridge control panel, your weapon
switches to an assault rifle when the intermission sequence starts. It
changes back when the sequence ends.
Halo:
Paralyzed character:
Cross the bridge at the start and you reach the first outpost,
where you have to rescue some marines and go through a series of attacks
made by Covenant forces by dropships. When done with that, Echo 4-19 will
drop a Warthog to you. Get in the vehicle and turn 180 degrees. Drive
forward and go up the grassy/rocky hill. The location you need to drive to
is the area where the rock part of the hill and the grass part of the hill
meet. If you drive on the rock part, next to the grass part, you will drive
up faster than you would have on grass. When you get to the top, you can
drive into the treeline a bit until your control of everything except your
view is rendered. If you are still in the Warthog, you cannot get out. You
have to let yourself slide down the hill to regain full control of your
character.
Halo:
Stuck after falling:
When you crash and get out of the escape pod, go to the bridge.
When you get to the edge before you go over the bridge, go to the left edge.
Start to walk over the edge. Just when you start to fall, walk backwards.
You should land with two bars of health gone. If you go to the other side,
the Banshees will appear and you can kill them and then snipe the covenant
with the pistol. Note: The only way to get back up is to jump off and die.
You start again at the very beginning of the level.
Halo:
Go through wall:
Drive the Warthog into the tunnels of the last rescue area. When
your Warthog gets stuck, get out, and throw a plasma grenade onto the back
of it. It will go through the wall. After that, get into the gunner area and
look around. You can see the ground above you and see below the ground (not
the tunnel) to a far off location.
Halo:
Walk around in back of Pelicans:
As you get the warthog, go back three steps and let the Pelican
land on top of you. You are now able to walk around in the pelican. Note:
Once it flies off you will fall and the impact will lower your shields
completely. This also works on Covenent Dropships, but you will not go away
with it.
Hang
Em High: Get the sniper:
Go on the Blue base. There are white balls on the base. Look
between the second two, then look up so that the bottom of the crosshairs
are on the clouds. Throw a frag grenade and move to the left. The sniper
will fly to you.
Hang
Em High: Capture the flag:
If you are on the Red team, grab the flag then run into the
tunnels. There are windows. You can throw the flag through it. Have someone
stand on the other side to catch it, and score.
Keyes:
Super speed Banshee:
When you go through the level, pull the implants from the Captain
and head out to the shuttle bay. When your last objective in the game is to
head to the shuttle bay to find a ride, you can get the "Super Speed
Banshee" fairly easy. Shoot or run though the Covenant forces and the
game will trigger a Drop Ship and two Banshees to enter the hanger. You are
on the third floor. Jump down to the middle divider where a Covenant turret
is located. Then, jump down to the hanger floor. You must do this before the
Banshees have landed on the hanger floor. You should be directly beside the
Banshees before they land. When they land, the Elites jump out. Immediately
when they jump out, get in. The Banshee should be yours and it will go
faster than it normally would. You can fly outside and look at the Covenant
cruiser. However, sooner or later the game triggers the ending sequence for
level.
Keyes:
Floating gun:
As soon as you start the level, the first door on your left has a
floating gun in front of it on the ground. It is standing perfectly still on
its side.
Pillar
Of Autumn: Three weapons:
When you get to the part where the Marine you are following stops
and waits for you to enter the bridge, take off as fast as you can the way
you came. Pick up two guns of any kind and go back to the bridge. Talk to
Keyes, and he will still give you the pistol. If done correctly, you will
have three guns for the rest of the level. Note: Getting away from the
bridge fast enough to not see the intermission sequence is difficult and
will probably require a few attempts.
Pillar
Of Autumn: Frozen Marines and Elite:
Go through the level as usual until you go through the door with
an Elite directly behind it. Make sure he does not go through the door to
your left. This is before you get the hand gun; block him the best you can.
If done correctly, the two Marines fighting the Elite will freeze, and so
will the Elite.
al mack.
Pillar
Of Autumn: Warthog with no driver:
When you start the level, watch as the Marines are being
assembled. A Warthog should drive by with no one steering. Note: This may
only work under the easy difficulty setting.
Pillar
Of Autumn: Headless Master Chief:
In the beginning of the level, you are in the cryo-tube. The
marine will tell you to exit the cryo-tube. When he starts talking about
giving you a double dose of the wake up stuff, the cryo-tube door will still
be open very briefly. At this time, step in the open cryo-tube. Once in the
cryo-tube, crouch down. Your MJOLNIR (armor not helmet) will be lying in the
tube, and you will be a floating head. Note: Your head will be stuck in the
cryo-tube as well and you cannot move. If you fail you will have to go
through the procedure again.
Pillar
Of Autumn: Appearing Grunt:
Under the easy or normal difficulty setting, when your motion
tracker turns on immediately run to the clear opening and break open the
door. If done correctly, Cortana will not mention anything about the door,
the pop-up description of melee will not appear, and the Grunt will not be
there. Run forward slightly, then walk back towards where you came from. The
pop-up will appear, and after that, the Grunt will mysteriously appear.
Pillar
Of Autumn: Get under level:
In the beginning of the level, when you get out of the cryo
chamber jump back in and repeatedly press X. You should either fall
totally underneath the level or just under the grating, depending on how
many times you pressed X.
Pillar
Of Autumn: Damage through glass:
Once you get to the room where the Elite killed the operator when
you were in the cryo bay, stand in front of the glass window. There will be
three Elites. The blue ones will fire at you. If you fire, you will not
damage anything, but the Elites can hurt you.
Pillar
Of Autumn: Closed door:
When you complete the level, and you get into the lifeboat, look
at the purple hatches when you launch out. They will be open. However, later
during the short intermission sequence, they will be closed.
Sidewinder:
Walk through bars:
Use the following trick to walk through the bars where you get
the invisibility and overshield. Park a vehicle directly next to the bars.
When you are on the opposite side of the vehicle, press X to climb in
and go through the bars. This works especially well in capture the flag
games.
Sidewinder:
Invisible snow:
On the Sidewinder (snow) multi-player level, take a tank and put
it on a ledge that you can walk on. Park it in the corner of the wall. Take
a Ghost and ramp up it. When you make it, the screen will turn white and you
will be on top of the level. You can also fall down into the rooms from
above.
Sidewinder:
Get on top of cliff:
Have the game set on all vehicles. Start the level at the Blue
Base. Get in a Ghost and go to the cliff to your right. Ride the Ghost up
the side of the cliff. You will pass a location where you come from a
teleporter. Pass by it and go to the second one. Turn sideways beside the
cliff edge, then use the Left Analog-stick and go right sideways and
accelerate. Press X and exit the Ghost just before you hit the cliff.
If done correctly, the Ghost will hit you up the side of the cliff. You
should end up on top. Note: This requires practice. Once on top, there is an
invisible barrier where you cannot shoot people unless you are on the edge,
and grenades do not explode.
Sidewinder:
Fireworks show:
Get a Needler and go to the Sidewinder arena. Look up and shoot
one round from the Needler into the sky. Wait awhile and you will see the
"firecrackers" pop, as if it was a fireworks show. Try this in
multi player mode and have both players shoot Needlers in small circles in
the same location in the air. This is very useful in campaign to shoo
enemies away.
Sidewinder:
Ride into infinity:
While playing in multi-player mode with all vehicles it is
possible to "ride the infinity". First, get a Scorpion tank and
position it facing the map near the teleporter closest to blue base other
than the one inside it. Then, make sure your tank is position facing the
towards the red base, even though you cannot see it. Next, get a Ghost and
ramp over the tank into infinity. Note: This may require a few attempts.
People cannot see you while in this state. If you throw grenades on the
ground, they will phase out and not explode.
Sidewinder:
Get on top of level:
Use the following trick to get into the other team's base
quickly, and with little notice. It only works if you are playing with at
least three players. If your at red base, stand out on the edge on the top
floor on the side with the teleporter. Have one of your teamates jump on
your head and move forward slightly, creating a little set of steps. If done
correctly, the third player and any after should be able to jump up the
first two players and on top of the red base. You can now simply run to the
blue side, drop in, and steal the flag.
Go through the teleporter in
the base and you will appear on the side of the level. You can then jump on
top of the stone arch thing that is going over the entrance to the room.
Then, do a "rocket jump" and get on top of the level. Note: This
only works with 300% or 400% health.
You will need infinite grenades
and a rocket launcher for this trick. Look for the bridge near the red base.
Get the rocket launcher and go to the room where you can go through it. Do
not go inside the room. Instead, go in front of the door then go to the
right of it. You will notice that the door sticks out. Look down and throw
your frag to the ground, then jump and shoot at the grenade/frag. You will
get on the doorway. Do the same thing there. Note: Edit your game, as you
will need 400% life. If done correctly, the top of the mountain you are on
will look clear.
Set all weapons to rocket
launchers and health to 400%. Start at the blue base. Go to the top of the
base and go through the transporter. Then, walk around the place you are at
to where the other transporter is located, but do not go in. Instead get on
top of the brown object near the entrance by either jumping up or using a
vehicle to stand on (recommended). Once you are up there, stand in the
middle of the brown object and point straight down. Press A + R
to do a "rocket jump" while holding Forward. You should now
be on top of the level.
Start by getting a tank and
bringing it up to where the blue base teleporter leads you. Park it so that
it is facing the other side of the level. Next, get a Ghost and bring it up
to the same location. Stay in the Ghost and ramp it off of the Scorpion's
gun and you should go flying into whiteness. You will survive. Note: You can
fire out of the glitch only when you are on top of the red base, blue base,
or on a cliff.
You need enough health to do a
rocket jump (300% or 400%) and a rocket launcher to do this trick. Go to the
second floor of the red base and stand on the right side its edge. Look up
to get in between the gap of the roof edge. Face outward and jump then shoot
a rocket immediately after you start to jump. Hold Left Analog-stick Down/Left.
You will land on top of the roof's edge. Walk across and jump to where the
flashing red light pole is located. From there, walk up the small hill.
At Sidewinder there is several
ways to get above the graphics other than the Blue base trick. One way is to
stack two teammates on top of each other at Red base second level. From
there you can jump to the light or to the left to a ledge that you can stand
on. Either way, you can proceed off graphics. A second way is to jump on a
ledge located on the bigger ledge on the other side of the Blue teleporter.
After this is done, look down. From there, throw a frag grenade at your
feet, jump, and fire a rocket at the grenade. You should be propelled up and
land off the level. Note: Set the health to 300% or 400% to avoid dying.
Sidewinder:
Leave level boundaries:
In split-screen multi-player mode, you can jump out of the level
using a Scorpion tank and a Ghost. First, take the tank up the path leading
to where the rocket launcher and caves are found. Back the tank up into the
wall. Bring the Ghost up the same way. Using the tank as a ramp, jump over
the wall and out of the level. This may take require a few attempts. When
you get up there. you can walk or drive around. It is also very nice to have
a sniper rifle with you to kill anyone in the bottom.
Sidewinder:
Capture the flag:
Go into the tunnels with the overshield and camouflage. Drive a
Ghost sideways and get out early. You will fly through the bars.
Silent
Cartographer: Get on top of level:
Take a Warthog directly to the part before you first fight
Hunters (the part that opens when you complete that level). Park it by the
rock that you squeezed through. Make the gunner point up at the rock wall.
Climb up it to get on top. At the beginning you see a silver/gray ledge. You
will be on top of it if you walk over to it on the ledge.
Go to the blue base and go
through the teleporter. Get outside from that room. Take the tank over
there, and park it backwards. Then, bring a Ghost over there and charge
straight at the tank. As soon as you get near the tank, hold A. You
should be on top of the level. Note: Keep accelerating when you charge at
the tank, and when you get up there, release A.
Silent
Cartographer: Get to the very bottom of the map room:
This rick must be done in cooperative multi-player mode. First,
get two Warthogs through the security door by ramming them. Then, drive one
Warthog on to the bright yellow platform from where the intermission
sequence ended. Continue driving it through the level until you get it on
the bottom platform of the complex. Line the Warthog up next to the purple
box, then ramp it off the platform and land it on the platform with the big
gap in it. You will be dead. Check to make sure it is on there, then go back
up to the top where the security door is located. Then have both players get
in the remaining Warthog (one driving and one as a passenger). Ramp the
Warthog off the platform toward the hook-like platforms. At the perfect
moment, the passenger must jump out of the Warthog and get onto the hook
platform. The driver will be dead. When the driver respawns, use the
technique of jumping down, then having your partner respawn until you get to
the platform where the Warthog is located. Have one player get in The
warthog and drive into the gap. When you land, drive the Warthog to either
the left or right to go down two more large platforms. You will then be at
the very bottom of the map room, and cannot go down any further.
Silent
Cartographer: Get to bottom of the bottomless pit:
Play the level in co-op mode under the easiest difficulty
setting. Play though the level normally until you get to the place where the
hunters are located. Do not take the over shields yet. Kill the hunters and
keep going until you reach the switch that opens the locked door at the
other station. Unlock it and after watching the FMV sequence of the sword
Elite walking out, continue back to where the over shields are located. Take
out the new batch of Jackals and Grunts and try to avoid the Drop Ship
lasers. Grab the over shields and jump in a Warthog. It is very important
that you have it. Go to the crashed Pelican and grab the rocket launcher.
Then, drive to where the door was unlocked. Try to avoid any damage to your
shield. Destroy the sword Elite and squeeze the vehicle into the hall. The
easiest way is to have the player without the rocket launcher back up and
get a good start, then drive full speed into the doorway. This usually gets
you jammed half way in. If it does, have the player with the rocket launcher
blast it in the back bumper a few times until it is freed into the hall.
Jump out of the vehicle for a few seconds then watch the FMV of Master Chief
looking at the "not so bottomless" pit. Then, run back to the car.
Back yp all the way facing the pit. Drive at full speed towards the pit and
take a sharp right at the last second, so that you are heading towards the
little half ring-like platforms as you fall. Once you hit a platform, have
both players hop out of the vehicle. It is likely that one of them will
fall, but as long as one of them makes it on the platform, you are fine. The
other one will respawn next to you. Do not worry if your rocket launcher
falls. You need to make sure that the Warthog landed at the right side of
the pit. Once you are absolutely sure this has happened, start to make your
way down. Always keep one person standing still, so that the other one can
respawn. Have the other player (the "base jumper") hop down to the
next platform down and press Duck immediately as he hits it. This
usually requires a few attempts. Once you hit the platform, you usualy have
about three dots of health remaining. Have this player hold still at the new
platform, then have the other player jump off and die so that he will
respawn next to the "base jumper". Hit the "base jumper"
in the head so that he repawns with full health. Repeat the process until
you reach the full loop towards the very bottom. When you land on it, go to
the slant at the bottom of the loop. Then, do the same jumping thing to get
bottom of the right side. If the vehicle is there, jump on the windshield.
If the car is not there, the bottom is too low and you will die no matter
what. Then, push or punch the vehicle down to the next part down, hop on the
windshield one more time, and look around. You are now at the the bottom of
the bottomless pit.
Silent
Cartographer: Dead on the other side:
When the door locks there is a window in it that you can shoot
through and kill the Covenant swordsmen. Go through the level until the FMV
sequence in which the swordsmen walks out begins. He will be standing on a
dead version of him.
Silent
Cartographer: Explore level:
When you get to the blocked door, drive the Warthog into it
before it closes. If done correctly, the Warthog will be stuck in the door.
Press X to exit the Warthog and you should be on the other side of
the door, free to run about the level.
This trick only works in
cooperative multi-player mode. First, get to the first Warthog in the level.
Have one player drive it straight out into the water with someone else in
the side seat. After awhile, you will hit an invisible wall. Have the player
in the side seat get out and stand facing the "wall". Drive the
Warthog very slowly at the player by the wall. This may take a few attempts.
After you get through the wall, run straight in the direction opposite to
the Warthog. It takes a while, but you will eventually get to a white line,
which is the end of the map. Note: Only one person can reach it.
Silent
Cartographer: Rocket at sea:
Once the Pelican crashes, get the rocket launcher. Shoot it in
the direction of the sea. It will go for quite a while, then explode.
Silent
Cartographer: Bouncing water:
Go into the ocean and shoot the water with the assault rifle. Go
where the bullets are bouncing off the water. This will hurt you. If done
correctly and long enough, it should kill you.
Silent
Cartographer: Waiting for you:
Take the Warthog down to the floor where the door locks. Make
sure you have marines in the Warthog. Park it in front of the door and leave
them there. Do not go too fast before the door shuts, or your wheel will get
stuck in the door. Play the game through until the FMV sequence showing the
covenant swordsmen running out begins. He will run right into the warthog
and start shooting. The marines will also shoot at him. However, when you go
back the marines will still be there,and the swordsmen will occur later as
normal.
Silent
Cartographer: Walking on water:
When they give you a Warthog, the marines will try to get in.
Slowly drive backwards toward the ocean. The marines will follow you. Stop
where you want them. They will walk back and forth in the ocean.
Silent
Cartographer: Invisible underwater wall:
Progress through the level until you get your first Warthog jeep.
Aim the Warthog at the ocean and keep driving. You will eventually hit an
invisible wall. Underwater, there is no air supply and your guns short-fuse.
You cannot see the bullet and will just hear the gun firing and the
invisible bullet hit the ground. You will be so deep underwater that you
will get lost..
Silent
Cartographer: Fly high:
Play the level in cooperative mode. Fight until the Covenant at
the beginning are eliminated. Next, kill off the Marines and take all of the
grenades that you can find. Have one player kill the other and a pile of
grenades will be formed. Wait for the other player to respawn. Have him kill
the other player in the same spot, making the pile even bigger. Next, have
both players search the entire island for more grenades. The original pile
will remain through loading points. Make the pile progressively larger by
repeating this. When you finish piling the grenades, get one out of the
pile, go to the nearest checkpoint, and blow yourself out of the level.
Silent
Cartographer: Warthog through door:
In the room where the door locks, it is possible to get the
Warthog through it before it locks. You can then drive the Warthog into the
next big room. You have to hit the opening at top speed and be perfectly
aligned for this to work.
Use the following trick to get
both Warthogs through the gap. Note: This can only be done in co-op mode.
When you get the Warthog from the Pelican, drive until you get to the second
Warthog, then go to the gap. Get that Warthog against the side of the cliff
and have the first player stay there. Then, get the second Warthog and ram
into the first. The first should get through. Have the second player throw a
grenade or two until it gets past. Then, the two of you can kill the Hunters
and continue until the Echo 4-19. You can then get stuck in a tree or finish
the level with the Warthogs.
Silent
Cartographer: Get Warthog to the bottom:
Start the level in cooperative mode. Get two Warthogs (one is
dropped off and the other is on the other side of the island.). Then, first
go to the security override structure and disable the security locks. Next,
go to the Cartographer structure and drive both Warthogs inside. They should
easily fit until you get to the room where the locked door would be. Then,
simply ram one Warthog through the entrance. It should go partially through.
Then, use the other Warthog and ram the other one completely through. This
will cause a glitch and both Warthogs will go through. In the next room are
some Covenant. Dispose of them. You will now see that there is a door that
is very small. Line one of the Warthogs up at the door, then ram it with the
other one. Continue ramming it until it goes through. Be careful here, as
there is a ledge that is very narrow on the other side. Keep the Warthog as
close to the wall as possible. You will have to leave the other Warthog
behind. When you get the first Warthog to the next door, try to go through
at an angle. Keep driving and it should slowly force its way through. If you
have any Plasma Grenades, use those to force it through faster. After this,
it should be easy to go the rest of the way.
Silent
Cartographer: Get Warthog on the top of the cliff:
Note: This trick much easier when done in cooperative mode. As
you begin the level, get as many grenades as possible. When the Pelican
drops off the Warthog, get two Marines in it. Then, go to the site where you
find another Warthog next to some rocks. Next, you go left off the rocks to
another set of rocks by the big hole that you go through to get there. Then,
kill the Marines that are in the Warthog. Park the Warthog over the dropped
grenades. Throw all of your grenades under the Warthog. Your grenades will
detonate the others, and the Warthog will fly on to the cliff. Get on the
top of the cliff, and you can drive around on top of it.
Silent
Cartographer: Get Warthog through gap:
After you pick up the Warthog, you must go to the place where
there are lots of trees and a gap with a tree in the way. You do not have to
leave the Warthog and continue on foot. Go to the left side of the tree so
that the Warthog is scraping against the mountain. Back up for a running
start. You can ram the Warthog through the gap. You may need to turn back
and forth to get it through. You can now take on The hunters up there with
the Warthog. Note: You may flip the Warthog when doing this.
Silent
Cartographer: Warthog vs. Echo 4-19:
Take the second Warthog on the island and put it were the Echo
will crash. Resume playing the level through. When it crashes, look at the
Warthog. It should be stuck in the Echo.
Silent
Cartographer: Mega Warthog jump:
Play the level in cooperative multi-player mode. Once you get to
the location where Echo 419 drops the Warthog, kill all the Marines and take
their grenades. Then go to the beach by the water and have player one hit
player two in the back. Wait until player two respawns, then have player one
stand over the old body and have player two kill him the same way. Gather
all the grenades from the rest of the Marines and Covenant and repeat the
killing process. Save one last grenade. Once done, have someone drive the
Warthog over the bodies and grenades. Then, have the other person throw the
last grenade under the Warthog. The Warthog will fly extremely high.
Silent
Cartographer: Flip a flying Pelican:
When you get off the Pelican, go in between both of the Pelicans
and run straight out to the sea. Both pelicans will turn at the sea. You
should be under the Pelican. If you jump, a "Press X to flip the
Pelican" message will appear, but will not allow you to actually do so.
Silent
Cartographer: Get under Pelican:
This must be done in cooperative mode. Have player one stay next
to or near the Pelican at the start of the level so that it does not fly
away. Then, have player two kill all the Covenant so that another Pelican
will arrive and drop off a Warthog. Have player two get in the Warthog and
drive to the Pelican that is next to player one. In the Warthog, drive
straight at the opening on the side of the pelican. It should be directly
under the wing. If done correctly, the Warthog should go under, and may even
come out the other side. The trick is to stop halfway under and jump out.
Master Chief should get stuck in the Pelican. Note: Be careful; once inside
you can walk out. Also, once inside if player one tries to do the same thing
on the same Pelican, player two will get run over.
Silent
Cartographer: Disappearing Pelican:
In cooperative mode, when you get out of the Pelican, have player
two stay on. Defeat all the enemies and you will receive the Warthog. Now,
have player two get out. When the Pelicans take off, follow them. You will
probably lose sight of the first one. When you follow the second one around
the cliff, it will disappear.
Silent
Cartographer: Zombie men:
Take a Warthog with men in it down into the place where they lock
the door. Before they lock the door, press X to get them out. Leave
them and the Warthog down there. Go and unlock the door. After that, return
and they will be zombies that do not respond to anything.
Use your Warthog to get to the
part where there is an open door that leads inside the structure. Before the
door closes, drive your Warthog with two Marines inside part way through the
door. It should close through your Warthog. You should not be able to move
your Warthog. Next, leave your Marines inside the Warthog and exit by foot.
Continue in the level until you need to go back to the place where you
abandoned your Warthog. Your marines should be out of the Warthog, but
completely motionless. Kill a Marine and he will remain standing, but his
fragmentation grenades should fall. Throw a plasma grenade on the dead
standing marine. It will not explode until you go farther in the level. You
can also shoot needler shots onto the Marine and they will not disappear.
Shoot the Marine with a RPG and he will not budge.
Silent
Cartographer: Double swordsman:
Go to the room where it locks. Do not go near the door. Try to
throw grenades in the door to kill the swordsman. The door should close.
Later when you press the button to open the door, you see the same swordsman
you killed.
Silent
Cartographer: Sword Elite killed twice:
When the door shuts, you will see a Sword Elite through it. Shoot
through and kill it. Leave the Warthog here and open the door. The Marines
will kill another Elite that comes out in the intermission sequence. Go to
the door, through the building, and activate the Silent Cartographer. Come
out to see the final Sword Elite being killed by the Marines.
Silent
Cartographer: Three drop ships:
When the level starts and the Marines get out of the drop ships,
start running in and out of both drop ships. In a little while, Foe Hammer
will appear with the Warthog. This may require a few attempts.
Silent
Cartographer: Watery start:
Drive into the water for about one minute and turn around. You
will not be able to get out of the water will have to restart the level.
Silent
Cartographer: Get Warthog into first hall:
After unlocking the door that leads to the map room, you can get
a Warthog through the door and into the first hall. You need two Warthogs to
do this. Drive the first Warthog into the open doorway at high speed and, if
you hit it square-on, the front half of the Warthog will go through the door
and get stuck half-way. Then, use the second Warthog to ram into the back of
the first one. This will push it all the way through the door. You can then
drive the first Warthog into the first hall. If there are Marines on the
first Warthog, you will witness the strange behavior of Covenant and Marines
totally ignoring each other. The Covenant will only attack Master Chief. You
can also use this two Warthog technique to get a Warthog past the tree that
leads to the security override, and have fun running over Hunters.
Silent
Cartographer: Get through security door:
This trick must be done in two player cooperative mode with a
Warthhog and one or two grenades. Go to the doors that lock when you get too
close to them. After they lock, have player one get out of the Warthog and
have player two as the driver. Put the player one exactly in between the
door, where the line is located. Start running forward, but stay exactly in
between the line. Player two must line up exactly with player one, who is
still running towards the door, and drive slowly at him and hit him. If done
correctly, player one should end up behind the door. Make sure that player
two has a grenade. Player two must kill himself. Then, both players will be
on the other side of the door.
Silent
Cartographer: Two Bounty Hunters:
When you get down to the location where you have to stop them
from closing the door, get a few feet away from the door. You will see a
glowing blue sword of a Bounty Hunter. Quickly throw a grenade through the
door before it closes. When it closes, go up to the little window and look
through. You might see a dead Bounty Hunter. Continue through the level
until you get to the location where the door opens. On the intermission
sequence, you will see a Bounty Hunter, but it was already killed. Note:
This will not kill the Bounty Hunter at the end of the level.
The
Maw: View screen:
When you get to the bridge and the FMV sequence starts, quickly
skip it and the main view screen will still be there. If you watch the
sequence, the view screen will be shattered and the Sentinels will have a
clear shot at you. This is especially useful under the legendary difficulty
setting.
The
Maw: Grunt dialogue:
After you see E4-19 shot down, continue on until you see the
Grunts running away from you. Turn sharply to the right and go through the
tunnel. Halfway through it, there will be a path leading from that tunnel to
another one on your right. At the very end of the tunnel is a Grunt that
will not attack you-- he just stands there. After a couple screams of terror
he will say "Good thing that food nipple's waiting for me at the
starship, cause man, have I worked up a big grunty thirst!"
The
Maw: Phantom Banshee:
Continue through the level until you get to where Echo 419
crashes. Wait, and you will see Banshees with their tops flipped open as if
there were no one in them. However, if you destroy them, Flood will appear.
The
Maw: Land in barrel:
Towards the end of the level where you have to ride the Warthog
to the escape ship, several barrels will hinder your progress in the
Warthog. Cortana will tell you to stop and run to the ship. Instead, gun the
engine and throw the Warthog sideways into one of the barrels on the right.
This will turn the Warthog on its side and you will be thrown to the left.
This may take a few attempts. If done correctly, you will land in one of the
barrels. The barrel will be semi-transparent, allowing you to see what lies
around you, but you cannot move, fire, or jump. If you land in a flaming
barrel you will eventually die.
The
Maw: Shoot through glass door:
When you reach the part of the level where the Covenant, Flood
and flying robots go on an all out melee, take a left through the dark halls
on your way to get there. You will eventually end up in a room with lots of
dead Grunts and Elites. Look to your right as you enter to see a large glass
door with a burning box or two on the side of it. From here, you can watch
the fight or shoot through the glass without breaking it. Be careful --
sometimes outside explosions can cause all of the plasma grenades in the
room to explode.
The
Maw: Climb cliff:
At the beginning of the level, you will be in an open ended tube.
Normally, if you jump out of the tube you will die. However, if you run from
the end of the tube and jump at the last moment, you will clear the normal
floor and hit the side of the cliff. From here, you can climb back up to the
top. Note: You have to die to get back to the level. Also, this was done in
co-operative mode, under the easy and normal difficulty setting.
The
Maw: Invisible gun turret gunners:
At the very end of the level (at the part where you have to get
out of your Warthog and run to the starship), about halfway to the starship
look to your right or left and up. You will see a gun turret shooting at the
Flood. Zoom in on the turret and you will find that no one is in it.
The
Maw: Break dancing assault rifle:
Note: You need an AR for this glitch to work. After entering the
second dark passage/tunnel (the one with a Grunt at the end of it), take a
large number of turns, but on the last turn take a left. Kill the Grunt, and
you should end up in a small room with a group of dead Elites and Flood.
There is fire to your right as soon as you enter the room. Find the Needler
in the room. Then, face the fire, switch to your assault rifle, and hold X
to swap with the Needler. If done correctly, the AR appears to be break
dancing. If the Needler is not close enough to the fire, just keep swapping
back and forth until it is.
The
Maw: Explore outside:
At the start of the level, turn around when inside the craft. You
will see the outside. If you jump the correct distance and land in the
correct location while changing guns, you should survive and be able to
explore the outside.
The
Maw: Foehammer does not blow up:
Under any difficulty setting, when you get to the part where
Foehammer gets chased by Banshees, hop out of the driver's seat and get in
the gunner's seat. Shoot at the Banshee on the right until it goes past you.
Then, look near the bottom of the bridge on the lower right side of the
canyon. Foehammer will fly off and will leave you to "die". Under
the easy difficulty setting, you wukk still have time to make it to the
Longsword, if you are a good driver.
The
Maw: No enemies:
Play the level under any difficulty setting with a friend. Have
one player stand on the location when you first see the message "Light
Fuse, Run Away". Then, have the other player set off the reactors
normally. When the player is setting them off, you will not have to fight
any Flood or enemies, as long as the other player stays at the checkpoint.
However when you get to the elevator to the Warthogs, you must fight the
Covenant in the elevator.
The
Pillar Of Autumn: Long distance explosion kill:
Play the level in cooperative multi-player mode. At the very
first part of the level, keep the man inside the first room. Normally, he
runs out and eventually dies down the hall from an explosion from a door.
Have one of the players block the door to keep him inside the first room,
then have the other player run down the hall to activate the door explosion.
You will then see the man fly backwards, still being killed by the explosion
from down the hall.
Truth
And Reconciliation: Shoot through door:
Go to the landing where the two Hunters are after you. Kill all
the men there, then go to the bottom. You will notice that the Elite has
closed the door, but you can still kill him. This works well when playing
with a friend. Jump up and when you see him, fire through the glass. A clip
or two may be required. This trick works in any location where the doors are
part glass.
Truth
And Reconciliation: Forget Captain Keys:
As soon as you press X to lower the Covenant dropship,
hurry and kill Captain Keys. Instead of showing the FMV sequence, the game
will take you directly to the next level.
Truth
And Reconciliation: No second chance:
Board the ship and work your way to the brig with the captain in
it. When you get there, open the cells when Keys' deactivates. Run over to
it and through a plasma grenade. It will bounce off nothing, land on you,
then explode and kill you. The intermission sequence will play, but it will
get cut short and show you exploding. However, it will not restart and will
continue as if nothing happened. Note: :You will have to restart the level
if you do this.
Truth
And Reconciliation: Stay on Pelican:
Jump from the Pelican at the beginning of the level and quickly
press X. You will become seated again when it takes off. It will fly
around for a while until you fall out and die.
Truth
And Reconciliation: Stuck on ship:
Proceed through the level as usual until you are inside the ship.
As you go through a door the "Loading..." message will appear.
When it is done, turn around. You will see nothing that looks like the
outside. You cannot jump out of the ship. This can be done under any
difficulty setting.
Two
Betrayals: Pass through flame poles:
Go to the part where you get the first Banshee. Find the purple
poles with a blue flame on top of them. You can walk through them as if they
do not exist. You can also shoot at them, and the bullets or plasma will go
through it.
Two
Betrayals: Get Ghost through crack in broken door:
In "The Tunnels Below" section, you will open one of
the doors which breaks and only leaves a vertical crack to get through. You
can get a Ghost through that crack and massacre the Flood in the bridge
area. To do this, reverse the Ghost so that its back end is through the
crack. Then, get a Banshee, and while hovering directly on top of the Ghost,
press X to exit the Banshee. It will force one of the Ghost's wings
through the crack. It is now easy to get the rest of it through.
Two
Betrayals: Frozen Flood:
In cooperative mode, get to the part where the second reactor is
located (with all of the Flood around it). Have one player stand out in the
hallway just after you cross the loading point, and have the other player
run out and destroy the reactor. Immediately after that, have the other
player cross over the loading point again, causing your partner to respawn
safely next to him. The Flood in the hall will be frozen. Do not cross back
over the loading point or they will resume moving. If you have a rocket
launcher and shoot them while they are frozen then cross over the loading
point, the Flood's bodies will fly up into the air.
This trick only works in
cooperative mode. Make sure that you have either frag grenades or a bazooka.
After your get the Banshees, fly to when you have to knock out the blue
generators. Land your Banshees and go into the hallway the leads to the
generator. When you go down the hall, one of the Master Chiefs will spawn
you next to him twice. Take one of the Master Chiefs and place him directly
next to where the first spawn point is located. There are two choices for
the other master chief; either run into the other room and run into the blue
generator while the Sentinels give you cover, or kill everyone in the room.
Exactly when his shield is taken out, have the other Master Chief run or
jump over the spawn point. If done correctly, when you turn around there
will be a large number of Flood standing frozen. Throw some frag grenades or
a rocket to blow them up. You can also throw a plasma grenade on one of
them, but it will not explode when it touches them. Instead, it will be as
frozen as them (until you unfreeze them). When you have had your fun killing
them, try jumping over the first few; if you blew them up they should fly
everywhere without you getting hurt.
This trick only works in
cooperative mode. When you are up to the second blue rod you need to take
out, have one player turn around and stand as close as possible to the point
where you teleport to the other. Have the other player run in and set off
the explosion. Quickly have the first player turn around and teleport the
second player. If done correctly, when you turn around the mutants should be
frozen. This works for about thirty seconds.
During the destruction of the
second pulse generator in co-op mode, have second player remain in the
hallway, just before the point when player one would warp back. Proceed to
disrupt the generator, then immediately have the second player warp the
first player. A large group of armed Flood will spawn behind the second
player. Get out of the hallway, allow the doors to close, then return. If
done correctly, the Flood will be inactive. Their body parts can be shot
off, leaving ARs suspended in air. If a grenade or rocket is fired, goo will
splatter (but they will remain entirely motionless). Once the warp point is
passed, the Flood will become active and will fly away as if a grenade or
rocket has been just detonated.
Two
Betrayals: Disappearing Flood:
During this level, you need to go in and run into the blue streak
to make the explosion. In cooperative multi-player mode, it is easier to
send one player in to hit the blue thing and the other to stay back in the
hallway where Flood spawn in front of his face after the explosion. If you
stay back in the hallway and wait for the Flood to appear, try throwing a
plasma grenade onto them as soon as they spawn, when the screen is shaking
and going blue. The grenade will stay on the Flood and not explode and the
Flood will not move. All 10 to 15 of the Flood, and the one with a rocket
launcher will totally freeze. Then, if you shoot them, they will explode and
disappear.
Two
Betrayals: Double suicide:
In co-op mode, have player two go to the doors and stand a few
feet away from them. Then, have player one stand next to him and turn to the
side. Then, walk to the edge and jump off. Make sure that you die form the
fall, and not from landing hard. If done correctly, you will both die.
Player two will just drop to the ground for no reason.
Two
Betrayals: Strange death:
At the beginning of the level, after you kill the Sentinels, go
to the door and look to your right. There should be a piece that rises
slightly higher than the other ones. Jump off of the bridge onto the top of
this piece and you will die.
Two
Betrayals: Talk while dead:
In co-op mode, at the last generator without killing any
Sentinels, have a friend just in front of the teleport point. Blow up the
generator and have your friend move past the teleport point. When you appear
with him, the level ends and you go into an intermission sequence. Because
you did not kill the Sentinels, they will start attacking you in the
sequence. You will fall on the floor dead, but will keep talking.
Xbox Rox.
Two
Betrayals: Shatterproof glass:
When you get the first Banshee in this mission, fly it back into
the control room. On the circular walkway that goes around the map, there
are glass walls. Fly through the walls with the Banshee. Glass will go
flying everywhere, but the walls will not shatter.
Two
Betrayals: Self-destructing Banshee:
In the beginning of the mission after the fight with the Wraith
Tank, there is a Banshee nearby. Fly the Banshee back into the control room.
Go to the very bottom of the room. Get out of the banshee And shoot it once
with the rocket launcher. Get back in it and fly up to where the holographic
map is located. Fly around this part |