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FAQ: Halo for Xbox

Halo Tricks, Secrets And Glitches
Submitted by TablesandChairs4
Hosted by CheatCodes.com Add Halo for Xbox to my Game List Print this FAQ Print this FAQ
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                    Halo Tricks, Secrets, and Glitches [Version 1.4.3]
                                    By Kyle Barr
                  (aka Scooter McDue, TablesandChairs4, Kitchensink108)


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

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

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

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

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

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

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

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

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

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

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


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

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


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


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


 /\==========================================================================/\
/  \                              Legend                                    /  \
\  /========================================================================\  /
 \/                                                                          \/


MC- Master Chief
LAAG- Light anti-aircraft gun, the gun on back of Warthogs
AR- Assault rifle
RL- Rocket launcher
SR- Sniper Rifle
PoA- Pillar of Autumn (either the level or ship, defined through context)
T&R- Truth and Reconciliation (usually the level, but sometimes the ship)
SC- Silent Cartographer
AotCR- Assault on the Control Room
343 GS- 343 Guilty Spark (level only)
Shade- The Covenant stationary gun. Usually manned by a grunt (but sometimes an
     elite).
o-o- Object Overload
P,F,R- Plasma, Frag, Rocket. Refers to throwing a plasma grenade, then quickly
     throwing a frag, then tapping the right trigger to fire a rocket.
Plasma, Frag, Rocket- See above
HBO- halo.bungie.org

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



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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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



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


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

Here's my own tutorial:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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[Jumping into rocks]
There are some rocks throughout the game that, when you exit a Warthog close
enough to them, you'll end up inside it. I've only tried it from the gunner
seat, but others may work, as well. One of the rocks that can be jumped into is
in Blood Gulch. It's near the middle of the level, but a bit closer to red base.
It's defining feature is it's slanted greatly. Park a Warthog back up against
the front of the rock (the side highest in the air). Then get out, and get in
the gunner seat.

Turn the gun slightly to the left and jump out. You should
either land inside the rock or hit the side of the rock. If you're not in, get
back in the gunner seat and change the direction you're aiming slightly, and try
again. Once inside the rock, you can only be killed with explosives. You can
shoot people on the other side, but they cannot shoot you (except with a tank).

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

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

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

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

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

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

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

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[Jumping high with a Ghost]
This is most effective for getting on top of Sidewinder and Blood Gulch, but I'm
putting it here anyway. Take a ghost and head to a wall that's slightly slanted
(it doesn't have to be extremely slanted, but can't make a 90 degree angle).
Make sure the wall is to you're right, and start strafing towards it. Be far
enough a way so you can get a bit of speed, then, when you're five to seven feet
from the wall, exit the ghost. As soon as you can, jump.

You should have been going fast enough so that when you jumped out, you landed,
more or less, on the wall, then, when you jumped, the speed, the ghost bumping
you, and you're jumping sent you fairly high up or over the wall. If you get out
too late, you won't go very high. If you get out too early, you'll get run over
by the ghost.

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

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[Launching yourself with a Warthog, method 1]

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

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

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

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

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

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

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

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

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

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

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

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

[The following is the continuation of his post]

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"OK, here we go:

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

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

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

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

Good places to Shade Launch:

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

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

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

A Chronological Videological Archive Of The Shade Launch:

'Juggertout's Shade Jumping Vid' - Juggertrout

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

'Practical Applications Of Shade Jumping' - Dark Helmet

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

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

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

'Halo Renegades' - Juggertrout

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

'Shade Jumping On Keyes' - Ducain

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

'Advanced Shade Launching' - Juggertout

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

'Shade Experiments' - Juggertrout

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

Well that concludes the ultimate SP Shade Jumping Glossary.

Goodbye and happy Jumping!

Juggertrout"


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

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

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

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

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

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

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[Falling through the ground]
Sometimes, when two objects try to occupy the same space at the same time, one
(almost always the player) will fall through the ground to their death. There
are several ways to do this; here are three:
1. Find a manned shade (one with an enemy in it), and keep walking into it. Keep
holding forward, sometimes changing your direction slightly, and eventually
you'll fall under the shade and die.

2. In the beginning of the PoA, jump back in the cryo tube before it closes
(don't crouch when you do this). Now, walk around inside it a bit. There are
several things that can result from this, but I've found that the most common
occurrence is falling under the cryo tube, hitting an invisible floor with three
bars of health left, then falling to the side and dying.

I've also managed to be killed by having a Warthog flip over and push me through
a mountain, and when trying to perform the co-op method of getting through the
locked door in the Silent Cartographer.

3. Go to Two Betrayals. Get the banshee and fly back into the control center.
Look at the lights that circle the room under the platform. Go to the second
light from the left (if you're entering the control room); the light to the left
of the one with a blue light next to it. Get out there, and a few feet up and
two the right of the light, you'll fall through the level to your death.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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[Bottom of Halo]
Whew, this one took a while. I've wanted for so long to get to
the bottom of Halo's waterfall, but the way to get there definitely isn't what
you'd expect:

1. After you get the Warthog, turn around 180 degrees and look at the cliff
wall. See how the rocky part fades into the grass part. Get some speed and
drive straight to the transition, where the rock fades to the grass, but
slightly more towards the grass. You should be able to, very slowly, drive to
the top.

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

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

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

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

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

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

For another description of this trick, and videos of it, go to:
http://yuan.ecom.cmu.edu/utfoo/mission/bottomh_deux.htm

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

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

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

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[MC falls to death in cutscene, Halo]
Make the last group of marines in the level the one near the cliff edge (go to
the other two first) go through normally until you hear Cortana say "That's the
last of 'em". At this point, run to where Foehammer lands, as close to the cliff
edge as you can get. As Echo 419 starts landing, position yourself directly
under it. You should be pushed partially through into the bay of the Pelican.
Jump so you're fully in. Wait a minute or two, and the cutscene will start
automatically.

When the Pelican starts taking off, MC will fall out of it. This
sometimes doesn't work, and I'm still trying to discover the triggers for it.
I've only gotten it to work on single player easy and co-op legendary.
Also, if you just stand outside the Pelican and let the cutscene start
automatically, sometimes you'll be left there as Echo 419 takes off without you.

Note: This is an extended version of a glitch where standing outside the Pelican
and having the cutscene start automatically will have the Pelican leave without
you; E419 will take off, and you'll just be standing there by the edge of the
cliff. This is a co-op trick, but to do it, simply have one player enter the
Pelican. The other player should remain next to the Pelican, but not enter it.
In the cutscene, that player will be standing still on the ground as the Pelican
leaves him behind.

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

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

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

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

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

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

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

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[Bottom of the main facility, SC]
This one is hard. It will take you many tries. First, get an overshield, then
drive a Warthog into the main facility. Activate the cutscene of MC kicking a
rock off a platform, save and quit, then go back and get the Warthog. Hop in,
and drive it off the platform at a moderate speed, and somewhat to the left. Try
to land completely in a little blue room. If you make it, congrats, you get a
checkpoint. Back the hog up to the right corner, get as much speed as you can,
and make a sharp left turn as you go off. You should fall past two levels, then
land on the third. You must land on the third, in the Warthog. Make a sharp turn
as you go off this edge and pray you land right side up about four stories down.
If you do, you'll be inside a small pit.

Get any bit of speed and drive to a corner. Keep holding up, and turn onto the
small platform above the pit. Align the Warthog, then drive it slowly backwards
so that your back wheels are dangling off the edge and you're oh so close to
falling. Drive it forward to full speed, and as you near the edge, make a sharp
turn in the direction of the wall (or the direction opposite of the pit), and
you should land on another level. Make a sharp turn going off this one at a good
speed, land right side up, and you should be at the bottom of the shaft,
possibly with full overshield and full health.

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[Descending the security shaft, SC]
Head to the security building, kill everyone, and deactivate the security
system. Exit the building and kill the invisible elites. Go back and get a
health pack if you need it, then grab an overshield. Head back to the security
building and behind the holopanel, where there is a large shaft. Run off the
edge (never jump unless you really think you have to) and aim for the large
platform right in front of you, a few stories down. Whenever you fall here, you
must crouch before/as you land or you won't survive.

Once you're on that platform, look for a small platform against the wall about
two stories down (the wall opposite of where you came from). Aim for that,
crouch as you land. Go then to the next large platform. Keep doing this, making
sure you're shield is completely recharged before heading to the next level.
You'll probably lose your overshield on the first drop, and then one or two
health bars (sometimes none) for each drop thereafter. You can get pretty far
down this way, although it may take a while to be able to get down as far as you
can in co-op.

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

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

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[Through the locked door, SC (Five ways)]
You know that door that locks on you, and you have to deactivate the security
system to unlock it? Well, before it closes/locks, you can do one of two things:
Method 1:
Jump out of the warthog really quickly and hope you land inside, or

Method 2:
Ram the Warthog into the opening, and if you were lined up right, you'll get
partially through. You can now jump out and be on the other side of the door,
where you'll find the gold elite. Don't worry, he hasn't been activated. Kill
him if you want, but he won't attack you. When you come back up after finishing
the level, get in the Warthog and drive it as far backwards as you can, get out,
and you should be on the other side.

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

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

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

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

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[MC killed by Warthog in cutscene, SC]
Get the Warthog into the main facility and past the door. Now, drive at a
moderate speed (not too slow, not too fast), out onto the platform. When the
cutscene starts, the Warthog will keep moving a few feet and run over MC (notice
when he reappears, the pebble falls off the platform without being kicked).

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

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

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

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

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

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

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

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

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

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

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[Top of the Silent Cartographer (Four ways)]
Method 1: After you've passed the tree barrier mentioned in the previous trick,
you'll come across two hunters guarding a strange looking structure. Kill one of
them, and pick up an overshield. Now, stand close enough to the hunter so that
he charges you. Keep doing this until you've lured him back into the bottleneck.
The canyon walls are smaller here. Now, get him to charge you once more, but
this time jump as he melees you. You should be thrown into the air and land on
top of the level.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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[Jumping between bridges, AotCR, Two Betrayals (Two ways)]
Method 1: When on a bridge with another bridge next to it, stand on top of one
of the slanted concrete things. Throw a plasma grenade at the bottom of the
sloped part of it, wait about two seconds, then run forward and jump toward the
bridge. The explosion will throw you forward more, and you should make it across
with three or four bars of health left (if you had full health when you jumped).
This is pretty useless on Two Betrayals, though, because both the doors are
locked.

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

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

Method 1: The second method first involves jumping onto the rock ledge, so do
that. Walk to the bottom of the ledge. Now start walking back up again. Look for
a spot where the ledge becomes slightly steeper; remember that spot. Walk back
down the ledge, and run along the right side. You want to be off the ledge a
foot or two past that point. When you're falling, turn yourself toward the
wall and hold up. If you hit just the right spot, you'll stay on the ledge
without losing any of your shield. Walk along the ledge toward the bend. When
you're rounding it, look down to make sure there are some large rocks below
you. If so, fall off, staying as close to the wall as you can, and crouch as
you land.

Method 2: One way to get down is to use a plasma grenade to land a shade on the
snowy ledge, then jumping down and having the shade stop you. Here's a more
detailed description, written by Juggertrout:

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

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

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

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

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

Method 4: Get the "early Banshee" (two tricks ahead). Fly through the
underground cavern, past "Rolling Thunder", etc., until you see two bridges.
Landing on the right side of the back bridge and get out. Go through the nearest
door, and complete the level.

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

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

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

Descriptions:
At the beginning of AotCR, after you ride the elevator down and come out
outside, pick up the sniper rifle and the rocket launcher. Take the Warthog and
drive to where the tank is. Take the tank if you want, but continue on to the
next area. You should see a small raised area with a shade on it, a Wraith on an
icy lake, two more shades, several ghosts, and a Wraith and shade on top of a
tunnel. Do not pass the ice lake.

Look up and to the left and you should see a
small platform with lights on it. Head over to it, and stand directly under it.
Take out your sniper rifle zoom in 10x. Look for a line near the front of the
platform. Aim in the middle of the platform, just before this line. Switch your
rocket launcher and fire. If done correctly, a banshee will fall off the
platform and land next to you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Method 2: If you can't get either of the Banshees, go to the middle of the land
bridge. There should be some sort of a support thing; a giant, but thin,
concrete slope leading from the pyramid structure into the ground. Jump onto
that. Start walking up it until the point where it becomes half as thick. Here,
you should fall off and crouch as you land. You should survive and can now
continue to the door as usual having skipped a few rooms of enemies.

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

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

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

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

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[MC attacked and killed in cutscene by a Hunter, AotCR]
Lure Hunter to the control room door at the end of AotCR. Make sure
he's looking at and right in front of the control room door as the cutscene
starts. When it does start, MC will be attacked and killed, and Cortana might be
attacked, too. If you lured a hunter close enough, he will melee MC repeatedly
during his walk down to the control panel. Use one (or both) of the Hunters at
the top level of the pyramid.

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

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