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    Secrets FAQ by TablesandChairs4

    Version: 4.4 | Updated: 08/26/04 | Printable Version | Search Guide | Bookmark Guide

    
    
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                        Halo Tricks, Secrets, and Glitches [Version 1.4.4]
                                        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
    ,,,,,,,,,,Bottomless tree, AotCR
    ,,,,,,,,,,Off the land bridge, AotCR (three ways)
    ,,,,,,,,,,Unresponsive enemies, AotCR
    ,,,,,,,,,,MC killed in cutscene, AotCR
    ,,,,,,,,,,Into the Control Room with no 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
    ,,,,,,,,,,On the Longsword platform, The Maw
    ,,,,,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 and Credit
    ,,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.
    Version 4.4- Couple tricks added. Mainly wanted to correct some things and add 
                 in some extra info.
    
    
     /\==========================================================================/\
    /  \                              Legend                                    /  \
    \  /========================================================================\  /
     \/                                                                          \/
    
    
    MC- Master Chief
    LAAG- Light anti-aircraft gun, the gun on back of Warthogs
    AR- Assault rifle
    RL- Rocket launcher
    SR- Sniper Rifle
    PoA- Pillar of Autumn (either the level or ship, defined through context)
    T&R- Truth and Reconciliation (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
    
    ################################################################################
    ********************************************************************************
    
    [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."
    
    ################################################################################
    ********************************************************************************
    
    [Stationary shield jump]
    *See "Don't leave the ship, Keyes* for details.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    This one is courtesy of lbmXpenpen18:
    "In the Maw, go to the armory and walk around and pick up some supplies, but 
    keep your eye on the locked door where the invisible Flood come out. After one 
    comes out, hightail for the door before it closes, and if you made it, you 
    should be in a dark room where the invisible (and some visible) Flood spawn 
    after a while. If they don't spawn, exit the armory and enter again, more Flood 
    should come out the door, and if you were able to get into the door again, 
    several Flood should spawn around you. If you are on a higher difficulty such as
    Heroic or Legendary, then you will probably fly up to the ceiling dead, other 
    wise you're in for a close-range combat in a tightly packed dark room with 
    several cloaked Flood...unless you run for your life and hope that none follow 
    you."
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [Jumping into rocks]
    There are some rocks throughout the game that, when you exit a Warthog close
    enough to them, you'll end up inside it. I've only tried it from the gunner
    seat, but others may work, as well. One of the rocks that can be jumped into is
    in Blood Gulch. It's near the middle of the level, but a bit closer to red base.
    It's defining feature is it's slanted greatly. Park a Warthog back up against
    the front of the rock (the side highest in the air). Then get out, and get in
    the gunner seat.
    
    Turn the gun slightly to the left and jump out. You should
    either land inside the rock or hit the side of the rock. If you're not in, get
    back in the gunner seat and change the direction you're aiming slightly, and try
    again. Once inside the rock, you can only be killed with explosives. You can
    shoot people on the other side, but they cannot shoot you (except with a tank).
    
    ################################################################################
    ********************************************************************************
    
    [In Pelican cockpits]
    To get into the cockpit of a Pelican, back a Warthog against the nose. Get in
    the gunner seat, then exit it. Angle the gun so that when you get out you land
    inside the Pelican. This is the same method as jumping into rocks.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [Double melee]
    Melee once, then throw a grenade and melee again, as quick as you can. This
    slightly increases your rate of melee.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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
    ---
    
    ################################################################################
    ********************************************************************************
    
    [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 waist
    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.
    
    Another way of dealing with a partially-in Warthog is with another Warthog. Line
    up the second hog, and get as much speed as possible before slamming into the 
    back of the stuck Warthog. It should be enough to push it all the way through 
    the first time.
    
    ################################################################################
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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 you're at the double bridges on either level, stand on top of one
    of the slanted concrete things that line the side of the bridges. 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: Go to where the glass ends; notice how the glass slopes slightly 
    downward. Jump onto the small ledge and face the glass. Also notice that it's 
    extremely thin. Line up your jump before hand, so you don't miss the glass and 
    fall to your death, then crouch jump while holding forward and you should land 
    on top of the glass. You can now easily jump to the other side.
    
    Getting to the other bridge can be useful on AotCR to take out the Hunters, and 
    on Two Betrayals to get around the rocket launcher Flood.
    
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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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    [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.
    
    ################################################################################
    ********************************************************************************
    
    [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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    [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.
    
    Two Hunters:
    It's also possible to lure both Hunters to the door. For single player, you'll
    probably want to lure one to the door, then quickly run away and pray he doesn't
    follow you (and also be on a lower difficulty so he doesn't fuel rod cannon you
    as you bring his friend in).
    
    It's much easier to get both Hunters there on co-op. Each player should choose a
    Hunter, and when the first one gets the door, just keep the Hunter occupied 
    until the other player can get there.
    
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    [MC attacked and killed in cutscene by a Banshee, AotCR]
    On "If I Had A Super Weapon", grab one of the Banshees from the bridge and fly
    to the top of the pyramid. Open the door and kill all the enemies there, then go
    through and open the other door, so all the doors leading to the control room
    door are open.
    
    Now, head back and park your Banshee about five feet inside the first room. Go
    outside on foot and use a plasma weapon (for best results) to get the other
    Banshee's attention. Keep firing at it until it sees you. Sometimes it will
    strafe you, but at about thirty feet away will turn back. Keep firing at it,
    though, until you notice that it's not going to stop, that it's going to come
    right in and run you over.
    
    When you see this about to happen, hop back into your Banshee and fly to the
    control room door. The other Banshee should follow closely behind you.
    
    Now, the tricky part. You need to hop out of the Banshee, hit the panel to open
    the door, and get back in before you're run over. The only advice I can give
    here is to try to get the other Banshee temporarily lodged between the back of
    the door panel and the wall.
    
    If you get the Banshee lodged, make sure that, after hitting the panel, to ram 
    into the other Banshee and dislodge it.
    
    Once you succeed, though, the cutscene will start, and the Banshee should
    promptly run MC over. If not, it should at least be there, attacking him. Not
    only should the Banshee kill MC, but it should also attack and actually pick up
    Cortana when she appears.
    
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    ********************************************************************************
    
    [Another thing with the cutscene, AotCR]
    This trick is how to have, at the very beginning of the AotCR end cutscene, a MC
    fly into the air in the background.
    
    Basically, what you do is make sure you're comfortable with how long it takes
    for the cutscene to start after hitting the holopanel. Also make sure you're
    experienced with attaching a grenade to yourself (walk backwards, look straight
    down and throw a grenade).
    
    Now, time it so that the grenade that's attached to you will explode as the
    screen is turning white (remember that the plasma grenade has a three-second
    wait before it detonates).
    
    Here's Mastro Chief's description:
    "At the end of AOTCR, when you activate the last switch to open the last door.
    throw a plasma grenade at yourself as soon you open the door and then stand by
    the door. By the time the door open, you'll die and the body will fly into the
    room. This activate the cutscene. And here what the glitch is.
    
    You see MC body on the floor as another MC walk, but then the map zoom out
    REALLY fast and then the cutscene ended, loading the next level."
    
    Note that if you do this on co-op, the cutscene will not end abruptly.
    
    There are a few other small things you can do. On co-op, kill your partner while
    the screen is fading white (either by a melee to the back, or a rocket). Try to 
    do it as late as possible, for maximum effect. The cutscene should start showing
    the dying MC falling to the ground, then the camera will pan across the floor to
    another MC. From there, it'll continue normally.
    
    You could also use the trick to get into the control room without a cutscene. 
    Have both players (on co-op, obviously) get to the other side. Now, start 
    killing each other. Once there, start killing each other. I suggest making a 
    pile of bodies next to the holopanel, so that, in the cutscene, MC is standing 
    on top of them.
    
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    [On top of 343 GS (two ways)]
    Method 1: At the beginning of 343 GS, as soon as you gain control of MC, throw
    one grenade. You'll stay in the Pelican, which will soon take off and crash on
    top of the level. Press X to get out, and explore the wonders of 2-D trees and
    invisible walls marking the edge of levels.
    
    Method 2: At the end of the level, as you come back outside again, take a right
    and walk along that cliff/wall/whatever, until you come across a large boulder
    that's about the height of the wall. Head to the other side of it, and try to
    double jump onto it. If you can't, grenade jump (with one frag or plasma) onto
    the top. You should now be able to jump once more, or just walk to the top of
    the level.
    
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    [Floating assault rifles, GS]
    Get on top of the level 343 GS and head to the building that you're supposed to
    enter. Drop down and look quickly inside. You'll get there fast enough to see a
    group of grunts and jackals running away, being fired at by assault rifles with
    no marines controlling them.
    
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    [Mysterious marine, GS]
    Get on top of the level 343 GS, and as you exit the Pelican, head to the left.
    Keep exploring, and after a while (it may take you several minutes), you'll come
    across a lone marine. He responds only if attacked, and seems to serve no
    purpose whatsoever.
    
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    [Dead marines, GS]
    Go through the level normally until you reach the structure that the Covenant
    are chased out of. Kill them, and head down the elevator. Now, ride the elevator
    back up to the top. Outside of the building will be several bodies of marines
    scattered around.
    
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    [Messing with the flood cutscene, GS]
    Head through the level normally until you reach the entrance to the facility.
    Look around and you should find three shades. Using grenades and melees, knock
    all these shades to the entrance of the building. Try to create a wall with
    them, or the largest obstruction you can make.
    
    Now, continue the level until you reach the cutscene where you meet the flood.
    Watch the cutscene. When the marines advance on the structure, they'll run into
    the shades and won't be able to pass.
    
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    [Floating Weapons, GS]
    After you find the flood, look for a working light bridge. The first one you
    come across works, but the one right after you take the other elevator down
    works better. Once you're there, lure a flood (for best results, try luring
    several) onto it. The flood with weapons are best, but harder to lure on. Once
    they're on the bridge, kill them. You want grenades and weapons to land on the
    bridge.
    
    Once that's accomplished, deactivate the light bridge. The flood bodies will
    fall to the ground, but plasma grenades and weapons will remain suspended in
    mid-air.
    
    To get more weapons floating, you may be able to do it on co-op and just keep
    killing each other, but I haven't tested it.
    
    ################################################################################
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    [MC dead in end cutscene, GS]
    This is completely untested by me, but it seems feasible, so unless anyone knows
    for a fact that this method doesn't work, here it is, courtesy of ksean369:
    
    "For this one, all you simply have to do is kill all the flood at the end of
    the level while still having a couple sentinels around you. Just keep on
    walking around while they are near you, once the movie appears, they will still
    be shooting at you. They will eventually kill you as you are talking to the
    Guilty Spark, or whatever it's called, i don't really remember, sorry. Although
    you are dead, he still talks to you and your dead body answers back without any
    movement, which is kinda funny. Then, once he warps himself and you, he warps
    your dead body, lol."
    
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    [Bottom of the Library]
    I've only done this trick on co-op, but it should be quite possible on single
    player, as the second player didn't affect the fall at all.
    
    At the beginning of the level, after gaining control of MC, you walk forward,
    say thirty feet before turning into a small hallway, that leads into a room with
    a giant yellow pit. Remember the location of this area. Go through the level
    until you come across the overshield (it's in the first little pit you'll find).
    Grab it and head back to the big yellow pit. Get as low as you can, then WALK
    off the edge, into the hole. Hug the wall and crouch as you land. You should
    survive.
    
    Also, you know those glass floors that break and expose a thin but deep pit?
    Apparently you can fall down one of those and survive, so long as you have an
    overshield. I haven't been able to do it yet, but it's worth a shot, I guess.
    
    ################################################################################
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    [Auto-death, Two Betrayals]
    In Two Betrayals, grab the first banshee and fly back into the control room.
    Look under the platform for the large lights that circle the room. Fly the
    banshee to either of the two closest to the platform (either the one on the left
    or right). Contact with the concrete that makes up the section with the light on
    it will cause your banshee to explode and you to die.
    
    ################################################################################
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    [No enemies, Two Betrayals]
    After you kill the sentinels in the beginning, and the small battle taking place
    when you open the next door, head to the door next to the stationary shields
    (the one that leads outside). Press X to open the door while facing the panel.
    Right after the lights stop flashing on the panel, press X again. The door will
    open, and there will be the usual elites and jackals, but you'll know you've
    done it right if there aren't any grunts. In this current state, there are no
    other enemies. Destroy the wraith, take the banshee, whatever, they won't spawn
    until you press the control panel to the door again. You cannot complete the
    level with no enemies, though, since the first pulse generator has no pulse, and
    the door to the second chasm is locked.
    
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    [Sniping wraith driver, Two Betrayals]
    When you first come outside on Two Betrayals, head up the ramp in front of you.
    At the top of the tower will be a sniper rifle, take that. Now, head back down.
    Start descending the pyramid by sliding down the walls on the right side. When
    you're one level from the last, make sure you're as far to the right as you can
    get and walk down. To your left should be a slab of concrete (you should be on
    the last level before the ground). From the right of that, zoom in with your
    sniper rifle to find the wraith. Now, sidestep to the left. When you've walked
    past that slab on concrete, quickly zoom in on the wraith and aim for the driver
    seat. The elite should have spawned. He'll jump onto the wraith, and start
    getting in. Fire two or three shots at him as he's on top of the vehicle and he
    should die before he can get in.
    
    ################################################################################
    ********************************************************************************
    
    [Beginning of AotCR, Two Betrayals]
    Go to Two Betrayals and go through it normally until you get the Banshee in
    "Final Run". Remember how AotCR and Two Betrayals are the same maps? Well, the
    room with the Banshees is the area where you first come outside on AotCR. Above
    you is the first bridge you cross in the level. Fly up to the bridge, and head
    to the door which has a lot of rock broken away around it (the door you come out
    of on AotCR). Go to that door, and squeeze your Banshee against it backwards. Go
    forward as far as you can until you hit a wall.
    
    Now, back up as quickly as you can and get out. If you do it at the right time,
    the Banshee will push you through the door and you can now explore all the
    sideways doors and textureless environments of the beginning of AotCR.
    
    ################################################################################
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    [Banshee in the cutscene, Two Betrayals]
    When you get to the platform of the final pulse generator, pilot the Banshee
    next to the door. Press the Banshee into the door and downward, so that it's
    looking straight down, and sideways with the door. Get out and open the door.
    You should be able to just melee the Banshee inside. If not, get back into the
    Banshee and try to get it in a position where you can.
    
    Once it's on the other side of the door, get in and drive it straight down, but
    slightly in the direction you're heading. Your objective is to pilot the Banshee
    to the door on the other end of the hallway. When you get to the long stretch of
    hallway, you can gain a bit of altitude and fly through this section. When you
    reach the turn, you should hit a check point and a load point.
    
    Don't try to just turn here, there's not enough room to maneuver. Get in the
    position where the Banshee is facing straight down, and turn slightly in the
    direction you're heading. You should make the slow but steady progress that you
    had before. When you round the corner, bring the Banshee up against the door.
    Get out and open it. Quickly hop back in the Banshee and fly on in. Get out
    again, and kill all the sentinels.
    
    Now, for best results, you want to park the Banshee on top of where MC will be
    standing. This is the lower right side of the pulse generator, just in front of
    the gray box. Set the Banshee down between the cement box and the pulse
    generator, then get out and activate the cutscene. When the level ends, it
    should show MC standing through, or next to a Banshee. It's not much, but it's
    still good for a few laughs.
    
    You can also do this with a Warthog: On co-op, use a Banshee to push the Warthog
    through the door that explodes (the door to the underground cavern, before Final
    Run and after the second generator). Drive the Warthog under the pulse
    generator's platform and Warthog jump it up there. Then just drive it on in and
    park it. I haven't done it with a Warthog yet, but it is possible.
    
    ################################################################################
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    [MC killed in cutscene, Two Betrayals]
    At the final pulse generator, kill all the sentinels and hop in the beam. Wait a
    few seconds, and just before the cutscene starts, toss a grenade at your feet.
    You want it to explode just before or while the screen is turning white. If done
    correctly, the cutscene will start with a normal MC watching another MC get
    blown up (this is if you killed yourself in front of where MC is standing in the
    cutscene). The cutscene will cut out in just a second, and it will begin loading
    the next level.
    
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    [Across the hole in Keyes]
    Method 1: In the beginning of the level Keyes, there is a gap you're supposed to
    fall through. Instead, throw a grenade next to the hole, on the right side (and
    on the side you're on). Get a running start, then jumpp about two seconds after
    youthrew the grenade. You should land on the other side. You can kill everybody
    over there, but you can't skip the outside area. You must drop back into the
    hole to complete the level.
    
    Method 2: No explosives needed, just a flood. When you round the corner that
    leads to the door, there should be a carrier flood standing there. Hopefully you
    have active camo, so he doesn't explode right away. Anyway, keep him as close to
    the door as you can, and cause him to explode. Right as he's falling to the
    ground to detonate, make a run for the hole and jump. The explosion should quite
    enough for you to reach the other side, and with much less damage taken that
    from a grenade.
    
    ################################################################################
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    [MC attacked in grav lift cutscene, Keyes]
    This one is good for a quick laugh, but rather pointless due to the length of
    the cutscene. Nonetheless, when you reached the grav lift, kill all the covenant
    on it with grenades (or whatever, just don't go into the grav lift's range yet).
    Once they're all dead, get a crowd of flood together and lure them up the ramp
    to the grav lift. Stay about five (give or take a few) feet in front of the
    group. Once in the purple area, if the cutscene doesn't begin automatically, try
    jumping, or running to the edges or whatever; do anything except kill the flood
    to start the cutscene.
    
    Once it does start, however, MC will be attacked by the flood up until he is
    pulled upward into the ship.
    
    ################################################################################
    ********************************************************************************
    
    [MC attacked in Keyes cutscene, Keyes]
    This is easiest to do on easy. Obviously. Now, when you get to Keyes, leave some
    flood alive. Run as quick as you can up the ramp and onto the platform to start
    the cutscene, and hopefully the flood will see you. If so, they will start
    attacking MC during the cutscene.
    
    If the cutscene doesn't start, well then, I don't know. I'm trying to figure out
    some of the triggers. For one thing, try making sure no flood are on the
    platform at the time, and also try to get it so the flood currently are not
    interacting with you (as in, they don't know you're there).
    
    ################################################################################
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    [Fast banshees, Keyes]
    At the end of the level Keyes, run quickly to the banshees landing. Jump on one
    if you can, or if you're too late, jump down anyway. Quickly hop in and you can
    take a few seconds' ride in a really fast banshee that can fly through walls.
    
    ################################################################################
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    [MC killed in beginning cutscene, The Maw]
    This works best on Legendary. Start The Maw on Legendary, and as it begins, move
    out of the first pod, head to the left and enter the third pod (I don't think
    the pod you're in matters at all, this just takes a few more seconds off the
    waiting). Now, walk to the edge and wait for Cortana to stop talking. About a
    quarter or half a second after she finishes here description of your duty, walk
    over the edge to your death.
    
    Now, as you die, hold forward. If you timed your death right, the screen should
    go black for a few seconds, then revert to The Maw's beginning cutscene. Just
    before that, though, Cortana will begin talking again (about getting to the
    bridge). This would probably be because in that black period, it had already
    completely reverted to saved, and holding forward caused you to exit the pod and
    activate the checkpoint/Cortana's talking/sentinels.
    
    After she begins talking, and the cutscene starts, watch the cinematic. It will
    go like normal, until it changes to the view of inside the ship, as the Banshee
    crashes. Just before the Banshee comes into view, however, the sentinels will
    appear and enter the ship. Right after they enter, they'll start killing you
    (the MC you were controlling in the black period). At about the time the Banshee
    crashes, the sentinels will have killed you. It will revert to saved, but
    'saved' (the checkpoint) will be right as the Banshee crashes. This goes over
    and over, and the only way to quit is to turn off the Xbox (or open the disc
    tray).
    
    Oh, and, if you did it on easy, you'll appear inside the pod like normal, but
    with only two or three bars of health.
    
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    ********************************************************************************
    
    [Outside of the PoA, The Maw]
    At the beginning of The Maw, go far enough so that Cortana starts talking, then
    turn around and head back. Walk over to the edge and look down. Stay here until
    you hit a checkpoint. Now, count how long it is until the first sentinel appears
    under you. It should be about 12 quick "Mississippis" (or however other way you
    want to count your seconds). Anyway, you want to revert to saved, and walk off
    the edge at the right time so that you hit the first sentinel on its right side
    while your falling. Crouch when hit the bottom, and you should hit a slope. You
    will keep falling down, so crouch again when you impact with the corner of the
    ship and the ground.
    
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    [Squares of blood, The Maw]
    This is probably applicable anywhere, but take a Hunter and lure him into a dark
    place. I suggest the corner of the armory on The Maw. Once there (and after
    disposing of the invisible Flood), kill him. Melee his body if there wasn't much
    blood. Now, take a close look at the blood and you should notice orange squares
    surrounding individual splatters.
    
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    [Inside the vent core, The Maw]
    Head to the engine room, and go to the control panel closest to the barrels that
    you can jump onto if you went to the wrong side first. Retract the cover and
    jump down onto the thing that moves backwards. Hop onto the front (the slighty
    fatter) section, then fire a rocket into the core so it explodes. When the
    exhaust coupling or whatever starts moving back to the vent core, crouch. When
    it gets close, jump onto the small ledge right in front of the vent core. You
    want to land on that, and have the exhaust coupling push you into the core. If
    it doesn't push you in, you'll lose life every few seconds and quickly die, but
    if you make it inside the core, you can stay alive.
    
    ################################################################################
    ********************************************************************************
    
    [Single player object overload, The Maw]
    Refer to the co-op description for info on what exactly object overload is.
    
    As far as I know, this was discovered by Ducain. You've experienced the method 
    it's done before, a lot of people have, but it took a bit of ingenuity to figure
    out how to put it to use.
    
    The engine room of The Maw. Go up to the third floor, take out a vent core, then
    head back down to the first floor. Ascend back to the third floor the same way, 
    and notice that the enemies you faced on your first trip (and hopefully killed),
    have returned in full force. This happens with all the enemies in the room, but
    all you need to worry about are the combat form Flood.
    
    Go to the first floor, and stay there. Kill all the enemies, then go to the 
    other side of the room and kill all the enemies there. Go back to the first 
    area, kill, other area, kill, etc. Keep doing this, heading to areas where the 
    Flood respawn infinitely and killing them.
    
    You should probably use the plasma rifle or something to kill the Flood (which 
    means it might help to be on a low difficulty). Take note that after every Flood
    you kill, you want to swap your weapon with the one they dropped (so it doesn't 
    disappear).
    
    This may seem confusing, so, in a nutshell:
    Kill the infinitely respawning Flood in the engine room, picking up their 
    weapons as they die. Do this for hours upon hours to achieve the needed results.
    
    When you reach the point where your weapons no longer work, you've succeeded, 
    and can then proceed to see exactly how badly you've messed up the level.
    
    ################################################################################
    ********************************************************************************
    
    [Getting the Banshee, The Maw]
    This is kind of out of order, but it goes hand in hand with the previous trick 
    (single player object overload). Perform that trick, then go through the Warthog
    run until you come across Foehammer. Watch for the Banshees, and if one of them 
    appears (zero, one or two may spawn), head to the side of the bridge it'll fly 
    over and park under where it'll come.
    
    Jump onto the Warthog, and look a certain way or stand on a certain spot so that
    you're pretty elevated, but have no "Press X to enter [some seat] of Warthog." 
    Tap X as the Banshee flies over, and you should be able to hop right in.
    
    ################################################################################
    ********************************************************************************
    
    [Invisible floor, The Maw]
    After destroying the four vent cores, and are heading for the elevator, you'll
    come across a door that explodes. Press up against the door so that right when
    it opens you fly right through it. Run directly under the elevator, and if you
    get there quick enough, you should notice that for a second you were standing on
    air, when you probably should have fallen down the elevator shaft.
    
    ################################################################################
    ********************************************************************************
    
    [Blast door climbing, The Maw]
    In "Warning: Hitchhikers May Be Escaping Convicts", there are many octagonal
    doors, like the first one you pass through to get to the Warthog room. Go to one
    that is open, and look into it, or something. Look at the black section, where
    it looks as if the door would come out of if it wanted to close. This place on
    some doors, like the first one you come across, can be climbed like a ladder.
    Simply jump towards it and walk up. You can't go very far, but it is pretty
    obvious that you've climbed up a few feet.
    
    ################################################################################
    ********************************************************************************
    
    [Something to do with blast doors and rockets, The Maw]
    Didn't know what to call this. Anyway, climb a blast door with a rocket
    launcher. Look slightly up and fire a rocket. The rocket will either:
    A. Kill you
    B. Not kill you (Um...yeah, obviously)
    
    B occurring probably has something do with the angle it's shot at, and the place
    its shot into, makes the rocket fly through the wall and out of the level. But
    it's dark, so it's hard to tell for certain.
    
    ################################################################################
    ********************************************************************************
    
    [Changing the cutscene, The Maw]
    During the Warthog run of The Maw, wait for the timer to run out, while standing
    next to a Warthog. After the timer hits zero, about a quarter of a second before
    the screen fades white (and subsequently into the cutscene), hop in any seat of
    the Warthog. If done at the right time, the cutscene of the PoA blowing up will
    look, er, much different. Try it for each seat; the cutscene is slightly
    different each time. It also works for entering the Shade and Banshee, if you
    can access either.
    
    ################################################################################
    ********************************************************************************
    
    [Bottom of the Maw jump]
    Choose The Maw, on anything other than Legendary for best results (and more
    time). Go through the level normally until you reach where Foehammer is supposed
    to pick you up. Continue on until you reach the big jump, where you fall several
    stories. When going off this ramp. Head to the left side. You want to land on
    top of the left side of the wall of the little island thing down there. If you
    made it, get out of the Warthog and walk down the sloped surface to the left,
    that leads to the wall.
    
    There's a small catwalk or something running along the wall. Get on that and
    look down. Notice a support beam a bit below you, and a large platform farther
    down. Revert to saved and get to the left side of the island wall again. You
    want to drive the Warthog straight into the wall (onto the small catwalk) and
    get out. You'll have wanted to have the Warthog fall and land on the platform
    below (and above all, have it stay on the platform).
    
    Now, look down to the support beam just below you. You want to jump onto that.
    It's easiest to just walk off when you're right above it. As you land, crouch
    and start walking to the left so you don't slip off. Look across the beam to see
    a light in the middle. Walk to the light and look down. On the platform below,
    there are two parts that rise up from it and form scalene triangles. Your target
    will be the one on the left. Walk off, and to survive this fall, you need to hit
    the middle of the small slanted part. If you hit the top of the triangle or the
    bottom, you'll die. You want to hit the right hand slope and crouch as you hit.
    You should make it down without losing your shield.
    
    Now, walk to the upper left-hand part of the platform. Throw a plasma grenade
    down the wall. You should see that the wall ends up sloping before it reaches
    the ground. Get in the Warthog, get some speed, make a sharp turn as you go off,
    and try to land on the sloped surface, you slide in the Warthog the rest of the
    way down. Yes, this is a complicated trick and will most probably take you
    several tries.
    
    ################################################################################
    ********************************************************************************
    
    [On the Longsword platform, The Maw]
    The following is untested, but I know it's possible. It's courtesy of Obi Dan 
    Kenobi.
    "Drive all the way through the Maw, to the end. At the last part, get the 
    warthog over either the left wall or right wall. Drive all the way to the end, 
    and stop at the last light post. Now, take the warthog, and back it up over the 
    edge at the top of the ramp RIGHT next to the light post. Get out of the warthog
    when the back two wheels go over the edge. Now, jump on the gunner seat. Throw a
    plasma grenade on the part right behind the gunner seat(the area you would stand
    on if you were actually in the gunner), and jump before the grenade explodes. 
    When it blows, you should make it on top of the light post, and from there jump 
    onto the platform the longsword is on.
    Notice how you can jump through the longsword and look at whats on the inside. 
    Its also a long walk to the edge, but if you get there, jump off and turn around
    and the cliff the pillar of autumn is on isn't there, and when you die, you hit 
    the area above the ground."
    
    
    ---
    Reminder: Copyright 2004 Kyle Barr
    See the Legal section for details
    ---
    
                                         =======
                                         -Co-op-
                                         =======
    
    
    [Object Overload]
    Object overload is sometimes called "o-o". Have one player kill the other. Once
    respawned, have them get killed again. Do this for a little over half an hour.
    After a while, the guns will start to make a really large pile. If enough guns
    are in the game, it will glitch and some pretty strange and fun things can
    occur. First, some tips on killing:
    
    Use melees to the back.
    Back into a corner so the other player always respawns in front of, and with
         their back facing, you for a quick kill.
    If you kill in the same spot for a while, the frame rate will decrease greatly.
         Don't be afraid to move to another spot to do it quicker. It's not the
         placement of the guns, it's the quantity of them.
    Find a somewhat high place, preferably with a ledge that leads to another
         accessible part of the level, and position yourself so that the respawning
         player respawns over the edge and automatically falls to their death every
         time. Leave the game like this for about an hour to ease things a bit. The
         main shaft of SC is good for this. Try using a place you can get to for
         better results (so the guns still stay relatively in the game).
    Clear the area of enemies first, just so they respawn fairly quickly everytime.
    
    
    Don't worry if the bodies start disappearing (they will). The bodies aren't what
    overloads the game, it's the guns.
    
    Here is a list of some of the things that can occur because of object overload.
    Remember, though, not all of these will occur every time, and some are dependent
    on the level of o-o you do (how long you've been killing. Some of the more
    extreme ones take a bit longer).
    
    All enemies disappear (although some can still spawn)
    MC not shown in map-activation cutscene (SC)
    Covenant spawn with no weapons
    Rocks are completely removed
    Trees are completely removed
    Purple crates are completely removed
    Weapons don't spawn
    Rocks become invisible at certain angles
    Stationary shields are completely removed
    Barrels become invisible
    Respawn with no weapons
    Don't respawn at certain angles
    Weapons have no effect
    Some/many enemies don't spawn
    Some enemies disappear in front of you
    Plasma pistol (overcharged) doesn't glow
    Bodies disappear instantly
    Weapons disappear instantly
    Keyes' blob doesn't spawn (although it's still there in the cutscene)
    Crashed Banshee by gravlift in Keyes doesn't spawn
    Severe frame rate drop
    Last Pelican in SC doesn't come
    
    ################################################################################
    ********************************************************************************
    
    [Trapped outside the level]
    I've only done this once, and it was actually on accident, so I'll explain
    exactly how it happened with me, but I can't say much on where else or how else
    it works.
    
    Go to Two Betrayals, to the first pulse generator. Destroy it, then have both
    players go back out onto the platform. One of players should take a Banshee and
    fly down to the bridge, go through the door, and stand next to the load point.
    
    The other player should stand next to a Banshee (make sure it's saying "Press X
    to enter Banshee" or whatever). Now, the first player wants to cross the load
    point at the exact same time the other player enters the Banshee. If done
    correctly, the first player will successfully enter the next load point, and the
    first player will successfully enter the Banshee, but the second player will be
    outside the level.
    
    They will have the Banshee's targeting reticule, but will be unable to move,
    within a dark grayish world. They will be able to see, albeit from a distance,
    the first player's movements room to room.
    
    ################################################################################
    ********************************************************************************
    
    [Infinite ammo]
    There are some load points, where if one player gets warped across them they
    will have infinite ammo. One of them is the second time you enter a maintenance
    tunnel in the PoA. Select the one weapon you want to use and have the other
    player warp you across. If you're using the needler/AR/pistol, your bullets will
    decrease but your clip size will not. You also cannot change weapons, die, swap
    weapons or you will lose it. Go to halo.bungie.org for more details and other
    places to perform this.
    
    ################################################################################
    ********************************************************************************
    
    [Infinite active-camouflage]
    There are some places where if one player has active camouflage and is warped
    across a loadpoint, their invisibility will last forever. One place to do this
    is the Silent Cartographer. In the main facility, there is a loadpoint. Have one
    player stand in front of that, and the other go down and get the active
    camouflage. Once they get it, the first player should cross the loadpoint. The
    second player now has infinite active camouflage until they die. Go to
    halo.bungie.org for more details and places to perform this.
    
    ################################################################################
    ********************************************************************************
    
    [Jump really high (using a Warthog)]
    Have one of you get in the drivers seat, and the other as a gunner in a Warthog.
    Drive at a pretty fast speed (preferably full speed), and have the gunner face
    himself backwards and looking as high as the gun will go. Now, have them exit
    the Warthog and tap A. If everything was done right, they should fly into the
    air about twenty feet.
    
    And, just to make it clear, I think you want the gun to hit you as you jump.
    Because the gun was facing a different direction when you jumped out, it will
    rotate to its normal position, and in doing so, hopefully hit you.
    
    ################################################################################
    ********************************************************************************
    
    [Change suit color]
    This is easiest to do on PoA. Have one player stand in an area where his armor
    will be a different color (like a room with no light, so his armor is looks
    black). Have the other player cross a loading zone and warp the other player to
    him. The warped player should have the same suit color they did before they were
    warped (black, usually, since that's the easiest one to find). They will have
    this color until they move.
    
    ################################################################################
    ********************************************************************************
    
    [Flying crewman, PoA]
    Go to PoA on co-op, heroic or legendary will be easiest. As soon as both of you
    gain control of your characters, run to the door. When the door opens, have one
    player go through and the other stand in the doorway, blocking the crewman from
    going through. When the first player reaches the fires and triggers the
    explosion, the crewman, no where near it, will still be thrown to the ground and
    die.
    
    ################################################################################
    ********************************************************************************
    
    [Climbing display, PoA]
    This can be done on single player, but you get a better idea of it on co-op.
    After you meet Cpt. Keyes, look at the display behind him, the one that looks
    like it's made of glass. Have one player jump onto the small ledge in front of
    the glass and crouch. You can climb this screen, somewhat like a ladder.
    
    ################################################################################
    ********************************************************************************
    
    [Touching Halo, PoA]
    I haven't done this completely yet; pretty difficult. Anyways, here's a quick
    explanation:
    Choose PoA on co-op. As soon as you gain control of MC, jump into the cryo tube
    before it closes. Now, moving around will sometimes cause him to exit the tube
    in strange ways, like falling through the level, landing behind the cryo tube,
    or just ending up in front of it. Keep reverting to saved (hopefully you got a
    checkpoint after you were inside the tube) until you are catapulted into the
    ceiling. Have the other player hit a checkpoint and come back so you can
    actually see where you're going. Jumping from light to light, and using the
    other player to change what you see, make your way to the bridge. Once there,
    walk into space and towards Halo. If you've made it, it'll say "Press X to flip
    <Need a string entry here>".
    If you want a detailed explanation from somebody who has actually done it, you
    can check halo.bungie.org for "Cryo B exploration 3".
    
    ################################################################################
    ********************************************************************************
    
    [Three weapons, both players, PoA]
    Have one player perform the three weapons trick the way they would for single
    player. Once they have their weapons, have them stand in front of the
    checkpoint, and the other player being safely behind it (just have them stay
    completely in the bridge). Have the other player shoot him down and have him
    respawn past the checkpoint. Have them go collect two weapons, then both of you
    go back to Cpt. Keyes and trigger the checkpoint. Both of your pistols will load
    with your other weapons, leaving you both with three weapons to complete the
    level with.
    
    ################################################################################
    ********************************************************************************
    
    [Messed up cutscene, Halo]
    At the end of Halo (lvl), when Foehammer comes to pick up, just stand where you
    are, or something. Wait until just before the cutscene starts, and then throw a
    plasma grenade on the other player. Right as the screen fades to the cutscene,
    you want the grenade to explode
    
    This should disorient the camera greatly, as it will spin wildly, going under
    ground, looking directly into the air, etc.
    
    This seems like it would possible to do in single player (attach a plasma
    grenade to yourself just before the level ends), but I haven't tried it yet.
    
    ################################################################################
    ********************************************************************************
    
    [Top of T&R]
    Go through the level normally until you get to the first outdoor room where a
    covenant dropship lands (the one with the active camouflage, or the one before
    the grav lift room). After disposing of all the enemies, head back to the first
    shade in the room. The shade overlooks a small rock ledge, and a few feet after
    is the large cliff edge. Also, notice two tree branches growing out of the wall,
    that almost lead to the top of the cliff wall. Melee the shade as close as you
    can get it to the wall behind it. Have one player hop in and point it towards
    the first tree branch (make sure the other player has at least one plasma
    grenade, and full health). The gun should come about a foot short of the branch.
    Have the player with the grenade jump onto the shade, walk up the gun, and jump
    onto the first branch. The other player (to be called player one), should kill
    themselves and respawn on the branch (if ever they don't respawn there, move up
    the branch a bit more). Once respawned, have player one stand against the cliff
    wall, still on the branch. Player two jump on top of them, then on to the next
    branch. Again, player one kills themselves. Now, move up the branch so player
    one respawns nearest to the wall. Once they do, both of you move up the branch a
    bit until player one is a few inches higher. Player two should jump on their
    head. Throw a plasma grenade on top of player one, time it, and before it
    explodes, get a short running start and jump towards the top of the level. You
    should make the jump pretty easily.
    
    ################################################################################
    ********************************************************************************
    
    [A Master Chief killed in the cutscene, T&R]
    This one's kind of petty, but oh well. Make sure both players are standing next
    to each other when the control panel is hit to release the drop ship. When the
    screen starts fading white, one player should melee the other in the back. They
    have to do it pretty quick, as the screen fades fast.
    
    When the cutscene starts, so long as the death occurred next to the control
    panel, MC will be standing there normally, but another MC right next to him will
    be falling to his knees. The rest of the cutscene goes on like normal.
    
    ################################################################################
    ********************************************************************************
    
    [On top of the Silent Cartographer]
    Drive towards the security building and get the Warthog past the tree barrier.
    Kill all enemies that would you give some trouble, and find the last rock before
    you exit the bottleneck, near where the cliff edge is pretty low. Drive the
    Warthog between the rock and the cliff wall, and try to back it up the rock a
    bit. Have one player get into the gunner seat and aim towards the lowest point
    on wall, while the other player jumps on top of the gun, walks as far up on it
    as they can, and jumps the rest of the way to the top of the level.
    
    ################################################################################
    ********************************************************************************
    
    [Through the locked door, SC]
    Take a Warthog to the locked door in the Silent Cartographer, and have one
    player crouch, directly in the center of the door. The other player drives the
    Warthog slowly at them, and it should push them through the door. Activate the
    cutscene on the platform to the right for the other player to get across.
    
    ################################################################################
    ********************************************************************************
    
    [Through invisible wall, SC]
    Have both players hop in the Warthog and head into the sea. When you reach the
    invisible wall, have the player that's not driving get out and stand against the
    invisible wall, then crouch. The first player, now, should drive slowly towards
    (tap forward at a moderate pace) and the Warthog should push the second player
    through the invisible wall. It's still just water over there, but a long ways
    off will be the end of the level.
    
    ################################################################################
    ********************************************************************************
    
    [Stand up in passenger seat, SC]
    This trick utilizes object overload (o-o), which can trigger several different
    glitches. The way to do this: go to the SC on co-op. After you get the Warthog,
    both players get out. Have one player kill the other. When they respawn, kill
    them again. Every time, the player killed will drop a plasma pistol and assault
    rifle. Keep killing them over and over again, so the guns accumulate. After a
    long while, you may notice that the rocks and Warthog disappear at certain
    angles. That's good, it means you're getting closer. Eventually, player two will
    respawn weaponless. Avoiding all guns, have them walk to the Warthog and get in
    the passenger seat. They'll get in, and their view will be normal, but from a
    third-person perspective, they're obviously standing up. It's pretty funny to
    see. If you want, then, have the second player get in the drivers seat and run
    over the other, so they respawn weaponless.
    
    ################################################################################
    ********************************************************************************
    
    [Descending the security shaft, SC]
    Go to the security building and kill the two hunters inside. Now, go back out
    and have both of you pick up overshields. Head back inside and look down the
    shaft. Have one of you jump to the nearest platform, and crouch as you land.
    Have the other do the same. Now, walk along the platform until you see a small
    room indented in a wall. Aim for that next, crouching as you land. When either
    or you gets low on health, have the other player kill them so they respawn with
    full health. Keep jumping down, one at a time, to the closest part you see
    (either a room or a platform). Eventually, you'll be at a part where you can't
    see any more platforms below you. Nobody has yet found a way to get lower than
    this point.
    
    ################################################################################
    ********************************************************************************
    
    [Quick way back to the top, SC]
    Boring name, but oh well. This is how to skip having to fight your way back up
    after activating the map. You can't just warp up with the load point because
    activating the map warps the second player down with the first. To do this:
    
    Have one player go down to the map, but the other player stays in that first
    hallway, where it says Shafted. Don't activate the cutscene on the ledge on the
    right. When player one gets to the map, have player two start walking towards
    the platform. Activate the Cartographer, then immediately have player two
    activate the Shafted cutscene. The two cinematics will overlap. Player two will
    be warped back down to the map room, but wait a few seconds, and both players
    will be teleported back to the platform.
    
    Now all you have to do is fight the invisible Elites and be done with the level.
    
    ################################################################################
    ********************************************************************************
    
    [Bottom of AotCR]
    This trick is how to get to the bottom of the pit at the beginning of AotCR.
    
    As soon as you gain control of your characters, both of you hit X a few times to
    stay in the Pelican. Now, normally when you do this, you make it down to the
    blue fog, where you're knocked out and fall to your death. A second or two after
    you notice the fog entering the Pelican, have one player hit X to exit the
    Pelican, then keep tapping X rapidly until they die. They should have,
    hopefully, flipped the Pelican upright a bit. One player will still die, though,
    that's inevitable. If all goes well, now, you'll be able to fall to the very
    bottom, and get out safely.
    
    If the player that flipped the Pelican respawns in midair, and gets the option
    to flip the Pelican again, don't.
    
    If you both still die, try making slight adjustments with your timing (the time
    when you jump out and flip the Pelican).
    
    ################################################################################
    ********************************************************************************
    
    [MC on the ring, AotCR]
    To get MC on one of the spinning rings at the beginning of AotCR, have one
    player tap X to get back in the Pelican, have the other player get out normally
    and quickly die (any death works). When the Pelican hits the ring on its way
    down, Player 2 (or whoever died) will respawn on the ring. They must either jump
    or move forward, though, to avoid falling through the ring's gaps.
    
    ################################################################################
    ********************************************************************************
    
    [No enemies, AotCR]
    Refer to the single player method on getting to the rock ledge. Once your both
    there, have one player melee the other in the back. Wait a second or two, then
    walk off the ledge, staying against the wall. Once they hit the snow ledge, the
    other player should respawn on it, as the other dies. Wait so both of you are
    alive on the ledge, then head to the first part of the bend, fall off, and
    crouch as you land (see the single player method for a more in-depth look at
    getting down).
    
    ################################################################################
    ********************************************************************************
    
    [Extended Early Banshee, AotCR]
    This is basically how to take the normal Early Banshee and use it to acquire
    other Banshees throughout the level. Description courtesy of CloakedElite.
    
    "Note: For Co-oP
    
    Everyone should be familiar with the Early Banshee Secret, and I found a way to
    extend it to have it longer and get fresher, healthier ones. Go through the
    level as you normally would and get the early Banshee. When you go to the part
    where you go up the hill and there are a lot of jackals and a drop ship starts
    unloading covenant and two ghosts, Banshee Player(BP) flies up and goes to the
    Banshee Airfield and:
    
    1)Gets the fresh Banshee in replace of old damaged one.
    2)Kicks down the Banshee and the other player can get in it.
    
    Both players keep going if you chose 1st or 2nd option. When you get to the part
    where you need to exit the Banshees and go inside, there is a Banshee to the
    left, FLIP it. Have the BP (with best health) fly up to the two man-made bridges
    and park the Banshee on the same cliff wall side as the one you need to go
    through to continue the level. There are two bridges, park on the RIGHT one.
    Have other player warp you to where you need to go. Continue the level, when you
    get to the two bridges, there is the Banshee. Have someone be on the bridge
    killing and someone in the Banshee killing. When you get to the end, park the
    Banshee on the opposite bridge on the opposite side. Go through and the same as
    first bridge. On one of the bridges there are sleeping grunts, kill them before
    you get in the Banshee.
    
    -Enjoy-"
    
    ################################################################################
    ********************************************************************************
    
    [Bodies in the AotCR cutscene]
    At the end of AotCR, don't open the door that activates the cutscene. Instead,
    use a Ghost to push you through the door (see `Into the control room with no
    cutscene). Have the other player do the same. Now, have fun and start killing
    each other for about as long as you'd like, until the number of bodies satisfies
    you. Now, either use the control panel in that room, or enter the Ghost from
    behind the door to get to the other side again and use that control panel, to
    open the door and activate the cutscene.
    
    In the cutscene, there should be many dead cyborgs and a lot of weapons for MC
    to walk through.
    
    ################################################################################
    ********************************************************************************
    
    [Banshee in the rooms, AotCR, Two Betrayals]
    See the single player method. The only difference is that player two can hold
    the door(s) open, while the other player maneuvers the Banshee through it.
    
    ################################################################################
    ********************************************************************************
    
    [MC killed in beginning of cutscene, AotCR]
    This is kind of trivial, but it can be somewhat interesting nonetheless. At the
    end of AotCR, have one player open the door to the control room. The second
    player should run up behind the first player, to their back. When the screen
    begins to fade white, the player in the back should melee the other player,
    killing them.
    
    When the cutscene starts, it should begin by showing a dead MC, then panning to
    the live one, who continues on with the cutscene normally.
    
    ################################################################################
    ********************************************************************************
    
    [Bodies in 343 GS cutscene]
    You need to get into the room where MC discovers the flood without activating
    the cutscene. Do this one of two ways:
    
    Method 1: Instead of head down the slope that leads to the door that activates
    the cutscene, keep walking and there should be two red (locked) doors. These
    doors overlook that room. Use a shade that I'm sure you brought with you to push
    one of the players through the door. Have the other player respawn on the other
    side. Kill each other many times.
    
    Method 2: Perform object overload, and there's a chance (it happened with me)
    that the locked doors mentioned in the previous method won't even load. Just
    jump into the room and start killing each other.
    
    After you have a good amount of bodies, notice a catwalk or something about ten
    feet up, outlining the walls. Also notice some sort of pillar-like things.
    There's a place on these support/pillar things that you can jump onto, and from
    there jump onto the catwalk. If you used method one, press against the door and
    press X to enter the shade. For method two, just walk on back in. Either way,
    when you activate the cutscene normally, there should be a lot more dead bodies
    awaiting the Chief.
    
    ################################################################################
    ********************************************************************************
    
    [Don't wait for doors to open, The Library]
    In The Library, if you find a door that's partially open, though not far enough
    for you to walk through, have one player stand next to the lowest section of a
    sloped part of the door (the sloped part leads to the square/diamond shaped
    opening). Player two should now jump on top of them, then onto the slope part of
    the door, then jump through the other side. I haven't confirmed this yet, but it
    may cause the door to open sooner than normal.
    
    ################################################################################
    ********************************************************************************
    
    [Beginning of AotCR...in Two Betrayals]
    Go through Two Betrayals as you normally would, until you get to the very large
    firefight just before the third pulse generator. Fight through here and grab
    your banshees, then head to the bridge directly above you. Go to the left side
    (if you're looking at it from the open end of the canyon), and have one player
    get out. Have that player stand in the center of the door, and the other player
    slowly maneuver their banshee to try to push them through it. If they were
    killed by the banshee, keep pressing against the door and hopefully they'll
    respawn on the other side. The player in the banshee can now kill themselves to
    respawn on the other side, as well. Behind the door, you will find, among other
    things, a gray, textureless environment, stationary shields, and, uh, working,
    sideways doors.
    
    ################################################################################
    ********************************************************************************
    
    [Linked-lives, Two Betrayals]
    At the beginning of Two Betrayals, after you destroy the sentinels, head over to
    the holopanel. Have one player jump over the side to their death. When they die,
    so will the other player.
    
    ################################################################################
    ********************************************************************************
    
    [Frozen Flood, Two Betrayals]
    Read the single player description of frozen enemies for a good description on
    what exactly this does.
    
    An easy way to see frozen enemies is in Two Betrayals. At the second pulse
    generator, have one player go into the room, and the other stay behind and stand
    next to the load point.
    
    When the first player hits the pulse generator and overloads it, the second
    player should immediately cross the load point. Now, look behind you in the
    hallway, and there should be quite a few frozen Flood. To reactivate them, cross
    the load point again.
    
    ################################################################################
    ********************************************************************************
    
    [MC Killed in cutscene, Two Betrayals (two ways)]
    Method 1: Play Two Betrayals on Heroic or Legendary (for best results) on co-op.
    Go through normally until you reach the final pulse generator. Have one player
    go in on a blitz (no shooting the sentinels) and destroy the generator.
    Immediately after that, the other player should cross the load point and warp
    him back out. When the cutscene starts, MC will be attacked by all the
    sentinels, and after a few seconds will be killed. At the end, Cortana will
    teleport his dead body.
    
    Method 2: This method actually has MC killed twice. Same thing as before, one
    player goes in, overloads the pulse generator, and is warped out. Now, one
    player has to have a shotgun. Walk up and put it into the chest of the other
    player and wait a few seconds. Right when the screen begins turning white, pull
    the trigger.
    
    The cutscene will start in the hallway, where it'll show MC slumping to the
    ground. Then the camera will pan through the wall to another MC, standing in the
    normal cutscene position, being cut up by the sentinels.
    
    Alternatively, for method 2, you can stand next to the other player, and when
    the screen starts fading white, fire a rocket at him. The cutscene will start,
    something really strange will happen with the bodies (in the time I did it, both
    bodies were suspended in mid air, frozen in the middle of their "death-from-a-
    big-explosion" animation.
    
    ################################################################################
    ********************************************************************************
    
    [On top of Keyes]
    This is the easiest way I've found to do this: Have both players pick up eight
    grenades and not use any of them. Head to the grav lift. Find the overshield
    next to the grav lift and have one player kill the other so their grenades land
    near the overshield (the three grenades already there don't matter, they won't
    explode in a chain reaction). When they respawn, have them kill the other player
    so eight more grenades land in the pile. Pick up one plasma grenade from
    somewhere. Throw it in the middle of the grenades. About one and a half seconds
    after you threw the grenade, jump on top of the overshield, then jump again, so
    you're in the air with the overshield charging as the grenades explode.
    
    The blast should send you up pretty high. Aim for the ledge to the right of the
    overshield; near the coolant pit opposite the one with the banshee. Once up,
    kill the other player, or have them kill themselves so they respawn with you.
    Facing the grav lift, head to the right side of the ledge. They'll be another
    part you can jump onto over there. Do this, and you can now walk the rest of the
    way to the top of the level. Oh, and that cliff edge back there has an invisible
    floor, so you can walk on it without falling.
    
    ################################################################################
    ********************************************************************************
    
    [In the ceiling holes, Keyes]
    Make sure you have at least one plasma grenade. After coming back into the ship
    through the grav lift, go through the hallways as usual. Choose any of the holes
    in the ceiling (that lead to another floor) that you'd like. Have one player
    stand directly under it, and the other stand on top of them. Throw a grenade on
    the bottom player's head, and about half a second before it explodes, jump
    towards the small room above. If you make it, the other player will respawn up
    there with you. There's nothing to do up here, as all the doors are locked, but
    it's still somewhat interesting.
    
    Also, in the very beginning of the level, with the stationary shield, if you try
    to do the `Covenant shield jump', you'll sometimes land in the room directly
    above you.
    
    ################################################################################
    ********************************************************************************
    
    [Don't leave the ship, Keyes]
    Okay, this one is quite difficult (tedious, and may take a while). Go to Keyes
    on any difficulty and kill all the enemies at the beginning. Make sure you have
    a plasma pistol, and head to the stationary shield (where there was a group of
    grunts, and a purple crate). Take out the shield with a plasma pistol, and get
    in the following position:
    
    (Shoot the base of the shield to keep it from regenerating)
    Make sure its base is to your left, and you are standing so that the base is
    between you and the hallway that leads to the door that leads to the hole. In
    other words, face the purple crate with the shield base to your left.
    
    Notice that there are two small squares in the middle of it (the shield base),
    one on either side. The one on the left should be smaller than the one on the
    right, and the one on the right should appear to have a blue square in its
    center.
    
    Jump onto the square on the right side and look straight down, holding the
    plasma pistol out. Turn slightly to the left, so the top part of the aiming
    reticule is pointed the thicker part of shield's base. Position yourself so the
    bottom left line of the reticule is coming out of the bottom left hand corner of
    the blue square. The bottom right line of the reticule should be about halfway
    between the top and bottom of the blue box, but extending slightly past the
    right edge of it. If you're having trouble position yourself this way, try
    jumping, then making small adjustments (movement sensitivity is decreased while
    you're in the air).
    
    Now, when the shield regenerates, it should do one of many things:
    1. Force you to the side (make some minor adjustments and try again).
    2. Send you into the hole in the ceiling (jump back down and try again).
    3. Bounce you off the wall to the left of the shield (close, make minor
           adjustments and try again.
    4. Send you through the ceiling, out of the level for a second, and land you
           back in the room (almost, try again).
    5. Land you behind the pink holographic display arm, to the right of the shield
           (good).
    6. Send you through the ceiling and land you on top of a wall (good).
    
    If 5 happens, double jump to the top of the arm and jump to the top of one of
    the walls to your left (if you miss, you either fall through the level and have
    to start from the beginning, or you'll land back in the room, and you'll have to
    start from the beginning again).
    
    Once you're on top of a wall, have player two go through the hallway the leads
    to the shield (back towards the beginning of the level), and find the first red
    (locked) door (it should be on the left side, if you're heading towards the
    beginning). Have them now come back and bring back your vision of where you are.
    
    Walk along the top of the lights (carefully), until you reach a turn. Look for
    the red door that player two found in the last step. You'll probably have to
    jump across the hallway to get to it. Aim for the wall to the right of the door.
    Notice some small lines, really thin, across the ceiling. Jump to the middle of
    that (you should be able to stay on), then make another jump to the lights, to
    complete your travel across the hallway. Walk towards the red door and jump past
    it. Player 2 should kill themselves (or something, so he spawns with you on the
    other side of the door). You should be in the room with Keyes' blob.
    
    Once there, go through the next door and find a checkpoint to trigger. Head back
    to where Keyes was (you should come across a lot of frozen flood, feel free to
    shoot them a few times). You can now activate the cutscene and complete the
    level normally.
    
    ################################################################################
    ********************************************************************************
    
    [Getting the Banshees, The Maw]
    There are apparently two ways to do this:
    
    Method 1: Perform object-overload, so some enemies don't spawn. Head to where
    Foehammer picks you up, and park the Warthog under where one of the Banshees
    will fly over. Hop on top of the gun, and when the Banshee flies by, tap X.
    
    The Banshee pilot shouldn't have spawned due to o-o and you should be able to
    enter the Banshee.
    
    Here are direct links to two videos, from Frogblast. Very helpful, hopefully the
    site will never go down:
    http://yuan.ecom.cmu.edu/utfoo/movie/movies/maw_snag_s.mov
    http://yuan.ecom.cmu.edu/utfoo/movie/movies/maw_snag_s2.mov
    
    Here's Frogblast's HBO forum post about it:
    http://forums.bungie.org/halo/archive7.pl?read=195462
    
    ################################################################################
    ********************************************************************************
    
    [Make the jump, The Maw]
    Play through The Maw until you reach the point where Cortana tells you:
    
    "Up ahead there's a gap in the bridge. At top speed, we should be able to clear
    it."
    
    This is supposed to be where you drive your Warthog into a cavernous room and
    fall five stories before landing on a little island within the PoA. However, if
    you have one player stand back and fire a rocket behind the Warthog just as it
    goes over the edge, you can make it to the next platform.
    
    You'll need the player with the RL to stand off to the side, since the Warthog 
    has to be going full speed. The tricky part to it is just hitting the right spot
    at the right time. You'll find surviving the blast surprisingly easy, but you 
    want to place the rocket right behind the Warthog, and centered.
    
    Fire the rocket pretty much once they enter the big room, and hopefully you'll 
    make it. The only time I succeeded, the Warthog went forward and hit the barrels
    on the platform. After just a second or two, the fire on the other side (of the 
    barrels) killed my partner, so beware of that, too.
    
    Note that there's really nothing to do when you're there. The path is blocked by
    barrels, and if you manage to get you and the Warthog over the barrels and past
    the fire, the platform, you'll find, is pretty small, and the pathway on the
    other side of that gap is closed off.
    
                                      =============
                                      -Multiplayer-
                                      =============
    
    
    [Killed by The Guardians]
    If two players melee each other to death at the exact same time, sometimes it
    will say that "The Guardians" killed one of the players.
    
    ################################################################################
    ********************************************************************************
    
    [Getting the most out of powerups]
    Get rid of a powerup in someway (have somebody else take it, or blow it away
    with grenades). Have two players (maybe three, if you can fit them all) stand
    where the powerup was (this works for both overshields and active camouflage),
    so that they will both be touching it when it comes back. When it does, both
    players will get the powerup.
    
    ################################################################################
    ********************************************************************************
    
    [Shoot through walls]
    Find a wall that perpendicularly bisects the ground (the Blood Gulch bases are
    good for this), and park a Warthog next to it. If you get into the gunners seat,
    you can pivot the gun through the wall. You can shoot others, but they can't
    shoot you back. Also, certain angles allow you to see through the wall.
    
    ################################################################################
    ********************************************************************************
    
    [In walls]
    This works just about everywhere, but is best-used in multiplayer (splitscreen).
    This is a general description of how to get in walls, like getting into the
    ceiling of Blood Gulch.
    
    For Warthogs: Back it into a corner and have one player get in the gunner seat.
    Have another player get behind the gun, in the corner. Pivot the gun around to
    force the player into (or through) a wall.
    
    For Ghosts: Find a place with a somewhat short ceiling. Have one player jump
    onto the top of the Ghost, and then another player enters it. The Ghost should
    rise up and push the first player through the ceiling (but can also kill them).
    
    Also, this is extremely effective for Blood Gulch: Knock a Warthog on top of the
    base, then knock it into the hole (so it lands by the flag). Part it straight,
    almost in the center of the room. See the slanted walls on either side of the
    flag? The Warthog should be parallel to those.
    
    Once in position, jump on top of the Warthog and throw a plasma grenade about a
    foot or two away from it (on the other side). Quickly jump back down and press
    yourself against the slanted wall. The Warthog should flip over, and hopefully
    knock you into the wall. You can also have a second player drive the Warthog
    slowly into you to push you into the wall.
    
    Anyway, once inside it, you cannot be harmed by frags. You also can't be hurt by
    gunfire or plasma grenades unless they are direct hits on exposed parts (most
    commonly your legs, and this means that the plasma grenade would have to stick
    to you to harm you). You, however, can kill anyone in the room, except you can't
    throw grenades. A very nice defensive position for CtF. Make sure you have a
    shotgun when you get into position.
    
    ################################################################################
    ********************************************************************************
    
    [Stacking]
    Stack two players for co-op, or up to 16 players in multiplayer to get a good
    deal of extra height.
    
    ################################################################################
    ********************************************************************************
    
    [Jumping from great heights, not taking damage]
    This is most useful in Damnation, but can also be used in the Silent
    Cartographer pretty well, too. If you're up high and need to get down without
    taking damage/dying, find an overshield. If you land right on top of the
    overshield, you won't take any damage due to you being invincible while it's
    charging.
    
    ################################################################################
    ********************************************************************************
    
    [In vehicles (in, but not in)]
    As in, standing with part of your body through a vehicle. Go to Blood Gulch,
    with all vehicles. The trick involves parking a vehicle on top of a teleporter
    exit in such a way that it's over the exit, but not considered blocking the
    teleporter.
    
    For the Scorpion: Park the left front tread on top of the teleporter exit. If
    this doesn't work, make slight adjustments, but the main idea is having the
    tread over the exit.
    
    Another way of doing this: Park a Warthog next to the Scorpion, so that the
    passenger seat is a foot or two away from the part of the tank you'll be jumping
    into. Once positioned, hop in the passenger seat of the Warthog, then jump out
    again. You should land inside the Scorpion.
    
    You can also get a player inside the Scorpion's turret. Raise the turret to its
    max height/angle, and have the player stand under where it will come down onto
    (I suggest staying near the base of the turret). Now, lower the turret slowly,
    and the player should be pushed through it.
    
    For the Warthog: Park it so the either the driver or passenger's seat is
    directly above the teleporter exit. If this doesn't work, make sure the exit is
    directly under the seat.
    
    For the Ghost: I haven't found a way to be "in" the Ghost yet, but I have found
    that if one player is in the Ghost and parks it so that their Ghost is only
    about 1/3 of the way over the teleporter, the player coming through will die
    immediately.
    
    ################################################################################
    ********************************************************************************
    
    [Extreme height]
    Only applicable on Blood Gulch and Sidewinder, due to their being the only
    levels with vehicles. Anyway, make a gametype with all vehicles, 400% health,
    shields on (rockets only helps). You can also set it for oddball and set the
    trait with/without the ball as more damage resistant.
    
    Go into the game and hop in a Warthog. The best place to do it is Blood Gulch,
    at the base. But park the Warthog with its front against any flat surface. Get
    out and hop in the side seat with the RL out. Aim for the black box-like thingy
    right in front of you, or just under it. Throw a plasma grenade, then quickly a
    frag, then quickly aim a bit more downward and fire a rocket. If all goes well,
    you should be catapulted to an extreme height, sometimes twice the height of
    Blood Gulch's canyon walls.
    
    ################################################################################
    ********************************************************************************
    
    [Sunken Ghost, Blood Gulch]
    This is to get the Ghost you are in partially underground, pointing up into the
    air.
    
    I haven't been able to do this yet, but here are Smackdowner1's methods:
    
    "Method #1: Half-Underground
    Go to Blood Gulch and pilot the ghost inside one of the bases using the back
    entrance. Go right, and nudge the Ghost halfway between the walls leading to the
    flag room. Now strafe left and right until the ghost jams itself inside the
    base's wall. Exit the ghost and melee the side of the vehicle. After a few shots
    the Ghost will be slanted, with the tail underground. Enter the ghost and you'll
    be driving while looking up at the sky.. You can carefully pilot the ghost out
    of the base to get a better view of your sunken ghost. Exiting the vehicle
    causes the Ghost to return to normal.
    
    "Method #2 Inside The Base's Ceiling
    Use the Rocket method to jam the ghost inside one of the teleporters (This is
    referring to the second method of getting the Ghost in the teleporter). Flip the
    ghost and melee the right side until it sinks through the ceiling. You can now
    enter the vehicle and drive around on top of the base. Be careful. Watch out for
    the giant hole in the center of the base."
    
    ################################################################################
    ********************************************************************************
    
    [Warthog, Scorpion on top of Blood Gulch]
    Warthog: You need two players. Head to the place next to the caves where you can
    get on top of the level (listed below). Take a Warthog there. Park it anywhere
    from ten to twenty feet from the cliff wall, and on as flat of ground as you can
    get.
    
    Have both players aim for under the Warthog, but near its back, then they should
    both throw a plasma grenade, then a frag, and fire a rocket. This should cause
    the Warthog to launch upward and hopefully land on top of the level.
    
    And remember, adding more players always makes this easier.
    
    Scorpion: Go to the same place, or somewhere else with low walls and level
    ground. You may want to park the Scorpion an extra ten or fifteen feet out from
    the cliff wall. Now, you need, as many players as you can get. Two won't cut it
    here. You could try three, but you need every player you can find. Anyways, with
    your crew assembled and the tank parked in a good spot, have all players plasma,
    frag and rocket the ground under it. I've never gotten the Scorpion on top of
    the level, but it's definitely possible.
    
    ################################################################################
    ********************************************************************************
    
    [On top of Blood Gulch (six ways)]
    There are a few ways to do this, but first, links:
    http://halo.ibonk.com/index/tricks/display/16
    http://halosm.bungie.org/tipsntricks/display.html?collection=geeoff.evenhigher
    http://halosm.bungie.org/tipsntricks/display.html?collection=beenmawed.darktower
    http://halosm.bungie.org/tipsntricks/display.html?collection=amechwarrior.blood
    gulch
    
    http://1337guide.com/movies/comp_toxicity.wmv (Warning: This is a 38mb movie)
    
    1. Take a ghost to the boulder next to the cave entrance, near the red base.
    Near there will be a small slope leading to the canyon wall. The slope is
    partially in the light, partially in covered in shadow. Get a bit of speed, and
    back to ghost up the shady section of the slope, so it ends up standing almost
    on-end _on_ the canyon wall. Now, take another ghost, get a good amount of
    speed, head toward the ghost and before you hit it hold A. You should fly about
    halfway up the canyon wall, and be able to drive up the rest of the way.
    
    2. At this same area, you can exit a strafing ghost and jump up to the top. See
    "Jumping high with a ghost".
    
    3. Same place. Park the Ghost about a foot in front of the shadowy area. Throw a
    plasma grenade about two feet up the cliff side. Hop in the ghost, drive forward
    and hold A. The grenade should have bounced down, and its explosion should give
    you enough of a boost to knock you about halfway up the wall. If you're not
    going anywhere, strafe to the right. You should be able to drive up the rest of
    the way.
    
    4. Go to red base with a ghost. There's a small area on the left side behind the
    base with a rather steep hill in it. Head over there. On the left side of this
    little, or rather, big...indent, or circular area, or whatever. Position your
    ghost so you're facing the wall and are almost touching it (but not quite
    touching it). Holding A the entire time, drive up the cliff wall. You wanted to
    be far enough away from the wall to get some speed and close enough so that, on
    first impact, you didn't lose all your speed from a crash. If you get the right
    position, you should be able to just drive on up.
    
    5. At this same area, you can also exit a strafing ghost and jump to the top.
    See "Jumping high with a ghost".
    
    6. Description courtesy of The Eternal Soldier:
    "1. Get to Sniper's Rock in a Ghost.
    2. Stay in the Ghost as you reach the little noch created by the rock.
    3. Point the Ghost "forward," away from the rock, and start going forward, and
    a little to the left.
    
    Voila! If you can get up to the Rock itself, this part is pretty easy to get
    waaay up in the sky. If you manage to do this in a multiplayer match...
    cograts, you may now have as many kills as you have Sniper bullets. Unless an
    enemy is looking in your direction when you fire the SR, it is nearly
    impossible for them to find you."
    
    ################################################################################
    ********************************************************************************
    
    [Sniper Rock, Blood Gulch (three ways)]
    Also called Sniper Tower, Blood Gulch Tower, the Blood Gulch sniper spot, and
    many other variations, but they all mean the same place.
    
    I have three descriptions for the main method right now: a simple explanation,
    detailed explanation, and an explanation from gmims44. I also have two alternate
    methods and several links.
    
    Links first:
    http://halosn.bungie.org/tipsntricks/display.html?collection=frogblast.bloodgulc
    h
    http://halosn.bungie.org/tipsntricks/display.html?collection=cal.tower
    http://halosn.bungie.org/tipsntricks/display.html?collection=terrordc.topoftower
    http://www.bloodgulch.com/pages/5/index.htm
    http://halo.ibonk.com/index/tricks/display/16
    http://halo.ibonk.com/index/tricks/display/48
    http://1337guide.com/images/weekly/sow11.jpg
    
    Juggalo420 also has a video that is a compilation of all his Blood Gulch tricks
    that shows how to get to Sniper Rock. His videos are hosted mainly on
    1337guide.com.
    
    
    Simple explanation:
    In Blood Gulch, look for a large, almost pillar-like rock protruding from the
    mountain that looks pretty out of place. Take a ghost there, and find a ramp
    nearby. Drive up to the end of the ramp and hold A to try to get on top of the
    slanted area at the end and to the right of the ramp. If you get on to there,
    head straight up and hold A again to get as high as you can. Once you think
    you're at your peak, strafe to the right and you should land on a small rock
    that's just a foot or two away from Sniper Rock.
    
    ***Note:
    At the part on the first ramp, where first you try to maneuver the Ghost onto
    the cliff wall, I've found recently that not holding A, and just making a quick
    and smooth turn works well.
    
    Detailed explanation:
    Sniper Rock, also called Sniper Tower, is the vertical rock protruding from the
    cliff wall. As the cliff wall recedes back a bit (it is somewhat sloped), but
    the rock that marks sniper tower goes straight up. It's nearer to blue base, and
    looks somewhat out of place.
    
    Take a ghost and head fifteen to twenty-five feet to the left of the sniper
    tower rock. You should see a short ramp that runs along the cliff wall. It's
    made of rock, and reaches a height of about eight feet and is about ten feet
    horizontally. The ramp is also somewhat shadowed; it's not as bright as the
    cliff wall. Also, the ramp is just to the right of a very long sloped part of
    the wall, that is very well lit and looks very smooth (made of rock, but not
    jagged).
    
    Once you find the ramp, memorize its location. Take the ghost there and drive up
    the ramp.
    
    Right in front of the top of the ramp is the cliff wall. It is very sloped, but
    at a point just higher than the top of the ramp, it because slightly less
    sloped. Staying about as far to the left of the ramp as you can get, pick up a
    moderate amount of speed (accelerating as quickly as you can from about 3/4 of
    the way up the ramp will get you about this speed by the time you reach the top
    of the ramp). Right before you reach the top of the ramp, hold A to pick up the
    nose of your ghost, and quickly turn to the right. You want the ghost to land as
    far right as it can get on the long, sloped part of the wall at the top of the
    ramp.
    
    Remember how the wall in front of the top of the ramp becomes less steep at
    a certain point? You want to land the ghost on this area, on it's right side.
    This is the hardest part of the trick, and it may take you what seems like
    countless tries, but if you finally get there, great.
    
    The next step is to look up the cliff, towards the top. When this long sloped
    surface ends, there will be a somewhat vertical wall that you can't get past.
    But to the right of that will be a somewhat sloped area, whose back goes a bit
    farther back and a bit higher than the top of your current sloped rock. Go full
    speed and head for the rock that's farther back and slightly on a slope. Before
    you get off your current, will lit slope, hold A to lift the ghost again and go
    a bit further. Go up as high as you can, until you can't go any higher. You may
    start to slide back down.
    
    This is, more or less, the crucial part. Strafe (head sideways) to the right.
    You'll lose some height on the way across, but if you're lucky, you'll land on
    the a small, flat rock. Here you can safely exit the ghost and take about three
    steps up and to the right to be on Sniper Tower.
    
    Here's another description, courtesy of gmims44:
    "To find sniper rock, go to the middle of the level and look toward the blue
    base. Now look up and to the left. That tower of rock that you see is what's
    known as "Sniper Rock." Behind it there is an area where you can stand and walk
    around a bit and, of course, snipe.
    
    There's more than one way to get up there, but the simplest involves just one
    player, a ghost, and no explosives. To begin, get in a ghost and drive it to the
    wall directly underneath sniper rock. Now turn and look to your left and you
    should see a short length of canyon wall that you can drive or walk up (the top
    of this ramp, by the way, is a pretty decent sniper spot itself in a CTF game).
    
    The hardest part of this trick is getting the ghost past this ramp. Drive the
    ghost to the top of the ramp, hold A, and try and turn up the hill all at the
    same time. Like I said, this is pretty hard. You might want to change your
    button settings to "Jumpy" for this trick so you can just hold down the left
    trigger instead of the A button. Try to get the right wing of the ghost as close
    to the wall without clipping it as possible. If you're too far to the left or
    have too much speed, you're just going to fall down the hill.
    
    Once you've gotten past this part, keep holding A and drive up the hill. At the
    top you can see that it's going to become too steep to drive up, so you need to
    aim your ghost to the right of the steep part where it's a little flatter.
    Hopefully you will have gained a little speed from the trip up the wall, so use
    it to get as far up this part of the hill as possible and begin strafing right,
    still holding A.
    
    You've already made it as high as sniper rock, so just keep strafing right and
    holding A. If you didn't make it far enough up the hill, or if you ever slow way
    down on this part of the hill, you're going to fall. If you are able to strafe
    for most of the way, you can now turn your ghost towards the tower and look for
    a landing place, but keep moving! I usually land the ghost right behind the
    tower on a little ridge of rock, but anywhere on the far side of the tower is
    also a safe place to land. Congratulations! You've made it to Sniper Rock."
    
    
    Alternate method 1:
    Refer to the trick "Extreme height." Requires 400% health, but practice this
    trick a bit, then take a Warthog to the ground directly under Sniper Rock. Get
    in the passenger seat and perform that trick. It's actually possible to go too
    high, and be killed when you land. Otherwise, try landing on the top the actual
    Sniper Rock rock, and if you want to drop down, wait for your shield to recharge
    and just walk off.
    
    Alternate method 2:
    I haven't performed this yet, nor really even tried, but it's worth a shot.
    Description courtesy of The Eternal Soldier.
    "If you have tanks enabled-and it's likely you do if you have Ghosts-then you
    can use the Plasma Grenade->Frag->Rocket method to turn one [tank] over
    underneath Sniper Rock, you can jump on it and flip it to have it catapult you
    up there. You can't get on top of the level like this, but it is a rather
    simple method of getting on Sniper's Rock itself."
    
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    [Sniper rifle, Blood Gulch]
    To get the sniper rifle without being on top of the base:
    Stand under where the sniper rifle is. Double jump, and at the top of the jump,
    hold X. You can also pick up ammo that way, just crouch-jump.
    
    ################################################################################
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    [Warthog Door, Blood Gulch]
    This trick is to get a Warthog on top of a Blood Gulch base to hang over the
    base's entrance. Flipping it sends the front up for a second, allowing you to
    walk through it, before it falls back down again. It's like a door.
    
    Use a plasma and a frag (and a rocket, but that's not required) to get the
    Warthog on top of the base.
    
    Head to the back entrance, so you're above the entrance, near the tank. There
    should be two pieces of concrete just close enough together so that you can't
    drive the Warthog between them. Line the Warthog up with them, and drive
    forward. Keep driving forward, and one wheel should slip past over the edge, and
    now the Warthog is a bit crooked.
    
    Now, keep driving forward and a few seconds later the other front wheel should
    push through and be hanging over the edge.
    
    Get out, and head to the back of the Warthog. Melee it a few times, and it
    should hang over the back entrance of the base.
    
    Also, if you flip it, for the first few times you flip it, it will go
    horizontal, then vertical again. During the second or two that it's horizontal,
    you can hop in any seat you want. When it returns to its hanging position, you
    won't fall out.
    
    ################################################################################
    ********************************************************************************
    
    [Vehicles on the Blood Gulch bases]
    Ghosts: When you're heading towards a base, go to the right side. They'll be a
    ramp leading up. This ramp is slightly larger than the one on the other side.
    Line it up, and go full speed at the ramp and you should just barely squeeze
    through it.
    
    Also, for the blue base, there is a hill on the left side of it (if
    you're facing the base) with a green strip of grass in its center. Find where
    this strip of grass becomes much larger, and to this point, take your Ghost.
    Line it up, drive towards the base, and hold A. You should make it up.
    
    For the red base, there's a small hill about fifteen feet in front of and
    slightly to the right of the base (if you're facing the base). You can use this
    hill to ramp on top, also.
    
    You can also park the Ghost about fifteen feet in front of a base. Throw a
    plasma grenade 3/4s of the way to the base, hop in the Ghost, drive forward and
    hold A. The explosion should knock the Ghost up a few feet, enough to reach the
    top of the base.
    
    Warthogs: Use explosives, or other Warthogs or Scorpions as ramps. Park a
    Warthog a few feet in front of the base, and use a plasma grenade and a frag (a
    rocket is optional).
    
    This way is kind of wasteful, but when you're looking at blue base, look for a
    hill about twenty or thirty feet in front of it, near the shadowy part. Park the
    Warthog on the apex of the hill and walk behind it. A plasma, frag, rocket combo
    should land the Warthog perfectly either on top of or inside the base.
    
    Scorpions: Back a Warthog um against the base. Then, line up the Scorpion and go
    full speed at it. If everything goes as planned, you should be able to get the
    tank on top of the base.
    
    If you have two or more players, you can try plasma, frag, rocketing the
    Scorpion.
    
    ################################################################################
    ********************************************************************************
    
    [In the ceiling, Blood Gulch]
    1. Go to Blood Gulch. Bring a Warthog into either base. Turn the first corner,
    so its up against the wall (make sure you have a sniper rifle).
    
    2. Get out and head to the front of the Warthog. Jump on top and walk towards
    the gun as far as you can, then look towards the outside wall.
    
    3. Have another player melee the back of the Warthog one to three times, until
    the first player is looking through the base and has a viewing area made up
    mainly of a tan, textureless area.
    
    4. When a player is in front of the base, the first player will be able to see
    through the base and shoot them with some weapons, like the pistol and SR. That
    player cannot be killed by grenades or bullets fired to the outside of the base.
    
    Or, you can skip step four, and change step three. While standing on top of the
    Warthog, look towards the front. Aim slightly in front (as in, don't aim
    directly at) the Warthog. Melee there a few times and you should get the same
    result.
    
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    ********************************************************************************
    
    [Long flag throw, Blood Gulch]
    Go into Blood Gulch playing Capture the Flag. Grab the enemy's flag and head
    over to the well lit pathway with a pistol on it. The pathway is closest to the
    red base, so I'll tell you how to do it from there. Go to the left side of the
    canyon to find the path. Walk up it until just before you get the pistol. Use
    the right trigger (the shooting button) to throw the flag diagonally off the
    path. If you threw it off at the right place, it will start to slide down the
    rock very slowly, then, when it hits the bottom will catapult off. It should go
    somewhere from about 50 feet to half the length of the canyon (half the length,
    measuring long-ways).
    
    This also works on the first ramp used for getting to Sniper Rock.
    
    One other place this works: Behind and to the right of blue base, there is a
    very dark area. On the back wall, on the right corner, there is a slope you can
    walk up a ways (about five feet). A foot or two to the left of here is another
    place for the long flag throw. From ground level, jump forward and throw the
    flag up the cliff wall there, and it should have the same effect as the other
    places.
    
    And I think this trick also works with weapons, and possibly oddballs, but I
    don't see how it would really matter with them.
    
    
    An update here: It works with overshields and active camo, too. A good way to do
    this:
    
    (With overshields and active camo now being called, simply, `powerups')
    
    Go to the hallway in Sidewinder where the powerups are. Throw a grenade behind
    the middle slat, so both powerups are out from under the barrier. Now, throw a
    grenade between them. The explosion should send them into opposite walls, where
    they'll be mostly pushed into the wall. They'll start to fall slowly, and, upon
    reaching the floor, will jump, sometimes hitting the opposite wall.
    
    ################################################################################
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    [Ghost in the teleporter, Blood Gulch (Two ways)]
    Method 1: Go to Blood Gulch, and get a ghost on top of either base. Make sure
    the teleporter is to your right. Line it up so that, if you strafed to the
    right, you're body would end up inside the green part of the teleporter, and the
    rest of the ghost would be outside. Once you have this position, strafe into the
    teleporter. You should clip it pretty badly, and be part way in, part way out.
    Turn it to the right so it's facing the front of the base. The teleporter now
    acts as a large and powerful shield for you, while you have a fairly large range
    of fire with the ghost. To get out, move the ghost to the left of the
    teleporter, then strafe to the right and exit. To get the ghost out of the
    teleporter, move it to the left and keep turning it every which way, and
    eventually you should have it out.
    
    Method 2: Get a Ghost on top of the base. Park it in front of the teleporter, so
    the nose is in the center and as far into the teleporter as you can get it. Get
    out, and jump across the hole. Take out a rocket launcher, and, aiming at either
    the concrete just before the Ghost, or the bottom part of the Ghost, fire. The
    rocket should blast the Ghost into the air, flipping, and it will most probably
    land upside down inside the teleporter.
    
    ################################################################################
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    [Broken teleporter, Sidewinder]
    Go to Sidewinder. Take a Warthog to the first place that the red base teleports
    to (the one with the bridge). Drive it up there and to the teleporter door (the
    one you go through).
    
    Get some speed and line it up, and jam the Warthog right into the teleporter.
    keep going for a few seconds and get out. You want to the warthog's front wheels
    to be about two inches (try to imagine what two inches would look like in the
    game) from the teleporter, the wheels should be at each side of it. The back
    wheels should be resting on the solid grey/light brown tile in the center of the
    room, but the front half of the wheel will be in back of it. Look at the ground
    in front of the teleporter. There are two lines in front of it that can be used
    as markers. The front wheels should be over but not resting on the almost-
    rectangular shape.
    
    When the player comes through, they have to keep moving forward and they'll come
    out of the mountain. It takes a bit of trial and error; some positions quite
    close to being right can cause the player to fall through the level to their
    death. And make sure the Warthog is as close to being in the teleporter as you
    can, but still lined up with it.
    
    This also works at the other side of the teleporter (the one near blue base). Go
    to that one's door and park a Warthog as close as you can get to the teleporter.
    When the player comes through from the teleporter by the bridge, they'll come
    out of the mountain.
    
    ################################################################################
    ********************************************************************************
    
    [Through the bars in Sidewinder (Three ways)]
    You know those bars next to the active camo and overshield in Sidewinder? This
    is how to get through those bars.
    
    Method 1: Take a ghost there, and line it up so that MC is lined up between the
    bars and to the left of them (so the bars are to your right). Strafe to the
    right and exit so the ghost pushes you through the bars.
    
    Method 2: Bring a Warthog or a Scorpion (I haven't tested the Scorpion, but it
    apparently works. Not practical, but if you really want to...) to the same
    place. Have one player stand between two of the bars, and the other drives the
    selected vehicle very slowly (tapping the D-Pad about three times a second is
    good) towards the waiting player. The player should be pushed by the vehicle
    through the bars.
    
    If you prefer, you can also park the Warthog right in front of the player and
    melee the back of it, if you don't want to drive the Warthog into them. Both
    ways work.
    
    Method 3: Bring a Warthog to the same place. Part it long-ways next to the bars,
    but a foot or two in front of them. Stand on the gun and throw a grenade on the
    side opposite of the bars. Back up, pick up the overshield and stand between two
    of the bars (This can easily be accomplished in one move). The grenade should
    knock the Warthog into you, pushing you through the bars, while the charging
    overshield prevents you from taking any damage.
    
    This also works with the Ghost. Just have the flipping Ghost knock you between
    the bars.
    
    Method 4: Drive a Warthog at a pretty good speed towards the bars, but about
    five feet before impact, make a sharp turn. Exit the Warthog while continuing
    turning, and the Warthog should tailwhip you through the bars.
    
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    [On top of Sidewinder (nine ways)]
    There are several ways to do this.
    
    Links:
    http://halo.ibonk.com/index/tricks/display/41
    http://halosm.bungie.org/tipsntricks/display.html?collection=bonk.outofsidewinde
    r
    http://halosm.bungie.org/tipsntricks/display.html?collection=phearx.rocketjump
    
    1. From the blue base, drive the tank forward and to the right a ways, then up
    the ramp to the place with the rocket launcher (if you don't know where I'm
    talking about, go through the blue base's teleporter. That's it.) Once you're up
    there, you can either go right or straight and right again. Go to the first
    right and back the tank up that wall. It should go one third or half the way up.
    Now, go get a ghost, get some speed, hold A and ramp off the tank. You should
    land on top of the level.
    
    2. Go to that same place, but instead of taking the first right, head to the
    next cave. You do not need a tank for this, only a ghost. Back the ghost up to
    the edge of the cliff, and strafe toward the mountain to the right of this cave.
    About a second before you hit, exit the ghost and immediately jump. This may
    take a bit of practice, but it's a much easier way of doing it. This can also be
    done at both of the half-circle areas at the top of the hill by the bridge.
    
    3. Generally the same place as before. Bring a Warthog this time. Do the single
    player method of "jumping high with a warthog". If you're decent at doing this,
    it shouldn't be too hard to get up. As an added bonus, if you have a rocket
    launcher and a few grenades, you can then blow the Warthog up to you.
    
    3. Go to through the blue base teleporter and to the other side of the thingy,
    to where the other teleporter is. Jump on to there, and have another player jump
    up with you. Stand on the other player's head. Throw a plasma grenade on their
    head, and a second before it explodes, jump towards the top of the cliff.
    
    4. Go to the red base, to the second floor. Facing outside, head to the left
    side of the ledge. Look towards the cliff wall (to the left of the base) and
    look up. Jump once and try to see a small ledge a few feet up. Throw a plasma
    grenade at your feet, time it, and just before it explodes, jump towards the
    small ledge and crouch. You should land on top, and from there it's just a small
    jump to the top of the level.
    
    5. With 400% health, go to either the red base, or any doorway structure that
    you can walk on top of. Using a plasma grenade+rocket jump, get on top of the
    door way (for the red base, go to the second floor to do this). Now, to get to
    the top, throw a plasma grenade, then a frag, then jump and fire the rocket.
    
    6. With 400% health, go to any place somewhat high (near where any of the
    teleporters are, or any place of about that height. For the bases, go to the
    second floor, and, facing outward, head to the left side of the ledge). Back up
    against the cliff wall and aim a rocket launcher at your feet. Throw a plasma
    grenade, then a frag. Wait about a quarter of a second, then jump and fire a
    rocket at the grenades. You should land with ease on top of the level.
    
    7. Grab a rocket launcher and head to the overshield that's outside. It should
    be on a small, one foot tall hill, which is surrounded by ice. Stand in the
    middle of the ice in front of the overshield. Aim at the overshield, then look
    directly up. Throw a plasma grenade, then jump next to the overshield.
    
    Right when the grenade lands (it should be somewhere within two feet of you),
    throw another plasma grenade at your feet, followed by a frag. Grab the
    overshield, start running forward, and fire a rocket at your feet as quickly as
    you can. The combined explosions (hopefully simultaneous), should send you high
    enough to land on top of the level.
    
    8. This one's stretching it, but take a tank to any of the teleporters, and have
    a second player get in and raise the turret towards the top of the map. Hop on
    the tank and walk to the end of the turret. Have the other player slowly raise
    the turret upwards. Adjust yourself constantly so you don't fall off. When you
    get to about the max height, throw a plasma grenade on the turret, wait a few
    seconds, and jump towards the top of the map.
    
    9. Refer to the trick "Broken Teleporter, Sidewinder." According to a video,
    this idea can be used to land a player on top of the level. In the video, (Ms.
    Man's "MC's Playtime"), it shows the Warthog being parked backwards against the
    teleporter. I haven't gotten it to work yet, but I'd say it's possible, from the
    video.
    
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    [Ghost, Warthog in second floor of base, Sidewinder]
    Ghost: Park a tank in front of the base. Get some speed in the ghost and ramp
    off the tank. Right before you hit the tank, hold A.
    
    Warthog: Park the Warthog about where the tank sits; about fifteen or twenty
    feet in front of the base. Throw a plasma grenade, then a frag, and fire a
    rocket at the ground near the back of the Warthog. The blast should be
    sufficient to send the Warthog flying into the canopy of the base.
    
    ################################################################################
    ********************************************************************************
    
    [Warthog, Scorpion on top of Sidewinder]
    Warthog: Go to any of the elevated areas (they're connected by teleporters, and
    each have a rocket launcher). Park a Warthog seven to ten feet (or more) in
    front of a wall. Aim for the ground under the back of the Warthog. Throw a
    plasma grenade, the a frag, and fire a rocket as quickly as you can. It should
    easily make it to the top of the level.
    
    Scorpion: You need at least two players. Take a tank and drive it up the ramp to
    the first area that the blue teleporter leads to. Park it a good eight, about,
    from the cliff wall. Now, have both players stand on the edge of the area (near
    the rocket launcher).
    
    If you only have two players, you'll want to add an extra plasma grenade to the
    plasma, frag, rocket combo. Do this by standing about fifteen feet from the
    Scorpion, looking straight up and throwing a plasma grenade. Once you have both
    players positioned so their plasmas, when looking straight up, can land
    relatively under the tank, get ready to do the trick.
    
    Throw your plasma grenades, then run about halfway to the Scorpion and look up.
    Watch for your grenades. You now want to plasma, frag, rocket the Scorpion. Time
    your plasma grenade, though, so that it lands under the tank right as the other
    two plasma grenades land.
    
    If you coordinate it all perfectly, or have more than two players, you should be
    able to get the tank on top of the level.
    
    ################################################################################
    ********************************************************************************
    
    [Behind the ladder, Sidewinder]
    This trick will land you behind one of the ladders inside one of the bases.
    Which ladder, which base, is up to you.
    
    Bring a rocket launcher and infinite grenades (unless you're really good at
    this) to either base. Blow the Warthog into the canopy of the base. If you need
    help doing this, refer to the trick:
    "Ghost, Warthog in second floor of base, Sidewinder"
    
    Once it's there, park it near the back of the base. Not quite against the wall;
    just before the last light thingy in the ceiling. Stand on the Warthog, as close
    to the gun as possible. Aim slightly in front of the Warthog and melee. It
    should move the Warthog slightly forward. Keep meleeing until either:
    
    1. You're killed by the vehicle, in which case you should reposition the Warthog
    and try again.
    
    2. You get pushed off the Warthog, in which case you should hop back on and keep
    meleeing.
    
    3. You get pushed into the ceiling, which is what you want.
    
    Once you're in the ceiling, jump onto the light, so the Warthog can be moved
    without you falling down (it helps to have another player up there with you, as
    your eyes/spotter. Now, choose the ladder you want to jump behind.
    
    You have two choices for how to get to the ladder:
    1. One giant leap.
    2. A couple smaller, safer leaps.
    
    The first one requires that you get a running start, and jump onto the wall next
    to the ladder. The second requires another player stand between you and the
    ladder, for you to jump onto, then onto the wall. The advantage of the first
    method is that it can be quicker, the advantage of the second being that you
    have a better chance of surviving.
    
    Nonetheless, once you're close enough to the ladder, make a high jump that just
    barely crosses the ladder. As soon as you start descending, move quickly towards
    the ladder and pray MC takes hold of it.
    
    If you could perfect this trick and use it in actual gameplay, it would make a
    great, albeit cheap, defensive position.
    
    ################################################################################
    ********************************************************************************
    
    [On pillar in Chill Out]
    Go to Chill Out, and head to the blue base, or the place with the foggy floor,
    two small platforms, a health pack and a shotgun. There's also a rather large
    pillar-like thing (though not circular) in it. Make sure you have a rocket
    launcher, plasma grenade, and frag grenade. Grab the overshield and go to the
    platform with the shotgun. Face so you are looking at the nearest wall. Go to
    the right corner of this, nearest the wall. Throw onto the ground (not on the
    platform) a plasma and a frag grenade. Now, jump and fire a rocket at you're
    feet (but still off the platform). As you're doing this, be moving toward the
    pillar. You should land on top of the pillar.
    
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    [Hidden room in Chill Out]
    *Note: I'm still trying to perform this trick. My description is based on how
    far I've gotten before, and the videos I've seen on how to complete it.*
    
    This will get you into that small room behind the glass in the back of
    red base (the base with the sniper rifle).
    
    My description:
    You need two players. Designate one as p1, the other as p2. p1 grabs the sniper
    rifle and heads to the room with the telepad. Jump on the telepad, and you'll
    notice that it forms a triangle, with each point being some elaborate thing-a-
    ma-jigger. Face the point that's nearest to the ramp and look straight down.
    
    Zoom in with the SR, 2x. Look at the part with the upside down U. It kind of
    makes a shape like:
    
          _________
         |         |
         |   ____  |
        /   ||  ||  \
        \   ||  ||  /
         \  ||  || /
          \_||__||/
    
    Yeah, it's a bad ASCII drawing, but I hope you get the idea. You should notice
    three different shades of brown/tan: one is the lightest, and covers the top
    section, one is slightly darker, and covers the area around the lower section of
    the upside down U, and the third is under all the rest.
    
    What you want is the "slightly darker" section that covers the bottom part of
    the U. Notice how it's divided into three distinct sections: a left triangle, a
    middle rectangle, and a right triangle.
    
    Zoom in 10x on the right triangle. You'll notice the triangle is bordered by a
    darker brown section. Never go past the darker brown border. You can go on it,
    but never past it.
    
    Now, the guess and check part. Choose somewhere within the triangle to look. I
    recommend trying, first, the lower section of it. Have p2 head to the room below
    the broken bridge. There's a teleporter there, the teleporter that leads to the
    telepad p1 is standing on.
    
    p2 needs to walk into the teleporter, but immediately after entering, stand
    still. Don't continue walking forward. p1, about to be telefragged, should now
    jump. One of four things will happen:
    
    1. p2 will teleport, and will be standing under p1. In this case, repeat the
    above steps, but this time aim for a completely different section of the right
    triangle.
    
    2. p2 will teleport into a funky blue area, but will fall through the level to
    their death. In this case, p1 should change, just slightly, where he's looking.
    
    3. p2 will teleport into the funky blue area, but will fall back into the level,
    either dying from the fall or losing a considerable amount of health. For this,
    p1 should change his look very slightly, as you almost have it.
    
    4. p2 will teleport into the funky blue area, will fall a little bit, and land
    on a platform a good five feet above where p1 is standing. This is what you
    want.
    
    Once you get onto the little platform, stand still. Both players shouldn't move
    at all just yet.
    
    p2 should turn on his flashlight and look behind and to the left of him and
    notice a rather large walkway. At certain angles it'll disappear, but it'll
    always be there. Jump towards it. If you land, and don't fall to your death,
    have p1 walk up the ramp, to the teleporter room. p2 should now be able to see
    where they're standing.
    
    p2 should walk along the short pathway, as close as they can get to p1. There
    will be a really small wall in the way, at the end. Back up a foot or two from
    that. Strafe slowly from left to right. You should be able to make out an
    extremely thing wall type thing that cuts down through the center of the room.
    
    Very, very carefully, get a running start and try to leap onto the wall. You
    want to land as close to the opposite wall as possible. The farther you land
    from it, the more you have to walk along that small pathway.
    
    There is a corner right in front of you. Walk up to it, slowly, until you reach
    a point where you think you can jump onto the top of the corner. Make the jump
    and pray.
    
    If at any time you fall down, you have to restart almost the entire trick. Take
    note, though, that the position p1 was standing on the telepad will always work
    _until_ you quit the game. Every time you load Chill Out, the position will be
    slightly different.
    
    Back to the current step. You're on the corner of the wall. Look towards the
    sniper rifle. To the right of that is a small, long wall. Behind that is a much
    larger wall. Tricky step! You need to aim for the large wall, jump, and land on
    it. I can't really give you many tips for that, except that it might be best to
    not go far enough than to go too far.
    
    Anyway, once you're up there, look towards the glass room. Have p1 come into the
    room and look straight up to see a textured blue thing on the ceiling. You might
    not be able to see it, but you want to jump towards and land on the _edge_ of
    that. As you're jumping, you'll probably see the center section disappear. The
    border is the only part you can land on. If you succeed, then get a running
    start and make a big leap for the secret room.
    
    Congratulate yourself on making it and have fun or something. Do something to
    commemorate the experience.
    
    Here's Juggertrout's description:
    
    "1. Get the SR and stand on the telepad in the camo room. Point directly down
    and towards the prong which points towards the SR. Have it so that your aimer is
    about on the right of the semi oval and on the line (bottom right corner of the
    semi oval).
    
    2. Have player 2 teleport, before you die jump and player 2 should hopefully end
    up falling through the floor. If he doesn't then just shift a tiny bit to the
    left or right but stay in that general area. Eventually the teleporting player
    will fall through the floor.
    
    3. Now put your SR on 10x and move to right a bit. You should notice a
    triangular shape and also that there is a line which separates a light bit from
    a dark bit. Position yourself in between this line and the point (maybe leaning
    a bit more towards the point). Now have player 2 teleport. If you're lucky he
    should appear standing on the wall, if not just shift around a bit and he will
    eventually warp on top of the wall.
    
    4. DONT MOVE! Have player 1 walk to about in front of the other teleporter (not
    the one you used). This should make a path where the player must very carefully
    walk on top of the walls without falling in towards the hidden room. He can then
    drop in and there you have it.
    
    5. Remember this takes a lot of tries and walking on top of the walls is tricky.
    Have fun."
    
    ################################################################################
    ********************************************************************************
    
    [On beam, Chill Out]
    Go to Chill Out and head to the room with a teleporter, a slope with a railing,
    and, a health pack, and two pink beams above the teleporter. Stand on the
    railing and jump on top of the teleporter. Go to the right side, and line it up
    so you're just barely in front of the pink beam. Look in the opposite direction
    of the beam, and at the floor. Throw a grenade at your feet, and just before it
    explodes, jump, crouch, and hold back. You should land on the beam.
    
    An alternate way to get on top of the teleporter is to perform the trick "In
    that one small window, Chill Out." From inside the window, get as close as you
    can to the teleporter, then make a "running" jump towards it. This can help
    preserve some of your health for the final jump.
    
    ################################################################################
    ********************************************************************************
    
    [In that one small window, Chill Out]
    This trick, and its descriptions, are courtesy of gmims44:
    This is how to get in "the small window in the room with the sniper rifle, the
    health pack, and the teleporter that takes you to the shotgun room. If you get
    through it you land at the end of the hall beside the teleporter that takes you
    to the big room."
    
    And how to do it:
    "... but the way I've gotten through is to jump early as I run towards the wall
    and crouch after the height of my jump just as I get to the window. You can
    also crouch-walk around in the window."
    
    ################################################################################
    ********************************************************************************
    
    [Top of Damnation (four ways)]
    Method 1:
    This one is pretty difficult, but can be done with 100% health, shields on. Grab
    the overshield, then hurry back to the blue base area and through the
    teleporter. Walk along the ledge to the end, then jump down one level. Walk onto
    the pipe to your right, go to the wall, and turn around. Throw a plasma grenade
    at your feet, then a frag. After you throw the frag, jump and hold back (the
    direction, not the back button). You should land one level up, hopefully with
    three bars of health left. Jump over the next pipe (jump+crouch if you need to),
    and head to the wall that slopes downward. Go to the corner of this wall and the
    invisible wall, then through a plasma grenade at your feet. Time it so that when
    you jump, it'll explode at your peak height (the plasma grenade has about a
    three second fuse). If you're still alive, and made it up that last step, you
    are now at the top of Damnation, or at least have access to the top without
    using explosives or jumps.
    
    Method 2:
    Head to the same pipe in the previous method (the pipe that overlooks the small
    room that has a sniper rifle, health pack, and something dripping from the
    wall). Have one player stand against the wall, and another player jump on top of
    them. The player on top should throw a plasma grenade on to the other player's
    head, time it, and just before it explodes, jump towards the top of the wall.
    You should land on top of it. Turn to your left and there should be a pipe
    blocking your way. Double jump over it (with a running start) and head to the
    corner made by a slanted wall and an invisible wall. Throw a plasma grenade at
    your feet, time it, and just before it explodes, jump and hold back and you
    should land on top of that wall, and you now have access to the top of the
    level.
    
    Method 3:
    Using the teleporters:
    Have one player (called p1) stand at the higher portal, and another player
    (called p2) come in through the lower one. p1 gets out of the teleporter and
    lets p2 warp through. p1 then goes back through to the lower portal. p2 should
    look straight down and zoom in. They should now jump and tap forward very
    lightly, so they move forward just a bit. Then, have them jump again and this
    time move slightly to the right.
    
    When p1 comes through the teleporter, they need to keep moving forward, and p2
    jumps (doesn't really matter when he jumps, so long as he does before he dies).
    If this doesn't work, have p2 jump and move slightly forward or to the right.
    
    And a note about the positioning for p2, above. Once you know the position
    needed, you'll notice that there is actually a lot of leeway in the position.
    You can go a (very relative) long distance up, to the left, etc. and have the
    trick still work, so long as the teleporting player keeps walking forward.
    
    Method 4:
    Using 400% health, courtesy of midget.
    1. This one isn't to terribly hard, every time I did it, I had 400% health and
    shields and it seemed to work the best. First go get a rocket launcher. Then go
    to the blue base area and through the teleporter. Walk along the ledge to the
    end, then jump down one level. Walk onto
    the pipe to your right, go to the wall, and look straight down.
    
    2. Next be sure your looking at the wall and jump, fire a rocket almost at the
    exact same time as you fired, but a little bit after. Be sure your pushing
    forward on the control stick while doing this. You should be able to get up with
    only one bar of health gone, sometime none if you are good.
    
    3. Jump over the next pipe (jump+crouch if you need to), and head to the wall
    that slopes downward. Go to the corner of this wall and the invisible wall, do
    the same thing as step 2 except in the corner of the invisible wall and the wall
    that slopes upwards. If this is all done right, you will only have 1 or 2 bars
    of health missing.
    
    4. If you're still alive, and made it up that last step, you
    are now at the top of Damnation, or at least have access to the top without
    using explosives or jumps.
    
    That is how I was shown and I hope it made sense, and yes, I would recommend
    using 400% health for something like this, I haven't tried it otherwise. . ."
    
    ################################################################################
    ********************************************************************************
    
    [Bottom of Damnation]
    Make sure you have one fragmentation grenade and head to the overshield. Stand
    on the left side, in front of the overshield. Throw a grenade behind it. The
    explosion should cause you to fall off the ledge with three bars of health left,
    and the overshield to fall down next to you. When you're halfway down you need
    to the overshield to hit you. Use guess and check/trial and error to find the
    best placement of the grenade for this. Anyway, the overshield should keep you
    alive until you hit the bottom. It's extremely foggy down there, though, so
    there's not much to see.
    
    ################################################################################
    ********************************************************************************
    
    [Hidden Ledge, Damnation]
    Go to where the shotguns are. There are some small (thin but tall) windows here.
    Look out and down to see a small ledge.
    
    I haven't been able to get there yet, but to do so:
    Use the teleporter glitch described in the third method of getting to the top of
    this level. While performing that, the right position by the person in the
    teleporter, and walking the right way while falling (for the second player),
    will land the second player on that ledge.
    
    ################################################################################
    ********************************************************************************
    
    [Extra large teleporter, Chiron]
    Most of the time if you stay in a teleporter and somebody else tries to use it,
    your screen will fade slowly to white and you'll die from being "Telefragged".
    However, there is one teleporter in Chiron that's extra large. You can stay at
    the back of it and melee other players in the back without getting telefragged.
    It is the teleporter where you come out right in front of a rocket launcher and
    overlooking an assault rifle. The side with the rocket launcher is the side with
    the large teleporter.
    
    ################################################################################
    ********************************************************************************
    
    [Claymores in Chiron]
    This only works in Chiron. Attach a plasma grenade to a dead body and leave the
    room. The next person that walks into the room they reactivate the plasma
    grenade and it detonates.
    
    ################################################################################
    ********************************************************************************
    
    [Hidden room in Chiron]
    Grab a rocket launcher and go find the overshield. Throw a plasma grenade next
    to it, then grab the overshield. While the shield is still charging, jump and
    fire a rocket at your feet. The combined explosions of the rocket and grenade
    should land you in a small room above the overshield.
    
    ################################################################################
    ********************************************************************************
    
    [Teleporter glitch for Rat Race]
    This is the same trick mentioned above for getting to the top of Damnation. It
    is most useful in Rat Race for interested kills, as getting on top of the level
    wouldn't allow for as good of views as getting on top of Damnation does.
    
    To do this, refer to method three of getting on top of Damnation.
    
    ################################################################################
    ********************************************************************************
    
    [On ledge in Rat Race]
    Go to the location of the red base. It is a room with four pillar-like
    structures, a sparkly floor with an assault rifle in the middle, and branches
    off into a hallway and a mine. Look up a bit to see a small ledge that goes
    around the room. Now, go to the blue base and stand under the overshield. Shoot
    it so it falls down, then grab it. Head back to the red base, and stand a few
    feet in front of the ledge. Throw a plasma grenade, then a frag at your feet.
    Jump while holding back and you should land on the ledge.
    
    ################################################################################
    ********************************************************************************
    
    [Overshields, Rat Race]
    Shoot the overshields to cause them to fall down. I don't know how they became
    suspended like that, but they sure do fall easily.
    
    ################################################################################
    ********************************************************************************
    
    [Top of Battle Creek]
    Using 400% health (and an overshield can help), grab a rocket launcher and head
    to the sniper tower at the base of the large rock arch in the middle of the
    level (with the rocket launcher on it). Walk to the end of that room, and you
    should be able to jump+crouch and land on top of the rock in front of you.
    There, throw a plasma grenade and frag at your feet. Right after you the frag
    (make sure everything stays on the ledge your own), jump and fire a rocket at
    your feet. You should land atop of the level.
    
    ################################################################################
    ********************************************************************************
    
    [Getting weapons, Prisoner]
    Stand under any weapon, jump, crouch, and hold X and you should grab the weapon
    above you, even if it's through a floor. This works best for the rocket
    launcher.
    
    ################################################################################
    ********************************************************************************
    
    [Up high in Wizard]
    Turn on 400% health and go to Wizard. There is one center platform, and four
    other platforms encompassing it. Grab and overshield and head to one of the
    outer platforms. Stand in front of the pillar thing, throw a plasma grenade at
    your feet, wait about two seconds, then jump and fire a rocket at the ground.
    From here, walk up as far as you can, and this time throw a plasma and a frag,
    then jump and fire a rocket at your feet. As you jump hold down (so you're
    heading backwards) and you should land on top of this structure.
    
    ################################################################################
    ********************************************************************************
    
    [Hitting the bottom of Boarding Action]
    Just a note, this trick is NOT how to get to the bottom of Boarding Action. The
    bottom being an invisible wall in between and under the two ships. You know how
    if you just jump over the edge, you'll keep on falling until you respawn? Well,
    there is a limit to how far you fall.
    
    Create a custom gametype. The only requirements are that it have a respawn time
    of 15 seconds. Suicide penalties and time growth help, too, if you want to put
    those on while you're at it. Anyways, once you go into Boarding Action with this
    gametype, fire a rocket at your feet or jump or do something to cause yourself
    to fall over the edge. You'll die, and the screen will change to third person
    and watch you falling. But, after about ten or fifteen seconds of falling,
    you'll suddenly collide with an invisible floor.
    
    ################################################################################
    ********************************************************************************
    
    [On a wall, Boarding Action]
    On the very right side of either ship, on the fifth floor, there is a wall
    that's a little taller than you are. With 400% health, you can just use a plasma
    grenade and a rocket to get on top of it. For 100% health, however, do the
    following:
    
    1. Jump down to the fourth floor, by the overshield. Looking away from the ship,
    there is a wall to your left, on that touches the outer edge of the ship.
    
    _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
    W         |(5th floor)    S
    W    | OS |               S
         |-----               S
         |                    |
         |                    |
    
    Okay, work with me here:
    
    OS= overshield
    
    - - - = Edge of ship
    
    |
    | = Wall (unimportant wall)
    
    W= Wall mentioned in step one.
    
    S= Wall you're trying to get onto
    
    Hopefully you get the picture (no pun intended).
    
    2. Now, you know where the wall is, hopefully. Go to the corner of that and the
    edge of the ship.
    3. Look at the thing structure that the overshield is 3/4 enclosed in.
    
    
       .___
      /
     /
    |
    |
    |
    
    4. It looks somewhat like that. Take a rocket launcher and aim so that the
    center right edge of the reticule is touching the period in the picture. Then
    look straight up and throw a plasma grenade.
    5. Now, stand a foot or two in front of the overshield and look up. Watch the
    plasma grenade. It should hit the roof of the ship, and bounce down.
    Hopefully it'll land right next to the overshield.
    6. Throw another plasma grenade at the overshield, so that both land at the same
    time. Quickly throw a frag, aiming so, after bounces, it will land next to
    the overshield.
    7. Look straight down, grab the overshield, jump, and fire a rocket. Hopefully
    you did all those, and the explosions all occurred, almost simultaneously. If
    so, you should be catapulted into the air. Aim for the wall and land on it.
    8. There. You just spent a really long time doing a completely useless trick.
    Congratulations.
    
    ################################################################################
    ********************************************************************************
    
    [Jumping the ships, Boarding Action]
    Description 1: Go to the fifth floor of either ship, with 400% health. Get as
    close to the other ship as possible, and try to be in a spot that doesn't have a
    ceiling above it
    
    About a foot in front of the edge of the ship, throw a plasma grenade, then a
    frag. Look straight down, run forward, and fire a rocket. If you're lucky, all
    explosions will be simultaneous, you'll survive that part, and, the kicker, make
    it to the other ship and land alive.
    
    I've yet to make it to the other ship, but I have come within a foot. Hopefully
    you can do better.
    
    Description 2, courtesy of jeffthejoo:
    "For it you must have 400% health, rocket launcher and full plasma and one frag
    grenade. Go to either side on the forth level near the over shield, use one
    plasma nade and throw it in the right corner to blow out the over shield. After
    it has been blown out of the box area, use another plasma nade behind and
    slightly to the right of the overshield to push it up against the wall and use
    another if needed to get the overshield to the edge of the floor against the
    wall. The launching part: stand near the edge facing the over shield about 5 ft
    away and throw a plasma nade, then quickly throw a frag nade and run up and get
    the overshield, face away form the other side and jump back while shooting a
    rocket, doing all of this as fast as you can. if your lucky, the explosion will
    send you to the other ship and land directly on or in front of the
    invisibility."
    
    Description 3, courtesy of DarkFire:
    "You need 400% health and at least one rocket launcher. 
    Go to the fifth floor next to that wall (Referring to the wall you on top of in 
    "On a wall, Boarding Action") This is where you do the actual jump.
    First, jump down to the overshield and grab it, then high tail it to that spot 
    again.
    Go to the edge, throw a plasma then a frag, back up a small amount then run 
    forward and jump and launch a rocket. It takes lots of timing but if you do it 
    just right, you will land on the first floor of the other ship with three blocks
    of health left and no shields."
    
    
    
                                      =================
                                      ---Easter Eggs---
                                      =================
    
    [A note on `unviewable' Easter Eggs]
    Using a modded Xbox, it is (from what I understand) possible to extract the
    original tiles of just about anything in the game. This means that you can find
    Easter Eggs that are out of view normally by just finding their files/tile.
    
    For example, the `Engine Temp Critical' sign has the phrase "Michael Wu don't
    like it" in the bottom right hand corner. But another tile is placed on top of
    that in the actual game, preventing you from being able to read it. This FAQ is
    for what you can do/see with an unmodded Xbox, and therefore I will not list
    these Easter Eggs.
    
    ################################################################################
    ********************************************************************************
    
    [Marathon Logos]
    Throughout the game, you can find several "Marathon logos". Marathon was a game
    released by Bungie in 1992. The Marathon logo looks somewhat like:
     _
    (_)
     |
    
    You'll know it when you see it. Some places you can find them are:
    *On Keyes' chest, by his nametag.
    *When watching the beginning cinematic for The Maw, when the camera pivots
         around the ship, at a certain angle the sun will hit an illuminate it.
         The actual logo is located near the front of the ship, on the side.
    *The platform in the control room (AotCR) is a giant Marathon logo. For a better
         view, go into Two Betrayals. Grab a banshee and fly back into the control
         room. Fly up about twenty or thirty feet and look down.
    *In the level Keyes, get the sniper rifle and look for Keyes' pipe. Once you
         find it, jump into the small pit, so you're directly under it. Look at the
         bottom of the pipe, 10x, with night vision, and you should be able to
         (faintly) see the logo.
    *When selecting the difficulty level for campaign, look at the center of the
         shield (easiest when looking at the `easy' logo). The center of the shield
         has the logo, but you may not have recognized it (I didn't) right off the
         bat because it's broken in two by the division in the shield.
    *Take a good look at the Halo logo. It has several circles and shapes in the
         background. In the center of the Halo logo is the Marathon Logo.
    
    ################################################################################
    ********************************************************************************
    
    [The pistol]
    There are two symbols on the pistol:
    One is either the Chinese or Japanese symbol for "power", and the other is the
    Chinese symbol for the number seven (a 7 with a dash through it). The first one
    is on the bottom of the handle, and the other is on the top, in the dark grey
    section.
    
    ################################################################################
    ********************************************************************************
    
    [.fortune]
    Create a new profile and name it ".fortune". At the top of the screen, one of
    the following quotes will appear:
    I like beans.
    Your luck is about to change.
    Never wear your best pants when fighting for freedom.
    Everything lies in silence.
    All your hard work will pay off.
    If anything just cannot go wrong, it will anyway.
    Nature always sides with the hidden flaw.
    Smile when your ready.
    You cannot fall off the floor.
    Rest is good, but idleness is its brother.
    
    ################################################################################
    ********************************************************************************
    
    [Hidden Music (Two Ways)]
    Method 1: In AotCR, during "If I had a Super Weapon", grab a banshee by sniping
    its driver before he gets in. Now, head over to the pyramid structure and you
    should see three ledges heading directly up above the actual pyramid. Head to
    the middle ledge, and carefully park your banshee on it, get out and walk over
    to the right side. Stand still on the right side of the ledge to hear the `Siege
    of Madrigal' play.
    
    Method 2: Get the Banshee to the very beginning of AotCR (See "Banshee in the
    rooms, AotCR, Two Betrayals"). Fly it to the very bottom of the giant pit. You
    should hit some sort of an invisible wall. It's only a vehicle boundary, though.
    Jumping out while landed there will cause you to fall to your death.
    
    Anyway, find the lowest ledge there. Carefully land and jump out there. Now,
    walk very slowly around the room, and eventually, when you find the right spot,
    you will start to hear the `Siege of Madrigal' play.
    
    ################################################################################
    ********************************************************************************
    
    [Hippo]
    You need a shotgun and a sniper rifle. Fire the shotgun once, then look for its
    shell casing with the sniper rifle. If you find it, zoom in 10x and you should
    see a smiling hippo on the casing.
    
    ################################################################################
    ********************************************************************************
    
    [Rex]
    In The Maw, they'll be a jump that you're told to make, but you'll actually just
    end up falling about ten stories and landing on a platform. This platform leads
    to another, smaller jump, but don't do that quite yet. Back the Warthog up to
    the edge of the platform and get out. Stand on the gun, and jump, jump crouch,
    or whatever you need to do to get to the top. Once there, go to the side (if
    you're not there already) and they'll be a small hallway. Turn on your
    flashlight and to find "Rex" written in blood on the wall. This refers to one of
    Halo's level designers, whose nickname is "Ferrex", which here is shortened to
    just "Rex".
    
    ################################################################################
    ********************************************************************************
    
    [Food Nipple Grunt]
    In The Maw, after Foehammer crashes, continue on until you find the first path
    to the right. Take this path, then get out and go down the hallway halfway down
    the hallway you're in (so the first two rights you find). At the end of this
    hallway is a single spec-ops grunt. He will not attack you, but he will say to
    you:
    "Good thing that food nipple's wait'n for me back at the starship, cuz man, I've
    worked up a big grunty thirst!"
    
    ################################################################################
    ********************************************************************************
    
    [The Megg]
    Background: Put into the game by a programmer (Jamie) for his girlfriend, Meg
    (Meg+egg=Megg). On a side note, if you watch the credits at the end of the game,
    wait for the end section, where personal thanks from Bungie employees are. When
    it comes to Jaime, Meg will be listed.
    
    How to see it: Select the PoA on Legendary. When you gain control of MC, head to
    the back of the cryo bay and you should see a stack of crates, with the top one
    being yellow. Jump, then crouch to get on top of the first crates, then again to
    get on top of the yellow crate. Stand here for at least ten seconds. Now, head
    towards the bridge as you normally would until you find the marine that wants
    you to follow him. Jump over his head and continue on. Meet Cpt. Keyes and skip
    the cutscene. Go out, pick up and reload the assault rifle, then kill a crew
    member to trigger the invincible marines. Go into hiding until the marines
    disperse a bit. You know when you're exiting the bridge, there's a hallway to
    the right and left, but the one on the right has a locked door? Well, now that
    door will open for you. Head that way, go through the door and run down the
    hallway to the end of the room and look up. You'll see a heart made of blood
    surrounding an "M" made of pistol bullet holes in the ceiling.
    
    ################################################################################
    ********************************************************************************
    
    [Keyes' pipe]
    In the level Keyes, when you find the Captain, his pipe is hidden on one of the
    growths coming out of his body. Go to the right of the platform (don't be on the
    platform) and look toward the ramp. You should see a growth hanging over the
    edge. Zoom in 10x with a sniper rifle to see Keyes' pipe hanging on the end of
    this growth.
    
    ################################################################################
    ********************************************************************************
    
    [Keyes' nametag]
    In the level T&R, after you rescue the captain, take out a sniper rifle and zoom
    in 10x on his chest. If he isn't blocking it with his needler, you'll be able to
    read his nametag, which says:
    
    Hello, my name
         Keyes
    
    Also notice the Marathon logo just to the left of the nametag.
    
    ################################################################################
    ********************************************************************************
    
    [Marcus Lehto]
    Marcus Lehto is/was Halo's art director. His birthday, March 5, 1969 is written
    on the Scorpion, and his initials are on the bottom of MC's boot. In
    multiplayer, have one player stand on top of another. The bottom player should
    take a sniper rifle and look up at the foot in his face, and zoom in to see the
    initials.
    
    ################################################################################
    ********************************************************************************
    
    [The Bulletin Board]
    At beginning of PoA, in the cafeteria, look for a bulletin board with several
    flyers on it. Read what they say; some of them are pretty funny.
    
    
                                     ===================
                                     ---Miscellaneous---
                                     ===================
    
    
    [Wrong hand]
    Have one player look at another, player two (being the one looked at), having a
    plasma pistol. Have them melee, and watch how the hand used to punch in player
    one's screen is different from that used in player two's.
    
    ################################################################################
    ********************************************************************************
    
    [Yes, those Wraiths can be destroyed]
    The Truth and Reconciliation has you board an enemy ship to rescue the captain,
    and along the way you'll encounter several large rooms, some filled with
    vehicles. As with the title of this trick, yes, the Wraiths you encounter are
    live and can be destroyed. Wraiths are the only vehicle that can be destroyed
    without be used at the time.
    
    There are also Ghosts in Keyes, but these cannot be piloted nor destroyed.
    
    ################################################################################
    ********************************************************************************
    
    [Reloading the wrong gun]
    This may work for all guns, but hasn't been tested on all of them. Anyway, pick
    up a clip gun (i.e. Assault Rifle). Stand next to a plasma pistol. Fire off a
    few shots with the AR, and press X to reload. Quickly hold X over the plasma
    pistol to swap for that.
    
    From another player's perspective, MC is now reloading the plasma pistol with an
    assault rifle clip (although this has no effect on the gun itself).
    
    ################################################################################
    ********************************************************************************
    
    [Tidbits about the flood]
    Just some interesting notes:
    
    *At the beginning of 343GS, right when you begin crossing the log, look ahead,
         at the shade. When you walk a few feet, you should notice one or two flood
         run by behind the shade. Also, on your motion tracker, at this time, flood
         are displayed as allies.
    *I don't know the full extent of this, but flood seem less eager to attack you
         when they are on a light bridge. Lure them on, and, although they will
         attack you sporadically (much more if they have a weapon), they're rate of
         attack will be lessened, and they seem rarely ever move.
    *The combat forms are infected marines and elites. Look at their feet. If they
         have hooves, they were elites, and if they have (relatively) normal feet,
         they're humans. Also, if they carry a human weapon, they were marines. And
         the little things coming out of their chest (tentacle-like things) may very
         well be the infection form that got to them.
    
    ################################################################################
    ********************************************************************************
    
    [Errors outside the game]
    On the actual disc, MC is driving on the wrong side of the Warthog.
    On the non-GOTY (game of the year) version, there are three screenshots at the
           bottom of the back of the case. Two of these are not accurate with the
           version of Halo released: There are no blue elites in the security
           building of the Silent Cartographer, and there are also no banshees in
           that level.
    
    ################################################################################
    ********************************************************************************
    
    [The title screen gameplay footage]
    On the main menu screen (Campaign, Multiplayer, Settings, Game Demos), wait a
    minute or two for some gameplay footage to be shown. It seems as though an
    earlier version of Halo was used to make these, as you can notice the following:
    
    *Vehicles reloading their weapons (i.e. the Banshee's fuel rod cannon) display
         "reloading" instead of "..."
    *Look for a scene on AotCR. There are several, but one of them shows the first
         outdoor area, where you first come outside. There will be a Covenant
         dropship flying over a firing Wraith. But, in normal gameplay, there is no
         dropship there.
    *I don't know if this means they used an early version or not, but footage is
         shown flying around in a Banshee in the first half of AotCR. However, the
         only way to do this (or, most obvious way) is to get the "early Banshee,"
         which I wouldn't think players were intended to get.
    *There is no rocket launcher in 343GS.
    *Plasma grenades have a white mist around them when they're attached to an
         enemy.
    *Some of the scenes show the player with over 200 rounds for their pistol, but
         the max number of pistol rounds is 132.
    *Off the top of my head, I think some footage on SC and BG show a different
         targeting reticle for the LAAG.
    
    
    ################################################################################
    ********************************************************************************
    
    [Properties of the Keyes Banshees]
    The Banshees you fly away in at the end of Keyes have some special properties.
    Some of them are:
    
    They cannot be moved unless by the pilot. Melees, grenades, and hunter melees
    have no effect.
    
    They are invincible. They cannot be destroyed by anything.
    The pilot is invincible, from gunfire and grenades while inside the Banshee.
    They are very fast, have great acceleration, and can fly through walls/floors.
    The end cutscene starts after you enter the Banshee and are in it for a certain
         period of time.
    You can exit the Banshee after flying it, and so long as the screen hasn't
         started turning white yet, the cutscene will not start. You can get to some
         pretty interesting places by flying randomly for a few seconds then
         exiting.
    
    ################################################################################
    ********************************************************************************
    
    [Beginning additions]
    In the beginning cinematic of the game, once all the marines are assembled, the
    Sarge gives a short monologue. What he says changes on each difficulty, with
    easy being:
    "Men, keep your eyes downrange, fingers on your triggers, and we all go home in
    one piece. Am I right marines?!"
    
    and  legendary being:
    
    "Men, we led those dumb bugs out to the middle of nowhere to keep 'em from
    gettin' their filthy claws on Earth. But, we stumbled onto somethin' they're so
    hot for, that they're scramblin' over each other to get it. Well, I don't care
    if it's God's own personal anti-SOB machine, or a giant hoola hoop, we're not
    gonna let 'em have it! What we will let 'em have is a belly full of lead, and a
    pool of their own blood to drown in!"
    
    ################################################################################
    ********************************************************************************
    
    [Legendary ending]
    Beating The Maw on legendary yields a different cinematic than other
    difficulties. Instead of seeing flood walking around the outside of the PoA as
    it explodes, you see Sarge and a blue elite fighting over an assault rifle. As
    Sarge is grumbling at the elite, he sees a large explosion in the ship and turns
    to look at it. The elite then gives up the AR and turns toward the ship, also.
    The two look at each other, Sarge says, "This is it, baby; hold me", and they
    proceed to hug. And, yes, it's true, right before the ship's engines detonate,
    the elite grabs Sarge's butt.
    
    ################################################################################
    ********************************************************************************
    
    [Top of levels info]
    Here's some information about the top of multiplayer levels. This information
    does not apply to Damnation or Battle Creek.
    
    Invisible walls and invisible hills are everywhere.
    
    Know the map well; the edge of the cliff can appear in front of you out of no
    where, so be prepared.
    
    If you are back in the level and cannot be seen by anybody (as in, it's not
    possible for them to see you), you cannot shoot them and they cannot shoot you
    in anyway, including throwing grenades at you.
    
    Grenades that land on the "ground" atop a level will not detonate. They will
    fall through the level and disappear.
    
    To get ammo while on top of Sidewinder, throw a grenade in back of the gun. The
    grenade should detonate, throwing the ammo up. When it gets near you, try to
    catch it.
    
    
     /\==========================================================================/\
    /  \                              Trick Explanations                        /  \
    \  /========================================================================\  /
     \/                                                                          \/
    
    
    
    Here I will reiterate descriptions of why exactly some tricks work. My source of
    this information, for now, will be
    http://www.livejournal.com/users/angryzenmaster
    
    Object Overload:
    In order to conserve memory, Halo deletes certain objects deemed unimportant
    throughout the game. Originally, dropped weapons were in this category. But some
    players may drop a weapon, but want to pick it back up later. To prevent it from
    disappearing, weapons were put instead into a category of important items, which
    would not be removed. Thus, a side-effect was noticed that when you kill your
    co-op partner enough times, the game is overloaded with active objects and runs
    out of memory. Therefore, some very strange glitches can occur.
    
    Infinite ammo/camo:
    When warped across some load zones, the warped player will end up having
    infinite active camouflage (if they had it) and infinite ammo. This is because,
    while the player is being warped, they enter a strange state of being. The game,
    though, wrongly interprets the player, during this time, as being AI controlled.
    AI characters have infinite ammo, and, if they pick it up, camo. Thus, the
    warped player is given the qualities of an AI character, and has infinite ammo.
    
    
     /\==========================================================================/\
    /  \                              Challenges                                /  \
    \  /========================================================================\  /
     \/                                                                          \/
    
    
    
    If you're looking for something interesting to try, and are tired of
    tricks/secrets in general, here are a few things to do:
    
    Warthog jump to various parts of different levels
    Get all nine marines on top of the Silent Cartographer
    Do a Warthog jump on top of the Silent Cartographer
    Beat levels without firing a shot (using melees only)
    Save as many marines as you can (until the end of the level) on SC
    Combine tricks and see how quickly you can beat levels
    Combine tricks and see how quickly you can capture the flag and score
    Collect as many vehicles as you can on AotCR or Two Betrayals
              (My best: ~1 Wraith, 1 Scorpion, 18 Ghosts, 3 Banshees, 19 Shades,
               1 Warthog)
    Stuff the Blood Gulch bases with all the vehicles (2 Scorpions, 2 Warthogs, 4
              Ghosts)
    Get two Warthogs and four Ghosts into the second story of the Sidewinder bases
    Get all vehicles (including or excluding the Scorpions) on top of Sidewinder
    
    ***By the way, I really don't care what tricks here you've done, or who's done
    better, or whatnot. It's just a list of things to do if you're bored.
    
    
     /\==========================================================================/\
    /  \                              Notes                                     /  \
    \  /========================================================================\  /
     \/                                                                          \/
    
    
    
    All single player tricks can be performed in multiplayer, and all glitches
    appear in both single and multiplayer (with the exception of the Megg, I'm not
    sure about this one), even if it requires two or more players to see.
    
    All multiplayer tricks that do not specify a required health/shield percentage
    are done on 100% health, with shields. Using anything more powerful than that
    increases the chance of survival (when using explosives), but does not mean the
    amount of explosives needs to be increased at all.
    
    All multiplayer tricks that don't involve interacting with a level-specific
    object should be able to be performed in single player. I just put it in
    multiplayer because that's where it was/is most applicable.
    
    You do not get ANYTHING for beating the game on Legendary except a slightly
    different ending cinematic. If anyone tells you otherwise, they are lying. You
    do not get two new weapons or the ability to carry three for beating the game on
    Legendary in under three hours.
    
    
     /\==========================================================================/\
    /  \                           Requested Trick Descriptions                 /  \
    \  /========================================================================\  /
     \/                                                                          \/
    
    
    
    If anyone can explain to me how to do any of the following tricks, please e-mail
    me with the description (kitchensink108@yahoo.com)
    
    *The teleporter glitch: Where to stand for any levels except Chill Out, Rat race
         or Damnation.
    *Have Keyes standing on you in PoA, as he gives you the pistol.
    *What causes the bright red and green color glitch.
    *Getting into space in Derelict
    *Getting behind the ladders in Longest, Battle Creek, or any other level besides
         Sidewinder.
    *Getting into the red hot beehive looking thingy in Chiron
    *Having MC underground, with only his head peaking up from the dirt in BG
    *Having MC _under_ the slanted rock in BG
    *Jumping into trees from the Warthog and being launched into the air
    *Exiting a gun turret and have its motion of rotating back to its normal
         position knock you through a wall
    
    I would also like descriptions for the following tricks, to supplement my
    current descriptions:
    
    *Sniper rock
    *Getting behind the glass in Chill Out
    *Jumping between ships in Boarding Action
    *Getting the hidden Banshee in AotCR
    *Covenant/Stationary shield jumping
    *Getting to the top of Blood Gulch
    
    I might accept descriptions for tricks not listed above, but those are the ones
    I would appreciate the most.
    
    
     /\==========================================================================/\
    /  \                              Contact Info and Credit                   /  \
    \  /========================================================================\  /
     \/                                                                          \/
    
    
    
    If you see any major errors, or would like to notify me of a trick NOT listed in
    any way already, you can e-mail me at kitchensink108@yahoo.com.
    
    ---The giving of credit where credit is due section---
    Much of this information came from:
    GameFaqs.com
    Legolas' secrets FAQ
    Halo.bungie.org
    1337guide.com
    Juggalo
    Kifje
    Michael Powell
    Juggertrout
    Gamewinners.com
    Frogblast, Metafire
    Warbow
    Mike Miller
    Dark Helmet
    Phalanx
    ihatedrymustard
    Systems
    dctv UK
    Luke
    Smackdowner1
    Kyle Medlin
    MereCatfish
    masterzero99
    Gamerai1
    KainBloodOmen
    Sgnt Al
    minky or jobaheff or Patrick
    Gatordude
    Caveman
    Draco7182
    (GT)Juggler
    (GT)FoshEEz
    (GT)Xear
    (GT)Raccoon
    (GT)Slasher
    MrSlaughtr
    KORHAL
    EvilChihuahua
    Edge_343
    Guardian-X
    masterzero99
    finally
    thimoc
    CloakedElite
    GrandmasterStevo
    gmims44
    makaveli the don
    Ms. Man
    Dreamcast Man
    The Eternal Soldier
    jeffthejoo
    PaaAT
    Ducain
    Nomak
    Mastro Chief
    Midget
    merkey88
    Daniel Riccobuono
    ksean369
    DarkFire
    Obi Dan Kenobi
    lbmXpenpen18
    http://www.webcolp.com/halo/halosite.htm
    http://www.livejournal.com/users/angryzenmaster
    http://angelfire.com/ar3/halojb
    ---
    fatkittiesrule, aka "(DF) C@0L" :)
    Ben
    Brian
    Nick
    Eric
    
    The ASCII art at the beginning was made by the ASCII Generator, which was made
    by Jonathan Mathews.
    -Contact me if you would like to be credited with a different name-
    
    
     /\==========================================================================/\
    /  \                              Legal Information                         /  \
    \  /========================================================================\  /
     \/                                                                          \/
    
    
    ***This applies to ALL versions***
    Copyright 2004 Kyle Barr
    This document may be not be reproduced under any circumstances except for
    personal, private use. It may not be placed on any web site or otherwise
    distributed publicly without advance written permission. Use of this guide on
    any other web site or as a part of any public display is strictly prohibited,
    and a violation of copyright. Furthermore, hosting of this document is to be
    dictated solely by me, meaning, you may only host it with my permission, and
    must cease hosting it if I ask you to.
    
    This document was created on July 1, 2003.
    
    The only sites currently allowed to host this FAQ are:
    gamefaqs.com
    1337guide.com
    halo343.cjb.net
    cheats.de
    ign.com
    halo.bungie.org
    halogt.com
    cheathappens.com
    cheatcodes.com
    highimpacthalo.org
    supercheats.com
    gamewinners.com
    cheats-corner.de
    halounderground.com
    robsgaming.com
    geocities.com/kitchensink108
    
    I will post this on forums at my own discretion (and with approval from the
    forum moderators/admins). It should not be posted on a forum without at the very
    least giving credit, and preferably e-mailing me about it.
    
    If you find a site not listed above hosting this FAQ, please contact me. Not
    that I'm really going to do anything about it so long as they're giving me
    credit, but I'd still like to know. Feel free to link to my FAQ on any forum,
    but don't copy and paste the document itself into the message, just the URL.
    
    Please note also that if you ask me for permission to host this FAQ, I'm much
    more lenient towards sites with their own domain names (the GeoCities site
    allowed to host it, listed above, is my own), and preferably and established
    site. The only exception is CheatCC, whose owner has lost my trust.
    
    The original and most up to date version of
    this FAQ can be found at GameFaqs and
    www.geocities.com/kitchensink108/halosecrets.txt.
    
    A version with added HTML tags can be found at:
    www.geocities.com/kitchensink108/halosecrets.html
    
    The HTML version will no longer be updated by me. It's just too time consuming.
    
    Well, that about does it. Thanks for reading this. If I haven't been of any
    help, then I have to wonder why you've read this far. Other than the fact that
    maybe you were just skimming it and decided that the intro and conclusion are
    more important than the body. w00t!